Documenti di Didattica
Documenti di Professioni
Documenti di Cultura
used to do (a big thanks to him, we've borrowed his layout to write the char
towards intermediate / intermediate+ players, but can be useful for beginn
least we hope so).
While reading the tier list and reading the write-ups, please keep in mind th
reflects the opinion of those who created it. We've tried our best to explain i
characters listed, and this relatively to the average player experience, but so
differently depending on their playstyle, summons, grids, experience, goals
Regardless, we are always ready to modify / improve the tier list if you feel s
granblue subreddit discord server if you want to discuss about it!
https://discordapp.com/invite/0wavQVWUQtpX
:
Contributors: Meshocku, Diamonit, Eej, Kryto, reddit discord in general
Note
writeups updated Date
15/8/2017
15/8 16/7/2017
the tier list if you feel something isn't right, feel free to drop by the
uss about it!
com/invite/0wavQVWUQtpXnkVZ
Changelog
General Advanced
Added Summer Izmir to S Added Summer Izmir to S
Added Summer Korwa to S Added Summer Korwa to S
Moved Fire Socie to SS (from A)
Older changelog
/2017 - Moved Sochie (Fire) to SS (Advanced, up from A)
/2017 - Moved Hallessena (Earth) to SS+ (Advanced, up from SS)
/2017 - Balance patch change added
/2017 - Moved Xmas Clarisse (Earth) to A (General) and S (Advanced) (up from B)
/2017 - Moved Eustace (Earth) to A (up from B) - Advanced list
/2017 - Moved Nemone (Earth) (SSR) to S (up from A/B) - Both lists
/2017 - Moved Melissabelle (Wind) (SSR) to B (up from C) - Both lists
/2017 - Moved Feena (Wind) (SSR) to S (up from A) - Both lists
/2017 - Moved Izmir (Water) (SSR) to S (up from A) - Both lists
/2017 - Added Shiki (Wind) (SR) and Minami (Water) (SR)
/2017 - Added Naoise (Fire) (SR)
/2017 - Added Scathacha (Wind) (SSR)
/2017 - Added Cain (Earth) (SR)
/2017 - EMP and passive updated, a few ranking change made to reflect those
/2017 - Moved Clarisse (Fire) (SSR) to A (down from S) - Both lists
/2017 - Moved Zeta (Fire) (SSR) to A (up from B) - General content
/2017 - Moved Nio (SSR) to SS (up from S) - General content
/2017 - Added Predator (Dark) (SR)
/2017 - Added Clarisse (Light) (SSR)
/2017 - 5*GW Characters writeups added
/2017 - EMP Suggestions added
/2017 - Added Katalina (Dark) (SSR)
For people starting their first element, or where your main grind is magna raids, Story events, Maniac showdowns and
special quests, Celestials, Ex+ GW, non-HL raids
HRT
SS
QoL
S
B
C
Tier Criteria
HRT Mistakes were made.
SS Has a vital function in the team / Strong all-rounder in any fight.
SS (Quality of Life) This character may not be used in every/any fight but has a unique function that is irreplacea
S Solid characters with some limitations. Useful in most fights.
A Can be useful in some fights but they have some significant limitations.
B Niche uses / Good SR characters.
C Really niche uses / Only when you have nothing better to use.
M aka the "Meme" tier. Makes you wonder what FKHR was thinking when he designed them.
ids, Story events, Maniac showdowns and
Switch between tabs if some images are missing / out of alignment!
If you're stuck in HTML mode and images/text looks weird
Earth Wind Light
Note: There is no character order within a rank
GW characters are considered in their 4* form here
er in any fight.
but has a unique function that is irreplaceable.
significant limitations.
better to use.
HR was thinking when he designed them.
/ out of alignment!
Click Here
Dark
aracter order within a rank
onsidered in their 4* form here
When you are at a level where your main grind is HL raids, Guild War NM raids, Xeno clash, and solo-mvping lv100
summon raids/Primarch raids.
Using the superior element for the fight becomes much more important here due to neutral element resistance and
survivability issues.
HRT
SS+
SS
S
A
C
Don't
No info
Tier Criteria
HRT The "Happy-end Resolution Tier" in general content are pretty much the same mistakes even in H
SS+ Excessively strong or versatile characters. Or both at the same time. You can't go wrong with havi
SS Strong all-rounder in any fight / Offers some unique utility. They can have some small inconvenie
S Solid characters with special functions, but not as irreplacable as higher tier char
A Can be useful in some fights but they have some significant limitations.
B Niche uses
C Only when you have nothing better to use.
Don't We hope you know what you are doing, because the raid will hate you if you don't.
s, Xeno clash, and solo-mvping lv100
Dark
haracter order within a rank
onsidered in their 4* form here
Portrait Name Role TL;DR
FIRE - Element overview
"Fire is an element that has had a rough time in Granblue Fantasy. Despite being one of the m
their characters) it has been the weakest for racing for a very long time. After multiple attem
that they finally gave up and at the very end of 2016, implemented Shiva, a summon of unpre
- It is moderately F2P friendly. While it does have a few very good limited characters, some of
usable in most situations, which means you can assemble a decent team through luck, patien
- Farming up a Colossus Staff grid is painful, as Colossus is the hardest magna of the basic fou
Colossus Staves also have the lowest attack stats in the game, leading to everyone making fun
now, however. If you're using mainly fire for on element fights however, you can get to use Ma
trendiest weapon skills at the moment: Enmity and Critical.
- Finding friends with Shiva is incredibly important now. This will get better over time as peo
until then, it's a struggle.
- Fire does not have characters that can push numbers much higher than their grid would see
buffers like Korwa).
- Fire gets access to a very strong unknown main hand under the form of Xeno Ifrit Scythe, w
bonus damage on MC against burned targets. And it has high attack coupled with a massive
kind (and also being able to constantly play Berserker is pretty cool).
As a result, Fire has now become a more than decent, and even arguably one of the better ma
or Shiva from your gacha, it gets even better as Fire has access to one of the best Moon weapo
multiattacks) weapons. This also makes Fire the 2nd best element for whaling, second only to
SS
FEAR
Attacker / 640k nuke (x2 after ougi),
Percival Fearmonger Attack Up/Echo/Fire
Attack Up on one button,
(ATK) Attack/DA/TA up based on
number of characters on
the field
FEAR
Attacker / 640k nuke (x2 after ougi),
Percival Fearmonger Attack Up/Echo/Fire
Attack Up on one button,
(ATK) Attack/DA/TA up based on
number of characters on
the field
Dial-a-yield DA/TA,
Self HP Reduction,
Overdrive Assassin,
bonus crit and dodge
at low health, can
Beatrix (Swimsuit take 1 lethal hit
Attacker (SPE) without dying and
Version)
chance to heal self
when under 50% HP
Guaranteed Treasure
Tien (Esser - GW TH Bot (BAL) Hunt, passive drop
Chara) rate increase,
worshipped by the TH
cult
Flare makes
everyone's numbers
go up... even the
boss! Also 5 turn
Zahlhamelina Buffer (SPE) duration, 6 turn
cooldown Fire Atk
Up/Wind Def Up and
Barrier/Regen and
Crit to party on Ougi
Flare makes
everyone's numbers
go up... even the
boss! Also 5 turn
Zahlhamelina Buffer (SPE) duration, 6 turn
cooldown Fire Atk
Up/Wind Def Up and
Barrier/Regen and
Crit to party on Ougi
80% Echo,
Charm/Slow at the
Metera (Fire) Attacker (ATK)
expense of damage,
700k Nuke
Attacker / Buffer
Multiple self Hype
Aoidos (ATK)
buffs, team hype buff
DURATION
(except it's good now)
Taunt, Retaliation,
Enmity Attacker,
2000 Drain at Low
Agielba Tank (DEF)
Health, 600% def
buff during his ougi
turn
100% TA for 3 turns,
Heles Attacker (ATK) ~30% Damage Up
against OD targets
Has a 5* uncap
4 EMP crit nodes
Rika Jougasaki Attacker (ATK)
Can burn enemies
DA team buff on ougi
Has a 5* uncap
20% def down
Substitute +
Naoise (event) Defender (DEF)
retaliation
40% team damage
cut against wind
In Frozen blade
mode:
- Permanent DA
- Loses HP every
Dante Attacker (ATK) turn
- 700k cap nuke
blue Fantasy. Despite being one of the most popular elements (solely through the popularity of
or a very long time. After multiple attempts at trying to incrementally fix the element, it seems
implemented Shiva, a summon of unprecedented strength.
w very good limited characters, some of its regular characters are still surprisingly strong and
mble a decent team through luck, patience and a few surprise tickets.
sus is the hardest magna of the basic four elements to solo down to 50% HP to guarantee MVP.
e game, leading to everyone making fun of you for having a weak grid. Shiva compensates for this
nt fights however, you can get to use Magna Ecke Sachs that will get you access to the two
ritical.
ow. This will get better over time as people pull him from gacha or keep him when rerolling but
s much higher than their grid would seem to allow (very strong attackers like Six, Ayer, Halle or
d under the form of Xeno Ifrit Scythe, which gets not only the same ougi as GW dagger but also
has high attack coupled with a massive unknown boost, which strengthens a lot fire grids of an
r is pretty cool).
and even arguably one of the better magna build. But if you ever happen to come across an Agni
as access to one of the best Moon weapons (Crimson Finger) and farmable Trium (increased
best element for whaling, second only to Dark's Hades builds."
He reaches level
Carbuncles,
100 and suddenly
Zahlhamelina,
deals tons of
His self-buff has a Yuel, Clarisse,
damage Everything
long cooldown Korwa, Atma
sword trium, Skill
You've just realized
cap up ultima skill
that you've been
waiting your entire
life to be
vassalized by the
Emperor of Flames
not eat a nasty
Ougi
He reaches level
Carbuncles,
100 and suddenly
Zahlhamelina,
deals tons of
His self-buff has a Yuel, Clarisse,
damage Everything
long cooldown Korwa, Atma
sword trium, Skill
You've just realized
cap up ultima skill
that you've been
waiting your entire
life to be
vassalized by the
Emperor of Flames
Enmity grids,
The boss is in other Fire
Requires Agni
overdrive mode characters with
grids to fully
and you use all her Hostility Up effect, Everything
maximize her
skills and press echos, Atma
potential
Attack sword trium
Enmity grids,
The boss is in other Fire
Requires Agni
overdrive mode characters with
grids to fully
and you use all her Hostility Up effect, Everything
maximize her
skills and press echos, Atma
potential
Attack sword trium
Fitting Draphs,
You get to stack Erunes and
her self attack buff, Humans in a same
use her third skill, team is a
and she becomes headache for baha Xeno Ifrit Scythe,
the best fire synergy Anila, Yuel, Echo
attacker without buffs, Draphs in
Everything
any drawback She has no way to general, Atma
trigger enmity for sword trium, Skill
She SA/DA but still Agni grids cap up ultima skill
deals very good
damage thanks to Selfish attacker
her passive that doesn't bring a
lot of utility
Thief Jobs
You get TH (Hawkeye,
Doesn't do much to
stacked to 6 and Gizoku/Bandit
pump her own
then slam down Tycoon) , Farming
damage aside from
her 1 skill for the Nighthound
Break Assassin
guaranteed 9 stack (Tactics Command
to switch her in)
Fighting Wind
Being the only
potato in an
Someone else dies
element that has
because they
good Humans, Percival, Aliza,
arrogantly did not
Erune and a few Suzaku Harp, Wind Raids
take Flare into
Draphs makes it Atma staff trium
consideration when
really complicated
they walked into a
for Bahamut
boss ougi with no
weapon synergy
damage cut
Fighting Wind
Being the only
potato in an
Someone else dies
element that has
because they
good Humans, Percival, Aliza,
arrogantly did not
Erune and a few Suzaku Harp, Wind Raids
take Flare into
Draphs makes it Atma staff trium
consideration when
really complicated
they walked into a
for Bahamut
boss ougi with no
weapon synergy
damage cut
Dies fast.
The boss is in Enmity grids,
overdrive mode Like, really fast. other Fire
Short fights, SR
and you use all her characters with
Pendants
skills and press Also, sparking for Hostility Up effect
Attack an SR is just Atma sword trium
embarassing
It was 2015 and
you pulled her with
a yolo single pull,
Luchador,
because sparking
Anthuria, Korwa,
had yet to be Unticketable, long
Aliza, Aoidos, Short fights / Fights
conceived by man cooldown on buff,
Ghandagoza, where you can take
Atk buff doesn't
other characters full advantage of her
You're running the benefit Agni builds
that crave meter AOE slow
Draph Dream much
or have nice ougi
Team of Aliza,
effects
Ghandagoza and
Anila and everyone
can't stop critting
You're sitting at 3
Spitfire stacks and Resets his Spitfire
his cleave goes off stacks with ougi Socie / Yuel Multi target fights
on all three heads Unticketable
of Tia HL
His Hostility is
Bosses that multi-
You land his Blind reliant on his Blind,
attack frequently or
during the last 10% if you're looking for
Anila, Anthuria have multi-hit
health of Nataku pure anti-Wind
triggers, Wind
HL technology Aliza is
Fights
a better choice
You're fighting a
boss that loves to RNG that prevents Anila, Aoidos,
Solo fights where
multiattack and no you from getting Aliza, other
you have no Charm,
one brought Song her maximum characters with
Fights with a lot of
and also you Hype buff good Ougi effects,
multi-hit specials
weren't allowed to consistently Nighthound
bring Berserker
with DI3 to reduce
multi-attack rate so
this your one
chance to shine,
damnit Her burn can be
You have Percy easily dispelled by
Percy, Xeno Ifrit
but you don't have enemy players in
Scyrthe, Trium Any Fight
Yuel or Fire Potato raids
atma sword
yet.
SR stats
Lack strong MA
The enemy has a buffs Xeno ifrit scythe,
long Overdrive Lucius, Anna , On element fights
mode Her nukes have Blind in general
low caps
You need to tank
dangerous wind
His cut isn't as Beako (Halloween Enemies with
ougis / You need
strong off element or summer), dangerous multi-hits
someone to
(20% only) Athena ougis/triggers
sacrifice against
Nezha trigger
(Note: Order is based on their ranking on the General Content Tier List)
Previously known as just a Fearbot, Percival's 5* now makes him far more useful
than just "that guy Fire players bring along so they can feel useful". With his 5*
upgrade and also slight rebalance, his damage output has increased significantly
to the point where you can just bring him along just for his damage with his Fear
being a nice side bonus.
His first skill (Tzairaisen) hits very hard (up to 640k) and heals, which is nice by
itself but it gets even better after he uses his ougi and the next Tzairaisen you
cast hits and heals twice. His second skill has long been his signature ability and
can make many boss fights way easier than they should be. It does have trouble
landing sometimes though, so a combination of MC Superstar and Clarisse in
party is often recommended to make sure it sticks. Note that on many harder
bosses, Fear has a higher chance of being resisted the more you cast it.
His third skill is where he gets most of his damage from. It provides him with 30%
Fire Attack Up (triggering his passive), 20% Echo and 20%-60% damage boost
(the specific equation is 20% + (Current HP/Max HP) * 40%). All you need to
know is that when you click this button, his numbers go up.
Finally, his passive has been reworked recently so that he gains a flat +30% Fire
Attack Up whenever he has a Fire Attack Up buff from any source. This means
that Zahlhamelina is his best friend for damage because of her 5 turn uptime/6
turn cooldown Fire Attack buff. Otherwise Yuel, Ruby Carbuncles, Prometheus
and 4* Nezha can all help to keep his passive going.
His first skill (Tzairaisen) hits very hard (up to 640k) and heals, which is nice by
itself but it gets even better after he uses his ougi and the next Tzairaisen you
cast hits and heals twice. His second skill has long been his signature ability and
can make many boss fights way easier than they should be. It does have trouble
landing sometimes though, so a combination of MC Superstar and Clarisse in
party is often recommended to make sure it sticks. Note that on many harder
bosses, Fear has a higher chance of being resisted the more you cast it.
His third skill is where he gets most of his damage from. It provides him with 30%
Fire Attack Up (triggering his passive), 20% Echo and 20%-60% damage boost
(the specific equation is 20% + (Current HP/Max HP) * 40%). All you need to
know is that when you click this button, his numbers go up.
Finally, his passive has been reworked recently so that he gains a flat +30% Fire
Attack Up whenever he has a Fire Attack Up buff from any source. This means
that Zahlhamelina is his best friend for damage because of her 5 turn uptime/6
turn cooldown Fire Attack buff. Otherwise Yuel, Ruby Carbuncles, Prometheus
and 4* Nezha can all help to keep his passive going.
Yuel is one of those really old characters who was really bad, then got a 5*
upgrade where they fixed her uselessness. Now she's really good! But in light of
other, newer buffers, her appeal is starting to fade just a little. Still, Fire's best
buffer, even though you gotta hit 100 to get all the good stuff.
She naturally has a high DA rate and her first skill essentially makes it 100%
while also hitting pretty hard. Her second skill is a weak hitting AOE nuke but no
one cares about that because it gives your whole team a 20% Fire Echo. Her
third skill is a useful heal because it also clears off one debuff and finally her
fourth skill gives 20% Fire Attack Up, useful for damage but especially useful for
Percival, and Healing Up which can be comboed with her 3 to push it just a little
higher.
Her fourth skill has lower uptime than Zahlhamelina's Fire Attack buff though, and
they overwrite each other so if you use both characters in the same party be
careful.
For whatever reason, Cygames decided in Feb 2017 that people who were upset
that Halloween Beato was an SR should be thrown a bone and they gave us
another limited Beatrix except with SSR stats and skills. That's right, they
chopped off 130 HP and gave her 4420 ATK and called it a day.
Her first skill gives her DA/TA Up, Defense Down and Hostility Up just like her
Halloween version but the difference with the SSR version is that she also has
the option to click the skill again, increasing the values on all of the above for
when you really wanna take it to the danger zone (100%/95% DA/TA with -75%
Def). A third click will disable all the buffs/debuffs instantly and set the skill on a 5
turn cooldown. The only times you'll really want to use the second stage of her
buff are when you can do it safely (boss is Paralyzed) or you're willing to take the
risk to maximize the damage on your ODA turn. Since her buff is purely DA/TA,
an Agni grid can safely ignore using this skill most of the time because of its
ability to give DA/TA via the weapon grid through Athena Spears. You can also
use Socie or Korwa to provide DA/TA to avoid the risk of getting splattered.
Her second skill is an Overdrive Assassin skill, or ODA, that basically lets her do
tons of damage whenever a boss is in Overdrive. You want to triple attack as
much as possible during an ODA turn so that's where her 1 skill comes in.
Finally, her third skill chops off 40% of her max HP and gives her the Jammed
buff which is a seperate enmity multiplier from your weapons that stacks
multiplicatively. The ability to reduce her HP at any time is what makes her
Def). A third click will disable all the buffs/debuffs instantly and set the skill on a 5
turn cooldown. The only times you'll really want to use the second stage of her
buff are when you can do it safely (boss is Paralyzed) or you're willing to take the
risk to maximize the damage on your ODA turn. Since her buff is purely DA/TA,
an Agni grid can safely ignore using this skill most of the time because of its
ability to give DA/TA via the weapon grid through Athena Spears. You can also
use Socie or Korwa to provide DA/TA to avoid the risk of getting splattered.
Her second skill is an Overdrive Assassin skill, or ODA, that basically lets her do
tons of damage whenever a boss is in Overdrive. You want to triple attack as
much as possible during an ODA turn so that's where her 1 skill comes in.
Finally, her third skill chops off 40% of her max HP and gives her the Jammed
buff which is a seperate enmity multiplier from your weapons that stacks
multiplicatively. The ability to reduce her HP at any time is what makes her
amazing in enmity builds. The only problem is that she chops off 40% HP at a
time with this skill so it's very hard to both maintain the Jammed buff over time
and to fine tune her HP totals unless you have a lot of heals in your party or raid.
One of the main drawbacks of her SR self is that she can randomly die from a
stray hit when using her first skill but with her new passive, you can make one
super risky turn and generally turn out ok as she will withstand a lethal hit. Aside
from that, she's very similar to Halloween Beato in use except the numbers are
bigger and you've get one get out of jail card.
Sturm is one of the most consistent Fire attackers out there, her only drawback being a
lack of any utility whatsoever. Her first skill is similar to Percy's nuke, capping at 640k
and hitting twice after an ougi. The nuke applies Burn to the enemy and has an
increased 10% damage cap against Burned enemies pushing it to 700k. This Burn is one
of the few ways you can reliably apply it outside of summoning Agni which is very useful
for triggering the passive echo when mainhanding a Xeno Ifrit Scythe.
Her passive is controlled by her second skill. Sturm swaps stances granting her either a
chance to apply a 5% Def Down on auto attacks or a chance gain 10% Attack Up on
herself. Both effects are stackable with a 25% Def Down and 50% Attack Up cap. The
Attack Up is a special modifier which lasts for 10 turns which makes her more of a long
haul attacker like Lucio/Six/Hallessena while the Defense Down takes a long time to hit
cap which is not exactly ideal for well, any character you want to rely on for hitting
Defense cap.
For her third skill she has a pretty straightforward self buff that gives her 50% Attack Up,
55% DA, 20% TA and 30% Dodge at the cost of 20% meter. With a 5/9 turn uptime, it's
available a lot more often than other self buffs like Percy's and again the Attack Up is a
special multiplier so if you have everything stacked together she has a 125% damage
increase.
Finally, Sturm's other passive essentially normalizes her auto attack damage relative to a
TA. On single attacks she has an 80% echo and on double attacks she has a 30% echo
so she effectively does 180%/260%/300% damage on SA/DA/TA. Think of it as Triple
Attack insurance.
Sturm excels and is quite possibly the best attacker in Magna grids where you don't
worry that much about enmity, unless you're Twiggin' it hard, and the lack of Trium
means she can get the most mileage out of her multiattack normalizing passive.
Conversely, thanks to all the DA/TA buffs flying around in an Agni grid her passive
doesn't get as much value and the characters that can self-activate enmity like SS Bea
and Magisa can match or exceed her damage.
Esser is a very simple character with a very simple usage. Her first skill does
minor damage but more importantly applies 3 stacks of Treasure Hunt to the
target with 100% hit rate. This makes her incredibly useful for farming as getting
the maximum of 9 stacks increases your droprate by 50% (50% of 3% is still
1.5% though...) Regardless, when it comes to RNG in this game, every bit helps.
As for the rest of her kit, her second skill is a standard Break Assassin ability. If
you plan to bring her just for the extra damage on a boss in Break, just pick Zeta
instead because at least she can extend the Break a little and does more
damage than Esser would anyway. You can, however, bring both Esser and Zeta
and pretend you're Wind for one brief shining moment as they both use BA. Her
third skill is a nuke that hits an extra time for each stack of TH on the target but in
the end is kind of forgettable.
Her support ability has been confirmed by Cygames to work from the backline,
so once you get her you can stick her in the last slot of every team you own for a
free 5% increased drop rate, cementing her place as Placebo Queen.
Who would have thought they'd see the day where people would say "Zeta is one
of the best fire attacker!"? Not me at least. But there is the proof that Cygames
also knows occasionally how to throw a bone at its fans, and buff the character
with one of the most iconic VA to relevancy again.
Hanakana Zeta is probably the winner of the July 2017 rebalance patch,
transforming her from being one of the worst Assassin in the game to one of the
best you can find. Similarly to earth Jamil, Zeta got a new "Anytime Assassin"
mechanic. Using her first skill will cast a nuke and debuff the enemy with an
Arvess mark (note that the mark landing can fail if the resistance is too high, but
the base success rate of the debuff doesn't seem too bad), and using her second
skill while the Arves mark is present will grant Zeta Salted Wounds, increasing
her auto damage cap to 1m16 and granting her a total x3.4 multiplier. Note that
using her assassin while the enemy is in break will increase this value to x4.1.
The fact that Zeta's mark last 90 seconds and that her Assassin move has a 6
turns CD makes it possible to use twice her assassin move on the same mark,
although that requires to play pretty fast.
While this anytime assassin move is pretty impressive on its own, it wouldn't be
much better than what Jamil had if Zeta didn't have DA/TA to guarantee a multihit
during this turn, and if she didn't have a way to reach her assassin auto cap.
That's when her EMP come into play, as her EMP support skill is crucial to have
at max level, since it will grant Zeta a 50% DA / 35% TA up whenever Zeta is
under the effect of Salted wounds, allowing Zeta to nearly guarantee at least a
DA should you have the Xeno Ifrit Scythe ougi buff. The second thing is that Zeta
has a lot of crit nodes, coupled to a crit self buff ougi, which allows her to get very
close, and even actually reach the assassin damage cap on a magna grid (with a
few team buffs). Finally, she also has a break lock that can always be useful
Arvess mark (note that the mark landing can fail if the resistance is too high, but
the base success rate of the debuff doesn't seem too bad), and using her second
skill while the Arves mark is present will grant Zeta Salted Wounds, increasing
her auto damage cap to 1m16 and granting her a total x3.4 multiplier. Note that
using her assassin while the enemy is in break will increase this value to x4.1.
The fact that Zeta's mark last 90 seconds and that her Assassin move has a 6
turns CD makes it possible to use twice her assassin move on the same mark,
although that requires to play pretty fast.
While this anytime assassin move is pretty impressive on its own, it wouldn't be
much better than what Jamil had if Zeta didn't have DA/TA to guarantee a multihit
during this turn, and if she didn't have a way to reach her assassin auto cap.
That's when her EMP come into play, as her EMP support skill is crucial to have
at max level, since it will grant Zeta a 50% DA / 35% TA up whenever Zeta is
under the effect of Salted wounds, allowing Zeta to nearly guarantee at least a
DA should you have the Xeno Ifrit Scythe ougi buff. The second thing is that Zeta
has a lot of crit nodes, coupled to a crit self buff ougi, which allows her to get very
close, and even actually reach the assassin damage cap on a magna grid (with a
few team buffs). Finally, she also has a break lock that can always be useful
when you don't have the luxury to bring Esser or a Break lock summon, although
her is break time only.
Eveything is not perfect with her though, and much like most other fire attackers,
she has her downsides, mainly the fact that you can't lower her HP in an effective
way makes her a not so good fit with weapons like Crimson Fingers and Ecke
Sachs, although she will love Benedia in Agni grid. For magna grid, her lack of
self DA/TA outside of her assassin turns can be a problem if you don't happen to
use Korwa or Fire Socie and rely only on the Xeno scythe to provide her MA, and
Zeta will prefer Cane based builds rather than magna ecke.
So yes, Zeta is now a great fire character. And you know what's even better?
She's one of the six available SSR character you can get in your first rigged roll.
If you ever happen to be reroling for a new account, and if you like Fire
characters, make sure to pick Zeta
Zahlhamelina, also known as the Fire Potato as she's the only SSR Fire Harvin,
is situationally very useful. Her signature ability is her second skill, Flare, which
casts a Field Effect on the battle. What it does is increase the damage that both
players and monsters do based on its duration remaining (check Wiki for exact
numbers). The attack bonus is locked in the moment you click Attack, so you
can't be cute and hit Attack right before it switches from 100% damage to 30%
damage so you do the full bonus and the boss does less.
Outside of Flare, she does have some uses. Her first skill is a rather long
duration and cooldown Barrier with Regen attached to it, which can be alright for
maintaining low-ish HP to ensure you can continue to get bonus from enmity
weapons and skills. Her third skill is actually her best skill, as it gives 20% Fire
Attack Up/20% Wind Defense Up with only 1 turn of downtime. This allows
Percival to have his passive damage increase going on almost all the time and it
stacks with Fire Attack Up from summons as well! Unfortunately, it clashes with
Yuel's 4 and will overwrite it so the two characters have minimal synergy.
Her passive gives Large enmity to the entire team based on her own HP. This
lets you put her in the second party slot with a Suzaku Harp in your grid, which
will boost her own lacking damage while also eating away at her HP, granting
your party more and more damage bonus over time. Just be careful if you use
this tactic, though, as she naturally has lower defense and can easily die from
AOE damage that the rest of your team could shrug off. Her ougi also gives
Critical Rate up, which lets everyone do bonus damage versus Wind and is
another compelling reason to place her in the second slot to maximize benefit
from her ougi.
Outside of Flare, she does have some uses. Her first skill is a rather long
duration and cooldown Barrier with Regen attached to it, which can be alright for
maintaining low-ish HP to ensure you can continue to get bonus from enmity
weapons and skills. Her third skill is actually her best skill, as it gives 20% Fire
Attack Up/20% Wind Defense Up with only 1 turn of downtime. This allows
Percival to have his passive damage increase going on almost all the time and it
stacks with Fire Attack Up from summons as well! Unfortunately, it clashes with
Yuel's 4 and will overwrite it so the two characters have minimal synergy.
Her passive gives Large enmity to the entire team based on her own HP. This
lets you put her in the second party slot with a Suzaku Harp in your grid, which
will boost her own lacking damage while also eating away at her HP, granting
your party more and more damage bonus over time. Just be careful if you use
this tactic, though, as she naturally has lower defense and can easily die from
AOE damage that the rest of your team could shrug off. Her ougi also gives
Critical Rate up, which lets everyone do bonus damage versus Wind and is
another compelling reason to place her in the second slot to maximize benefit
from her ougi.
Before she gets her 5* upgrade, the only reason to use Magisa over other Fire
SSRs is her Veil. Once she hits level 90, though, she becomes one of the
hardest hitting auto-attackers in Fire when using her Morax Stance. To go with
her permanent +50% (+75% at level 100) Fire Attack boost, Morax Stance also
gives her +200% Defense (about a 50% Damage Cut) and the ability to do up to
1.16m AOE damage when deactivated. The main drawback of the stance is a
maintenance fee of 7% of Magisa's health, capping at 800, each turn. However,
with an enmity grid and a sufficiently large health pool you can turn this drawback
into an advantage.
Magisa is a character that hits very hard but lacks any form of multiattack buffs,
so if you can supply her with some DA/TA from the MC, Socie, Korwa or an Agni
grid with Athena Spears, you can find her a very serviceable attacker. In double
primals (or even double magna) summons grid, she becomes the second
hardest hitter character in fire since her 75% fire attack up self-buff boosts her
damage tremendously.
The rest of her kit is still pretty useful, 15% attack down against boss with her
first skill, and a 10% fire resistance down that can allow to reach def cap with
mist + colossus call. She's overall a great offensive chara that still brings plenty
of utility in the team, and would probably be a must-have for any team if fire
wasn't already jam-packed with strong attackers.
Clarisse has long been considered a staple for Fire teams since she's still the
only Fire SSR who can hit the Defense Down cap using her first skill in
combination with Miserable Mist. Her second skill does plain damage, which is
remarkable for its usage in killing Slimes and other high defense monsters. Her
third skill can hit for up to 700k damage but is based off of up to 5% of a target's
current HP but more importantly it can Dispel, which is very handy for certain
raids. Her support ability and her ougi effect will both give your party a higher
success rate on debuffs which traditionally was very important for landing Fear
as Fire was considered a very weak element and only begrudgingly brought
along for support. With Athena weapons and Shiva, however, Fire can start
outputting more substantial damage and it's not as important to be purely
support.
In any case, her skills are still very good in certain situations. In soloing she's
indispensible for when you can't bring Defense Breach on your MC and also
great for raids that can really use a Dispel (two of the main HL 6-Man Wind raids
need Dispel). She's also good for slime blasting, although you'll need an actual
Fire grid to do enough damage with her second ability for that to work.
Metera is Fire's hardest scaling attacker. Her only self buff comes from her first
ability, which gives her 5 stacks of Ethereal Seal. Her two other abilities gain
bonuses by using up an Ethereal Seal but the important part is that she gets an
80-85% damage echo on her regular attacks for the cost of one seal and her
ougi does an extra 50% attack for one seal. The extra instances of damage on
her regular attacks and ougi allow her to avoid getting limited by the game's
damage cap on an individual hit, the only trick is getting her there in the first
place!
Her second ability is a charm that misses a lot. You can try the
Superstar/Clarisse combo to make it land more often but it's really not worth that
much effort to build around unless you have nothing better anyway. With Seal,
the Delay can actually be quite useful to keep yourself alive but just be aware it
directly reduces your damage output. Her third skill hits really hard with a cap of
700k so it's not a bad idea to use a Seal on this ability if you can't push 700k in
echoes in one turn anyway. Without the seal, she gains a Defense Down and
Hostility Up debuff, which can be used to your advantage if you want her to draw
attention away from other members of your party or activate enmity from your
Crimson Fingers/Ecke Sachs' but it also can make her dead really fast so be
careful.
Aoidos is an attacker with a somewhat unique mechanic called Hype. A quick
rundown of Hype is as follows:
- The first application of Hype gives you a random stack from 1-4, with 4 being
the least likely at 5% chance
- Any subsequent application of Hype increases the stack by 1
- If you reach Hype 4, reapplying Hype will refresh your buff if the current
duration is lower than the buff you're applying
- Hype gives you 5%, 25%, 50% or 100% Attack Up based on number of Hype
stacks
- Hype is on a unique multiplier so Hype 4 is quite literally double damage
His first skill applies Hype to himself for 3 turns as will his ougi. His third skill is a
Party Hype that lasts for one turn, which you can use to increase Aoidos' own
Hype level or just roll the dice and maybe amplify your entire party's damage for
one glorious turn. His second ability lets him multiply all that damage by giving
him a large increase to DA/TA at the cost of having Hostility Up because I guess
we can't have nice things and the flame that burns twice as bright burns half as
long. You can try to get around this by protecting him with other Hostility Up
characters, Cover (either from an Agielba 2.0 or HS/Sparta), Mirror Image from
Garuda summon or Counter from GW Fist.
You can combine him with Anthuria to reach party-wide Hype 4 but you're
layering RNG on top of RNG so you're putting your fate in the hands of RNGesus
at that point.
With the addition of the Xeno Ifrit Scythe, things are a little different. With the
combination of the Ifrit Scythe ougi (30% DA/TA), DI3 and Asparas' Thunder on
the Water with a mainhand axe, you can provide Aoidos with enough multiattack
Sochie's
and ougi fire version to
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maintain Hype of character
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quite a(or
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potent attacker. Other optional addons to this would be either having an Agni and shegrid
felt a lot like a weaker Korwa. But eventually, as fire received
for more multiattack or Anila for her ougi generation increase. numerous new toys
to play with and increased its strength (new summon, new weapons, new
characters), Yuel's Yuri friend potential got revealed, and even expanded to other
elements a few months after.
Sochie has Fire's highest damage cut as her second ability (60%) and her DA/TA
buff is the strongest one in the game (70%/35% DA/TA). However, she comes
with a couple of problems with her third skill. First, when dancing she draws a ton
of aggro which is a pretty bad penalty when it also decreases her Defense stat.
She can protect herself with a 2 hit Counter for 2 turns out of every 4 but that still
leaves her defenseless half of the time. One bad run of RNG and a HL level boss
can easily wipe her out. Secondly, she can't attack while dancing, making her a
buffer that deals no damage. In that kind of niche, it's hard to argue against
bringing Korwa instead especially when she doesn't take bonus damage from
everything.
You can get around this by activating and deactivating her dance but the
cooldown on reactivating is pretty high, meaning you'll have periods of time
where you have no buffs at all. If you do this you can at least benefit from her
10% party echo from her ougi, as small as it is. An interesting use for Agni grids
is to use her Dance to draw aggro and drop her HP low enough to benefit from
the full power of Crimson Fingers and rely on the DA/TA from your Athena
Spears to provide her with enough meter so that she can continually ougi to
provide your team with constant 10% Echo.
For even more advanced players, and with the release of new extremely strong
attackers (Six 5*, Ayer, Sarasa 5*) which can pack more damage than your three
other characters together, Fire Socie started to see more use in very atypical sort
of team compositions, often used off element and having her be a perpetual
can easily wipe her out. Secondly, she can't attack while dancing, making her a
buffer that deals no damage. In that kind of niche, it's hard to argue against
bringing Korwa instead especially when she doesn't take bonus damage from
everything.
You can get around this by activating and deactivating her dance but the
cooldown on reactivating is pretty high, meaning you'll have periods of time
where you have no buffs at all. If you do this you can at least benefit from her
10% party echo from her ougi, as small as it is. An interesting use for Agni grids
is to use her Dance to draw aggro and drop her HP low enough to benefit from
the full power of Crimson Fingers and rely on the DA/TA from your Athena
Spears to provide her with enough meter so that she can continually ougi to
provide your team with constant 10% Echo.
For even more advanced players, and with the release of new extremely strong
attackers (Six 5*, Ayer, Sarasa 5*) which can pack more damage than your three
other characters together, Fire Socie started to see more use in very atypical sort
of team compositions, often used off element and having her be a perpetual
DA/TA buffer for your team. Used in conjunction with multi-boxing (as her not
attacking reduces your auto-attack lock time), she allows for extremely high dps
that allows you (often combined with another character not attacking like Sen or
Nemone) to output up to 3-4 auto attacks in 10 seconds, making her a great dps
increase when boss are heavily crowd controlled (Charm + Entice, Paralyze).
She also works extremely well in Titan setups alongide Ayer and Sarasa as they
easily reach cap and Socie serves as their best support, allowing them to deal
extremely high damage all while protecting them as you lower their HP to get full
effect of the enmity in your grid.
As a result, Socie has seen a surging wave of interest recently for advanced
players as she becomes essential in some setups to race, regardless of the
element you're using, similarly to Korwa. Although, for most people, she will
remain a fire only unit that is decent and still is the best DA/TA buffer they could
This version of Beatrix is basically an SSR in disguise. Her skillset is simple but
hope for, which is pretty important for Magna grids.
very effective, making her the best enmity attacker in Fire. Despite being hobbled
by SR stats, she can hit extremely hard thanks to the combination of her high
DA/TA rate, Extra enmity and Overdrive Assassin which allows her auto attacks
to hit up for up to 1.16 million.
Halloween Beatrix's main drawback is her extreme fragility. Her 1 gives her a big
boost to DA/TA which is great but comes with the penalty of a strong Hostility Up
effect which pulls enemy attacks towards her like a magnet and -50% Defense
which ensures those attacks really, really hurt. Since her 3 skill requires her to be
at low HP to be effective, using her 1 can become very risky. She does get a
bonus chance to Dodge at low health but it's only around 20-25% so you're
playing with fire (no pun intended) if you rely on it to keep her alive.
On the other hand, since her drawbacks are mostly tied to her first skill, you can
improve her survivability by simply not pressing 1 and using external sources of
DA/TA to keep her damage going (Fire Socie, Korwa, MC). She's particularly
strong in Agni builds because they have a high base DA/TA rate from Athena
Spears and often dip into enmity weapons which vastly increase her damage
output since she's dipping low for her character-specific enmity skill anyway. An
alternate, riskier suggestion is to pair her with the other Hostility Up characters
that are plentiful in the element to try and reduce the risk of her being targetted.
Reminder though that any form of AOE attack from a boss will still hit her extra
hard, so the first option is almost always better.
Anila is the Zodiac character for 2015, Year of the Ram (or Goat or Sheep,
whatever you think sounds better) and she's available now as a Legfest limited.
She used to be pretty mediocre but now that Cygames has it in their head that
Zodiac characters should be top tier buffers well, she's good now. Her first skill
was a generic nuke but now it gives her 20% strong element echo for 3 turns
(note that off-element echos are not buffed by Primal summons so she's not a
good Agni party choice for multiple reasons). Her second skill is an AOE Delay
which is nice as it's a rarity of a skill but the hitrate leaves much to be desired
and if you're really relying on it, Superstar or Clarisse will help but it's really best
used against encounters with multiple targets since it's a very poor single target
Delay.
Her third skill is her most interesting skill and received a ton of buffs. In addition
to party-wide +50% meter generation and debuff resist, it now gives +50%
Normal Attack (stacking with other normal attack buffs), +30% DA and 30%
chance to crit for 30% more damage. She can be used with or instead of Korwa
as a Magna Fire team's primary buffer but since she gives Normal Attack and
Double Attack, her effectiveness as a buffer in Agni is limited. Her ougi
generation can be used with ougi-hungry characters like Aoidos and Aliza or MC
mainhands like Ifrit Scythe or GW weapons to keep their buffs going as well.
One of the weakest legfest limited characters, he received a buff back in June
2016 and... wasn't really saved by it. Then he got a buff in February 2017 and
now he's really good. His Spitfire went from 15% to 20% and now to 40% Attack
Up on a unique modifier. Fully stacked, that means he went from 45% to 60% to
120% bonus damage so now his damage has lept from "okay" to "great".
His first skill, Spitfire, is a moderate damage nuke that gives him a 40% Attack up
buff that stacks up to 3 times for a total of 120% more damage on a unique
multiplier and costs 10% meter to use (which is a good thing, because it lets you
get more buffed attacks in). It now has its buff length increased to 4 turns and the
cooldown to 2 turns so you no longer have to click his nuke every turn which
means you can mash Attack faster! He uses up his Spitfire stacks when he uses
his ougi (and you are pretty much forced to do so since its spitfire stack can no
longer be refreshed once it reaches 3 stacks), but that's okay because it now
also pushes his ougi cap to 1.7m damage and increases your party's chain burst
cap to 1.86m.
His second skill, Duration, has been the focus of many memes but now it has
been significantly amped up. It's now an immediate 35% cut to Overdrive bar,
decreasing on further uses in the fight and it still increases his mode bar
reduction buff. This means that no matter how large a boss' Overdrive bar,
Rackam is going to take a huge chunk out of their Overdrive bar the first few
times he uses Duration. For fights where it's basically "break or die" (many
Magna fights when you're still working on solo MVPing them) this is super useful.
His third skill is guaranteed DA which is okay.
His second ability is a pretty standard Counter skill except for the part where he
punches back at ougi-level strength (5x damage) which by itself is pretty funny.
His third skill gives meter which is great for his passive and also gives him a
stacking Attack Up whenever he is targetted by an enemy. This is an important
distinction compared to, say, Aliza's Double Attack passive because an enemy
attack can miss or be dodged (and countered!) and it still powers up Ghanda. So
even if his 1 is on cooldown, you can still crank up his damage through RNG.
You can also take advantage of bosses that attack multiple times like Yggdrasil
Magna.
Finally his passive gives him (Meter/2) as bonus Double Attack (so up to 50% for
free) and you can try pairing him with Anila or Anthuria. You don't need to sit on
his meter though, because his ougi grants him a Crit buff that lets you punch
Wind bosses even harder.
Summer Percival was an interesting character when he came out as his kit is
fairly unique. Instead of Fear he has his 3, which inflicts a 20 second Charm
effect called "Adoration" which stacks on top of both Charm and Entice
(Catherine's unique Charm). It has a very high proc rate so you can basically act
freely within that 20 second window. Adoration is useful because if a boss has its
turn prevented by Charm when it would have done its ougi, it loses all its charge
diamonds.
Aside from that, his other skills are okay. His 1 is the same as pre-5* buff Percy
so it's just a 640k nuke. His 2nd skill is kind of interesting because for 2 turns it
gives guaranteed double attacks as well as a minor echo, which served as kind
of a precursor to the buffs they made to 5* Percy. Unfortunately, for pure damage
his regular version vastly outstrips his Summer version so unless you really want
to play around with Adoration, you're almost always better off using the old
reliable Fearbot.
Aliza was definitely considered a mediocre character on release, being a Limited
gacha character with only self buffs that didn't do that much damage. Only
recently did she get buffed to become an anti-Wind monster. She is one of the
few (only?) characters able to stack two crit buffs on herself. The buff from her
ougi multiplies her damage by 180% and her second skill has a 200% crit
multiplier, giving you a potential 380% bonus damage if both crits go off at the
same time. Her second skill also raises damage cap by 50%, letting you take full
advantage of her crits just in case you happen to be pushing close to the 440k
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has 2 active and the game decides to roll a high stack of Hype for your team, she
can be one of the strongest buffers in Fire. Her 3 is a decent DA/TA down on
enemies which is a fairly uncommon debuff and it also shields your party.
Dodging an attack while using her 3 heals the party, which is alright.
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making her one of the top class fire SR attackers in this game. The main problem
with her first skill is that her burn counts as a debuff, which can be easily
removed (together with all the buffs assoicated with it) by a clear from other
players.
Another reason you would want to use Carren in your team is her +15% fire
damage team buff that is on a fairly short CD. As mentioned above, the SS-ranked
attacker Percival (normal version) gains a flat +30% to his fire damage whenever
he is affected by a fire dmg buff. Hence using Carren with him gives the latter an
effective +45% fire damage boost for at least 60% of the fight, making her a very
good support for the best attacker of Fire until you get the other SSR buffers.
Fire Sutera's seal mechanics work exactly the same as Fire Metera, except her
echoes are weaker and her skillset is more defensive-oriented. Her main
strength is her ability to neutralize single-target / multi-hit specials completely
with her seal + 2nd skill combo. Her 3rd skill also provides a respectable amount
of DA and Def boost to the team.
Her main drawback is her long cooldown on her seal generation and dodge,
which prevents her from being ranked higher.
The first offender in the "SR character that is stronger than many SSRs"
generation. Her charge will grant her extremely high damage multiplier bonus
after a few turns, requiring less turns as your fire grid gets stronger. Once fully
charged, you can use her first skill (around 400k damage cap) and either decide
to ougi or multiattack (make sure to use her third buff a few turns prior the
release).
Note that dealing a fully charged TA will result in more damage than using her
charge attack if you cap the auto damage, and as a result can synergize pretty
well with characters able to buff her multi attack rate. Echo is also very powerful
as it can allow you to break the damage cap artificially. Using Shiva call at the
same time can also grant you a crazy 3m damage with her TA with only a decent
grid (though that will require a lot of charge turns).
With the EMP update, Sen can even be used as a regular attacker in fire teams
as she gets some absurd boost from her EMP, with a set that is better than most
SSR characters.
Agielba is definitely in the running for worst Fire SSR. His kit is quite frankly
antiquated and does not produce much damage for the effort you put into it. His
first skill makes him take damage for other people on your team, which ideally
allows you to pump up the damage on his second skill which is a nuke that does
more damage the less HP he has. Unfortunately he often just takes damage that
you didn't really care about redirecting to him and doesn't have his Taunt
available for when you do need to protect someone on your team.
His third skill boosts his Attack stat based on how low his HP is and also Drains
for up to 2000 HP when he's at red health, the idea being that he can bounce up
and down from near death by healing back to safety. The only problem is that his
third skill lasts for 2 turns and has a 7 turn cooldown so you have a guy sitting
near death for 5 turns out of 7. At least during the turn he ougis, Agielba will be
close to invincible. Which can be yet another issue for you if you actually hoped
to simply sacrifice him so that you can bring a backrow member...
Another one of Fire's much maligned attackers, Heles is an older character and
as such has a very poorly designed kit. Specifically, she has one very, very good
skill and two duds.
Her first skill is short cooldown with a very low damage cap, meaning to
maximize the damage from it you have to click it often. This leads to an overall
DPS loss because you'll be clicking a low damage nuke every 3 turns while
everyone else is just clicking Attack and doing more damage in the same
timespan. Her second skill is an Overdrive Burst skill similar to the one Holy
Saber has. It's just a nuke that does more damage against Overdrive targets and
is nothing to write home about.
Finally her third skill is a guaranteed TA buff for 3 turns with 1 Counter for the
cost of 30% ougi. Guaranteed TA skills are very strong and all you need is a little
bit of damage boost to go with it and any character can become good. Her
Summer version replaces the Overdrive Burst with an Overdrive Assassin which
propels her usefulness into the stratosphere. The February 2017 patch added to
the EMP update gave Heles a noticeable boost to damage against Overdrive
targets so now she can do some decent damage to bosses for... a relatively
small portion of the fight. You take what you can get, I suppose. It is slightly
better for HL fights when boss stay in overdrive longer, but arguably still not
enough to justify her a spot in the frontline
As usual with the IM@S line collab characters, Rika is a surprisingly strong
attacker. Not only does she get a 5* upgrade that allows her to get better stats
and a stronger kit, but her EMP set is also stupidly strong.
Her first skill is a simple nuke that also applies burn on one enemy, which is
always useful with the Xeno Ifrit Scythe. Her second skill is a 50% self attack up,
normal mod that is also coupled with a self def down. The def down part is
removed once Rika reaches level 80. Her third skill is the ususal Overdrive Burst.
After her 5* uncap, Rika's ougi provide the team a DA up buff for three turns
(ougi turn included), which is pretty useful. But her real strong point lies in her
EMP masteries: not only does she get 4 crit nodes, which provides some very
high dps on element, but she also gets a 20% echo against enemy in overdrive
with her Support Skill.
Overall a very decent pick that can be used in your frontline for on element fights
if you're lacking strong SSR attackers.
Despite being labelled as a DEF character, event Naoise has a surprisingly good
offensive potential. His first skill is a substitute coupled with a retaliation, allowing
him to deal extra damage when hit by ougis. His second skill is a 10% def down
that also grants Naoise an ougi damage buff that remains for three turns until
consummed. And finally, his ougi also provides a fire def down debuff to allow
your team to cap def down more easily.
His third skill grants a 20% damage cut + 20% wind damage cut, for a total of
40% damage cut against wind. Used with Athena and/or carbuncles, it becomes
pretty easy to reach a near full cut, allowing your team to remain unscathed
against moth wind boss. But the most important thing is that his cut fully stacks
with phalanx, allowing you to get a full damage cut by combining Naoise with
Holy Saber/Sparta.
Esser's best friend and the second queen of TH farming. She is not specific to
Fire, although having a Fire grid can allow you to use her to clear harder
events/raids and still benefit from TH. Plus, you can still use her slow to help you
extend your fight longer and she gives you SR pendants!
Proof that cat related SRs are strong in Fire. Dante is a real powerhouse that
deals extremely high damage, whether it is through his perma DA in his Frozen
blade mode, or when he uses an ougi boosted by low HP in Fire mode. His nuke
is extremely strong, even stronger than most SSR nukes. He even has staff
proficiency for that extra bit of stats.
He just takes a bit of time to ramp up as he needs to lose a bit of HP to get his
peak power and also dislikes getting hit as it will make him lose his bonus stats
from his "Happy Cats" stacks (though they are easily recovered through his 3rd
skill).
This version of Lucius lost his rng ability to OHKO an enemy with his ougi, but is
otherwise a direct upgrade over his 5* Dark version. His 1st ability can deal up to
500k against a burnt target, making those SR characters who can apply burn
very useful partner to him. His 3rd ability is an AOE that also applies blind to all
targets and gives himself a +30% Atk buff.
His 2nd skill is perhaps the most interesting one as it has the potential to deal up
to 620k damage (in addition to giving him a 5T 30% Crit buff), but it has a low
initial multiplier (2.5x) and getting there would require casting this skill a few
times first (each cast = +0.5x [+1x at lv65], caps at 8.5x). Since this skill has a
relatively long CD (7 turns), one generally would only see such damage in longer
fights (14 turns+). This, couples with the fact that he has a passive that improves
his Atk by 10% after 10 turns, means that he really should be used only in fights
that last longer than that.
Her only saving grace is that she received 3 crits zenith masteries, which makes
her at least a decent auto attacker on-element.
But hey, at least she later got a Limited Story SSR version! Oh wait...
Like her brother Lucius, Teena got a 5* upgrade that improved her heals and
gave her a Blind proc on ougi, allowing her to benefit from all the added effects of
her kit against blinded enemies. It's still recommended to pair her with a
character with Blind such as SR fire Lucius (who has good overall synergy with
her), or just bring Blind yourself on your MC
Another character that has her place in every team of any element. Ever since
Cygames decided to remove her annoying passive which made her swap herself
in for a frontline character randomly anyway. Rage I may seem weak, but every
bit of DPS counts when you're racing, especially since you don't even need to
press anything to get it.
Just make sure you don't have anyone die cause then you're sending poor Miria
up against an angry boss.
Suggested EMP Notes
ate skill descriptions
Click Here
x1 Debuff success
x2 Crit up
Even if you're doing a
x1 Fire attack
fire enmity build (e.g.
x1 C.A Damage
Agni), he still benefits a
lot from his 3rd skill
If you don't have a way
being able to dish out
to reliably apply burn,
high dmg before enmity
you can take 3 points in
even kicks in is a rarity in
his support skill (10%
any enmity team.
chance to burn the
enemy on auto)
x1 Debuff success
x2 Crit up
Even if you're doing a
x1 Fire attack
fire enmity build (e.g.
x1 C.A Damage
Agni), he still benefits a
lot from his 3rd skill
If you don't have a way
being able to dish out
to reliably apply burn,
high dmg before enmity
you can take 3 points in
even kicks in is a rarity in
his support skill (10%
any enmity team.
chance to burn the
enemy on auto)
1x Fire Attack Up
2x TA Up She's kind of weird in
that buffers from other
Her passive skill is kind elements (Korwa,
of garbage and its value Mahira, Zoi) give their
depends on how much teams a lot more
DA/TA you're already damage until you reach
stacking. It also has a Auto Attack cap, where
short animation if it Yuel's echo suddenly
triggers which can slow makes her surpass all of
you down if you're racing them, just gotta get to
and aren't refreshing that cap in the first place
every turn/dualboxing.
If you change her sprite
Heal is additive to her to one of the pre-5*
own heal cap up skill, ones, you can cut a ton
making it a less of animation delay on
attractive choice (+30% her ougi
of 1500, not 3000)
1x Crit Up
1x Fire Attack Up
2x Defense
1x HP
2x Overdrive Attack
1x Support Skill
3x Crit Up
1x Break attack
2x DA (if using
She is one of the 6
Magna)
available SSR that you
get for free on any new
Her support skill is really
account.
a game-changer for her
and so it should be
maxed as soon as
possible.
1x Support Skill
3x Crit Up
1x Break attack
2x DA (if using
She is one of the 6
Magna)
available SSR that you
get for free on any new
Her support skill is really
account.
a game-changer for her
and so it should be
maxed as soon as
possible.
1x Crit Up
1x Support ability
1x Skill cap
2x Overdrive Attack
Her value in Agni grids is
1x Crit up
2x OD attack
1x Fire attack up (aka Hallo Bear)
1x Def up
1x HP up
Almost all new
characters are being
introduced with unique
effects attached to their
1x Support Skill
ougi so don't be
1x Crit
surprised if Anila starts
percolating upwards in
tier lists as ougis
Her EMPs are pretty bad
become more desirable
again and she's actually
available for newer
players to get.
2x Crit
1x Mode Bar Cut
1x OD Attack
x1 Support skill
x1 Hostility up His Solar Crown will
x3 Crit up stack with Blind and not
x1 Fire attack up remove it, they fixed that
a while ago even though
Support skill is 10% it was funny when it
chance to gain 10% deleted 3 minute Blinds
special mod attack up, with a 20 second one
caps at 30%
1x Debuff success
2x Crit up
1x Fire attack up
S tier against wind, but
3x Crit up
only A tier against non
1x Hostility up
wind (Hence the A rank
1x Fire up
in general)
2x Crit Up
1x Fire Attack Up
1x TA Up
3x Crit Up
2x Fire Attack Up
1x TA Up
1x Support skill
2x Crit Up
2x HP up
Def ?
x2 Crit up
x2 OD attack
x1 Fire attack
x1 TA
x1 C.A Damage
4x Crit up
1x Support Skill
1x Fire attack up
2x Crit up
4x Def up
2x Crit up
x2 DA up
1x Support skill
3x Crit Up
1x CA Damage
1x Crit Up
2x Heal Up
1x Debuff Rate Up
2x Debuff success up
1x Crit up
Portrait Name Role TL;DR
WATER - Element overview
Water is currently in a pretty awkward position as it has both one of the strongest grid an
the primal one being the former and the magna one being the latter.
- Water's Magna grid, while not as bad as Fire and Colossus Canes, consists mainly in Levi
the use of a Cosmos BAL Dagger can help compensate the low attack (it will often compet
- Water's 120% summon, while useable for general content, is completely unusable at its f
several carbuncles / Athena in order to survive deadly triggers most of the time and havin
you're not Wind drastically reduces your damage output. The release of a new 140% wat
take a bit of time before it becomes a common summon to find.
- Magna players are stuck with a lack of strong unknown (no Xeno weapon yet), and in ge
fist, Auberon, is a possible choice but its offensive power is inferior to levi daggers, especia
- Varuna players are much better off, with f2p Varuna being much stronger than their ma
selection and the infamous Fimbul with its stamina mod granting more damage with high
gods using Murgleis as their core weapon.
- Their best/only good multi-attack buffs are locked behind gold bars (5* GW character),
than that you'll be forced to use SS/Elysian, Korwa or Auberons to get decent DA/TA rates
Their 5* GW character also rank among the strongest, but once again it will be Varuna p
rather questionnable choice to invest that much time and limited resources in two 5* GW
(although it will close the gap nicely with other elements).
SS
Overpowered gacha
weapon for Varuna
- Veil + Revitalize
(regen or meter gain
if full hp)
- 25% water resist
Arulumaya down with a very
Support (SPE)
(Xmas) good hitrate
- Random buff that
can be water atk up,
2k shield, DA/TA or
all at the same time
Up to 35% Attack /
Defense down debuff
against fire enemies
Sugita
Up to 35% Attack /
Defense down debuff
against fire enemies
Sugita
SS - QoL
999,999 WHITE
DAMAGE ON
OUGI AT ANY
STAGE OF THE
Attacker / GAME (only with 3 Shrouds)
Yodarha
999,999 (ATK) 100% TA with
Shroud, Dodge +
Substitute with
Shroud, Half Attack
and Defense with no
Shroud stacks
999,999 WHITE
DAMAGE ON
OUGI AT ANY
STAGE OF THE
Attacker / GAME (only with 3 Shrouds)
Yodarha
999,999 (ATK) 100% TA with
Shroud, Dodge +
Substitute with
Shroud, Half Attack
and Defense with no
Shroud stacks
Mist + Delay
Magnificent mustache
Atk + Def buff on
special multiplier, Heal
+ Shield to team, Meter
buff to team, Charm on
Lilele (Riruru) Buffer (SPE) ougi
Permanent on element
echo that increases
with each cast up to
75%
Stackable self def
Narmaya down
Attacker (ATK) DA/TA buff + dispel at
(Summer)
the cost of HP
Crit buff + Break
assassin
Ougi lowers one skill
CD
20% water def down
80% fire damage
reduction to team
Hits as hard as MC and
Attacker/Suppor is very tanky when
Romeo shrouded
t (BAL) His ougi has an echo
component to break
cap
Charm
Mini-Altair
Minami Nitta
(BAL) Water attack up team
buff, DT2 buff
ALL CUMMINGS
High risk/reward self-
buff to slap enemies
above the damage cap
Vane (SSR) Attacker (DEF) for 5+ turns; Fire Atk
down (overcaps);
brings home the bacon
B
Can cast randomly a
delayed Para, charm or
super blind on ougi
Slow + 20% ougi gain
Chat Noir Debuffer (SPE) meter to the team if
slow lands
Dispel + 1-5% white
damage
n as it has both one of the strongest grid and weakest grid simultaneously in the game, with
a one being the latter.
and Colossus Canes, consists mainly in Levi daggers which have mediocre raw attack. Though
ensate the low attack (it will often compete with Wind/Light as your cosmos choice though)
eral content, is completely unusable at its full potential for advanced content as you'll need
deadly triggers most of the time and having to use a 80% elemental damage summon when
ge output. The release of a new 140% water summon will hopefully solve the issue, but it will
summon to find.
unknown (no Xeno weapon yet), and in general a lack of good dual skilled weapons. Macula's
ve power is inferior to levi daggers, especially off element.
Varuna being much stronger than their magna counterpart (thanks to a large weapon
mina mod granting more damage with high HP), while whale Varuna players will just become
cked behind gold bars (5* GW character), limited characters, or whaling (Murgleis), other
rwa or Auberons to get decent DA/TA rates.
rongest, but once again it will be Varuna players which will make the most of them, and it's a
h time and limited resources in two 5* GW characters if you're simply playing Magna water
elements).
Everyone in
Hits 90 and his general but in
Mist actually has a particular Quatre,
decent hitrate Riruru, Korwa,
Diantha,
He gets his zenith No DA/TA team Characters who
Everything
masteries unlocked buff can cap or nearly
and receives cap def down with
reliable mist + his mist.
good damage Superstar, GW
against fire harp, Cosmos
BAL Dagger
Everyone in
Hits 90 and his general but in
Mist actually has a particular Quatre,
decent hitrate Riruru, Korwa,
Diantha,
He gets his zenith No DA/TA team Characters who
Everything
masteries unlocked buff can cap or nearly
and receives cap def down with
reliable mist + his mist.
good damage Superstar, GW
against fire harp, Cosmos
BAL Dagger
- Korwa (buff
extension but she
also grants debuff
rate up)
- Altair (first skill,
Random debuff is
ougi and passive)
random, which can
Your MC and two - Socie (echo and
be annoying if you
other characters all heal)
need a specific
have buffs that are - Kata (ougi and
debuff (or if you hit
worth extending. regen)
poison)
- Riruru (first and
You luck out and second skill)
His value is Any fight where
proc both his - Xmas Arulu
dependant on how having Gravity +
passive and EMP (second and third
many buffers you Slow is useful /
passive in the skill)
have Any fight where
same turn, - Lily (first skill)
Korwa is used
resulting in 5-6 - GW dagger ougi
Him and Altair
turns duration buffs - Superstar (first
being somewhat
and third skill) /
indissociable
You can't control Elysian (Call of the
makes it harder to
your obsession for Abyss and first
have good Baha
more Fukujun skill)
synergy, especially
- Warlock chaser
with Potatoes
and choke
- GW harp ougi
- Carbuncles
- Characters with
strong self buffs
need a specific
have buffs that are - Kata (ougi and
debuff (or if you hit
worth extending. regen)
poison)
- Riruru (first and
You luck out and second skill)
His value is Any fight where
proc both his - Xmas Arulu
dependant on how having Gravity +
passive and EMP (second and third
many buffers you Slow is useful /
passive in the skill)
have Any fight where
same turn, - Lily (first skill)
Korwa is used
resulting in 5-6 - GW dagger ougi
Him and Altair
turns duration buffs - Superstar (first
being somewhat
and third skill) /
indissociable
You can't control Elysian (Call of the
makes it harder to
your obsession for Abyss and first
have good Baha
more Fukujun skill)
synergy, especially
- Warlock chaser
with Potatoes
and choke
- GW harp ougi
- Carbuncles
- Characters with
strong self buffs
You're using a
magna water grid,
Another water MA
you've spent a
buffer that is a
dozen of turns in
limited character,
battle and Diantha
which can be very
has used her ougi
frustrating for
4 times to get her
magna users Quatre 5*, Uno 5*, Extremely short
max buffs
Luchador, fights with Uno 5*
She doesn't shine Murgleis and Luchador
You use Varuna,
that much in Swordmaster, SS
have Uno 5*, use
Double Varuna Naru, Altair, Idols Medium to long
Luchador's tag
teams outside of 1 summon fights otherwise
team and get to
turn kill
one turn kill any
shenanigans
content with less
because of her
than 15m HP
normal mod on her
thanks to her
buff
guaranteed TA
turn.
you've spent a
buffer that is a
dozen of turns in
limited character,
battle and Diantha
which can be very
has used her ougi
frustrating for
4 times to get her
magna users Quatre 5*, Uno 5*, Extremely short
max buffs
Luchador, fights with Uno 5*
She doesn't shine Murgleis and Luchador
You use Varuna,
that much in Swordmaster, SS
have Uno 5*, use
Double Varuna Naru, Altair, Idols Medium to long
Luchador's tag
teams outside of 1 summon fights otherwise
team and get to
turn kill
one turn kill any
shenanigans
content with less
because of her
than 15m HP
normal mod on her
thanks to her
buff
guaranteed TA
turn.
You use him with He's a bit generic Any fight where
Altair to get -35% and his usefulness you want to
Altair / Riruru
atk / -45% def decreases in HL approach Def
against a boss raids Down cap
Varuna and 5* GW
character(s) are
needed to fully
realize her
You don't want to potentials
play DF Fights where you
Need to invest need her debuffs
You don't have heavily on her SS/Elysian, to keep yourself
Altair; or debuff success Quatre, Drang, safe
EMP nodes for her Uno 5*, Stamina,
You cap damage debuffs to land Varuna grids in Fights where you
with your Varuna semi-reliably general cap auto attack
grid and you need damage very
her echo buff to Mist doesn't stack easily
get past the cap. with most of Altair
debuffs
Water in an
You're 1/3rd of the
element of
way into Blizzard
humans, eruns,
and get that
and potatoes;
+100% damage
coupled with her
bonus. Any, 6-man HL if
HP passive, can Atma sword,
someone is
really hurt your Magna grids, Uno
You're facing low parabotting
max HP without
damage enemies
Varuna or Baha /
or have the HP to
Atma / Auberons
shrug off the
drawbacks of
Her passive works
Blizzard
best in Magna, but
magna doesn't
have as much Hp
as Varuna
You don't have
Altair yet
Quatre, Lancelot,
Her water attack Any, but prefers
Anastasia, Rin,
You want to make up and her water on element to
Cosmos BAL
a full water idol resist down don't use her crit and
Dagger, Elysian,
party with Rin, stack with Altair land her debuffs
GW Harp
Anastasia, Minami,
Mizuki and Riruru
From Idolmaster
You don't have any Collab
DA/TA buffs, Pendant team,
other water
Riruru, Minami, ghetto Guild War
characters with Def Low stats, low ougi
Charm in general team
Down damage without
charm
(Note: Order is based on their ranking on the General Content Tier List)
Water's third 5* and go-to character, one big advantage he has is that he's actually ticketable
unlike the other top tier Water characters. He has always been a standard pick for Water
despite being kinda boring, his 5* has made him into an absolute beast that has a place in
any Water party. He's one of the most powerful buffers in the game with only Wind buffers
giving him a run for his money. A small advantage he has over them is that his kit is super
simple to use. Click for buffs and collect damage. What's more Altair's damage by himself is
more than decent, having access to Bal cosmos dagger 20% DA bonus and two crits Zenith
masteries.
His first ability gives 30% Attack/Defense Up and at level 100 an additional 30% Water
Attack Up. This ability counts as what the Japanese call "Dual Sided", a type of skill that
usually means it has multiple buffs attached to it. Practically this means that his 1 will stack
with any Rage-type buff, which are considered "Single Sided" because they only have one
type of buff, in this case Attack Up. Mind you, there are a ton of exceptions to this
everywhere so it's just a general rule but important to take into consideration when you are
layering buffs from multiple sources like you will when using Altair.
His second skill is another Dual Sided skill: 20% Attack Down/Defense Down and at level 90,
an additional 10% Water Resist Down which functions effectively as another 10% Def Down
but only for Water damage. Before level 90, this skill misses all the time and it gets better
when you reach level 95 so until then, Superstar with Soul Pilfer (Soul Soloist in EN) is
recommended. Hearkening back to what was said earlier about layering buffs and debuffs,
Altair's 2 will not stack with Miserable Mist as they are both Dual Sided and for some reason,
the Water Defense Down will not stack with any other Water Resist Down debuff (Ebisu
Summon, Romeo, Christmas Arulu). Why? Who knows. Finally, his mastery set allows him to
get 20% additional debuff precision, which finally allows him to have a reliable mist that you
can bring without any fear of debuffs missing on-element.
His first ability gives 30% Attack/Defense Up and at level 100 an additional 30% Water
Attack Up. This ability counts as what the Japanese call "Dual Sided", a type of skill that
usually means it has multiple buffs attached to it. Practically this means that his 1 will stack
with any Rage-type buff, which are considered "Single Sided" because they only have one
type of buff, in this case Attack Up. Mind you, there are a ton of exceptions to this
everywhere so it's just a general rule but important to take into consideration when you are
layering buffs from multiple sources like you will when using Altair.
His second skill is another Dual Sided skill: 20% Attack Down/Defense Down and at level 90,
an additional 10% Water Resist Down which functions effectively as another 10% Def Down
but only for Water damage. Before level 90, this skill misses all the time and it gets better
when you reach level 95 so until then, Superstar with Soul Pilfer (Soul Soloist in EN) is
recommended. Hearkening back to what was said earlier about layering buffs and debuffs,
Altair's 2 will not stack with Miserable Mist as they are both Dual Sided and for some reason,
the Water Defense Down will not stack with any other Water Resist Down debuff (Ebisu
Summon, Romeo, Christmas Arulu). Why? Who knows. Finally, his mastery set allows him to
get 20% additional debuff precision, which finally allows him to have a reliable mist that you
can bring without any fear of debuffs missing on-element.
His third skill is super straightforward: party gains 30% meter. Altair himself will gain 33%
meter due to his passive which gives him an edge on always having enough meter for
chains and is part of the reason why Water is considered an ougi-centric element. When he
gets his 5* uncap, his ougi will give the party a 3 turn, 1.20 multiplier Crit buff with a 70%
chance to proc which is a very nice thing to have when fighting fire. He goes well with
Quatre, who will extend his various buffs, and Korwa who will greatly appreciate free meter
and she compensates Altair's weaknesses by providing the only thing he doesn't: DA/TA.
Charlotta is the first 5* Water SSR by release and, thanks to various updates,
became a fairly well rounded character that combines a 20% Def down, a 50%
damage cut to the team, an overdrive burst, and a self buff passive that will allow
Charlotta to be a respectable attacker as well.
Her skillset is fairly simple, yet extremely effective: her first skill is a 20% def down
accompanied with a nuke, with a decent hitrate (taking the debuff success EMP
helps); her second skill is a 50% team damage cut on a 6 turns cooldown, and with
a 10% def up team def up buff; and her third skill is an overdrive nuke that
transforms in an unconditonal nuke at lvl 100, granting charlotta a one hit damage
immunity for one turn.
While her kit in itself is pretty defensive oriented, Charlotta compensates her lack of
damage with her passive, which is pretty similar to Hallessena's passive: for each
turn spent where she doesn't get hit, Charlotta will gain DA, TA and attack bonus. It
scales to a maximum of 5 turns where she will receive 35% DA / 35% TA / 30%
normal mod attack buff. If she ever gets hit, the number of stacks will get back to 0
and you'll have to cumulate it again. While the buff isn't that incredible for Varuna
grids as the normal mod barely increases her damage, it's a very good buff for
Magna grids since they will make the most out of those bonus. Should you happen
to own a trium sword, Charlotta will boast a close to 60% base DA/TA rate, which is
very remarkable in an element like water.
Let's not forget finally that our potato box knight will also get addiitonal damage on
her ougi, up to around 700k additional damage on ougi, which makes her a good fit
in Strike Time teams to get this little bit of additional damage to steal MVP and vice
in raids. Note that this echo on ougi will be increased by a skill cap up ultima skill,
increasing the echo to a potential 1.2m.
Charlotta's second passive is a utility one, she will grant 5% starting meter to your
whole team if she is present in your party. This includes the backrow, which means
that she will make also an excellent benchwarmer, especially if you need her starting
meter to reach a chain burst or you can't reach turn 1 ougi with soul split.
All in all, alongside Zeta she's one of the best starting unit you can get in the rigged
10-roll, and a very good all purpose unit that will allow you to tackle most content
with ease, and yet remain useful in the late game.
scales to a maximum of 5 turns where she will receive 35% DA / 35% TA / 30%
normal mod attack buff. If she ever gets hit, the number of stacks will get back to 0
and you'll have to cumulate it again. While the buff isn't that incredible for Varuna
grids as the normal mod barely increases her damage, it's a very good buff for
Magna grids since they will make the most out of those bonus. Should you happen
to own a trium sword, Charlotta will boast a close to 60% base DA/TA rate, which is
very remarkable in an element like water.
Let's not forget finally that our potato box knight will also get addiitonal damage on
her ougi, up to around 700k additional damage on ougi, which makes her a good fit
in Strike Time teams to get this little bit of additional damage to steal MVP and vice
in raids. Note that this echo on ougi will be increased by a skill cap up ultima skill,
increasing the echo to a potential 1.2m.
Charlotta's second passive is a utility one, she will grant 5% starting meter to your
whole team if she is present in your party. This includes the backrow, which means
that she will make also an excellent benchwarmer, especially if you need her starting
meter to reach a chain burst or you can't reach turn 1 ougi with soul split.
All in all, alongside Zeta she's one of the best starting unit you can get in the rigged
10-roll, and a very good all purpose unit that will allow you to tackle most content
with ease, and yet remain useful in the late game.
Quatre, the edgy Dark Fencer GW character, is a character that went from being
niche, to good to extremely good after receiving successive buffs with the various
patches. He's one of the two characters in the game that brings Gravity, can slow
both on ougi and with his first skill, and is also a pretty good nuker. His dagger
proficiency also allows him to have very high stats with a Magna grid. His kit overall
seems to be somewhat reliant on RNG as he gets a random debuff skill, and a
passive that gives him a 5% chance to reset all his CD at the start of a turn.
His first skill is a decent nuke (600k cap) that applies a random debuff. The debuff
can be: Delay, 30% Attack Down, 30% Defense Down, DA/TA Down, 180s Blind (as
strong as MC Blind), 30 second Paralyze or Poison. The usefulness of these debuffs
will vary depending on your MC job choice and which boss you're fighting unless you
rolled Poison in which case tough luck. Much like Chaos Ruler's Unpredict, Quatre's
paralyze has been changed to being a special debuff that will not build regular
paralyze resistance of the boss (which means it won't prevent Song users to land
their own paralysis later on), so use this skill to your heart content, it will even get a
special icon to not confuse other players. Even the DA/TA down can be particularly
useful against boss that punch hard with multiattacks. Poison still sucks until his 5*
though.
His second skill, an AOE Gravity that also comes with a free nuke with 600k cap. Be
careful if you get a cooldown reset on this skill, using it as a nuke too much will build
up gravity resistance which can make things difficult for long fights. He's the only
character with AoE Gravity, making him particularly useful in multi-target raids (like
Grande, Agni, Colo HL). More generally, having a character with Gravity is a great
asset as it frees your characters from having to necessarily be Dark Fencer for solo
content (or allows you to bring another skill if you're using Chaos Ruler).
His third skill is his main gimmick: using it will extend all the buffs on your team for
one turn (one turn duration buffs and "next hit" buffs are excluded). And guess what,
Water has plenty of good buffers to work with! Whether it is his best bro Altair,
Riruru, Katalina, Arulu.... His main synergy might still be that he can extend Korwa
buffs almost indefinitely and she will be able to go for dozens of turns without having
to refresh her buffs. She'll even be able to use her 3 to heal people (which by the
way allows you to use her even in fire raids). Make sure your MC also has a class
that has buffs worth extending as well (GW Dagger ougi, Elysian DA/TA buff, DT3...).
You might even get more than one turn extend on your buffs if his passive triggers!
Overall, a must-have GW chara for anyone who intends to play Water seriously.
paralyze has been changed to being a special debuff that will not build regular
paralyze resistance of the boss (which means it won't prevent Song users to land
their own paralysis later on), so use this skill to your heart content, it will even get a
special icon to not confuse other players. Even the DA/TA down can be particularly
useful against boss that punch hard with multiattacks. Poison still sucks until his 5*
though.
His second skill, an AOE Gravity that also comes with a free nuke with 600k cap. Be
careful if you get a cooldown reset on this skill, using it as a nuke too much will build
up gravity resistance which can make things difficult for long fights. He's the only
character with AoE Gravity, making him particularly useful in multi-target raids (like
Grande, Agni, Colo HL). More generally, having a character with Gravity is a great
asset as it frees your characters from having to necessarily be Dark Fencer for solo
content (or allows you to bring another skill if you're using Chaos Ruler).
His third skill is his main gimmick: using it will extend all the buffs on your team for
one turn (one turn duration buffs and "next hit" buffs are excluded). And guess what,
Water has plenty of good buffers to work with! Whether it is his best bro Altair,
Riruru, Katalina, Arulu.... His main synergy might still be that he can extend Korwa
buffs almost indefinitely and she will be able to go for dozens of turns without having
to refresh her buffs. She'll even be able to use her 3 to heal people (which by the
way allows you to use her even in fire raids). Make sure your MC also has a class
that has buffs worth extending as well (GW Dagger ougi, Elysian DA/TA buff, DT3...).
You might even get more than one turn extend on your buffs if his passive triggers!
Overall, a must-have GW chara for anyone who intends to play Water seriously.
For some reason, Cygames decided in 2017 that Silva had to become meta again and, after buffing her
to already relevant strength at the start of the year, they also ignored the usual element rotation for
character FLB, making Silva the fourth regular 5* water character (before Earth, Light or Wind got their
third 5*). While their aim was obviously to tempt players into drawing right before Fire GW, it was still a
welcome addition to water as the element was struggling quite a bit in terms of strength.
While she used to be a one trick pony quickly forgotten once you were able to reach ougi cap with your
grid, Silva now becomes a surpisingly reliable and strong attacker that can carry you very effectively in
most stages of your progression, from beginner to end game, which is the mark of great characters.
Her first skill is her bread and butter skill, and will be the main reason for you to love Silva: for one turn
she gets a 200% ougi damage coupled with a 90% ougi cap up, and a chain burst damage buff. In
practice, it means that Silva base ougi will hit for a maximum of 3.3m damage (and up to 4.2m with the
adequate cap up boost from grid and LB). It's an extremely powerful buff that will help you to destroy
bosses early on and a very adequate one click MVP button during Strike Time for magna raids. The
skill pairs extremely well with her third ability, which is an ignition that later on at level 90 will also grant
you 20% additional echo damage on ougi when cast. Including her in an ougi damage centric team with
characters like Yoda and Romeo allows for teamcomps that are not to be underestimated in short raids
during ST as they can easily snipe MVP.
Her second skill is a 3 turn duration crit self buff, with 75% proc chance and 75% multiplier. It's one of
the strongest crit buffs in the game, allowing Silva to be a strong on element auto attacker and helping
her to reach auto cap once your grid gets nicely developed. The Xuanwu/Genbu fist can also in that
case be a great fit for her hard hitting autos, especially since her passive (20% additional meter
generation) balances out the 30% meter generation loss.
Her fourth skill is unlocked at level 100 and has a very interesting gimmick, for three turns Silva will
swap with your first sub member and provide a support artillery shot every time the character auto.
There are quite a few things to note about how this skill works:
- The skill unlocks after 5 turns in battle and is usable only once per fight
- It's a buff that is applied to the swapped in ally, meaning that it can be extended by Quatre.
- The strength of the artillery shot is 500% of the ally's auto damage, capping to around 800k (prior to
Seraphic buff). It is considered by the game as an additonal water nuke from the character swapped in:
any buff on the swapped character that applies to nukes will apply on the shot.
- It activates on auto, meaning that Luchador Tag Team and Yngwie's second skill will both provide a
free shot.
The damage this skill provides is as a result very important and can be used both offensively or
defensively depending on who you want to slot in the backrow. You can even find more exotic
combinations like using off element buffers!
Her second passive (can't miss her ougi) and ougi buff (dodge rate up) are both unremarkable, but it's
more of a bonus on an already extremely well rounded character that will have her place in many water
parties.
practice, it means that Silva base ougi will hit for a maximum of 3.3m damage (and up to 4.2m with the
adequate cap up boost from grid and LB). It's an extremely powerful buff that will help you to destroy
bosses early on and a very adequate one click MVP button during Strike Time for magna raids. The
skill pairs extremely well with her third ability, which is an ignition that later on at level 90 will also grant
you 20% additional echo damage on ougi when cast. Including her in an ougi damage centric team with
characters like Yoda and Romeo allows for teamcomps that are not to be underestimated in short raids
during ST as they can easily snipe MVP.
Her second skill is a 3 turn duration crit self buff, with 75% proc chance and 75% multiplier. It's one of
the strongest crit buffs in the game, allowing Silva to be a strong on element auto attacker and helping
her to reach auto cap once your grid gets nicely developed. The Xuanwu/Genbu fist can also in that
case be a great fit for her hard hitting autos, especially since her passive (20% additional meter
generation) balances out the 30% meter generation loss.
Her fourth skill is unlocked at level 100 and has a very interesting gimmick, for three turns Silva will
swap with your first sub member and provide a support artillery shot every time the character auto.
There are quite a few things to note about how this skill works:
- The skill unlocks after 5 turns in battle and is usable only once per fight
- It's a buff that is applied to the swapped in ally, meaning that it can be extended by Quatre.
- The strength of the artillery shot is 500% of the ally's auto damage, capping to around 800k (prior to
Seraphic buff). It is considered by the game as an additonal water nuke from the character swapped in:
any buff on the swapped character that applies to nukes will apply on the shot.
- It activates on auto, meaning that Luchador Tag Team and Yngwie's second skill will both provide a
free shot.
The damage this skill provides is as a result very important and can be used both offensively or
defensively depending on who you want to slot in the backrow. You can even find more exotic
combinations like using off element buffers!
Her second passive (can't miss her ougi) and ougi buff (dodge rate up) are both unremarkable, but it's
more of a bonus on an already extremely well rounded character that will have her place in many water
parties.
The other go-to Water character par excellence, her kit is extremely flexible and you
can argue your way into putting her in any Water party.
Her first skill is a decent damaging nuke that more importantly grants her
guaranteed TA, giving her a head start on building meter. Her second skill is a Veil
that will also give a gradually decreasing Regen effect to your team over 4 turns
(1000/500/250/150). Minor note, if you use Quatre to extend her Regen, it simply
repeats the previous turn's effect so given the choice, try to extend earlier in the
effect rather than later.
Her third skill is a 25% Damage Cut on a 3 turn cooldown. It's not strong enough to
save you from huge incoming damage but it's available frequently enough that you
can basically have it up for every ougi to take the edge off a little. Her ougi buffs your
party with 25% Water Attack Up for 4 turns and it's very common to pair her with
Altair because his meter generation skill helps to maintain this buff and his Water
Attack Up buff stacks with hers. To maximize her ougi buff, try to put her as close to
the front of the team as possible, usually the second slot (where the first slot is your
MC).
She's a Balance character which lets her benefit from a BAL Cosmos Dagger giving
her free DA and Defense. She's a great character in an annoying spot because
she's Limited and good but not as good of a spark target as characters like Zooey or
the Zodiacs. If you got her, you can throw her in everything but if you don't have her,
it's hard to say "this is what you should drop 300 rolls on" when more ridiculous
characters exist.
If you happen to have Varuna and own or have the possibility to get some damascus
bars, it's important to note that Murgleis, Katalina's gacha weapon, is the strongest
weapon available for Varuna grids, superior to even moon weapons. It boasts a near
3400 final attack at level 150, gets Might III (22% attack mod), and the almighty
Trium (3% at skl15), and as a result you'll want as many swords as possible in a
varuna grid. Its ougi effect is also pretty strong (35% damage cut), and it's also one
of the strongest Swordmaster main hand.
Christmas Arulu is the main alternative for those who aren't lucky enough to have
Katalina because she also has Veil and Regen. The only problem is, she's also a
limited character and even less available since she's only around for Christmas! Her
potato status isn't too big of a drawback since Water has plenty of potatoes so
running Baha Gun is not a big issue.
Her first skill is a 25% Water Defense Down debuff with a very high hitrate which
allows you to hit Defense cap (for Water damage) in combination with Miserable
Mist. Her second skill is a Veil and Revitalize effect (500HP Regen per turn or 10%
meter per turn if at full HP) in one which is great cause Water loves to ougi.
Her third skill can be activated twice and falls under a bit of RNG. The first cast will
choose a random sparkle colour which determines the effects that are gained when
the skill is cast again. The list of colours are:
- Red Sparkle: 30% Water Attack Buff (does not stack with Altair's buff)
- Green Sparkle: 2000 Barrier
- White Sparkle: 20%/10% DA/TA
- Holy Sparkle: ding ding ding you get all of the above
Each buff lasts for 3 turns and if you're not happy with the colour that's available,
you can choose to skip activating her 3 and wait for the next turn in order to try for
another colour. After you do cast the buff, the five turn cooldown kicks in.
Her ougi will instantly refresh the cooldown on her 3 and also pick a random spark
colour for you. It's important to note that the sparkle triggered by the ougi has a
higher chance to be a Holy Sparkle. If her 3 is ready to go right before an ougi, make
sure to use it first to get the buff before the free reset from the ougi. The more you
ougi with Arulu, the more frequent and consistent your buffs will be and having
consistent ougi generation is an important consideration for team composition with
her.
RIP HRT (bis). Maybe it's a sign that Cygames learned their lesson and that limited
shouldn't be the alpha and omega of each element: Drang is a good water limited
character and yet is definitely not core to water. His kit will oddly remind of Lancelot's
kit as they share a lot of similarities (atk/def down, self offensive buffs), although
Drang gets the better numbers.
His first skill is an AoE nuke (400k cap) that will also cast Debuff resistance down on
the enemies, on a 5 turns CD. It will also heal for 1k the team. The heal is
serviceable, and it will help newer players to sustain themselves during fights, but
higher level players may find it a bit lacking, especially since the heal remain a 1k
flat HP which is not much when your HP pool starts to reach 15-20k.
His second skill is a stance system, much similar to Sturm. Drang will start the fight
in the attack stance, and will gain 8% attack (special modifier), 7% DA, 3% TA every
turn, capping to 40% attack, 35%DA; 15%TA after 5 turns. The defense stance will
grant him 8% Def, 5% dodge every turn, capping to 40% def and 25% dodge. The
duration of those buff is 4 turns, and it gets refreshed each turn you spend in the
according stance. Since switching stance has a 3 turns CD, it's actually possible to
cumulate both the offensive and defensive buffs and maintain them by switching as
soon as the cooldown is available. It's a bit of a hassle though, and is arguably not
worth the extra effort unless you're using Varuna and need to upkeep stamina. This
skill overall makes Drang a great water attacker that will deal damage similar to
Romeo, but with the benefit of multi attacks.
His third skill is a dispel coupled with a 25% attack/defense down. It's a single sided
debuff, meaning that it will stack with Miserable Mist and Altair's mist, but it won't
stack with def breach-like debuffs. Extremely useful to reach def cap and reduce
heavily any enemy damage, it obviously synergizes well with his first skill as well.
grant him 8% Def, 5% dodge every turn, capping to 40% def and 25% dodge. The
duration of those buff is 4 turns, and it gets refreshed each turn you spend in the
according stance. Since switching stance has a 3 turns CD, it's actually possible to
cumulate both the offensive and defensive buffs and maintain them by switching as
soon as the cooldown is available. It's a bit of a hassle though, and is arguably not
worth the extra effort unless you're using Varuna and need to upkeep stamina. This
skill overall makes Drang a great water attacker that will deal damage similar to
Romeo, but with the benefit of multi attacks.
His third skill is a dispel coupled with a 25% attack/defense down. It's a single sided
debuff, meaning that it will stack with Miserable Mist and Altair's mist, but it won't
stack with def breach-like debuffs. Extremely useful to reach def cap and reduce
heavily any enemy damage, it obviously synergizes well with his first skill as well.
To add on top of that, his ougi will also inflict a 10% water resist down and 10% fire
attack down against the enemy. The water resistance down will often be obsolete as
a lot of chracters already have a similar debuff in water and as they never stack with
each other (the rest of the time, you'll most likely reach def cap without it). The fire
attack down is more interesting, as it generally overcaps (i.e it's not restricted by the
50% attack down limit), further reducing incoming fire damage on your team.
All in all, Drang is a very beginner friendly character that provides both offense,
sustain and debuffs, which are all extremely needed to beat any element content
with water. Unfortunately in the later game and as you progress, he gets
overshadowed by other higher tier characters as his lack of team buffs or strong
activable self buff prevents him from having a true synergy. He remains a good all
around offensive option with reliable debuffs that are helpful for solo content.
With Diantha, water finally gets its first good multi-attack buffer that isn't gated behind a few gold bars,
even though she ends up being a limited character, which isn't necessarily better. Extremely similar to
Korwa in her execution (Her ougi doesn't do damage and will buff your team instead), her multiple buffs
fit very well with what Water does best, whether it is for Magna or Varuna, although she will only find a
permanent spot in Magna teams.
Her first skill is a guaranteed team TA which lasts one turn. This buff synergizes extremely well with
assassin moves as a guaranteed TA will not leave anything to RNG in order to get your highest
damage. Luchador's tag team or Yngwie auto reset will also heavily benefit from this skill, and with a
strong enough Varuna grid and Uno 5*, one turn killing content that has less than 20m HP becomes a
reality.
Her second skill is a stackable team ougi damage up, around 9% damage per stack and can stack 3
times. The skill has a 4 turns cooldown and has a 7 turns duration, making it a pretty much permanent
buff (unless you get dispelled). With the new increased base ougi caps, the buff is generally not
wasted, and is also pretty useful against high defense content to reach cap more easily. However, it'll
take a minimum of 8 turns to get its full effects. This buff is a great fit in an element like Magna where a
lot of characters have meter boosting ability and serve as ougi batteries.
Her third skill is a 2 turns duration Hype boost. If you don't know what Hype is, I'd recommend taking a
look at the explanation on Aoidos (fire SSR) write-up, but to summarize, it's a special mod team attack
buff which value depends on the number of hype stacks you manage to proc. While you will rarely
reach over Hype 2, the boost is extendable by Quatre and can be the amount you're missing to reach
damage cap. You can also use the Xolotl summon to get one more Hype stack.
Diantha's ougi is a team buff that gets stronger the more you ougi, up to 4 times. The buff values start
at 40% normal attack up + 30% DA, and ramp up to 60% attack up + 40-50% DA after 4 successive
ougis. The buff remains pretty powerful even at 1 stack, which allows Diantha to remain effective even
in fights where you don't have the time to ougi that much. Note that this buff is unique and will stack
with anything. Diantha's passives are increased chance to dodge while under Hype, and a decreased
chance to be targeted. She also has 10% less innate damage, it's still unsure if this also affects her cap
values.
Overall, Diantha is for magna players a must-have. The fact that she's able to permanently buff DA for
your team can free you from always playing Elysian to get good DA/TA, and if you happen to have
Quatre 5* you can even compeltely forego playing a class that boost the MA in your team. She also has
the good taste to not be a competitor to Altair, but rather a good complement to him as she actually
welcomes the meter to ramp up her buffs faster. And finally, similarly to Zoi in dark, if you happen to
have Uno 5* she allows you to one turn kill most of the "low" HP content in the game. Her only real
downside is that her normal attack buff makes her ougi actually detrimental for Varuna because of
diminishing returns, instead of having a proper damaging ougi.
Her second skill is a stackable team ougi damage up, around 9% damage per stack and can stack 3
times. The skill has a 4 turns cooldown and has a 7 turns duration, making it a pretty much permanent
buff (unless you get dispelled). With the new increased base ougi caps, the buff is generally not
wasted, and is also pretty useful against high defense content to reach cap more easily. However, it'll
take a minimum of 8 turns to get its full effects. This buff is a great fit in an element like Magna where a
lot of characters have meter boosting ability and serve as ougi batteries.
Her third skill is a 2 turns duration Hype boost. If you don't know what Hype is, I'd recommend taking a
look at the explanation on Aoidos (fire SSR) write-up, but to summarize, it's a special mod team attack
buff which value depends on the number of hype stacks you manage to proc. While you will rarely
reach over Hype 2, the boost is extendable by Quatre and can be the amount you're missing to reach
damage cap. You can also use the Xolotl summon to get one more Hype stack.
Diantha's ougi is a team buff that gets stronger the more you ougi, up to 4 times. The buff values start
at 40% normal attack up + 30% DA, and ramp up to 60% attack up + 40-50% DA after 4 successive
ougis. The buff remains pretty powerful even at 1 stack, which allows Diantha to remain effective even
in fights where you don't have the time to ougi that much. Note that this buff is unique and will stack
with anything. Diantha's passives are increased chance to dodge while under Hype, and a decreased
chance to be targeted. She also has 10% less innate damage, it's still unsure if this also affects her cap
values.
Overall, Diantha is for magna players a must-have. The fact that she's able to permanently buff DA for
your team can free you from always playing Elysian to get good DA/TA, and if you happen to have
Quatre 5* you can even compeltely forego playing a class that boost the MA in your team. She also has
the good taste to not be a competitor to Altair, but rather a good complement to him as she actually
welcomes the meter to ramp up her buffs faster. And finally, similarly to Zoi in dark, if you happen to
have Uno 5* she allows you to one turn kill most of the "low" HP content in the game. Her only real
downside is that her normal attack buff makes her ougi actually detrimental for Varuna because of
diminishing returns, instead of having a proper damaging ougi.
Yoda is a true Quality of Life character who is useful no matter what stage of the
game you're at. When you're a new player, he's basically HRT tier as his ougi will
allow you to destroy early to mid game fights with ease even when you don't have a
real team or grid. Even off element he can still be used as you try to solo your own
Magna as his first skill has very high damage which can allow you to break some
bosses very easily.
His Shroud system seems complicated at first glance but is actually pretty straight
forward. He starts off the fight with 3 stacks of Shroud and automatically consumes
a stack to empower abilities or his attacks. The only way to get Shroud back is either
by waiting 4 turns (meaning even if you only use his shroud through attacking, he
will still have 1 turn out of 4 where he is defenseless) or using his third skill which is
on a rather long cooldown.
Attacking with a Shroud stack will give him a guaranteed TA. His first skill will go off
twice at the cost of one Shroud and his second skill is a Dodge that gains Substitute
with Shroud (often used to tank Dimensional Cleave from Colossus Magna). Finally,
his main gimmick is that his ougi will consume all available shrouds to do 333,333
bonus plain damage (ignores defenses and elements) per Shroud so at 3 stacks you
get the 999,999 bonus damage he is known for.
As your grid progresses he will become a smaller proportion of your team's damage
but he will still remain a great QoL character that lets you do things like farm things
like Hard Raids with your Pendant team or Extreme bosses while using a Bunny or
Kaguya to increase drop chance.
For Water players specifically he will be relevant for much longer and you will only
stop using him when his 1 out of 4 turns of having no Shroud will get him killed by
boss attacks, which usually occurs in HL raids. He's still extremely useful at killing
bosses fast as his nuke caps out at 600k x2 and he is Triple Attacking with the full
force of your Water grid. He's also still useful for cheesing bosses with dangerous
multi-hit ougis or triggers with his Dodge + Substitute skill.
He is a character that allows you to grind fast but reptitive content faster and time is
definitely valuable in Grindblue Fantasy
by waiting 4 turns (meaning even if you only use his shroud through attacking, he
will still have 1 turn out of 4 where he is defenseless) or using his third skill which is
on a rather long cooldown.
Attacking with a Shroud stack will give him a guaranteed TA. His first skill will go off
twice at the cost of one Shroud and his second skill is a Dodge that gains Substitute
with Shroud (often used to tank Dimensional Cleave from Colossus Magna). Finally,
his main gimmick is that his ougi will consume all available shrouds to do 333,333
bonus plain damage (ignores defenses and elements) per Shroud so at 3 stacks you
get the 999,999 bonus damage he is known for.
As your grid progresses he will become a smaller proportion of your team's damage
but he will still remain a great QoL character that lets you do things like farm things
like Hard Raids with your Pendant team or Extreme bosses while using a Bunny or
Kaguya to increase drop chance.
For Water players specifically he will be relevant for much longer and you will only
stop using him when his 1 out of 4 turns of having no Shroud will get him killed by
boss attacks, which usually occurs in HL raids. He's still extremely useful at killing
bosses fast as his nuke caps out at 600k x2 and he is Triple Attacking with the full
force of your Water grid. He's also still useful for cheesing bosses with dangerous
multi-hit ougis or triggers with his Dodge + Substitute skill.
He is a character that allows you to grind fast but reptitive content faster and time is
definitely valuable in Grindblue Fantasy
Lancelot has long been a staple Water Attacker with his 5* upgrade making him a
solid and consistent choice for DPS with some additional utility with debuffs. He was
the pioneer of a now common mechanic where after he uses his ougi, his nuke (first
skill) hits twice which is cool cause it caps at 600k so you're looking at potentially
1.2m damage with one button press. His second skill is useful after level 90 as it has
its hitrate increased and strength raised to -15% Attack/Defense while being Single
Sided (for some reason), allowing you to stack his debuff on top of Miserable Mist or
Altair's 1.
His third skill gives him 100% DA rate and a noticeable TA buff which is great
considering Water is known as an element lacking any party DA/TA buffs. His
passive also gives a slight bump in DA but not really enough to qualify him as a
buffer. In HL, however, he gets less useful as you're only bringing him for his DPS
rather than his debuffs and meager party DA. He's just gradually getting crept out of
relevance by newer, more focused characters.
His LB masteries still allows him to remain as one of the strongest nuker in the game
(boasting a 1.8m damage first skill on element), and gets to reach ougi cap pretty
easily as well thanks to his two ougi damage perks.
Like a lot of other older characters who used to have an outdated kit, Socie was
saved by the July 2017 update that granted her some much needed team buffs,
allowing her to be somehow similar in terms of usefulness to her more recent fire
version.
Her second and third skills are same as Dark Fencer main skills, one is a 25% mist
(dual sided ATK/DEF down) and the other is a slow. However, both skills have higher
CD and lesser landrate than the DF versions, which can make put you in a bind if
you're relying on Socie to debuff and she happens to miss (especially off element).
Fortunately, this can be avoided by playing SS with Pilfer and investing in Socie's
EMP masteries.
Her first skill is what makes Socie interesting and worth keeping in the front line
though. While it was before a mediocre single target heal, it now becomes a skill
with time wide effects, granted you manage to ougi before applying the skill. Socie
will grant 10% echo, a 2k HP team heal and revitalize for three turns. The buff has
an extremely good uptime as it the skill only has a 4 turns cooldown. Pairing her with
Quatre makes it even better as it makes it a near 100% uptime buff. The revitalize is
pretty handy in an element where a lot of characters have team buffs on ougi, and
even the heal is extremely potent (probably one of the best heal in the game) as it
can heal you for a maximum of 4900 HP over the three turns. This is of course
extremely important if you're using Fimbuls since you want to keep high HP for
Stamina.
While Socie is pretty reliant on meter and DA/TA so that she can make sure her first
skill will have a team effect, being an erune, coupled with her two passive that will
boost her base DA/TA rates allow her to keep some reasonable damage output and
meter generation.
At the end of the day, Socie's real niche happens to be end game Varuna grids
where her kit becomes more important than similar characters like Altair, her
permanent echo being the only way for Water to break cap, and her heal + slow
allowing to keep your
After 3 subsequent HP within
buffs high with Stamina.
a year, Cygames finally figured out what was wrong
with Uno and made him not only usable, but even pretty good! Save for Zoi, he's the
only character in the game able to provide by himself a 100% team damage cut, with
a cooldown of 6 turns which finally makes it a good skill to tank lethal triggers or
hard hitting ougis.
His Overdrive Burst received countless buffs, and is now a nuke worth pressing as it
has an absurdly high damage modifier (1100% damage) and is one of the strongest
hitting nuke in the game (behind Lucio and Razia), capping at 1.16m damage. His
cover + substitute is decent but still a bit lackluster as the skill will only last for one
turn, but it can be useful to soak some damage and protect characters like Yoda,
Izmir or Naru.
Uno's main draw is that having him allows you to tackle most raids with a Bonito and
not have to sacrifice damage by bringing Athena and carbuncles (which forces you
to use Macula as an elemental summon). But for raids with very dangerous and hard
hitting autos and where lethal ougis happen often, sacrificing damage will remain
necessary as Uno won't be able to protect you enough by himself.
This potato is pretty simple in usage. Her first skill gives +20% Attack/Defense Up to
female characters which is increased to +35% Attack/Defense Up on male
characters. This buff is on a unique multiplier so it stacks with everything and will
straight up just boost your Attack and Defense with no worrying about "oh but my
Normal Attack modifier is already so high..."
Her second skill gives the party 15% meter and increases ougi generation by 15%
(20% for male characters) for the next 3 turns. Make sure to use this skill before you
use Altair's third skill or you'll look pretty silly. She's another reason why Water has
the reputation of being ougi-centric and she can get you a full chain burst on turn
one or two if you build for it. Her third skill is a 2000HP Heal with a 1000 Shield
(3000/1500 for males) which gives your team great sustain. Unfortunately, a lot of
characters in water who actually need babysitting are females but it's still a great
skill to have to keep, say, Yoda alive when he's unshrouded. Having a charm cast on
ougi is pretty good as characters with a charm aren't so common and can be pretty
clutch.
Her main issue is that she's just an inferior Christmas Arulumaya as their skill sets
are very similar but Arulu can provide DA/TA buffs as well as Veil. She's still a good
pick if you need more sustain and her Charm on ougi can be clutch, even if it misses
a lot.
Summer Naru is one of the few characters in the game with Crit as part of her kit
and always benefits from it no matter which element you're fighting because her
echos are on-element. On paper, she seems very strong as she has a self DA/TA
buff, a Break Assassin skill and an ougi that lowers the CD on a randomly chosen
skill by 3 turns. However, she's got a few downsides.
Her first downside comes from the fact that she needs time to ramp-up her damage.
Her first skill, which gives an echo that grows in strength with each usage
(25%/40%/60%/70%/75%) and a Defense Down that grows as well
(10%/20%/25%/30%/35%) takes 5 casts to reach maximum effect. Her DA/TA buff
tops out at 35%/15% DA/TA after 3 uses and about 15% health chopped off per use
is alright but arguably not worth hurting yourself so much for it when she's already
stacking Defense Down. Especially if you're a dinosaur still running a Varuna grid
with high HP! Her mediocre DA/TA buff plus the penalty for keeping it going means
it's a lot safer to look for external buffs to compensate, either from a Varuna grid or
just buffing with other characters and your MC.
Her third skill is both a Crit Rate Up skill as well as Break Assassin move which also
needs to be used three times for full effect. Mashing out ougis for the random turn
reduction on skills can help with managing all of her skills that need stacking. In the
end, she's better used in a Varuna grid where you can get full use of her on-element
echo and crit from grid. Altair combos well witih her as his crit buff synergies well
with her kit and the free meter helps her reset cooldown on skills so she can keep
doing damage. She will compete with Izmir for a spot in Water teams as they're both
very squishy and there's little synergy in having both, meaning the only person who
will benefit from her 10% Draph Attack passive wil be the MC (or Lily)
One of the first victims of Trial Mode, Romeo used to have more than 2 million nuke
damage on top on turn 1 but we learned the bitter lesson that Trial Mode can also
harm us. Now he's just an alright character who gets bonus Attack and Defense as
long as his Shroud is up (30% to both stats). Just like the much better Juliet, he
starts with 5 Shroud stacks and uses them each round of attacks and ougi, as well
as to empower his skills. Using his skills consumes one shroud while using an
amplified skill consumes 2 shrouds (with bonus effects!)
His third skill resets the cooldowns on his first and second skill and amplifies their
effects. His first skill is a nuke that also has a decent accuracy -20% Water Def
Down and when amplified you get another chance at landing it if it missed the first
time around. His second skill is a Substitute and 80% Fire Resist Up on himself but if
you Amplify it, the Fire Resist becomes party-wide which makes him excellent for
tanking ougis from Fire bosses. His 3 can be toggled off to gain 5 Shroud so you can
maintain his stacks after you've dumped all his skills onto the enemy. His ougi does
get an additional echo of up to 630k if he has a stack of Shroud so he is a good
candidate for a Strike Time team alongside Silva and Yoda. Much like Charlotta, this
echo will get boosted by various cap up weapons and Ultima skill cap up weapon.
He is one of the two MVP of the recent Xeno Ifrit Clash event as his second skill
becomes extremely important and allows you to get several fire cuts in a row and
laugh at all the multiple triggers and Ougi that the boss will throw at you.
The second Draph in Water in terms of release, she's a little different from most
Water characters in that she wants to delay using her ougi for quite a long time. Her
first skill grants her a stack of Icy Blades as well as stacking Attack Up at 8% per
cast up to 40% Attack. The Icy Blades increase her ougi cap and damage with 5
stacks allowing her to do up to 5.3 million damage against a Fire target.
Her second skill is a 50% Damage Crit buff that also reduces her Defense by 20%
which is kind of annoying when she already has less Defense from her passive. It's
best to be combined with her third skill for the Hostiliy Down effect so she doesn't
get squashed like a bug and the 30% ougi generation up can help you build meter if
you need to ougi sooner rather than later.
Unfortunately for her, the recent Silva buff plus the addition of Seraphic weapons
heavily reduced Izmir's effectiveness. Silva can burst with her ougi for 5m (Seraphic
bonus included) when it will take at least 6 turns for Izmir to reach that. And if you
happen to have a seraphic weapon (SSR Gabriel wand), it won't stack with Izmir
passive, making it become a def down without any advantage. If you still want to
make her work though, her strong autos (granted you don't forget to press her skill 1
every 2 turns) can have some good synergy with Genbu Fist from the Celestial
Beast event, as she can benefit from the echo while the decreased ougi gain doesn't
really bother her since she wants that 5 Icy Blade ougi anyway. Another good option
is to have Yngwie on the same team as he draws aggro from her and also drains her
ougi to sustain his Tough Guy mode, benefiting both characters.
While her EMP update doesn't address her useless passive issue, it does allow
Izmir to get back some of her former luster as she's the only water character with 4x
critical up nodes, and the hostility down does help her to survive better.
Katapillar is the proof that joke characters can be completely memetastic, but also...
actually good! If you've paid attention, you've probably noticed that her skillset is
oddly similar to Romeo, and they both fill the same niche. Except Katapillar still
retains her 3m turn 1 nuke damage ability that Romeo only had during Trial mode.
First of all, Katabot's first skill is a 16-hit random enemies nuke that will cap to
around 850k damage (around 1m if you're using Gabriel wand on element). A very
good nuke, but to the detriment of a very long animation that makes it rather subpar
for racing. It has a rather long CD, but it's compensated by using her second skill.
The third skill is, similarly to romeo, a 420k capped nuke that will inflict both 20%
water resistance down to the enemy and 20% fire attack down. The fire attack down
part is pretty interesting and unique, as it will actually go over the attack down cap.
Basically, once the attack down debuffs have been applied (say, 1000 damage
received after the application of attack down), the fire attack down debuff will be
applied to the remaining damage (so you'll receive only 800 damage), for a total
60% attack down reduction against fire enemies. Note that this debuff can further be
cumulated with quatre 5*, which would most likely bring the total attack down to 68%
depending on the numbers...
Her second ability is, much like Romeo once again, a CD reset on her two other
skills, which will allow you to chain nukes on the same turn, which can be pretty
handful and deadly when damage per turn is more important than damage per
second. It'll also heal Katabot by 30% (without any upper limit), which is pretty handy
with her passive.
Kata's passive will change her stats depending on her position in the team. First (=
MC spot) and third spot will grant her an increased Hostility boost and defense buff
(40%/40%), as well as an immunity to charm, which can make her a pretty
interesting aggro bot that is more or less similar to Yngwie if you have characters
you want to protect. But the second and fourth spot bonus might be the more
interesting one, Katapillar will gain a permanent 50% attack up buff (normal mod) at
the cost of a reduced defense, and will also become immune to blind. This passive
allows her to be a hard hitting gorilla (guess who has the same kind of passive?)
who only needs to be supplied some DA/TA buffs in order to become extremely
effective. Her ougi will grant Katabot a 10% uplift buff for three turn, and will also
inflict DA down on the enemy; nothing exceptional but it can allow her to not lag
behind in meter for chain bursts because of her lack of DA/TA buff
Overall a great unit that can have her place in many water parties, and that gets an
extremely high value if you further need the multiple defensive debuff she provides.
After getting shafted by multiple Silva buffs and being relegated to box cheerleader,
Summer Izmir is Cygames' answer to buffing everyone's favorite DQ.
Izmir's first skill's low cooldown and upper limit of 2 stacks means she will be
consistently reaching her ougi cap, and dishing out ougis twice as strong as the rest
of the team (without slowing your chain down, even with Altar feeding meter).
But even more importantly, she can beef up an entire raid's damage output with her
second skill, Blizzard (an icy spin on Zal's signature Flare skill). This is especially
valuable for Magna water grids, where you otherwise can't reach damage caps.
Unlike Flare, Blizzard will have its peak effect during the first half of the field, getting
weaker as time passes.
Her third skill is a weak nukes that won't see any use unless you get slapped with
ougi debuffs... but it is more than compensated for with the rest of her kit.
And finally, to top it off, her passive will give party-wide stamina at the cost of a 15%
HP/20% Defense. It makes her sound a bit frail at first, until you realize you can
completely negate the defense drawback with her Extended Mastery skills. Almost
any other character would kill for a 15% team-wide stamina buff at the cost of 6 EMP
stars.With all of this, Summer Izmir is undoubtedly a strong character, so why isn't
she rated on par with the other top water SSRs?
Like Flare, Blizzard has a drawback where the enemy hits back harder too. This can
kill many of the riskier raids like 6-man HLs and Ultimate Baha, and it will actively
hurt Varuna players who want to keep their HP high for stamina. And if you can hit
the damage cap with Varuna build, Izmir's value shoots down tremendously. Not
because she's bad, but simply because other Water characters (almost all of which
are ticketable or farmable) can offer more. It becomes even more noticeable if you
happen to have 5* GW characters.
In magna grids, however, Izmir was practically water's savior before Summer
Diantha snuck in (and still is to an extent). Blizzard can make life a little more
dangerous for you, but in return make you hit significantly harder (which is what
magna water needs most). In addition, the Stamina buff from her passive is not
diluted by the presence of Fenrir bows, making it more worthwhile to slot her into
your team.
But without Ancient Auberons, Izmir's HP can still be a slight problem in Magna.
Especially if you do not have Baha synergy with your other party members. If you do
plan to run her, be sure to invest in a Baha Sword/Spear/Axe depending on the rest
of your team. Or potentially a Sword Atma, should you not slot in 5* Quatre or Uno.
Even by 2016/2017 SR powercreep standards, Minami has a completely overloaded
kit. The fact that she is a freely available character that puts most water SSR
characters to shame, and is only second to Altair in terms of utility provided is a
blessing for f2p players or beginners as they will be able to slot Minami in most of
their lineups with their eyes closed.
Her first skill is a 15% Team water attack up coupled with a charm debuff on the
enemy. The buff has an excellent 3/5 uptime, and will remain useful even if you use
Elysian or Altair as you'll be able to alternate buffs to be constantly under a water
attack up effect. The charm is a bit weak, but it's always welcomed when the only
other alternative is Riruru to get a charm in water. Her second skill is a Double
Trouble II skill, 15% DA up + 10% TA up to the team for three turns. The skill has
unfortunately a long CD, but since water tends to lack DA/TA buffers, it's hard to
complain. Finally, her third skill is a 15% water def down, which can be combined
easily with Mist / Levi call / Any type of def breach in order to reach def cap.
But Minami's selling point is actually her ougi effect: for three turns (ougi turn
included), she will provide to the team a 70-80% chance of crit on a 20% multiplier. It
has nearly the same numbers as Altair, but the trick is that this effect is actually
cumulable with Altair crit, since his buff is unique! As a result, it's even possible to let
Altair and Minami both be in the frontline despite their redundant abilities, as you'll
be able to cumulate several team crit buffs allowing you to reach sky high damage
on element.
Oh and she's also a BAL character, in case you have a Cosmos BAL dagger. Couple
her with Quatre, and you'll be able to totalize Blind, Charm, Para, Gravity, Crit buff,
Water attack buff, Def down cap, DA/TA buff in the same team. And also extend
those buffs. And that without spending a single dime.
As far as healing is concerned, Water generally has lots of choices for sustain so the
healing that Lily provides is not her selling point. Her Fire Cut lasts two turns, can be
extended by Quatre and stacks with multiple other damage cut/reduction skills that
Water has which makes Colossus Magna and HL cleaves a joke. Her clear can
come in handy if you don't have a Veil and can be handy in raids where certain
debuffs ignore Veil like Prometheus HL. Early on, you can combo her with Erin to
cheese any boss ougi.
She is however one of the two MVP of the Xeno Ifrit Clash as her kit literally
counters everything that the boss will throw at you (debuffs, very high fire damage
AOE) and allow you to farm safely the higher difficulty Nightmare battles.
Yngwie is a unique character as he is an extremely good tank that has no team or
self damage cut but compensates by having extremely high defense. His ougi
switches him in and out of Tough Guy mode, where he gains 300% Defense, 200%
Attack, a significant Hostility boost and a raised Ougi damage cap (100% raise). In
order to sustain Tough Guy he has to use an increasing amount of meter each turn
(20%, 30%, 40%, 60%, 80%, 100%). Coupled with his passive that increases his
Defense the lower his HP gets, his tankiness can get high enough that he can
survive Colossus Magna's Dimensional Cleave without buffs.
In order to keep his Tough Guy mode going, his first skill drains up to 50% meter
from all his allies and transfers the amount taken directly into his own meter until
he's fully charged. His second skill is a free auto attack so it can multiattack and
benefit from echo etc. without taking a turn so it also functions as meter gain for him.
His third skill is a Crit buff with an Echo that helps to increase his damage and works
very well with his second skill (since you don't take a turn using his 2, it doesn't use
up a turn of his echo), especially in Tough Guy mode.
His main issue is that Water is an element that traditionally liked to chain burst a lot
thanks to Altair and other characters being prevalent in most parties. However, his
meter-hungry nature can become an advantage if you pair him with Izmir, who
prefers to delay her ougi as long as possible to stack her Icy Blades. His second skill
can provide him with a lot of meter provided he has DA/TA buffs on him at the time
of use, which are fairly scarce in Water outside of the MC. Still, it's not so bad as
Water has plenty of characters that can instantly provide meter so instead of
focusing on mashing out ougis you can just fuel his Tough Guy mode for as long as
possible.
Try to avoid using his ougi in Tough Guy mode unless you're close to finishing a
fight, as having to build ougi up again to enter Tough Guy mode is fairly annoying
after you've spent all your skills maintaining it. If you don't have enough meter to pay
for his Tough Guy upkeep, however, he will revert back to normal mode without
draining the rest of his meter which helpfully gets you back into Tough Guy mode
faster.
After teasing us at the release of Percy 5*, Vane finally gets his long anticipated
SSR, but he doesn't quite live up to the hype. However solid his niche may be, its
unrealistic to offer him the right conditions in every fight. The untimely release of 5*
Silva and trial Drang didn't help either.
Vane's first skill is double Atk down debuff. The 15% Atk down does not stack with
Lancelot (rip), but it is worth noting that the second half of the skill (10% Fire Atk
down) can bypass the usual debuff cap. Unfortunately for Vane, Katapillar will grant
a similar fire attack down debuff with an arguably more useful water resist down.
Vane's second skill grants an attack boost, but at the cost of lowering his own
defense by 70%(!) and is solely a catalyst for his third skill. Don't pop this skill if
there is a risk of eating a multihit attack, or if your passive has already worn off. The
cooldown and duration are both a bit too long to be safe otherwise, and the Atk buff
isnt noticeable enough to be worth it.
On the bright side, Vane's third skill is where it's at, and can salvage the rest of his
kit should you get him going. Vane gains +200% damage (unique modifier) and
raises his damage caps for 5 turns. Seeing multiple turns of 600-800k triple attack
autos is incredibly satisfying. Additionally, Vane's ougi damage and ougi damage cap
go through the roof (4m base), letting him hit upwards of 5.2 million damage with the
Gabriel staff and celestial axe. This buff can also be extended with Quatre (because
Quatre wasnt core enough already).
In the end, however, because his main gimmick is both hard to activate and on a
long cooldown, Vane won't be having much of an impact on an element with some of
the strongest characters fighting for team slots. Lets hope Cygame's tease during
Percy's 5* means the inevitable Vane 5* will save him in 2018."
Chat Noir is a pretty funny character, with nice fate episodes and seasonal lines,
nice animations and voice acting, but unfortunately his kit doesn't live up to the rest.
While he gets some nice bonus (atk/def 20% or DA/TA up) depending on the mode
he is in (Forewarning or Riddle), the fact that his first skill doesn't do anything unless
you're using his second skill as well is a bit counter-intuitive, and while he can
cumulate up to:
- Delay
- 20% ougi gauge to the team
- Dodge on the next auto
- Passive DA / TA buff or Atk/Def buff
- Additional damage 4 to 8 turns after your ougi (this one is pretty garbage)
- 12s Para / Charm / Super blind a few turns after his ougi, (generally between 2 and
4)
...The way his kit works makes it extremely hard to choose a certain combination of
effects you'd want over another. The random para is at least a purple para (i.e it
doesn't build resistance toward normal para), but the fact that it's random and only
12sec makes it pretty unreliable overall.. His third skill is the same as Claris dispel,
but is not enough white damage to slime since it deals only up to 5% of the max
health of boss (though it can be pretty useful for beginners without a grid that want
to do quick damage against enemies with very high HP).
As a result Chat Noir becomes at best a character for beginners who want to play
something with less "boring" mechanics (compared to, say, Altair), or an extremely
niche character for higher level use (since he does have a slow, dispel and CC).
Even the July 2017 update that tried to reduce his CD to make him more rewarding
to play couldn't save him, the fault to an extremely clunky kit with too low numbers.
She is pretty much the same as Story Kat, but in a swimsuit. Unfortunately her
Damage Cut remains under 50%, so it can't be combined with a Carbuncle for a
100% Damage Cut against Skyfall or Gamma Ray.
An event SR character pair that can allow for a lot of interesting gimmicks as
switching between Morphe and Phoebe expands their skillset, albeit with shared CD.
Their kit provides really strong buffs as long as you know the correct sequencing of
their skill usage.
Combined with characters who benefit from the guaranteed TA turn like Yngwie (who
gets six guaranteed attacks, 3 from his second skill and another 3 from attacking) or
Summer Naru with her Break Assassin, you can do some scary damage in solo play.
However, the fact that they can't buff themselves and will put your team to Sleep
with their ougi can make them very awkward to use. They are, however, excellent for
new players or people who need a buffer for their Water team.
Anastasia is an IM@S collab character with a surprisingly good kit. She brings a
15% Def Down and a unique debuff that reduces a target's multi-attack rate that
fades over time which can be pretty good in fights like Guild Wars Nightmare raids
where the bosses can start multi-attacking frequently.
Her echo and her DA buff synergize well together to give her some respectable
damage and her passive lets her keep up with the rest of the team to participate in
chain bursts. You can use Riruru or MC Superstar with Charm to clear the condition
required to get the bonus damage on her ougi.
Her EMP support skill also casts attack down on the enemy whenever Anya multi-
attacks.
The first character you get from story mode and also the most useful of the bunch.
No one can complain about not having access to Veil because if you absolutely need
it to clear content, she's your gal. She also has a 40% Damage Cut making her one
of the most useful utility SRs you can have even for off element early on in the
game.
Later on as a Water player if you don't have the luck to draw her SSR version she
can still be a good option for bosses with nasty debuffs or ougi damage. Dark
players can also benefit by sticking her in the backrow to buff Vira through her
passive.
A pretty decent free character (from a collab though), Rin brings Blind which is hard
to get in Water and is welcome early on even if her Blind's strength is low. Her Rage
buff gives 25% Attack Up and the same duration and cooldown as a regular Rage
which is good. Her third skill is a nuke that will give her 10% meter or 20% if the
target is charmed which is always nice. The Friendship bonus to her stats as well as
her 5* uncap means she has alright stats for a freebie SR.
With 2 AOE attacks, self-DATA buff and a -10% def debuff that stacks with Mist,
Chun-Li is a pretty versatile attacker who is useful in most fights. However, a big
reason to use her over other attackers is that as a SF-collab character she has the
ability to apply a 30 sec "Stun" on the boss.
Each time Chun-Li uses a skill, she applies a (undisplayed) 180 sec "stun meter"
debuff on the target. Her 1st skill adds +20% to that counter (if all 5 hits hit the same
target), while her 2nd and 3rd skills each add +10% to that. Once this counter hits
100%, the boss will be "stunned" for 30 sec (This debuff has the same effect as
Paralysis but on a separate set of resist). This stun meter is shared across the raid,
meaning that multiple Chun-Li / SF char users can speed up the process faster.
Unlike other "gacha versions" which are in most cases a direct upgrade over their
event SR versions, this version of Vane has two of his original skills replaced by two
new skills of questionable values and is frankly quite bad.
The only redeeming quality of this character is his rare ability to give the whole team
a 30% Reflect, which can couple with HS's Phalanx (or SSR Lily's Anti-Fire shield for
Fire damage) to achieve 100% damage cut. This makes him a very useful unit for
newer players starting to do normal Bahamut/Grande raids as they often lack the
right carbuncles/athena summons to survive those team-wiping triggers properly.
Do note that his team reflect has a fairly long CD (8T) and so you would still need to
prepare another source of protection to survivie things like a 2nd Skyfall from
Bahamut at 5% health (if you use his reflect at 25%).
A nice, possibly a bit underrated character, Erin brings a unique ability called "Fire
Switch", which transforms any incoming (non-plain) damage into Fire damage as
well as a 25% Fire Resist to the party. Combining this with the right characters or
summons allows you to mitigate all kinds of damage and lets you MVP or kill bosses
despite not having a lot of damage.
Suggested EMP Notes
ate skill descriptions
Click Here
2x Debuff Success
2x Water Attack Up
1x TA Up
1x Support Skill
His buff extend
1x Overdrive Attack
actually copies the
current state of the
His EMP support skill
team buffs and
works exactly the same as
replicates them the
his passive (refresh all
next turn meaning that
skills) but proc off of skill
using it sooner rather
usage instead. While the
than later on
proc rate is low, this can
Katalina's regen will
result in some hilarious
grant you more heal
strong DPS if you luck out
and get multiple procs
between the two support
skills.
1x TA Up
1x Support Skill
His buff extend
1x Overdrive Attack
actually copies the
current state of the
His EMP support skill
team buffs and
works exactly the same as
replicates them the
his passive (refresh all
next turn meaning that
skills) but proc off of skill
using it sooner rather
usage instead. While the
than later on
proc rate is low, this can
Katalina's regen will
result in some hilarious
grant you more heal
strong DPS if you luck out
and get multiple procs
between the two support
skills.
2x Crit Up
1x Support skill
1x C.A Cap
2x C.A Damage
She has in battle voice
Her support skill is the lines with Kumuyu and
same passive as song Cucouroux
ans will provide up to 10%
attack up against a single
enemy
2x Crit Up
1x Support skill
1x C.A Cap
2x C.A Damage
She has in battle voice
Her support skill is the lines with Kumuyu and
same passive as song Cucouroux
ans will provide up to 10%
attack up against a single
enemy
x1 Crit up
x1 DA
Her gacha weapon is
If you want to spec
one of the best
Katalina as a meat shield,
Swordmaster
you can take:
mainhands
x1 Hostility up
x3 Def up
x1 Debuff success
x1 Water attack up
x1 C.A Damage
x1 OD attack
1x Debuff Rate Up
1x Water Attack
1x TA
2x Overdrive Attack
1x Debuff Rate Up
1x Water Attack
1x TA
2x Overdrive Attack
1x Crit up
1x Charge bar up
1x OD attack
1x Crit up
1x Charge bar up
1x OD attack
x1 Water Attack up
x1 Support skill
Be careful in Coop, it's
x1 C.A cap
very easy to
x3 C.A Damage
"accidentally" steal
x1 Crit up
MVP or lock people
x2 Def
out completely of any
contribution with his
Support skill is 10%
ougi, try to only use it
chance to gain 10%
at 1 or less stacks
special mod attack up,
caps at 30%
x1 Water Attack up
x1 Support skill
Be careful in Coop, it's
x1 C.A cap
very easy to
x3 C.A Damage
"accidentally" steal
x1 Crit up
MVP or lock people
x2 Def
out completely of any
contribution with his
Support skill is 10%
ougi, try to only use it
chance to gain 10%
at 1 or less stacks
special mod attack up,
caps at 30%
2x Crit Up
1x Skill Cap
2x C.A Damage
1x TA Up
1x Support skill Using the water
2x Debuff Success version as a skin for
1x Water Attack Fire Socie
1x TA Up unfortunately won't
1x Overdrive Attack remove the
"Sociecopter" as
Her support skill is the Cygames also added
equivalent of two DA a dance animation for
nodes and one TA node the water skin...
1x Stamina
1x Water Attack
1x C.A Damage
1x Overdrive Attack
This is what happens
when cygames goes for
the memes instead of
useful EMP...
x1 Support skill
x1 Water attack up
x1 C.A Damage
x1 OD attack
N/A
The system consider
Katapillar to be Vira,
1x Crit Up which means that any
1x Debuff Success Vira-related effect or
1x Water Attack passive will be
1x Skill Damage triggered, and more
1x C.A Damage importantly that you'll
1x Overdrive Attack be able to use your
plethora of Vira skins
on her.
The english game
client actually has a
censored version of
2x Crit Up
her second uncap art,
1x C.A cap up
which created quite
2x Def up
the controversy in the
2x HP
eng community as it
was the first time such
a thing happened.
x2 Debuff success
x1 Crit
x1 Water attack up
x2 Crit up
x1 Support skill
x2 DA
You can use different
2x Water attack up rotations to get
3x Attack different buffs for your
team including
defensive ones
x2 Crit up
x1 Support skill
x1 TA
x4 DA
x1 C.A Damage
x2 Healing
x1 Support Skill
Attack
x1 Support Skill
x2 Crit up
x2 Water attack up
x1 Skill cap up
"Earth, or Dirt, is an element of extremes. It has tiny girls who are tankier than anythi
bosses just like everyone else and just about everything else in between. They had no b
than Altair. They've got characters who thrive on getting hit in the face and getting low
prefer to sit at full HP or not even get hit at all! Everything can happen in Dirt Town.
- Mostly F2P friendly. It has a 120% summon that is ticketable, meaning if you really w
but really it means there are tons of Tezcats out there. It has only one core Limited cha
the end of the month for the rest of 2017. Not having her is not a major drawback as o
been for Dirt. Earth's SR lineup is also well balanced and has all roles covered.
- The progression curve is a little uneven, as only one SR Yggdrasil weapon has an Eart
difficult for a beginner to farm. Luckily farming her is very binary: if you can get her in
okay. She drops two Attack Up SSRs so that's pretty good too.
- Yggdrasil Swords are pretty good and a solid target for a Cosmo Sword. In terms of a
multiple Earth attackers who can push numbers well beyond what their grid would in
- Some of the strongest attackers in the game are in Earth, held back by a lack of buffe
finally got its first real SSR buffer in the New Year so look forward to Year of the Dirt!
Earth players have generally had to make do with an element that was critically missi
Elemental summon so things are looking up. Much like Fire, they also got recently a 12
finally putting an end to Tezca racism, and allowing more characters to be used when
SS
Coreliostro
Has a nuke/Def
Healer / Buffer
Cagliostro Down, an
(HEAL) ATK/DEF/DATA/Crit
buff with clear, and a
2k heal + refresh
Buffs practically
everything. (ATK,
DEF, DATA, Ougi
dmg, Ougi Cap, and
Mahira (Zodiac Buffer / Debuffer echos), Can reach
2017) (SPE) 40% Def Down just
by herself
SS - QoL
Portrait Name Role TL;DR
Cake?
Massive neutral dmg
nuke, Self-hp
reduction + Barrier,
Enmity Atk Boost,
Threo (Sarasa - Ground Zero /
999,999 bonus Plain
GW Char) Attacker (ATK)
DMG on Sword
Mode Ougi
Cake?
S
20% Water Res up
on 3/6,
60% ATK Up + 30%
Siegfried Attacker (SPE) DEF Up on 5/7,
and 20% DA Up on
6/8, Sword
proficiency
Flamek Thunder!
Your hour is nigh.
Bring forth your fury
and sorch the
heavens!
(Translation: 5.5 mil
Eustace Attacker (ATK)
DMG ougi after all
cap up weapons)
Not Lalatina
Darkness Ford
25% ATK / DEF /
meter generation up
buff
Echo against
charmed targets
MVP of Earth GW
Dodge and DA up
Refresh
Jailbait / Buffer Up to 75% attack up
Yaia
(SPE) to your team
Makes fried rice for
you!
Anytime Assassin,
Jamil Attacker (SPE)
Aggro manipulation
Def UP that
increases in power
as the fight
progresses, ATK
debuff with Hostility
Sara (Summer) AA Tank (DEF) UP, and a DMG cut
with a respectable cd
Free character
C
1,200 hp heal, 100%
Jasmine (SR) Healer (HEAL) debuff resistence for 3
turns
Soul Soloist on a
nuke, Stackable Def
Buffer/Debuffer Down, and Rage with
Almeida
(ATK) CA boost
4x Crit emp
Peaks when... Shortcomings Synergises with... Fight usage
girls who are tankier than anything else in the game, burly men who get smacked around by
ng else in between. They had no buffer until 2017 and now they have a buffer with more buffs
tting hit in the face and getting low on HP to crank out damage and they've got ones that
ything can happen in Dirt Town.
ticketable, meaning if you really want one you can grab one for yourself with a surprise ticket
e. It has only one core Limited character (Mahira) who will be available to draw or spark at
g her is not a major drawback as off-element Korwa is still just as functional as she always has
and has all roles covered.
e SR Yggdrasil weapon has an Earth Attack skill and Yggdrasil Magna herself can be pretty
is very binary: if you can get her into Break before she ougis you, you're probably gonna be
good too.
t for a Cosmo Sword. In terms of actual grid quality Earth is middle of the road but there are
l beyond what their grid would indicate they're capable of.
Earth, held back by a lack of buffers. Korwa has been recruited to fill in that role but Earth
look forward to Year of the Dirt!
n element that was critically missing a buffer but now they have it along with a reliable 120%
ke Fire, they also got recently a 120%/140% elemental unticketable elemental summon,
more characters to be used when they were previously resitricted by races."
Clear is shared
with buff skill,
She hits level 100
which can be a
and can actually
problem timing- Anything, but on
buff your team
wise element is
prefered for her
You use her with
Can't reach max Everything crit buff.
other earth buffers
Def Down with Mist
and all of the buffs
Excels in long
cumulate without
Her buff doesn't sustained fights.
overwriting each
become a team
other
buff until she
reaches lvl 100
No offensive skills,
Not as useful in
The boss is about
late game when All fights from the
to unleash a
Sparta and HS are very early game
devestating Ougi
everywhere to the start of late
but she steps in to
Carbuncles, game when
protect you with
Can't believe a 9 Athena, Halle you'd rather be
her own hands
year old girl who safe in HL and
(Well, actually
doesn't even wear are still getting
Graphos's but
shoes is bad at used to the fights
details)
racing
No offensive skills,
Not as useful in
The boss is about
late game when All fights from the
to unleash a
Sparta and HS are very early game
devestating Ougi
everywhere to the start of late
but she steps in to
Carbuncles, game when
protect you with
Can't believe a 9 Athena, Halle you'd rather be
her own hands
year old girl who safe in HL and
(Well, actually
doesn't even wear are still getting
Graphos's but
shoes is bad at used to the fights
details)
racing
Eugen, Aeltheia,
Skill spam and Eustace, Fights where
Cygames finally Ougi spam is bad characters and damage per turn
decides to for racing, Death mechanics that is more important
implement Ougi doesn't work on benefit from than damage per
Skip any relevant fights increased meter second, like
gain, Atma katana when soloing
trium
Eugen, Aeltheia,
Okto, Eustace, Short fights,
characters and fights where
Long CDs result in
Three consecutive mechanics that damage per turn
low DPS, No DATA
Ougis ends the benefit from is more important
buffs, No DMG
fight increased meter than damage per
Cap buffs
gain, characters second, like
that need when soloing
babysitting
He needs to be at
low hp to unleash
He's at low HP and
his full potential.
beating the crap
This can be is Buffers, Aggro
out of the enemy
dangerous redirecting
with Enmity
mechanics, TA Everything
enhanced, damage
Actually what's buffs, Atma fist
cap breaking,
more dangerous is trium
echoing, auto
finding out that
attacks
Jessica x Ayer is a
thing
He needs to be at
low hp to unleash
He's at low HP and
his full potential.
beating the crap
This can be is Buffers, Aggro
out of the enemy
dangerous redirecting
with Enmity
mechanics, TA Everything
enhanced, damage
Actually what's buffs, Atma fist
cap breaking,
more dangerous is trium
echoing, auto
finding out that
attacks
Jessica x Ayer is a
thing
Unticketable
She gets her Drum
Beats going and Her first skill needs
gives your whole Other DA/TA buffs Longer fights
a few turns to
team glorious buffs warm up, and her (e.g. GW Dagger, where her 1st
DI 3, Korwa, HW skill can be used
buffs have a lot of
She reaches 100% normal Atk modifier Eustace), Ougi to maximum
Charge Bar and goes users, Everyone potential
"CO CO DOO DERU making Rage-type
DOO~!" buffs and Titan grid
less effective.
Unticketable
She gets her Drum
Beats going and Her first skill needs
gives your whole Other DA/TA buffs Longer fights
a few turns to
team glorious buffs warm up, and her (e.g. GW Dagger, where her 1st
DI 3, Korwa, HW skill can be used
buffs have a lot of
She reaches 100% normal Atk modifier Eustace), Ougi to maximum
Charge Bar and goes users, Everyone potential
"CO CO DOO DERU making Rage-type
DOO~!" buffs and Titan grid
less effective.
Enmity, Team
Instant win
buffers, Aggro Up,
button in short
No lasting self ATK Baihu Staff, Ygg
You press Ground fights (Hard
buff, Sword Mode Swords and
Zero and obliterate raids, Normal-
skills are Sausage Axes,
a (lesser) boss Hard Coop),
situational at best That Unk Bow
Solid DPS in HL,
compared to Axe from the Racing
Cake! can Scum for
Mode skills event, Atma sword
points in boss
trium, Skill cap up
fights with adds
ultima skill
Enmity, Team
Instant win
buffers, Aggro Up,
button in short
No lasting self ATK Baihu Staff, Ygg
You press Ground fights (Hard
buff, Sword Mode Swords and
Zero and obliterate raids, Normal-
skills are Sausage Axes,
a (lesser) boss Hard Coop),
situational at best That Unk Bow
Solid DPS in HL,
compared to Axe from the Racing
Cake! can Scum for
Mode skills event, Atma sword
points in boss
trium, Skill cap up
fights with adds
ultima skill
Competes over a
Sarasa, Razia, H-
human spot in
eust, Halle,
Tezca, which is Any fight where a
Eugen, Sieg,
already very buffer with
She gets you 2m Phalanx, Alexiel
crowded (issue sustain would be
chips at the end of (both for the aura
that is solved if you better than a
a fight and call), GW
happen to have Kamikaze
dagger MH, Atma
Alexiel) attacker
You need sustain sword trium (yes
and utility more she actually has a
Her earth attack up Any team of any
than the almighty sword prof)
will not stack with element in the
damage from Ayer
other similar backrow if you
The backrow with
character buffs (H- want free chips
her newfound
Eust, Mahira,
friend Esser
Elysian)
Sarasa, Razia, H-
human spot in
eust, Halle,
Tezca, which is Any fight where a
Eugen, Sieg,
already very buffer with
She gets you 2m Phalanx, Alexiel
crowded (issue sustain would be
chips at the end of (both for the aura
that is solved if you better than a
a fight and call), GW
happen to have Kamikaze
dagger MH, Atma
Alexiel) attacker
You need sustain sword trium (yes
and utility more she actually has a
Her earth attack up Any team of any
than the almighty sword prof)
will not stack with element in the
damage from Ayer
other similar backrow if you
The backrow with
character buffs (H- want free chips
her newfound
Eust, Mahira,
friend Esser
Elysian)
DATA buffs, other
He hits level 100
sources of Water
and transforms Not quite as much Everything,
Res, Ygg Swords,
from a glass DPS as other shines in difficult
Alexei, Atma
cannon into Earth's Earth Attackers water fights, Ygg
sword/katana
most reliable can output Swords
trium, Skill cap up
attacker
ultima skill
Ignition
Your grid is full of characters, nuke
No ATK buffs, no
Ygg Swords and buffs, Ygg Busrting down
DATA buffs, no
Ougi Damage is Swords, Atma shorter fights
utility
still relevant to you sword trium, Skill
cap up ultima skill
The only
offenseive value
she brings is a
paltry 30% Skill
Any fight where
DMG Up buff
Nukers, SPE the boss uses
You need a Veil
Cosmos Weapons dangerous
Conflicts with the
debuffs
almighty Rooster
Queen for the
Harvin spot in
Tezcat comps
Male Earth
characters,
You have a full You need to go full
Counter-based
male Earth team, SOIYA mode to Any fight,
characters, HW
and you are take full advantage Pendant team
Eustace,
fighting water. of her passive.
Siegfried, GW
Dagger
You don't have
Mahira and needs
someone who can
bring both armor
breach and
damage There is no
Any fight,
keyhole on her GW Dagger
Pendant team
sweater.
You realize she
had a R version
and you compare
the art between the
two
Everyone, Aggro
None really, she's
You don't have any up effects like
just not AMAZING
other options to fill Baihu Staff, Everything
like Earth's other
out a Tezcat setup Luchador's tag
attacker options
team
Fights long
You don't have
Too many button Aggro UP enough for him to
Ayer and still want
presses for mechanics, Baihu get pumped up,
somone to punch
mediocre effect Staff Pendant team,
things
Ghetto GW team
Fights with
40% DMG cut strong
You're fighting a means she can't autos/multi hit
Aggro UP
boss with powerful reach 100% even ougis and don't
mechanics, Baihu
auto attacks or with a Carbuncle, require 100%
Staff
multi hit ougis little to no offensive DMG cut,
power Pendant team,
Ghetto GW team
Best in solo
Skils 1 and 3 have
You don't have any Other debuffers fights without
long CDs, Darph
other source of def and characters other sources of
boost passive is
down or attack that rely on ougi debuffs, Pendant
not relevant in the
buffs damage team, Ghetto
Tezcat meta
GW team
Comment Suggested EMP
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An extremely popular character once behind the times, Cagliostro is a jack
of all trades who has been restored to her former glory thanks to the July
balance patch.
Her signature skill Phantasmagoria at level 100 buffs your party with 30%
ATK and DEF, 35%/15% DATA, and a crit buff, as well as providing a clear.
The buff is given a special icon, meaning it will stack with all other buffs.
While the buff itself has a decent uptime of 3/7, the fact it can stack means
you can run her with another buffer without having to overwrite any of them.
However, there can be a slight issue with the clear being attached to it,
especially if you are trying to balance cycling buffs and the need for a clear.
Note that the attack buff remains normal mod.
Her 3rd skill heals your party for 2k and provides a team refresh for 200 per
turn, providing an excellent source of sustain. You can boost this further
using her healing EMPs, although the boosted refresh will only apply to
herself. 1x Crit Up
3x Healing
Her 1st skill is the weakest part of Cagliostro's kit, as it provides a 15% DEF 1x Debuff Success
down, meaning it is not possible to cap DEF down with Miserable Mist, and
has a mediocre hit rate. However, you can improve the hit rate with her
debuff success EMPs, and you can in fact cap DEF down using Elysian's
Dirge for the Dead. Her auto revive can be useful and can revive her in case
of an accident, making sure that your source of sustain won't die before
your other characters.
Overall Cagliostro is extremely well rounded and can find a spot in many
different situations. Her improved sustain and buffs makes her especially
shine for long, difficult solos, and most token Water boss tend to have
annoying debuff you'll want to clear (Levi, Levi HL, Macula, Macula HL). She
also remains the only non limited earth character with a team DA/TA buff,
making her pretty mandatory if you don't happen to have characters self
DA/TA reliant. The fact that her buffs cumulate with all the other buffers you
can find in earth guarantees that you'll end up using Uncle Cog for a long
time as she will synergize with other buffers rather than end up getting
replaced.
When a new player asks for surprise ticket advice for their baby Earth team,
Sara is often the first character that is recommended and for good reason.
Her kit revolves around letting you survive hard hitting ougis that would
otherwise wipe your party.
Her first skill is a generic Substitute skill but it comes with a short 4 turn
cooldown, allowing you to pair it easily with her third skill which grants her a
whopping 1000% Defense Up for 2 turns (effective 90% damage reduction)
which is on a 5 turn cooldown. She also comes equipped with a 50%
Damage Cut and 10% Defense Up for the party on, again, a 5 turn
cooldown meaning she has the most tank abilities on short availability of
any character except for maybe a completely defensively specced MC.
While Sara is a good pick for newer players, getting the most use out of her
requires a bit of knowledge on a boss's mechanics and what ougi and
triggers they may have. For example, when fighting Medusa HL and she's in 1x Hostility Up
Overdrive, she will use a multi-hit Earth damage ougi. You can use her third 1x Crit Up
skill to increase her Defense into the stratosphere and then her first skill to 3x Def Up
Subsitute herself as the target for all of the hits of her ougi, effectively
negating almost all the damage it could have done to you. If Medusa
reaches full charge before Sara's skills come off cooldown you can use her
second skill (50% Damage Cut) in combination with an appropriate element
Carbuncle (50% Element Resist) to reduce that damage to 0.
any character except for maybe a completely defensively specced MC.
While Sara is a good pick for newer players, getting the most use out of her
requires a bit of knowledge on a boss's mechanics and what ougi and
triggers they may have. For example, when fighting Medusa HL and she's in 1x Hostility Up
Overdrive, she will use a multi-hit Earth damage ougi. You can use her third 1x Crit Up
skill to increase her Defense into the stratosphere and then her first skill to 3x Def Up
Subsitute herself as the target for all of the hits of her ougi, effectively
negating almost all the damage it could have done to you. If Medusa
reaches full charge before Sara's skills come off cooldown you can use her
second skill (50% Damage Cut) in combination with an appropriate element
Carbuncle (50% Element Resist) to reduce that damage to 0.
Sara's usefulness had declined of late as the meta shifted towards pushing
as much damage as you can without dying as people have essentially
solved most of the endgame raids such as Bahamut HL. However, when
they revamped Guild Wars recently, the change rewarded players who could
solo Nightmare level 90 and 95 in a quick and efficient manner. The first GW
since the change was Water element and Sara became the MVP for that
GW as she easily shrugged off the Nightmare bosses' big hits leading to
safe and efficient clears. Because of this, a lot of solo safety and utility
characters have been reevaluated again in a more positive light.
Okto (Eahta) is one of Earth's GW characters and also the Samurai Job
representative from the Eternals. While he isn't the highest DPS character
Earth has, his kit offres some unique possibilities. His selling point is his
unparalleled ougi generation, having allowed the now pass ougi teams to
function.
His first skill consumes 10% meter for a respectable 50% Attack Up and
30% Crit Chance for 3 turns on a 5 turn cooldown, so kind of a self Rage
with benefits. His second skill takes 30% of his own ougi bar and transfers it
to his allies. It's only on a 1 turn cooldown so it basically allows him to
function as a permanent team Uplift. Finally, his third skill drains the
1x Support Skill
enemy's mode bar and converts it into 30% meter.
3x Crit Up
3x C.A Damage
Okto shines when he's paired up with allies that have strong need for meter.
Characters like both versions of Eustace, SSR Eugen and Sarasa all love
Okto support skill will
having meter to fire off their ougis. His passive gives him a double-sized
grant 10% meter to his
200% ougi meter bar and 100% increased generation and his ougi buffs him
allies (himself excluded)
with a 50% Triple Attack buff for 2 turns, allowing him to generate tons of
if a chainburst happens
meter to spread around. Even though ougi spamming teams are kind of out
(the strength of the
of fashion now, don't underestimate how much damage they can still do!
chainburst doesn't
Unfortunately, all of that ougi generation works against you when you're
matter), further
trying to race. Ougis have long animations and even if you skip them by
amplifying his role as an
refreshing, the game will still delay you from starting your next turn based on
ougi battery for the team
how many ougis you fired off in the previous one. Ougi spam does you no
favours for HL racing.
That isn't to say that Okto isn't HL viable. His ability to spread meter like
Christmas cheer works wonders for keeping Korwa topped off and ready to
extend her buffs. Using his ougi to self-buff his Triple Attack and also give
meter to an MC with GW Dagger for more DA/TA makes it easy stack
Mahira's Spirit Drums. The introduction of Mahira as a Harvin buffer who
benefits from native multi-attackers and throws in a free ougi cap increase
to the party has made a lot of people reevaluate Okto's potential so don't be
surprised if he shows up more often.
Eugen is one of the most potent ougi-based attackers in the game, well, at
least early on. His first skill gives him 3 turns of Counter and Hostility Up for
the cost of 40% meter, allowing him to draw fire from more fragile Earth
characters and negate damage to your party as a whole. His second skill
grants a target Uplift for 5 turns, giving them 20% meter per turn giving him
a strong support ability. Finally his signature ability is a souped up version of
his story mode version's Ignition called Autoignition. Clicking that button
removes a debuff from him (no one really cares about it but it's still nice to
note) and gives him 100% meter. He then gets the Autoignition buff which
gives him 100% meter at the end of each turn for 2 turns meaning he gets 3
straight turns of full meter.
Using his second ability, he can prop up slower generating characters (like
the MC) and combining it with Autoignition allows him to unleash some 1x C.A Cap
deadly first turn ougi shenanigans. He can chain burst twice, then do 3x Crit up
another lone ougi or use his bar to draw Hostility and Counter to protect his 3x C.A damage
party. The downside to this is if the boss is still standing after he has
unleashed all his firepower, there's a long wait before he can do any of it
again especially if your team composition revolves around just firing out
ougis. His passive does give him a significant boost to Chain Burst damage
every time he's targetted but it's not of much help later in the game when
Chain Bursts have already reached their damage cap.
Despite these drawbacks, enterprising Earth players can still find a use for
him if they really want to or have no one better for the job. He's not as
efficient as Okto in distributing meter but 20% Uplift over 5 turns and the
10% meter
Ayer is one everyone
of Earth's gets when
god tier he popsalong
attackers off onwith
his Hallessena,
own is still super strong
providing
for someone
further like,that
evidence say,toKorwa. Unfortunately
be really his lack
strong you need of multiattack
to (or pretend to)buffs
have
means
brain he doesn't
problems. synergize
When Earth with
wants Mahira
to do that well. damage it's hard to go
maximum
wrong with the combination of both together.
Guilty Break feeds into his passive, which increases his Double Attack and
Damage Cap based on how low his HP is. Finally, when he uses his ougi he 1x Crit up
gains a 50% echo for 5 turns which quite often means he has a permanent 1x Earth up
echo. At his peak, he's doing 550k damage per hit with 50% echo making 2x Def up
him the second hardest hitting character in game not factoring in Assassin 3x DA up
skills.
While staying at low HP is risky, Ayer does have a few tricks up his sleeve.
His third skill increases his aggro for two turns and gives him a Last Stand
buff. If he has more than 10 HP when taking damage, he can take a lethal
blow and survive with 1 HP instead of dying. While this buff lasts for two
turns it's only good for one death blow so it won't save him from multi-hit
attacks. It does work great on big AOE damage and powerful single hits like
Colossus' Dimensional Cleave.
minimize how often you click his first skill in a long fight unless you have
some sort of plan for keeping him at a sustainable HP level so he does
require a bit of thought on how hard you can ride enmity.
Guilty Break feeds into his passive, which increases his Double Attack and
Damage Cap based on how low his HP is. Finally, when he uses his ougi he 1x Crit up
gains a 50% echo for 5 turns which quite often means he has a permanent 1x Earth up
echo. At his peak, he's doing 550k damage per hit with 50% echo making 2x Def up
him the second hardest hitting character in game not factoring in Assassin 3x DA up
skills.
While staying at low HP is risky, Ayer does have a few tricks up his sleeve.
His third skill increases his aggro for two turns and gives him a Last Stand
buff. If he has more than 10 HP when taking damage, he can take a lethal
blow and survive with 1 HP instead of dying. While this buff lasts for two
turns it's only good for one death blow so it won't save him from multi-hit
attacks. It does work great on big AOE damage and powerful single hits like
Colossus' Dimensional Cleave.
As a last resort, Ayer can activate his second skill which allows him to
counter up to 3 hits per turn. However, this skill prevents him from attacking,
costs 10% meter per turn and prevents him from gaining any meter from
any source. Not attacking also means Ayer doesn't get to actually do the
damage he's known for so you'll very rarely ever use this unless you're
desperate to keep him alive. The long 7 turn cooldown prevents you from
just swapping in and out of it freely as well. You could try to build your
gameplan around making him some kind of awesome counter tank like it
seemed FKHR intended but in practice you're best just using him to punch
things hard.
For the new year, Cygames has finally given Earth players what they had been asking for: a
dedicated Earth buffer. Bad news? It's the Zodiac character for 2017 meaning if you don't get
her before the end of the year, she'll be gone for a year before you can get her again! That's
the real cash cow right there.
This adorable little girl has some of the best buffs Earth has ever seen. Her second skill is a
nuke that applies 15% Defense Down and 25% Earth Resist Down giving an effective 40%
Def Down for Earth damage. It has a success rate of 85% meaning it's not the most reliable
debuff but it's better than nothing. Note that with just Mahira and turn 1 Tezcat summon from
a friend you can hit the 50% Def Down cap without even using a single MC ability. Definitely
something to consider if you have no need for Attack Down from Mist. Her third skill grants
25% Attack Up and 20% Echo for 3 turns out of 7, functioning as Rage 2 and Chaser in one
package. Earth's two strongest attackers, Hallessena and Ayer, frequently run into the auto
cap so the echo from this ability helps greatly in boosting their damage.
Her first skill, Spirit Drums, buffs Attack, Defense, DA/TA, Ougi Damage and Ougi Cap for 5
turns out of 7. Earth's greatest weakness has been a lack of multiattack buffs so this single
skill compensates for all of that. It does require some effort to start up however, as the
mechanic behind Spirit Drums requires the entire party to hit an enemy to build up Drum
Beats to get the full magnitude of buffs from Spirit Drums. Even with some starting DA/TA
buffs, it takes a few turns for each member of the party to hit 10 stacks (from hitting an 2x Debuff success
enemy 10 times) to enable the best buffs. Thus, her value in short fights is lowered 1x Earth attack
significantly but in longer fights it's not a big deal, as the party will be buffed up with DA/TA 1x C.A Damage
and more likely to get 10 hits in 5 turns. 2x DA up
The fact that she's a Harvin is actually a bonus for Earth right now as it makes building
Tezcat teams easier. The only other Harvin character in Earth is Arulumaya and she's mostly
ever picked for her Veil leaving Mahira as the only staple Harvin you'd ever use. Her 30%
Ougi Cap buff means that other Earth characters who care more about ougi damage like
Okto and Halloween Eustace are being experimented with more aside from the usual auto
attack monsters of Ayer and Halle. The only trouble is having to decide what Bahamut
weapon to use, which isn't too hard because Mahira doesn't do more damage than attackers
anyway.
While her DA/TA buff is great for Earth, it's not strong enough by itself to ignore other
multiattack buffs. GW Dagger or Spear with DI3 are very helpful, both for building the initial
stacks and maintaining them after you've performed your first drum solo. Titan grids can use
Baal Guns for increased DA consistency as well. Also, Mahira's Attack buffs are Normal type
so they are less effective when used with grids that have a lot of Normal Attack
(Titan/Grande) or when paired with Korwa and her massive 145% Normal Attack Up buff.
Despite it all, Mahira is definitely the best on-element support that Earth has. She sets the
bar for future Earth buffers to come and for those who can't wait that long and aren't lucky
Her first skill, Spirit Drums, buffs Attack, Defense, DA/TA, Ougi Damage and Ougi Cap for 5
turns out of 7. Earth's greatest weakness has been a lack of multiattack buffs so this single
skill compensates for all of that. It does require some effort to start up however, as the
mechanic behind Spirit Drums requires the entire party to hit an enemy to build up Drum
Beats to get the full magnitude of buffs from Spirit Drums. Even with some starting DA/TA
buffs, it takes a few turns for each member of the party to hit 10 stacks (from hitting an 2x Debuff success
enemy 10 times) to enable the best buffs. Thus, her value in short fights is lowered 1x Earth attack
significantly but in longer fights it's not a big deal, as the party will be buffed up with DA/TA 1x C.A Damage
and more likely to get 10 hits in 5 turns. 2x DA up
The fact that she's a Harvin is actually a bonus for Earth right now as it makes building
Tezcat teams easier. The only other Harvin character in Earth is Arulumaya and she's mostly
ever picked for her Veil leaving Mahira as the only staple Harvin you'd ever use. Her 30%
Ougi Cap buff means that other Earth characters who care more about ougi damage like
Okto and Halloween Eustace are being experimented with more aside from the usual auto
attack monsters of Ayer and Halle. The only trouble is having to decide what Bahamut
weapon to use, which isn't too hard because Mahira doesn't do more damage than attackers
anyway.
While her DA/TA buff is great for Earth, it's not strong enough by itself to ignore other
multiattack buffs. GW Dagger or Spear with DI3 are very helpful, both for building the initial
stacks and maintaining them after you've performed your first drum solo. Titan grids can use
Baal Guns for increased DA consistency as well. Also, Mahira's Attack buffs are Normal type
so they are less effective when used with grids that have a lot of Normal Attack
(Titan/Grande) or when paired with Korwa and her massive 145% Normal Attack Up buff.
Despite it all, Mahira is definitely the best on-element support that Earth has. She sets the
bar for future Earth buffers to come and for those who can't wait that long and aren't lucky
enough to have her, you can still ticket Korwa.
Sarasa
Comment (Threo) is Earth's most recruited and iconic GW character. Anyone
who decides to recruit her is rewarded with super convenient burst damage
and a solid attacker for hard content. She is most well known for her
signature ability, Ground Zero, which reduces her HP to 1% and deals the
lost HP * 99 as plain damage capping at around 820k and also grant a 3000
damage Barrier. 820k plain damage lets you breeze through your daily Hard
raids, Coop rooms (be careful doing this though, because people might kick
you if you keep stealing MVP/preventing other people from getting any
contribution) and quickly generate honour in raids, especially ones that have
multiple targets.
She's also a solid attacker owing to her Axe mode's first skill which grants
her 30%/20% DA/TA for 5 turns. It also heals her for 1,500 HP or 3,000HP
when near death. A usual starting skill order for Sarasa is to Ground Zero
and then use her 1 to heal back to 3000-ish health and buff DA/TA. This
allows her to benefit from any enmity weapons you have in your grid and
also means that when her cooldowns are available in Axe mode, she can
easily heal herself to 6000 effective health (3k HP + 3k Barrier). 1x Support Skill
Alternatively, you can DA/TA buff first and dig alllll the way down for enmity 2x Crit Up
and rely just on her Barrier to keep alive because you're crazy like that. Just 1x C.A Cap
be aware that if you're playing fast (F5ing through turns) you can't really tell 2x C.A Damage
if the boss took a swing at her and reduced the strength of her barrier so it
might have like 1 damage left in it and she'll be pretty close to dead. To get The support skill has a
even more survivability, her second skill gives her 3 turns and 3 hits worth of 10% chance to trigger,
Counter. grants 10% special mod
attack up up to 30%
When she uses her ougi, the pokey part of her Axe sticks out and
apparently this counts as a sword. In Sword mode her skills are much
crappier and most of the time you're just trying to ougi again to switch back
to Axe mode, which comes with a bonus 999,999 plain damage as you drop
a meteor on some poor boss' head. Her first skill in Sword mode increases
Ougi Damage and Chain Burst cap by 15% only if she is still buffed with
Anger, the buff she gets from her Axe mode's first skill. You basically have
no reason to ever click this skill as it's not worth putting it her 1 skill slot on
cooldown for when you ougi back to Axe mode. Her second Sword mode
and then use her 1 to heal back to 3000-ish health and buff DA/TA. This
allows her to benefit from any enmity weapons you have in your grid and
also means that when her cooldowns are available in Axe mode, she can
easily heal herself to 6000 effective health (3k HP + 3k Barrier). 1x Support Skill
Alternatively, you can DA/TA buff first and dig alllll the way down for enmity 2x Crit Up
and rely just on her Barrier to keep alive because you're crazy like that. Just 1x C.A Cap
be aware that if you're playing fast (F5ing through turns) you can't really tell 2x C.A Damage
if the boss took a swing at her and reduced the strength of her barrier so it
might have like 1 damage left in it and she'll be pretty close to dead. To get The support skill has a
even more survivability, her second skill gives her 3 turns and 3 hits worth of 10% chance to trigger,
Counter. grants 10% special mod
attack up up to 30%
When she uses her ougi, the pokey part of her Axe sticks out and
apparently this counts as a sword. In Sword mode her skills are much
crappier and most of the time you're just trying to ougi again to switch back
to Axe mode, which comes with a bonus 999,999 plain damage as you drop
a meteor on some poor boss' head. Her first skill in Sword mode increases
Ougi Damage and Chain Burst cap by 15% only if she is still buffed with
Anger, the buff she gets from her Axe mode's first skill. You basically have
no reason to ever click this skill as it's not worth putting it her 1 skill slot on
cooldown for when you ougi back to Axe mode. Her second Sword mode
skill is alright, giving you an Attack buff equal to 2.5% for each percent of HP
missing (that's a 247.5% Attack buff if you are at 1% HP) for one turn, which
can be alright for burst damage if she still has DA/TA buffs on her or can be
used to just make sure her ougi damage caps out.
One tip for Ground Zero usage is that if you are ever at 3k HP or less and
Ground
It Zero
only took comes
three up, you should
successive use it as
SSR versions forit Cygames
basically heals youtransform
to finally to 3k HP
thanks
De to the
La Fail intohandy barrier.
Dirt La Fine. Not only did they bless her with a great kit,
making her a good non limited buffer for earth, but also gave her a passive
that Cygames knew it would grab the attention of many players sick of
playing Casino. This passive allows DLF to randomly ransack your local
Casino and give you chips at the end of any battle. It's probably better to get
it straight despite several screenshots circuling around suggesting
otherwise: DLF chips gain will not be enough to allow you to never touch
casino again in your life (unless you're a lucksack). Most of the time, when
the passive actually triggers, DLF will give you an amount of chips between
0 and 10k, which is serviceable as it's free and eventualy adds up. But it
might take a lot of time until you get to hit the jackpot and get her to find you
a huge amount of chips.
Other than that, DLF kit doesn't stop to her passive, and she actually offers
some great utility to your team. Her first skill provides a ten turns long 300
1x Crit Up
HP refresh, coupled with a 20% earth attack up and a 1k barrier. Probably
2x Heal Up x2
one of the longest lasting team buff in the game, it's pretty much a "press
3x Def up
and forget" button. Be careful though, most other character earth attack up
effects will overwrite her buff, so try to time it well. Especially, avoid playing
Note: you might not want
Elysian with DLF as the first Elysian skill will overwrite DLF buff.
to boost healing if your
team is reliant on enmity
Her second skill is a mono target heal (25% HP, up to 2k5) on a 4 turns CD
to deal damage.
that will also grant a special buff to the ally: 50% atk / def up (normal mod),
80%DA, 30%TA. An extremely strong buff that can be used to improve the
damage of characters that need have no self DA/TA buffs (Razia), and also
allows an ally to build meter quickly to benefit from an ougi effect (H-eust,
MC with GW dagger). The effect duration is 4 turns, which allows you to get
the effect constantly on a character.
Her last skill is a 40% team reflect that will serve as a damage cut to
combine with Phalanx and carbs, which can be extremely handy to protect
characters like Hallessena from taking damage and losing her stacks. She
has natively a lower def coupled with a lower chance to get targeted by the
enemy, but her ougi effect compensates by giving her a self Def buff.
Overall, DLF is a very solid choice for any starting dirt lineup, and who can
Other than that, DLF kit doesn't stop to her passive, and she actually offers
some great utility to your team. Her first skill provides a ten turns long 300
1x Crit Up
HP refresh, coupled with a 20% earth attack up and a 1k barrier. Probably
2x Heal Up x2
one of the longest lasting team buff in the game, it's pretty much a "press
3x Def up
and forget" button. Be careful though, most other character earth attack up
effects will overwrite her buff, so try to time it well. Especially, avoid playing
Note: you might not want
Elysian with DLF as the first Elysian skill will overwrite DLF buff.
to boost healing if your
team is reliant on enmity
Her second skill is a mono target heal (25% HP, up to 2k5) on a 4 turns CD
to deal damage.
that will also grant a special buff to the ally: 50% atk / def up (normal mod),
80%DA, 30%TA. An extremely strong buff that can be used to improve the
damage of characters that need have no self DA/TA buffs (Razia), and also
allows an ally to build meter quickly to benefit from an ougi effect (H-eust,
MC with GW dagger). The effect duration is 4 turns, which allows you to get
the effect constantly on a character.
Her last skill is a 40% team reflect that will serve as a damage cut to
combine with Phalanx and carbs, which can be extremely handy to protect
characters like Hallessena from taking damage and losing her stacks. She
has natively a lower def coupled with a lower chance to get targeted by the
enemy, but her ougi effect compensates by giving her a self Def buff.
Overall, DLF is a very solid choice for any starting dirt lineup, and who can
transition well even into the late game as her utility can be preferred over
pure damage for difficult content. And she gives free casino chips.
Siegfried used to be pretty bad. His self Water Res was useless thanks to
the Def Down on his second skill, his Attack Up wasn't too useful without
any DATA buffs, and his 3rd skill was basically Duration with some meter
drain. Then his 5* uncap came along, making him put on a new set of
darker edgier armor while turning his back on his past. At max level this
supposedly Batman of GBF finally gets rid of all his old weaknesses,
becoming one of the most powerful and consistent attackers in Earth.
Uwe++ Is a nuke that gives the entire team 20% Water Resistance. The 3/6
uptime on this move gives Siegfried a good niche as the go to attacker for
tough water fights.
This makes option 1 the best way to use him, even though in the late game, Eustace support skill will
as you tend to play exclusively on element, the risk reward ratio shifts in grant him 20% DA, 10%
favor of method 2 as he'll be able to grant a 100% chance critical team buff TA for 3 turns every time
with 30% damage to the team. he casts his second skill.
Eustace's paralysis only lasts 20 seconds, which gives you around 2-3 turns
of full auto attacking. The hit rate is also fairly low, so you can't rely on it.
The skill can save you in clutch moments, but in big raids like Baha HL you
don't want the boss to build para resist.
This charm is attached to her first skill, which with a 75% hit rate (although it
DEFINITELY doesn't feel like it) and 55% proc rate, is as strong as the MC's
Charm 2 , one of the strongest in the game. If it misses though, well you got
a long cooldown to wait for. It's also coupled with a Dispel which can always
be handy to have.
Her second skill is an alright nuke, capping at 600k damage and healing the
party for 1,200 HP. Her third skill, Lyst, is where her explosive firepower
comes from. Upon use, it debuffs her attack (see Wiki for exact numbers)
1x Stamina
which then climbs for the next two turns until on turn 4 it suddenly jumps up
1x Debuff success
to 300% increased damage and also gives her 100% ougi. This allows her
1x Crit up
toget close to the 1.7m ougi cap damage and her ougi also has a bonus
1x OD attack
damage that at 350k, giving her a total of 2 million damage.
2x DA
If you really want to split hairs, you'd do 84k more damage if you hit auto
Vira support skill is 5%
cap and triple attacked with Warlock's Chaser active but that's really not
reduced damage against
worth it. You could argue that Mahira's echo would be good here but nope,
charmed target. Take it if
she increases ougi cap too! You can, however, abuse Wrestler's Tag Team
you benefit from it
to double dip on her Lyst bonus damage turn before you ougi but it's not a
major usage as Tag Team is pretty gimmicky in itself. In any case, her attack
buff from Lyst decreases over the next two turns but she still deals some
good damage during that time.
Some more additional tips for Lyst usage! Don't use it when she has 100%
charge, sure you start the timer on her Ignition turn but you also kill the ougi
you're holding onto right now. The best time for using Lyst in the middle of a
fight is when she is 2 turns away from 100% charge (you will have to guess
at this, of course, unless you're literally at 80% meter). If you ougi on the
third turn of her Lyst, you can pretend she's Eugen for a moment as she
gets her Ignition for turn four.
The long CD on Vira's skills means that her sustained damage isn't anything
to write home about but the utility of Dispel/Charm and AOE Heal means
that she'll still find use in teams.
With her 5* upgrade, one of the two godlike Earth attackers, Hallessena, cements her place
as one of the hardest hitting attacker in the game, only second to Six in his 5* version. Unlike
Six however, Halle final uncap didn't fix any of the issues she had prior to her 5*, and simply
further emphasised her main strength which is to deal hecktons of damage with her autos.
Hallesena is an excellent DPS character thanks to her passive that will massively buff her
damage and DATA while needing few button clicks to maintain effectiveness. A stacking 30%
unqiue mod attack buff is pretty amazing. To put things into perspective, Siegfried's attack
buff maxes out at 60%, so she'll surpass that in just 2 turns! This buff keeps building and
building for 6 turns (will cap after 5 turns after her 5* upgrade), for a total of 180% attack up
and 50% DA / 40% TA up. As if it wasn't enough, after lvl 90, Halle gets a cap up buff
attached to her passive, allowing her to get up to 20% additional damage (Reaching 650k
auto attacks becomes possible on element with all the cap up effects from your weapons!).
And because she needs to reach those crazy damage, Hallessena also gets a hype self buff
after each ougi! More exactly after each ougi, Halle will gain one stack of Hype at the start of
the next 3 turns. If you're not completely sure about how Hype works, I suggest taking a look
at Aoidos (Fire SSR) summary as he's the first character who introduced this mechanic. But
basically, Halle will get yet another special attack mod multiplier depending on her number of
Hype stacks she has (5% / 20% / 50% / 100% more damage depending on the hype level). x1 Hostility Down
She won't always have maximum hype level since her hype buff only last one turn (and thus
will end after the three initial build-up turns), but thanks to her very high MA rate, chances are x2 Dodge
you will at least be under the effect of hype most of the time. x2 Crit up
Talking about multi-attacks, even if your Halle doesn't have the full MA buff effect from her
passive yet, once you've reached level 100 she'll be able to boost her DA/TA rate with her
second skill, on an incredible 5/7 turns uptime, making her completely self-sufficient in every
offensive area and usable without necessarily using a buffer alongside her.
It's not all flowers and roses for Halle though. If she takes damage all of her accumulated
buffs are lost and she gets a 50% Hit to Atk for 1 turn. Her 1st skill helps a lot with preventing
AOE damage and is usually up for every other boss Ougi. Just be carful with the 25% charge
bar cost. At the very least, with her lvl 95 passive, whenever halle gets hit, the CD on her first
skill will be reduced by two turns, making it easier to not lose all her stacks several turns in a
row.
When soloing in the early game most people don't have the tools to keep her safe. If you
happen to get some Damage cuts, HP shields or good summon effects like Garuda, her
consistency goes way up. In late game DPS race situations the boss is oftentimes locked
down by many debuffs. To hit Halle said boss must overcome charm RNG, blind RNG, and
hostility RNG. Using her without any protection becomes much more viable, and makes her
pretty much the queen of late game DPS for earth, especially if you're using a magna grid.
Nemone is basically a SSR version of Sen. Her usage is straight forward
and effective.
Her 1st skill is a nuke with Hostility Up. Her 2nd skill is Doge Rate Up that
causes her to gain 10% meter and Hostility Down when she doges. Her 3rd
skill stops her from attacking and gives her 110% attack and 10% DMG cap
break each turn
The basic idea is to hit her 1 and 2 and build up your charge bar. Once you
have enough meter for an Ougi, start charging up with 3 to unleash some
massive burst damage. If you put her in the 4th postion she'll only need to
For on element (mainly
reach 70% meter for a full chain burst. Take caution when using her 1st skill
for rainbow players):
though, the Aggro Up effect is significant. On one hand Nemone builds more
2x Enmity
meter than average when taking damage and can protect senestive targets
3x Crit up
like Halle, on the other her low Def might get her killed.
1x Earth attack up
or 1x TA up or
Due to the way charge up mechanics and cap damage works, Nemone is
save for eventual support
more effective early-midgame. Say your normal auto attacks deal 50k
skill
damage, with an Ougi multiplier of 4.5 she'll Ougi for 225k. Charging for one
turn essentially doubles this to 472k! A massive boost occours every turn
For any element use:
you charge.
2x Enmity
1x Earth attack up
But what happens if you auto for 300k? You'd already run into the damage
1x TA up
cap of 1.16 mil without a single turn of charging. One turn of charging up
2x Def up
would only give you 10% more damage while not letting you auto attack. It
would be more efficient to use a character that can do high powered
multiattacks consistently.
HW Eustace's 1st skill is the same as his normal version, an AOE nuke with
a chance to inflict 20s paralysis, it also gives him +2 Loaded Levels. His 2nd
skill is a 3.5-4x DMG nuke that reduces his Loaded Level by 3. His 3rd skill
is a 40% Earth Atk Up and 40% DA team buff, it increases his Loaded Level
by 1
2x Meter up
At the start of each turn HW Eustace automatically gets +2 Loaded Levels. 2x Skill cap up
The loaded levels are about 1/4 as effective as normal Eustace's loaded
levels, so at the maximum useable level of 9 stacks, you can deal a 1.7mil 1x Crit up or
damage Ougi. Since loaded levels charge up automatically you'll ALWAYS 1x Earth up or
be shooting out super powered Ougis left and right. The catch? If HW 1x TA up
Eustace hits 10 Loaded Levels he'll get an UNCLEARABLE paralysis
debuff. This debuff can only be removed by him taking damage. If you aren't You can also not take
carful and he hits 10 stacks while the boss is locked down by debuffs you'll skill cap up and take the
essentially have a dead party slot. This makes managing his Loaded Level a three above instead.
critical part of using him in long fights. Skill Seal, Ougi Seal, and Collapse
can render him useless so be prepared. Never use his 1st skill unless you're
sure you can Ougi before he hits 10 stacks.
In short fights managing Eustace is less of an issue. If you use both his 1st
and 3rd skills, he'll start with 3 stacks on T1, 5 on T2, 7 on T3, and 9 on T4.
assuming you have the 30% starting meter Crew buff he'll be at a minimum
of 70% meter on T4, enough for an Ougi chain in the 4th party spot.
After HW Eustace Ougis, he'll start the next turn at 0% and with 2 stacks
already. This means that if you don't use his 2nd skill to reduce his Loaded
Level you'll have only 3 turns to Ougi again or face paralysis. Generally
you'll have to spam his 2nd skill whenever it's off CD for long fights.
Razia is basically a more offensive version of Sara. Her gimmick is taking
hits to charge up her passive (up to 10 stacks) so she can fire her 2nd skill
for 2.7m damage. Her first skill gives her Cover and Counter as well as 80%
Defense Up for eating multi-hit ougis which allows her to protect anyone on
the team. The only thing that she's lacking compared to Sara is the lack of a
team-wide damage cut, instead trading off that for better auto-attack tanking
and more damage. Her third skill gives her 100% meter instantly as well as
50% chance to crit for +50% damage. The free ougi is nice as each ougi
gives her 3 stacks of her passive and the crit is alright as it's her only
damage buff, limited by the fact that it only works against Water.
1x Crit Up
1x C.A Cap
Intuitively speaking you would think that she pairs well with the fragile
1x Skill cap
attackers in Earth namely Halle and Ayer. Unfortunately, you can't live the
1x C.A damage
dream of pairing her with Halle without breaking Tezcat's race-based
1x Skill damage
damage boost so you better MVP your gacha/friend list with Alexei friends. If
3x Def x3
you're still restricted by Tezca racism, Ayer still pairs with her very well and it
lets you get away with leaving him at low HP a lot more safely. Remember
that outside of her cover, her passive hostility up is only an increased
probability of being a target so it's still possible for Ayer to get smushed
randomly by the boss.
Her lack of multiattack means that getting drum stacks with Mahira can be a
challenge. At the same time, her lack of any attack or multiattack buffs
means that she gets full benefit from Korwa which is something to take into
consideration.
Highly sought after and anticipated primal, Yggdrasil (more commonly called
Yugu), one of the most popular magnas, has now become a playable
character, and has an impressive buffing kit to boot. Proof that KMR isn't
necessarily all the time after your wallet, Yugu has been made as an actually
regular character that is suptixable, despite having all the chances to
become a Story Limited character.
Her 1st skill is a 25% ATK and DEF normal team buff along with an extra
25% meter charge rate. Being dual sided means this can stack with single
sided buffs such as Rage, and the extra meter charge is especially nice for
If you want Yugu to tank:
those running Mahira that want to take advantage of the +30% CA cap up,
x1 Hostility up
as well as those running meter hungry characters (Both Eustace versions
and Sarasa come to mind).
If you want Yugu to be
safe:
Her 2nd skill provides a team crit buff with an 80% chance to deal 30% extra
x1 Hostility down
damage, and a 2k shield to everyone except herself. This shield is very
handy to protect any delicate earth attackers you have such as Hallessena
Other points:
and Ayer. Unfortunately as mentioned before this shield doesn't apply to
x2 Def up
herself, and with her hostility up passive she will bear the brunt of the
x1 Earth attack
enemy's attacks.
x1 HP up
x1 CA Damage
Her 3rd skill provides a 500 heal and clear, along with a 3 turn refresh of
x1 OD attack
400 every turn. While the heal is weaker than Cagliostro's, having a clear
attached to her heal rather than a buff is welcomed for QoL purposes.
When you compare her buffs to the other non-limited buffers (Cagliostro and
De La Fille), Yggdrasil's weakness is that she provides no DATA buffs.
However, as Yggdrasil is a primal race, she is counted separately for Tezcat,
but will still benefit from Bahamut weapons. This crucially means that you
can run a Tezcat team with Yggdrasil WITHOUT having one character lose
An old character both in game and by release date. While once he was a
out on the Baha boost, and with Alexiels still currently uncommon, Tezcats
definitive full on no strings attached Earth Attacker, his kit is no longer
will continue to see use for the months to come.
relevant.
His character weapon is worth taking note of. Uncapping the 4th star gains
you acess to a skill that increases your damage cap by 3%.
She nukes/debuffs ATK, Veils, and Slows. She's the only SSR Earth
character with Veil, so she has her place. It's up to you to decide when her
utiliy is worth a slot in your party. 1x Support skill
1x Skill cap
If you really want to turtle it up, you can run a team with Sara, Cagliostro, 2x Earth attack
and Arulu. Between all of those defensive and recovery options, your team 1x C.A Damage
is nigh indestructable bar lethal damage like Bahamut's Skyfall. This team 1x Overdrive attack
composition has terrible offensive power and isn't Tezcat compatabile, but it
can be very effective at times, espcially if you're in the early game and still
struggling to complete solo content.
This version of Clarisse used to be one of the few Earth debuffers who can
help the team achieves -50% def down cap....after performing an awkwardly
designed stance dance. Now earth teams can use Berserker and Mahira
who can get this job done in one click so she is no longer useful for this role.
Her DA rate down debuff (which replaces the dispel of her Fire version) can
be life-saving in some raids, but its shaky hit rate and long CD make it very
unreliable as a quick down debuff.
The main reason to use this version of Clarisse is her "Atomic Breakdown"
field effect generated from her ougi. This field effect is one of two field
effects which are entirely beneficial to the players. The strength ("level") of
the field effect scales with the number of alpha/beta stacks on the boss
3x Crit up
(which is applied by using her stackable debuffs), and at max stack (e,g.
1x Debuff success
both a & b at 9) it provides a +25% dmg cap to everyone in the raid. In
1x Support Skill
practice though, unless you have multiple X'mas Clarisse in the raid the field
effect is likely to cap at lv4 (around 20% boost). While this field effect
Her support skill is a
sounds fantastic on paper, one has to keep in mind this is a boost to the
40% DA 30%TA self buff
dmg cap and not the actual damage and hence has no effect unless you
when her atomic
can actually hit those damage caps. More often than not this field effect
breakdown field is in
would not benefit the team using X'mas Clarisse but those players who are
effect
cruising with their dark/wind enmity team.
With the recent powercreeping of every element grid through xeno and
primarch, and combined to characters EMP, it has become much easier to
reach cap damage nowadays, especially when playing on element. As a
result, Xmas Clarisse tends to shine particularly in groups with more end
game players as she will allow everyone to deal increased damage thanks
to her field.
What's more, her really good set of EMP and her OP support skill (50% DA,
30% TA while Atomic breakdown field is active) will allow her to keep a really
decent dps throughout the fight, even while supporting.
The beautiful and mysterious Not-Phantom-Thief Cathrine is all about
controlling the enemy with her Charms.
Litterally all of her skills and even her Ougi are related to the Charm debuff
in some way. Both her 2nd and 3rd skills attempt to apply a 180s charm
debuff on the enemy with a short 3T CD. After a Charm lands, she can use
her 1st skill to convert it into her unique debuff, Entice.
At first glance Entice looks like just another charm debuff with a 45% proc
rate. What's special about Entice is that another Charm can be applied on
top of it, forcing the boss to pass two Charm RNG checks before it can even
make a move. Unfortunantly, outside of using her Ougi, Cat can't apply a
second charm debuff on the boss. When the boss is afflicted with Entice,
1x Debuff success
using her 2nd or 3rd skill will instead consume the Entice debuff to give Cat
1x Support skill
a BA/ODA buff respectively.
1x Crit up
2x Earth attack up
You might think that considering the low CD of all her skills, you could
1x TA up
quickly initiate multiple BA/ODA attacks by cycleing the boss in and out of
Enticement. In practice this causes a boss's charm resistance to skyrocket.
Generally in raids or even when soloing, letting the Entice status effect run
its course and only consuming it at the last second is much more helpful.
Furthermore, Catherine's lack of self DATA or ATK Up buffs makes it difficult
to take full advantage of her ODA/BA. If the enemy's charm resistance has
reached high enough levels, consider just using Entice as a way to extend
the charm buff.
Her 2 is a 4/6 refresh that heals for 500 at the end of every turn. While not
an outright heal, it is a stronger refresh than even Cagliostro's or
Yggdrasil's, and comes with a respectable uptime.
Her 3 is a 20% ATK buff on a 5/6 uptime, meaning your entire team will only
1x Crit up
be unbuffed for 1 turn out of 6.
2x Hostility down
2x Def
What particularly makes Yaia shine though is her ougi. While it is non-
1x Healing
damaging, it provides a 4 turn long 50% ATK/DEF buff including ougi turn
plus a 20% max HP heal (up to 2k) to the rest of the team. Combining this
with her 3 and her passive (which provides 5% ATK/DEF up to the rest of
the team) means you can have 75% ATK up for your party most of the time.
Unfortunately, as the ougi and passive effects do not affect Yaia herself, not
only will she be hitting for much less than the rest, sustaining her is more
difficult. You can mitigate this with any kind of aggro manipulation, as well as
her 1, which provides her with a 1 turn dodge and DA up.
Jamil might be listed as Special Type, but his role is mostly to be a pure
attacker. For a SR character his damage potential is very good.
Jamil's 1st skill puts the Hitmark debuff on his opponents. By itself this does
nothing, but it interacts with his Support skill, 2nd skill and Ougi. Jamil's
support skill lets him deal 10% more damage to Hitmarked foes. While his
Ougi does 10% bonus echo damage against Hitmarked foes. The 5 turn CD
and 90s duration means it's possible to keep 1 foe Hitmarked at all times.
However, what makes him really noteable is his 2nd skill, Pinpoint
Assassination. This skill lets him do an ODA/BA level attack on Hitmarked
2x Crit up
foes whenever he wants. It has a fair 8 turn CD and considering the lack of
1x Earth up
restrictions he can actually use it more often than most ODA/BA skills. Plus
1x DA
it works on enemies without Overdrive Bars.
The main thing holding Jamil back is his lack of DATA buffs. He needs a
good amount of support to reach his full potential.
His last skill, Hide, has good up time and can be used in a variety of ways.
Jamil himself isn't particularly squishy, but you can actually use this skill to
boost the hostility of another party member to either improve the
consistency of their counters, or redirect multi hit ougis onto an evading/high
def character. You can also use it to protect characters that don't want to get
hit (Like Hallesena), or characters with low defense.
It was clear from FKHR's blog post back at her release that this version of
Jessica was designed to be used with Ayer, and her skills do show that she
is trying to help him.
Unfortunately, Ayer doesn't really need the help she is offering (much like in
the story): her uplift and hostility up buff seem to aim to make Ayer counters
better, but Ayer was never really a counter-based character (and uplift has no
effect on him when he is in his counter stance anyway). You actually wants
him to avoid getting hit at all so that he can maintain his dmg cap and DA 2x Crit up
rate buff at low health and deal massive auto damage. 2x Earth up
Other than that, however, Earth Jessica is an amazing Earth support and a
great partner for the many counter-based/meter-hungry characters in Earth.
Her passive is particularly powerful as it not only boosts the DMG of all male
Earth members against Water by 10%, but it also increase their DMG cap of
such attacks by 10% (Similar to Summer Perc & Izmir's passive), allowing
her to give a significant boost to the team's damage (against water) just by
her presence alone.
This version of Herja reminds us again how well balanced the Earth SRs
are. She is one of the few Earth characters who can bring armor breach and
is arguably the one with the highest firepower, despite being a SR. Between
her Atk boosts, sword proficiency, and an insanely powerful passive (even by
SSR standard), she is capable of dishing out damages that rival some of the
Earth SSR attackers. Her uplift also helps the MC to maintain his/her GW 2x Crit Up
Dagger buff and further boosting her offensive capability. 2x DA Up
1x Debuff Success
Herja also has access to a Break Assassin with a shorter CD than most 1x Charge Bar
other BA characters (5T, same as the Hawkeye family skill). This gives her a
better chance of pulling off two BAs on a boss before it returns to its normal
mode. While its multiplier is weaker than its SSR/MC counterpart, it is still
capable of dealing some massive damage especially when used with her
crit passive.
Melleau used to be pretty mediocre, but recently the def down portion of her
1st skill was removed and... well she's still just OK.
She has everything a standard attacker might want, an atk buff, a data buff,
and comes with the amazing bonus of being immume to debuffs for 3/5ths 1x Support skill
of the fight. Her biggest problem is that her competition just blows her out of 1x Crit Up
the water. There's almost no reason to use her over say, Ayer, Halle, or 1x TA Up
Siegfried. The former two just bring absurd amounts of damage, and the 1x Earth Attack
latter has unparalled stability combined with utility in the form of team water 2x C.A Damage
res.
The support skill has a
Melleau 2nd skill is a dps loss, and isn't really worth using unless you need 10% chance to trigger,
the extra 15% meter or need that last bit of damage to break a boss. grants 10% special mod
attack up up to 30%
Her own debuff resistence is convinent. However, almost all bosses with
nasty debuff effects target the whole party. It doesn't help your fight if
everyone except Mellau was hit with an Instant Death debuff. This effect
would be more useful on a support character with a clear.
Soriz is Earth's first 5* SR, and part of the famous mannily fundoshi squad.
His rippling muscles and pursuit of "romance" are legendary!
But as a unit he falls a little bit short. Soriz's signature ability to stack Attack
UP just takes too long to reach full effect. Muzzled Furry stacks 6 times with
a 2 turn cd. Even if you reach 6 stacks, that's only a 62.5% increase in
2x Crit Up
damage for all that effort.
3x DA Up
1x C.A Damage
His second skill isn't too bad, but it's not enough to make him note worthy. 3
turns of counter and 30% da without any hostilty boost isn't anything to write
home about.
Rock Smash is bascially Quick Raid, don't click it if you're trying to MVP
race.
Gayne was a pretty bad SR character who was saved by a good 5* uncap.
There was a time where she was seriously the best offensive buffer in the
Earth element, but that was more of a testment to how utterly lacking Earth
team buffers were than how good her own buff is. Earth has some much
better options now adays.
Her 1sts kill is a 20% normal attack buff, with 20% DA. These numbers
aren't too high, but the 3/5 Uptime/CD is good
Her 2nd skill is gives Other Self (Evade) for 1 turn on a 5 turn CD, in additon
to a modest 3 turn DA buff
1x Crit up
1x TA up
Her 3rd skill is a 4-5x DMG nuke with a 400k cap. This is on the low side,
3x DA up
but after she Ougis Gayne applies an Encore buff that causes the nuke to
echo on the next use, making it effectively an 800k nuke.
Using Gayne is pretty easy, just hit her buff whenever it's up, and use her
nuke after you ougi for the encore buff. You can nuke on the 1st turn without
worrying about the encore buff though. Her 2nd skill's DA buff and CD syncs
up well with her 1st skill, so you can choose to either save it for doging an
attack, or just use it for more DA. If you use an aggro redirect skill like
Jamil's 3rd ability in conjucntion with Gayne's 2nd, you can significantly
reduce the potency of multi-hit Ougis. For lethal AOE Ougis, you'll likely
need damage cut anyway so might as well just use her 2nd for the DA buff.
Airi is one of the newest idols to crossover into the Granblue world. Together
with Anastasia and Ranko, she represents a new trio of idols.
1x Crit up
1x Support skill
For an SR character, Airi brings a lot ot the table. She can charm, heal, and
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Her defining skill is Splish Splash. This ability causes Sara to have
increased water resistence and her defense gradually increases as the
turn's go by, maxing out at ten stacks. Upon release it deals X hits of water
damage where X is the number of stacks. The water damage is pretty low,
so you mostly want to hold this skill for as long as possible. 1x Hostility up
1x Crit up
Her 2nd skill works well with her 1st, increasing her hostility so that she can 1x Skill cap up
absorb some damage, while also debuffing the enemy's attack power. 3x Def up
Much like her SSR version, Summer Sara can tank Leviathan's powerful
Tidal Fall move. However this is somewhat dangerous as her Hostily UP is
not a 100% Cover.
Her DMG cut isn't the best at 40%, but it can still be critical in saving your
The latest
life. The addition
5 turn to the Story
CD means it will SR lineup
likely is when
be up a surprisingly
you need good character.
it, unlike say,
Compared
Uno's. to its predecessors, not only does he get a 3/5 uptime 50%
unique mod self attack buff, but also has small team buffs that are always
welcome. While he
Overall Summer does
Sara gether
does lowered
niche defense when heagainst
job of defending self buffauto
is active, it's
attacks 2x Dodge
compensated by both his passive (higher chance
fairly well, but doesn't do much else besides that. to dodge) and ougi effect
1x C.A Cap
(def up). His EMP also helps him staying alive with some welcome dodge,
1x Crit up
and his other passive is the signature "survive wa lethal hit with 1 HP".
1x Support skill
Overall, a serviceable attacker who will be able to deal very respectable
damage if you're able to pair him with a DA/TA buffer. And he's free. What's
not to love?
Jasmine has one very specific niche that she does well: Ruining Fenrir's
day.
You see level 120 NM Fenrir has trigger at 75/50/25% hp. First she casts
Freezing Roar, a low damage aoe attack that paralyzes your whole party.
She follows that up with Hoorvinter, a very powerful multi-hit water ougi that
also clears her debuffs. This one-two punch will lay low any unprepared
team. Normally you would think to bring Veil to block Freezing Roar. After
that you still have to damage cut the following Hoorvinter and reapply all
your debuffs. 3x Healing
Outside of specific situations where the boss uses powerful debuffs for
multiple consecutive turns, there's not much reason to bring her. Jasmine's
1,200 heal is good but not quiet strong enough to sustain your team even
with her healing buff. The data rate on her 3rd skill is a mere 5/5.
Her debuff res down is a nice luxury, but not a super impressive skill.
Likewise her stackable def down takes too long to reach full def down cap
even with miserable mist. Her rage and CA dmg boost is a decent skill, but
the fact that it drains 30% of her charge bar requires some management on 4x Crit up
your part to use. Combine that with the lack of a CA dmg cap increase buff 2x Debuff success
and it's just nothing special.
Still, for on element fights she'll be a very decent dps character granted
you'll be able to provide her some DA/TA, as her EMP offers her 4x critical
nodes.
Notes
MP suggestions:
e interesting masteries are listed,
ds on your playstyle
re playing on element for crit
attack is roughly similar to third
nt up.
ue decreases if you have MA buffs
Def is always a good default
Nicknamed Gandalf
for their similar
apperances. Unlike
Gandalf, Aletheia just
casts SWORD.
Wind, or more commonly known as Windmeme, is an element that has a lot of advantage com
- It is very f2p friendly, thanks to having a 80% elemental summon available in the casino as
characters both good and farmable for free.
- It has one of the best progression curve as their main Magna raid drops SR weapons with at
- It's blessed with not only one of the highest base attack weapon in the game (guns) as their
skill that brings both atk and enmity, enmity being a skill that allows you to hit extremely ha
- It has the strongest buffer in the game, and other buffers that synergize with her to amplify
only viable, but stupidly powerful as well.
Wind main weakness remain in its lack of serious or good Primal build, as Zephyrus weapon
from the KMR anti-wind bias as its only good usable elemental summon is still Anat, and it st
140% elemental summons in other elements. As a result, wind is more often recommended as
extremely fast progression allows to MVP raids early and start to farm other element Magna
HRT
SS
SS - QoL
Passive gives
50% ougi damage
boost to every
It is Turn 3 and
Seofon (Siete - Attacker / Burst member (does not
he still hasn't
GW Chara) Enabler (ATK) boost cap), Team
been hit once
Ignition, Stacking
buffs as long as
he doesn't get hit
S
Her Orders gain 1.You mvp your
stacks from gacha and have
multiple uses of the characters
the same kind of who synergize
skill and she with her Buff
releases them to Order types; and
get various team
Lecia (Limited) Support (BAL)
buffs such as 2. You beat
Damage Cap Up, Akasha and
Echo, Crit, Veil, Turbochicken
etc. later on in order
to clear chapter
Also the Shin no 75 and unlock
Nagama of GBF. her third skill.
Break Assassin
45% atk self buff, He can do a TA
Nezahualpilli 5% team TA for 3m damage
Attacker (ATK)
(Birdman) passive, against boss in
30% DA/30% TA break
self up
Cover + self
damage cut, can
ougi up to 4 mil You don't have
damage in characters who
Attacker / Starslayer stance, want to get hit to
Yuisis
Defender (BAL) strong self buffs, get stacks in
can cut down her your team other
own HP for than Yuicis
enmity, the true
Wind Yakuza of
this game
Cover + self
damage cut, can
ougi up to 4 mil You don't have
damage in characters who
Attacker / Starslayer stance, want to get hit to
Yuisis
Defender (BAL) strong self buffs, get stacks in
can cut down her your team other
own HP for than Yuicis
enmity, the true
Wind Yakuza of
this game
You laugh at
Clear on 3t CD, every debuff
Lennah Healer (HEAL)
Heal + Refresh Xeno Vohu
throws at you
Double nuke after You use a full
ougi "A la sword team with
Lancelot" Trium atma
sword and Lecia
Siegfried 20% wind def
Attacker (ATK)
(Summer) down You need wind
def down and
Tanks with hotility boss is immune
up and increased to regular def
defense down
You've waited a
Charge her atk by
Xmas Sen few turns and
Attacker (ATK) doing nothing, and
(Limited) her ougi is ready
unleash hell
to kick asses
C
Treasure Hunt,
heal + clear,
debuff resistance You reduce her
Masochist trophy down, 5% party
Christina gun for 200
(BAL) attack up passive. fragments
Costs 77,777,777
chips
You need a
Blind, Medium DA
Miku Maekawa Attacker (ATK) ghetto wind team
team buff
for GW
Charge attack
You want to live
Mimlemel and damage up, attack
Attacker (ATK) the NEET life like
Stumpeye up, all stackable.
Mimlemel
Overheat
drops SR weapons with atk skills, and two SSR weapons with atk skills.
n the game (guns) as their end game main weapon, but it also has a dual
ws you to hit extremely hard the lower your HP is.
ergize with her to amplify her strength, making teams of 3 buffers not
Anriette, Andira,
and any other
Has an initial DATA/meter boost
ramp-up time, skills
intensive meter GW Nightmare,
usage Characters with HL raids,
aggro manipulation Grande,
Refreshing her skills/masteries to Celestials
buffs all the time is get targeted more
pretty annoying often
Unticketable, No
longer obtainable
until 2018 Everyone
BAL Cosmos Gun, Everything
One of the worst Trium atma staff
set of EMP in the
game
Jack of all trades,
master of none
Tiamat Bolts, Siete,
Enmity nuke has a Lecia, Petra, Wind Everything
relatively long CD buncles, Morrigna
Needs babysitting,
skills have long
CD and animation
Petra, Holy Saber,
Yuisis, Carmelina, Short Fights,
Needs to get hit to
Rosetta, Nio, Assault/Strike
proc enmity, but
Scathacha, Atma Time
also wants to
sword
avoid damage to
keep his
Swordshine stacks
Attack orders: SS
Zooey, Gawain,
Metera,
Melissabelle, Siete,
Scathacha
Everything... if
Buff orders: JK,
Unticketable, you have the
Monkey, Yuicis,
Requires player to right characters
Korwa, Petra,
have a good to spam the right
Birdman,
collection of Wind type of skills
Scathacha, Anriet
characters for her
3rd skill to function Earth GW NM
Debuff order:
well and his single
Carmelina (can
target stun /
reach 50% def
Her EMP suck Xeno Vohu and
down total), Nio
her death debuff
BAL Cosmos Gun
She's a draph in
an element that
Fights with high
will generally use
damage single
Baha dagger or
target
gun
ougi/triggers,
Fights where
Her def down is
boss DA/TA
only10% Siete, Lecia, Nio
often, single
target fights in
Her rather
general
defensive kit might
prevent you from
Xeno Vohu MVP
losing HP and
n2
activate your
enmity fast
Super long ougi
animation, Regen Siete, BAL Cosmos
passive can Gun, Grande Team, Any
interfere with Atma trium staff
enmity
Extremely squishy
Any fight where
in Starslayer
mode. Lecia (on element), you have the
Nio, Siete, Andira, time to ougi at
BAL Cosmos Gun least twice, but
The boss is gonna
unleash a lethal Tia guns because more particuarly
she is a Yakuza on-element fights
multi attack ougi
/ Fights with
on you, but Yuicis Atma sword trium
multihits lethal
is in Starslayer
triggers
mode
Extremely squishy
Any fight where
in Starslayer
mode. Lecia (on element), you have the
Nio, Siete, Andira, time to ougi at
least twice, but
The boss is gonna BAL Cosmos Gun
Tia guns because more particuarly
unleash a lethal
she is a Yakuza on-element fights
multi attack ougi
/ Fights with
on you, but Yuicis Atma sword trium
multihits lethal
is in Starslayer
triggers
mode
Need to design
Fights where you
your team around
Siete, Arriet, Nio, expect lots of
her and arguably
Apsaras incoming
even your weapon
damage
grid
Need to design
Fights where you
your team around
Siete, Arriet, Nio, expect lots of
her and arguably
Apsaras incoming
even your weapon
damage
grid
Her buff/debuff
Nio, Wind Sutera, Pendant team,
numbers aren't
charm in general Ghetto GW team
that great
Nukes have
relatively low
damage cap, HP Pendant team,
DA/TA buffs
recovery from ougi Ghetto GW team
may interfere with
enmity
Comment
Click on the character names to see their wiki page with more accurate skill descriptions
(Note: Order is based on their ranking on the General Content Tier List)
Behold, the most powerful fashion designer ever in existence. Korwa was the biggest mistake HRT
made (before SS Zoey, that is) in that she was completely broken at release and allowed players to
solo endgame content like summon raids and even HLs with ease. (The "Korwagate") This was
obviously nerfed afterward, but even after the nerf she is still one of the most broken characters in this
game - being able to pump out some of the strongest team buffs with relative ease.
To understand how Korwa works more accurately, one needs to know that she uses a system of stacks
called "fils". She has two ways to cumulate them: she gains 2 at the end of each turn, and gets 2 more if
she gets hit by the enemy during the turn (status do not count as her getting hit), to a limit of 10 total fils.
Once she uses her ougi, she will consume her fils in order to increase the efficiency and also the
duration of the buffs she casted on your team. In return, Korwa's ougi will not deal damage, nor will
she contribute to your chain burst multiplier.
Korwa's first skill is a team attack buff that will grant 20% attack to the team on cast, and can scale up to
a wholly 145% attack up at 10 fils ougi. The buff is a unique buff and will stack with any other attack up
buff (safe for Nio 5*), but the modifier is a normal one (meaning its efficiency will be diluted by other
normal type multipliers such as Baha weapons, normal weapons, Rage III...).
Her second skill is a DA/TA buff that is actually surprisingly efficient even without being boosted by her
fils (it will grant you around 15% DA/TA). When fully boosted by her fils, this buff will grant to the team
40% DA and 25% TA, making her one of the strongest DA/TA buffer in the game. Once again, this buff
will stack with everything else.
Her third skill is more often overlooked, as it is a single target defensive buff that you don't always have
the luxury to use since it's already difficult to upkeep the two above buffs. But it can grant up to 500
regen per turn on an ally as well as a 100% defense up buff, which can be pretty handy against tough
boss.
The whole idea of using Korwa revolves around getting sufficient DATA/Meter gain support so that she
can maintain her buffs forever - a feat that no other buffer in this game can achieve. Some elements will
have more success than others to upkeep her buffs for a long duration without having to refresh her, but
her buffs are so strong and valuable that even non-wind teams will gladly use her in place of another
on-element attacker (Especially for elements that lack good team DATA support such as Earth and
Water).
While she's definitely broken, she is not a "pick up and play" character like many other top tier
characters and requires the players to first understand how her buff rotation works. Furthermore, since
a wholly 145% attack up at 10 fils ougi. The buff is a unique buff and will stack with any other attack up
buff (safe for Nio 5*), but the modifier is a normal one (meaning its efficiency will be diluted by other
normal type multipliers such as Baha weapons, normal weapons, Rage III...).
Her second skill is a DA/TA buff that is actually surprisingly efficient even without being boosted by her
fils (it will grant you around 15% DA/TA). When fully boosted by her fils, this buff will grant to the team
40% DA and 25% TA, making her one of the strongest DA/TA buffer in the game. Once again, this buff
will stack with everything else.
Her third skill is more often overlooked, as it is a single target defensive buff that you don't always have
the luxury to use since it's already difficult to upkeep the two above buffs. But it can grant up to 500
regen per turn on an ally as well as a 100% defense up buff, which can be pretty handy against tough
boss.
The whole idea of using Korwa revolves around getting sufficient DATA/Meter gain support so that she
can maintain her buffs forever - a feat that no other buffer in this game can achieve. Some elements will
have more success than others to upkeep her buffs for a long duration without having to refresh her, but
her buffs are so strong and valuable that even non-wind teams will gladly use her in place of another
on-element attacker (Especially for elements that lack good team DATA support such as Earth and
Water).
While she's definitely broken, she is not a "pick up and play" character like many other top tier
characters and requires the players to first understand how her buff rotation works. Furthermore, since
her buff engine takes a few turns to start running (as she starts fights with 2 fils only) she is completely
useless in fights that last only 5-7 turns. For any fight that lasts longer than that though, she is pretty
much essential.
Gawain's 5* upgrade made him one of the best tanks in the game while also having some
great utility. Being able to soak and reduce damage is pretty important in order to stay at low
HP without dying to a random trigger or auto. His phalanx also allows you to be less dependant
on Spartas in your raid or even let you have two phalanxes in your team and become outright
unkillable. His first skill also has the same effect as one of the most useds EX skill for soloing,
Arrow Rain 3, saving MC a valuable skill slot to bring other skills to the fight.
While his specialization is tanking, Gawain also has some decent offensive power. For a DEF
char he sure has some surpringsly high natural DA/TA rate, and his two nukes have relatively
low CD and high damage cap making them very spammable. In particular, his 2nd skill has an
extremely high cap of 1.2 mil if your overall team HP is very low (which makes him a great fit
with SS Zooey for wanpaning). Having two spammable nuke skills also makes him a great
pairing with Lecia and her Attack Order. Using both of them can make for a pretty good nuke
team, where you can just Conjuction, queue all the nukes and do something else. In solo play,
you can use the nukes to break boss easily and unleash the Attack Order 5 + Break assassin
combo.
Gawain may not be the best candidate for every fight (e.g. where incoming dmg is low, it may
be better to use another attacker), but he is a strong all-rounder who can be useful in almost all
circumstances, and particularly needed in higher difficulty content.
Nio used to be the best wind support as she was essentially a Superstar (the best DPS job at
that time) that gives a slightly weaker version of Song of Grande to your team. But 2016 wasn't
a great year for her, because of the consecutive release of Rosetta, Monkey and Korwa who
all had similar effect buffs (ATK/DEF/Multi attack boost), but with better numbers and/or better
uptime, especially with Rosetta who had atrocious synergy with Nio. But after being relegated
as a poor man's monkey since she was at least obtainable for free, the KMR era came in with
not only a rainbow meta to make her skillset more relevant, but an incredible gift under the
form of a unique debuff called Coma.
Coma is basically an upgraded version of sleep (which was what Nio had before she recieved
her buff). Once cast, the effect is the same, i.e the enemy will take more damage for a whole
turn (25%) and will not attack, nor gain a diamond. But the particularity here is that the enemy
has a chance to remain asleep after being damaged (while with regular sleep, the debuff
would end immediately after receiving damage). Yes, you heard it right. And this chance is by
no mean low, it actually has a higher chance to trigger than most debuffs like Charm and Blind.
As a result this makes Nio the goddess of solo play as you will often get several free turns in a
row with boosted damage. Against multiple target battles like Xeno Vohu or Baal, she will be
able to coma the main body and most of the time it will remain asleep while you kill the adds,
making the fights trivial to clear.
Her second skill is still a very strong team buff that a lot of other buffers would kill to have, a
30% ATK/DEF up and a 50% DA up for 3/6 turns. Note that the DA buff will not stack with
SS/Elysian buff, or Birdman self DA/TA buff. The attack buff is normal mod which is a bit of a
bummer, but you can't have everything. Her third skill is a debuff + team buff, it will inflict
Tuning against an enemy which is a rather weak DoT, ans also grant 30% crit chance with 30%
multiplier to the team, with an excellent 3/5 turns uptime. This ability makes Nio shine a lot on
element, and the Tuning debuff is actually useful once you unlock Nio EMP support skill as it
grants her a free 10% additional echo against tuned enemies.
Her ougi is also a bit special since after the regular attack, Nio will also inflict AoE additional
damage (around 18% echo), and also cast an AoE charm. The charm allows Nio to shine even
more in her role of disabling the boss as much as possible through her crowd control, although
it can be a bit problematic on content where charm resistance builds up quickly as it's difficult
to control charm landings.
Still, the coma update made Nio extremely strong, and quite possibly broken. When Light
abuses para with Song to make multiplayer raids a joke, Wind uses coma to make any solo
fight trivial. Except Nio brings much more to a wind team than what Song brings to a light team
(at 4*). And for people worried about grid optimization, the advent of new usable Erunes like
Scathacha makes it possible to invest in a Baha Staff for an Erune/Nio/Korwa lineup.
Rosetta, also nicknamed as JK, is the strongest Wind buffer... But only under certain
conditions. Her buff can provide up to a tremendous 120% Attack+Defence up, 55% DA Up,
20% TA Up, and 50% Wind echo for 5 turns and with a bit of luck can sustain it with nearly
permanent uptime. These buffs are even stronger than what Korwa provides. So the natural
question is: Why is she ranked lower than Korwa?
The answer is simple, JK needs to get hit and lose HP every turn to build stacks. She needs to
get hit (and actually lose HP) at least once every 2 turns, or you'll have to start accumulating
stacks from scratch again. What's more, the higher the number of stacks you're accumulating,
the more ougi you'll need to consume each turn until you activate. As a result, JK is exclusively
for solo play, since blind and charms will prevent you from getting hit, and thus building stacks.
In that case, why is JK so highly considered when she is completely unsuable for a consequent
amount of raid content? Well, mainly because she can allow you to do extremely stupid stuff,
like soloing 18 man raids with ease, and beat world records when it comes to soloing boss like
Titan or Guild War NM 95/100. She's also going to carry you through a good part of the early to
mid game content, even super annoying story boss like Akasha. Rosetta just allows you to
tackle solo raids that are one level above what you should be able to tackle with your current
grid in solo play, hence why she is valued so highly.
Rosetta still has a few other issues, other than the fact that any CC on the enemy completely
negates her usefulness. First of all, she has some anti-synergy with a few wind characters,
namely Nio and Yuisis. Things like Ancheera passive can also prevent you from getting stacks,
which can be highly frustrating. Secondly, even when the previous hurdle is cleared, you're still
subject to RNG as the boss has to target Rosetta, and her aggro up on Rose Barrier isn't
foolproof. It can be a problem against enemies that single attack a lot and have mainly single
target ougi. Fortunately, her EMP skills help a lot in that regard since the maxed Hostility Up
nodes will allow her to be attacked very frequently. Finally, Rosetta still requires a hefty amount
of meter to function properly, and as a result characters that can either boost her meter gain, or
buff her multi attack rate are needed.
Andira is one of the most flexible supports in Wind, and for a good reason. Her buff provides
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Her buff lasts for 6 turns, with a peak at turn 3 (+50% Atk/Def, 30% DA & 15% TA) which can
be timed with strong Wind attackers to either get a good peak of damage to quickly kill bosses
and have bonus protection against an incoming special. But you can also use it combination
with other meter hungry wind buffers (Korwa, Rosetta, Nio 5*) who will benefit from the
additional multi attacks and be able to sustain their buffs more easily.
Her second skill is more situational but can work very nicely with Siete to redirect aggro onto
someone else or simply to keep a character from dying when you're trying to maintain good
levels of enmity. It's worth noting that the aggro redirection is a 100% chance, meaning it's
guaranteed the character will be targeted. Meaning that if you know the incoming damage will
exceed the shield value it's possible to use the skill to make sure a character will get hit and
can build stacks. Her first skill is a full heal that is more of a panic button and is very
situational, but can be a lifesaver (and the defense debuff actually allows you to dip back into
enmity faster).
She's overall a very "mash auto" friendy character since you'll most of the time only have to
press one skill every 6 turns, and will work nicely for short and long fights alike with a team buff
that stacks with anything and that has an extremely good uptime. She remains a great
character to slot in any wind party, until you get to own more (generally limited) specialized
characters who are more complex but also more rewarding to use.
characters since Juliet, as Wind gets with her a simple, affordable and efficient character that
anyone will be able to profit from. She even has the good taste of being an erune, so that it
doesn't mess up with your baha synergy.
Her first skill is a 30% team wind buff with an excellent 3/5 uptime. In itself, it's already a great
skill, but it has even more added value knowing that Wind gets generally less elemental buff
then other elements (stuck with 80% anat, wind carbuncles aren't often used since they have
very low stats). Even better, Scathacha herself gains a self buff whenever she's under the
effect of a wind attack up buff: ~35% DA up, ~10% TA up, 30% attack up.
Her second skill is a powerful nuke that is a mix between Gawain and Vaseraga, it's a 200%-
900% multiplier nuke that scales with how low your HP is, up to 900k damage cap. However, if
Scathacha uses it after an ougi, the skill will have a increased damage (300%-1400%
multiplier) and a doubled cap (~1m8). It makes scathacha nuke one of the hardest hitting one
in the game, on the same level as Lucio. To be able to reach said cap, you'll have to lower
Scath HP rather consequently, but that's when her third skill comes in handy.
Scath third skill is a 2 turns CD ability that will make her consumme 25% of her HP and
transform it into a shield on any targeted ally. Not only does it allow our dragon erune to proc
Tia bolts enmity and increase her second skill damage it also has great utility as it can serve as
protection for team members with low HP or for characters like Siete. And while her first
passive doesn't stack with seraphic weapon skill, her EMP have perfect synergy with her kit
which makes her even better.
In the end, Scathacha is very similar to Anchira, but while her team utility is overall weaker
than Monkey, she compensates which much higher offensive power. She is a jack of all trades
(and a damn good one) that will fit nearly any wind team comp, but she remains a master of
none, and if you happen to have a large selection of characters, more specialized wind units
will most likely end up replacing her (especially for more challenging content). But she has an
extremely big advantage over those more specialized characters: she is ticketable. And that
probably makes her one of the best first wind ticket choice for anyone who'd like to get a
functional wind team going, as she will perform well at any stage of the game (unlike Gawain
or Korwa)
Siete has two niches and roles he can fit in team comps that not everyone seems to exactly
agree on. Most people tend to see him as a burst enabler through his full team ignition, some
others like to simply slot him for his passive and ougi effect in auto-attack centric teams,
sometimes even completely ignoring his Swordshine stacks system as it often is a bother to
maintain them.
- His first skill will grant him a stack of swordshine on each cast. The more Siete stacks
Swordshine, the more bonus he'll get, at 3 stacks he gains guaranteed TA and 30% damage
guaranteed crit. However, if ever he gets hit, siete will lose all his swordshine stacks and will
have to start from zero again, so you'll want to use babysitters alongside Siete to protect him.
Swordshine only lasts 3 turns, so even if you don't get hit you'll have to refresh the skill every 3
turns (more if you invest in his EMP support skill)
- His second skill is a 10-hit random target skill that deals some pretty good damage and is
quite handy to burst down low HP content.
- His third skill is his signature skill, a team ignition on a 20 turns CD that can only be used if
Siete has 3 stacks of Swordshine, and will consume them. This allows for extremely strong
burst damage in a low amount of turns, as you can easily chain two full team chain bursts,
pretty much guaranteeing you to MVP/Kill most Magna / Ex / Maniac content.
His passive is probably one of the most obscene in the game as it is a passive 50% increase in
ougi damage, synergizing tremendously with his team ignition, but also making any Wind
lineup with Siete a fearsome team during Strike Time as it is much easier for wind to reach
Ougi cap. To add onto that, Siete will also gives your team a free Rage III upon ougi, as if it
was not enough already.
Let's start with the most important part of her kit, her Orders system. While her third skill is active, Lecia gains 1
Order stack depending on the type of skill an ally uses (same border color on skills icon = same type). After Lecia
gains 1 stack of a specific Order type, she cannot gain stacks for any other Order type until her current stacks are
consumed. Orders stack up to 5 times. Buffs gained or debuffs inflicted depend on the number of stacks consumed.
At max value, the buffs will grant:
- Lv5 Attack Order: 50% Wind echo / 25% Damage Cap Up / 20% Wind Atk Up
- Lv5 Buff Order: 100% Crit (1.5 Multiplier) / 30% Def Up / 100% Debuff Res Up.
- Lv5 Debuff order: 15% Atk/Def Down (stackable with everything) / AOE Delay
- Lv5 Heal Order: 1500 HP Heal / Clear / Veil
The most used and arguably most important buff is the Attack order one, allowing you to break cap and also get a
50% echo for two turns on the team. Extremely useful for shorter fights when you can combine this buff with a
deadly break assassin that will not only gets its cap increased to 1.45m, but will also get 50% additional echo. The
second most used order is the Buff order that will grant a 100% chance to crit to your team, as well as a 100%
debuff resistance up (aka pseudo-veil). While the crit is good on element, especially when you're not yet capping,
the pseudo-veil is extremely precious in an element that has no veiler, as it allows you to block any debuff for two
turns. Her heal order has some great effect, but it's rather difficult to get it to 5 stacks for the veil. Debuff order effect
is not that interesting, and the def down is not efficient enough to reach cap with mist.
With that in mind, we can now go over the rest of Lecia's kit. Her first skill is a 700k damage cap nuke that will also
provide a Jammed self enmity buff to Lecia for 3 turns. The nuke damage scales harder the lower your HP is, which
is great synergy in general with wind enmity playstyle, and it's also a skill that allows to stack attack orders. Her
second skill is a single target 1k heal that also provides a 1k shield if the target is in red health. And it also clears.
But the real interest is that it's ona riddiculous 2 turns CD, which makes it an extremely powerful tool to not only
micro-manage the health of your team (Rosetta and Scatach will appreciate a lot), but also clear single target
annoying debuffs. And guess what, all the Earth type relevant boss inflict annoying single target debuffs (Hint: it's
not a coincidence). And in case Lecia would be herself the target of debuffs and unable to cast her heal, she has a
self chance to remove one debuff from her every turn. Oh, and her ougi will also AoE dispel because why not.
As you might have guessed, Lecia is a character with a complex, but overloaded kit. She shines in both easy and
challenging content, couple her with characters with nukes, or even with Summer Zoi, and she'll make you take care
of any magna level boss in two or three turns. For longer fights, her playstyle may force you to press more buttons
and lose time, but she compensates it with both the offensive power her buffs will provide in return, and her utility
against nasty debuffs that would slow you down much more otherwise.
Wind generic but solid attacker, he has a good kit that makes him a strong standalone
character, His first skill is an attack self buff (45% at level 100) with his lvl 100 uprgrade
removing the def down self debuff attached. The buff is unfortunately a normal mod (meaning it
will suffer from diminishing returns with Korwa and JK), but the counterpart is that it has an
excellent 5/6 uptime once you reach 100. His second skill is the usual Break Assassin that you
will almost always want to combine with his third skill, which offers 30% DA/TA for 3 turns. Note
that the DA portion of his buff wo't cumulate with Nio and superstar buff.
His 5% TA passive to the team is very good as it's a free source of TA, something that Korwa
and Rosetta (and more generally every character) will always appreciate. His ougi effect is
however pretty underwhelming as it only grants 10% meter. Other than that, he has no real
issue other than his kit getting a bit old and maybe dull to play, but sometimes simple is best
especially in an element that seems to loooove stack systems.
After being hailed as the Garbage Queen for years, Carmelina finally got her revenge by
becoming not only usable, but also a strong contender for wind lineups. She brings a lot of
utility that is pretty difficult to find in Wind:
- Her first skill is a 10% def down + DA/TA down coupled with a nuke that hits harder the fewer
enemies there are (325% against 3 enemies up to 975% against one enemy) and caps to
around 500k damage.
- Her second skill is now a standard Gravity that lasts 180 seconds, which is extremely useful
in an element that tends to shy away from using Dark Fencer.
- Her third skill is a debuff resist down which is pretty useful in order to land her own debuff, but
can be also great to have for characters like Nio and her coma/charm debuffs.
- Her ougi will cast a mirror image on the team, which makes Petra really pale in comparison
and can be pretty useful in order to protect Siete.
She still has a few downsides, mainly that her mirror image on ougi makes her a pretty bad fit
with Korwa / Rosetta who need to be hit to get stacks; and more generally the fact that her
extremely defensive oriented kit actually makes it harder to lose HP in order to get to good
enmity levels. Note that she can be used with Lecia in order to trigger debuff order.
Still, for fights where utility is good to have or with deadly single target ougis (Xeno Vohu),
she's extremely valuable and can allow you to clear the higher difficulty nightmare battles with
ease.
Petra's first skill gives an ally 2 charges of mirror image that last indefinitely, making her the
best babysitter for Siete in wind. The mirror image can also be used in help a fellow wind party
member in staying low health to take full advantage of the wind enmity grid.
Her 3rd skill is also quite impressive as it provides a wholly +50% element dmg buff to the
whole team. Problem with Petra is that she doesn't do anything more than that, and hence is
outclassed by newer buffers who bring DATA buffs (which are arguably more valuable for
wind).
Petra truly shines as a buffer in a Grande team, where her 50% element dmg modifier
becomes much more valuable and allow the Grande attackers to hit the damage cap easily.
Unlike the other wind buffers who specialize in buffin team damage, Arriet's skillset is more on
the utility-side. She is currently the only wind character with a meter boost skill which Korwa
desperately needs to prevent the latter's buffs from falling off. She is often used over Rosetta
in raids for this purpose as the latter is severely hampered by common raid debuffs such as
blind and charm. A team with Korwa, Monkey and Arriet can keep Korwa's buffs up for a very
long period of time with the crazy amount of meters they generate each turn.
The rest of Arriet's skillset are more situational but they do have their uses. Her CD reduction
skill for an ally is hampered by its long CD but there are times where a -1 CD on a delay or
phalanx would save your party from wiping. A team overdrive suppression buff may seem meh
in the first glance, but its effect is actually very noticeable (drains the OD gauge 150% faster,
i,e. equivalent to dealing 150% damage) and can be invaluable against bosses with nasty OD
specials, such as Yugu Magna (for newer players) and the recent Earth GW nightmare bosses.
The different EMP updates really helped Feena to come out on top. While at first she was
mainly considered as a mediocre Sidewinder character with a bad def down, she is now a
good wind attacker, pretty much comparable to Birdman, but without the Break Assassin.
Her first skill is an AoE nuke (around 450k damage), inflicting 20% def down. The skill isn't as
great as it might look at first, as the def down is not only unreliable, but also only last 60
seconds (god knows why). The best use is probably to try to use it to reduce def down in the
first few turns of a fight, and slot in a def down summon like Odin or Tezca in order to refresh
the buff when Feena def down effect stops.
Her second skill is the usual Sidewinder dodge that will also grants 50% attack up to Feena for
the turn. The attack down part is kinda whatever, good when starting out but eventually
become less relevant. The dodge can be extrmely useful combined with Anchira to cheese
single or multi-hit attacks as you can simply direct all the attacks on Feena during the turn she
dodges.
Her third skill is a self 30% DA and 20% TA self-buff. The skill has a very good 5/8 uptime, and
it allows Feena to multi-attack very frequently, which combines very well with passive (and as a
result with her EMP passive as well).
Feena's passive allows her to gain stacks of "Crushed" with every Triple Attack she deals. If
you have her EMP support skill maxed, each Crushed stack will grant Feena 100% additional
ougi multiplier and 10% special mod attack up, to a meximum of 3 Crushed stacks. The 30%
normal mod attack up combined with her very good innate multi-attack rate (through her third
skill and also 4x TA EMP nodes) allow Feena to have high and consistent auto attack damage.
The normal mods on both her self buffs prevent Feena to truly shine as most wind buffers also
grant normal team buffs, which heavily deminishes their value. With the July update, Cygames
finally decided to grant ougi cap up to Feena depending on her number of crush stacks, 10%
per stack for a total of 30% increased ougi cap. The value isn't as high as expected, but
depending on what happens with the upcoming ougi cap update, it might work out pretty well
for Feena. Although people won't ever truly consider her as a great wind unit until she gets her
def down fixed (but that seems far less likely to happen).
Even though they failed with Chat Noir, Cygames at least managed to salvage the other
garbage tier character that was released in 2016 with their July 2017 update. While some of
her flaws are still not gone, Melissabelle can at least boast having a kit that makes her much
more rewarding to play.
Her kit is overall pretty coherent, use her second and third skills as nukes, get a 5% special
mod attack up (max 50%) each time you cast a nuke, consume HP to ougi, reduce all your CD
by two turns when you ougi and increase your nuke cap damage the lower your HP is. All of
her kit is based on the idea that you need to cast her nukes as much as possible, as it raises
both your attack but also the number of hits of said nukes. As a result, Melissabelle wants to
be supported by characters who will be able to grant her meter so that she can reach her peak
condition as fast as possible (reaching 1.3m-1.5m damage nuke when spammed enough).
This very ramp up time is also one of the biggest flaw of Melissabelle, being a nuke oriented
character doesn't fare extremely well in the end game meta, as you find yourself wasting
precious seconds using nukes when you'd rather mash auto as much as possible. But if you're
in an environment where you can take the time to ramp up her damage with proper support,
Melissabelle becomes one of the hardest hitting characters thanks to her special mod attack
up and numerous crit buffs she has.
With the advent of the new atma weapons, getting an atma sword trium for wind solves most of
Melissabelle issues, granting her precious DA/TA that will allow her to ougi more frequently and
reach her max power much faster. It's even better since Lecia, her best companion, also
benefits from the effect of an Atma sword. And later in the game, having a skill cap up ultima
weapon allows Melissabelle to reach close to 2m damage on each of her nukes, making her
the best wind Nuker.
The Yakuza wind erune is pretty much a more offensive version of Gawain. She uses a
"stance" system where she switches in and out of starslayer mode after each ougi, changing
her skills / passive and role in the team depending on her stance.
When in normal stance, getting hit and losing HP will make her get some chivalry stacks (up to
5), and those stacks will grant her additional effect on her next auto attack once in Starslayer
mode (da/ta/echo). Her first skill will grant her a 50% def buff and a hostility boost, her second
skill is a cover + 70% self damage cut, and her third skill will give her a 50% chance of crit for a
1.5x damage multiplier.
In Starslayer mode, she gains a 50% boosted cap ougi, passive 20% atk up and 40% def
down, her first skill becomes a 50% atk up with aggro down, her second skill a sharp increase
in attack that also raises ougi cap up to a base 3m damage (4m with primarch weapon), but at
the cost of 20% of her max HP and not attacking for one turn. Her third skill becomes
guaranteed DA for 3 turns.
While her kit is great and will allow you to reach high levels of damage without necessary
having a high-end wind grid, the nature of wind main buffers which requires to get hit in order
to accumulate stacks make some of her defensive skills impractical, and will require you to
time well her skill usage in an element where there's already a lot of things to micro-manage.
Her guaranteed DA buff isn't a huge asset either when wind gets plenty of DA buffs already,
and she is extremely squishy in her starslayer mode, which can lead to bad surprises if a boss
decides to target her or against AOE ougis. Her main draw might be for on element fights
where her buff skills spam can allow to build Lecia orders very quickly and crit for days.
mode (da/ta/echo). Her first skill will grant her a 50% def buff and a hostility boost, her second
skill is a cover + 70% self damage cut, and her third skill will give her a 50% chance of crit for a
1.5x damage multiplier.
In Starslayer mode, she gains a 50% boosted cap ougi, passive 20% atk up and 40% def
down, her first skill becomes a 50% atk up with aggro down, her second skill a sharp increase
in attack that also raises ougi cap up to a base 3m damage (4m with primarch weapon), but at
the cost of 20% of her max HP and not attacking for one turn. Her third skill becomes
guaranteed DA for 3 turns.
While her kit is great and will allow you to reach high levels of damage without necessary
having a high-end wind grid, the nature of wind main buffers which requires to get hit in order
to accumulate stacks make some of her defensive skills impractical, and will require you to
time well her skill usage in an element where there's already a lot of things to micro-manage.
Her guaranteed DA buff isn't a huge asset either when wind gets plenty of DA buffs already,
and she is extremely squishy in her starslayer mode, which can lead to bad surprises if a boss
decides to target her or against AOE ougis. Her main draw might be for on element fights
where her buff skills spam can allow to build Lecia orders very quickly and crit for days.
Korwa is back in Swimsuit Edition! This time around she's a little more complicated to use and
strangely enough, functions more or less the same as her original version does when she's
used off-element in other teams. The major difference is that she can only gain Fils passively
and no longer gets any from being hit. At only 1 Fil per turn, getting enough to do anything is
pretty rough. However, her 3rd skill turns off her auto attack and gives her 20% meter and,
more importantly, an additional 2 Fils per turn for a total of 3 Fils every turn. Since you need 7+
Fils when you ougi for the full 3 turn extend it means that you need to provide Korwa with
roughly 40% meter every 3 turns to keep your buffs going in perpetuity.
Speaking of the buffs, that's why we're here. Her 1st skill gives one Wind ally (sorry, no off-
element shenanigans here) Normal Attack Up and DA Up. At the start it's something tiny like
20% Normal Attack so you won't notice much. However, if you enhance it with a 9 Fils ougi
you're looking at 230% Normal Attack (far more than regular Korwa's buffs) and at 10 Fils
you're sitting at a monstrous 300% Normal Attack Up and 70% DA Up. That's approaching the
amount of Normal mod you get from running Double Grande leaders!
Her second skill is also very interesting. It's a group wide Defense up buff that lasts for 6 turns
and caps out at 50% Defense Up at 10 Fils with an additional 30% chance to reduce damage
by 50% (check Wiki article for complete table). This Defense Up buff combined with Gawain
and/or Nio 5* gives your Wind team an incredible amount of mitigation while her 1st skill boosts
the rest of your party so that they compensate for Summer Korwa not attacking.
Now the trick is, you have to ougi on the dot every 3 turns or risk your buffs falling off. This is
easier said than done and unless you are very lucky, you'll need to go out of your way to
achieve this with MC skills and/or party setup. Realistically speaking, you can have 1 character
with 10 Fils and 2 characters with 9 Fils attack buffs and 10 Fils defense buffs going for a very
long time (upwards of 20 turns). There are setups where you can forgo the Defense skill and
have 10 Fils attack buff on two characters but after Turn 14 you absolutely have to ougi every
3 turns or your buffs will start to fade. The less you worry about maintaining 10 Fils buffs the
easier she gets to use, although you're missing out on 70% Normal mod so if you think you
can manage it, getting 2 characters is ideal.
Summer Korwa isn't as all around useful as regular Korwa however she is significantly more
powerful if you set things up right. Apsaras with an Axe or Arriet, for example, help to generate
the ougi you need to keep Korwa going. Siete benefits greatly from Korwa's buffs since he
ideally constantly TA's anyway so the lack of TA in Korwa's attack buff doesn't matter, plus if
your buffs are falling off you can use his 3 to cheat another round of buff extension and if he's
TAing every round, he'll ougi at least once per buff refresh cycle anyway which is a guaranteed
11% (after ougi meter up EMP) meter for Korwa.
amount of Normal mod you get from running Double Grande leaders!
Her second skill is also very interesting. It's a group wide Defense up buff that lasts for 6 turns
and caps out at 50% Defense Up at 10 Fils with an additional 30% chance to reduce damage
by 50% (check Wiki article for complete table). This Defense Up buff combined with Gawain
and/or Nio 5* gives your Wind team an incredible amount of mitigation while her 1st skill boosts
the rest of your party so that they compensate for Summer Korwa not attacking.
Now the trick is, you have to ougi on the dot every 3 turns or risk your buffs falling off. This is
easier said than done and unless you are very lucky, you'll need to go out of your way to
achieve this with MC skills and/or party setup. Realistically speaking, you can have 1 character
with 10 Fils and 2 characters with 9 Fils attack buffs and 10 Fils defense buffs going for a very
long time (upwards of 20 turns). There are setups where you can forgo the Defense skill and
have 10 Fils attack buff on two characters but after Turn 14 you absolutely have to ougi every
3 turns or your buffs will start to fade. The less you worry about maintaining 10 Fils buffs the
easier she gets to use, although you're missing out on 70% Normal mod so if you think you
can manage it, getting 2 characters is ideal.
Summer Korwa isn't as all around useful as regular Korwa however she is significantly more
powerful if you set things up right. Apsaras with an Axe or Arriet, for example, help to generate
the ougi you need to keep Korwa going. Siete benefits greatly from Korwa's buffs since he
ideally constantly TA's anyway so the lack of TA in Korwa's attack buff doesn't matter, plus if
your buffs are falling off you can use his 3 to cheat another round of buff extension and if he's
TAing every round, he'll ougi at least once per buff refresh cycle anyway which is a guaranteed
11% (after ougi meter up EMP) meter for Korwa.
Because wind has no easy access veil, having a character that can clear on a 3t cd can be
quite useful, but bringing lennah often comes at the expense of dps. You can pair her up with
Lecia in order to spam heal skills and eventually get a veil up, but trying to turtle as wind is...
questionnable at best, when wind doesn't bring utility to raids and is more known for its "Kill
before it kills you" philosophy. Her clear + refresh that can trigger celeste fog can be great tools
in order to cheese Celeste though.
Her main draw is actually her gatcha weapon, which is a gun that you can promptly reduce in
order to get gun frags to uncap your Tia bolts later on. What's more, she's not completely
useless for wind teams as she has one event where she outshines a lot of other buffer or
damage focused characters: Xeno Vohu. Her 3 turns CD clear becomes a godsend against
this boss who likes to throw at you debuffs after debuffs and her utility becomes a must have if
you don't want to be stuck using sage.
Probably a sign that the 4-knights summer versions are released more for the skins than
anything else, Summer Siegfrid ends up being a much worse version than his earth
counterpart, similarly to Percy with his summer version.
His kit is very nuke centered, which at least makes him synergize with Lecia and her attack
orders. The sword proficiency they share also guarantees he will get decent base DA/TA rate,
which is quite important since Sieg has no way to boos his innate MA rate. His first nuke will
grant the enemy a wind def down of 20%, while his second nuke will ramp up with each cast
and grant siegfried a crit up self buff. Note that his first nuke will hit twice after an ougi, similarly
to Percy, Lancelot and Lucio mechanics.
His third skill is a 50% def up inrease, that is also associated to a hostility up buff. This skill,
especially coupled to Sieg's hostility up node can allow Siegfried to tank hits for the team while
remaining safe, although it won't be as efficient as a taunt. Combined with his passive that
grants more def as Sieg's HP gets low, it can allow him to be a very sturdy enmity attacker that
can benefit heavily from your Tiamat guns grid all while remaining safe.
Overall, Siegfrid isn't too bad as a wind attacker if only for the simple reason that he brings a
crucial wind def down debuff, which is something wind characters lack in general. But the lack
of strong attack steroids like his earth version makes him rather unremarkable, unless you
have Lecia to make use of his nukes. However, later on, when primarch and Ultimate bahamut
become your farming focus, having his wind def down can provide a great boon to your team
dps as is
Helnar it will
a SR becharacter
your only who
way received
to lower the
a 5*def of the
during enemy 2016,
Summer (other but
than using
don't letwind elysian)
that fool you: he
has nothing to envy to other wind attackers. His ougi will give him a 10% x number of female
characters self buff for two turns (excluding ougi turn) on a separate multiplier, allowing him to
hit even harder than birdman. MC and backrow will count toward this multiplier as well, so
make sure to slot in female subparty characters.
His team break assassin seems petty forgettable at first sight as it will only give a 15% damage
boost, but the gimmick lies in the fact that it will still raise your auto cap to 1m damage, and
wind has the tools to reach such high damage without having to rely on the BA usual damage
modifier (by using Korwa, Rosetta, enmity). Note that the Break Lock is quite weaker than a
regular break lock, and will still build resistance in HL raids, so it is generally forbidden to use in
difficult raids. His TA buff is very nice and makes him a nice pairing with Korwa, allowing her to
get more meter to sustain her buffs. Too bad the CD is still quite long (12t).
He's one of those characters whose value increases the more advanced your wind grid gets,
due to the way his team BA operates. It's worth noting that he can be an interesting combo
with Lecia / Zoi / Ferry / Sidewinder with swap during strke time as you can get all the tools
required (full enmity, guaranteed TA, cap raise, additional echo damage) to exploit to its fullest
his1m damage cap team BA.
Shiki is an interesting case, as she has a much more complex playstyle than the other im@s
idols, but also potentially has a very rewarding skillset when used correctly. She is also
somehow similar to Korwa in how she isn't able to participate in chain bursts and buff the team
instead.
Her first skill is an AoE charm that will also grant Shiki aggro up for 3 turns. The aggro up can
be used to have Shiki lower her HP. The AoE charm is interesting, but not necessarily needed
in Wind. Her second skill is a 5 turns decaying team attack buff, it will grant to everyone except
Shiki a 100% attack up buff, decaying to 80, 50, 20, 10 each passing turn. At the 6th turn, your
team will be fatigued and won't be able to attack for one turn (except Shiki again). It's quite
possibly one of the strongest immediate buff in the game, as an instantaneous 100% team
attack buff is no joke and can allow you to burst extremely hard at the start of a battle.
Unfortunately, the long cooldown makes it rather difficult to use several times in a same fight.
Shiki's third skill is similar to Xmas Arulu: press a first time to choose randomly an effect, press
a second time to activate the skill. The skill has 4 possible effects:
- 300% wind nuke
- 15% mist (atk + def down, dual sided)
- AoE Delay
- All of the above at the same time.
The RNG nature of the skill can make it rather annoying, especially when it concerns debuffs
as you'd rather cast them in a consistent way, but the short 3t CD compensates for that
fortunately.
FInally, Shiki ougi will not deal damage, nor participate in a chain burst, and will instead grant a
random team buff among:
- 1000 HP heal + Shield
- 20% Wind attack up
- DA/TA up + echo
If you're not bothered by the RNG factor, and prefer playing auto attack centric teams that gets
buffed to absurd level, Shiki is definitely a fine addition to most Windmeme lineups, bringing
not only rare debuffs for an element like wind but also potentially strong team buffs.
Her kit is very vanilla, and she is nowhere near as good as her fire counterpart... Her charm
hitrate is pretty bad, though it can be a clutch when trying to solo content and you don't have
something better to use. Fortunately, her slow remains usable.
Her value goes up if you pair her with Lecia since those three nukes make reaching atk order 5
extremely easy. She is also a bal character, which gives synergy with cosmos BAL gun. Those
two things allow her to not be completely irrelevant in wind.
Her EMP passive grants her a 10% echo against charmed target, which is pretty nice, but still
not enough to make her a good attacker. Also her charm is not reliable enough to trigger this
passive consistently.
Compared to her SSR version, Event Feena trades some offensive power (although not much
given how many crit nodes she gets) for a much more reliable def down, this one lasting the
usual 180 seconds. While she doesn't have as much DA/TA built-in, should you be able to
provide those through other buffers, there will be a good chance that SR Feena outdps her
SSR counterpart when fighting on element.
Very similar to her fire counterpart, her second ability allows her to still build meter while she is
in charge mode through counter, so that you can get a full chain burst easily. Can be otherwise
used with DA/TA buffs after her you've charged her.
The only wind character (other than wind berserker MC) that can apply -25% def breach for 3
mins and allow the team to hit the -50% def debuff cap. Problem is, the hit rate of her def
breach is shaky, and to have her you had to have started playing this game before March,
2015.
The effect of his debuffs may be weak, but it is quite impressive that a SR character can bring
so many things to the table by himself. His proficiency with gun-type weapons also allow him to
dish out some SSR-tier damage.
She's pretty much a SR character with a SSR border, the only thing saving her from having 0
offensive potential being her gun profficiency. Her skillset not only has long cooldowns, but is
also really mediocre, especially since heals generally aren't that needed in an element that
really wants to be low HP for enmity. A lot of SR (and even free event ones) characters will
bring a better value to your party compared to Christina. If only she was a real SR, she would
be at least usable for the TH pendant team alongside Mary and Lunalu.
Most of the people willing to torture themselves with casisno to get her are anyway more
interested in the 200 gun frags rather than the character. Which is not a bad investment if
you're a wind main since gun fragments are rather difficult to find and particularly sought after
later in the game. But as a unit, Christina is really lacking, which is to be expected since she's
"free".
Blind and team DA buff, and also a stackable self atk buff, she also gains meter everytime she
casts a skill. Her ougi gets additional water damage on charmed targets. She also has very
good EMP
A pure attacker that has a lot of stacking attack buffs, and also overheat to reduce your own
HP and benefit from enmity.
A simple attacker with two average nukes, one of them has a chance to blind the enemy but its
effect/hit rate are both low so don't really count on it. At lv90 her 1T invulnerability also gives
her a +50% attack boost for 3T, making her hits harder than her elder sister during those turns.
Suggested EMP Notes
Click Here
1x Crit Up
1x Support Skill
1x DA Up
1x Wind attack
1x Support Skill
1x TA up
3x DA up
1x Debuff success
1x Wind attack
1x Critical Hit
1x Support Skill
She is one of the
1x Overdrive attack
possible 6 free SSR you
get on your rigged first
Her Support Skill gives her
ten roll on any new
+12% DA and 6% TA when
account.
she is not inflicted with any
debuff. This is equivalent to
2 DA and 1 TA nodes with
just 3 point investment.
1x Crit
2x Wind attack
2x DA Up Using her R version skin
shortens her ougi
Hostility down is to animation by a lot
consider if you're using
Korwa / Rosetta
1x Crit up
There used to be a bug
1x Support Skill
with her 3rd skill that
1x OD Attack
allows the raid group to
"instant break" the boss
Hostility down is to
as soon as it enters
consider if you're using
overdrive stage
Korwa / Rosetta
1x Support skill
2x Crit up
4x TA up
1x Wind attack up or
wait for eventual support
skill
1x Wind up
2x TA up
4x DA up
1x Meter up or
GOKUDO FUCK YEAH!
1x Meter up
3x Def up
1x HP up
1x Support skill
1x Crit Up
2x DA Up
1x Skill Cap
1x Support Skill
1x Wind Attack
1x Debuff Success
1x TA
2x DA x2
2x Skill Damage
x4 Crit up
x1 Debuff success
x1 Support Skill
2x Crit up
1x Enmity
2x Wind attack up
1x Debuff Success
1x Wind Attack
1x TA Up
1x DA Up
1x Debuff success
2x Crit up
2x Def up
1x Crit Up
1x Support Skill
1x TA Up
3x DA Up
3x Crit Up
1x Enmity up
1x Support Skill
or
TA up
CA up
1x Enmity
2x Crit up
1x Wind attack up
2x DA up
1x Skill Cap
1x Wind Attack
1x TA UP
2x DA Up
1x Skill damage
Portrait Name Role TL;DR
LIGHT - Element overview
-It's moderately F2P friendly. Light has some very good Limited characters so luck or a fat
be ticketed but since he has been a reroll target for over two years, there are plenty of Luc
-The progression is brutal (much like Dark) as there are few farmable SR Light Attack Up w
getting two Chevalier (Luminiera) Guns per month through Renown.
-Light's grid is very F2P friendly. The strongest weapon it has is the Chevalier (Luminiera)
multipliers on the same weapon. Cygames quickly realized their mistake and limited their
their droprate to the ground. As a result, getting Chev Swords as a drop is almost always a
Lightlords will use their Damascus Ingots to uncap them and keep copies of the sword sep
-Light has a ton of "Balanced" characters, allowing them to benefit from a BAL Cosmo Gun
means that for some reason their buffers are often also their strongest attackers. Which is
Light is often seen as a long-term investment element as its ideal grid is strictly farmable f
stronger than the Elemental (Luci/Luci) or Magna (Chev/Luci) versions but uses the exact
luck/money for Chev Swords and Damascus Ingots as well as somehow pulling a Zeus out
SS
Portrait Name Role TL;DR
Armpit
Attack/Defense Down,
Attacker/Debuffe Rage 3, 2 Turns of
Jeanne d'Arc
r (BAL) Guaranteed Triple
Attack
Light Attack Up/Dark
Defense Up and
Light Defense Down
Juliet Gorilla #1 (DEF)
on enemy, Barrier +
Regen, Hits like a
truck
Shield/Attack
Up/Defense Up,
Lucio Gorilla #2 (BAL) 1.6m nuke, 90%
Echo with 99.99%
Debuff Resist
SS - QoL
Portrait Name Role TL;DR
S
Portrait Name Role TL;DR
Revives dead
characters, Clear
Sophia Healer (HEA)
Thigh
DA/TA/Ougi
Generation Up (all in
one skill), Steals
meter to pad her
Amira Gorilla #3 (SPE)
own, Transforms and
does tons of damage
5 years old
DA/TA/Ougi
Generation Up (all in
one skill), Steals
meter to pad her
Amira Gorilla #3 (SPE)
own, Transforms and
does tons of damage
5 years old
2 Turn damage
immunity at the cost
Kamikaze of 25% HP, Stacking
Rosamia
Attacker (BAL) Def Down, DA/TA
buff at the cost of
high Hostility
Guaranteed DA (not
even Quick Down
can stop him), AOE
Albert Attacker (ATK)
Delay, Charge for 1
turn for a big nuke
the next
Consummes meter to
get mystic vortex
stacks and improve the
effect of her skills and
Io (Limited) Healer (BAL) ougi
A
Portrait Name Role TL;DR
Crappy nuke, Veil,
Seruel Attacker (BAL)
DA Up
Hanazawa Kana
(Swimsuit Edition)
Visa-chan
25% Light Resist
Down, 1st skill gives
super high ougi
multiplier and boost
ougi cap to 2.5 mil,
Dispel
Defence
Clarisse (Light) Breacher/ Gorilla Deals 20% more
#5 (ATK) damage as long as
she has at least one
stack of Dissolution
B
Portrait Name Role TL;DR
Self Counter, 5t Party
Revitalize,
permanent echo until
De La Fille Healer (HEA) hit, team mirror
image on ougi
Chiwa Sait
Tanks autos
Decent nuke
Phalanxbot
Baotorda (SSR) Never multi-attacks
(DEF)
Can ougi for 2.8m
with max stacks
Clear, 20%
Arusha Buffer (BAL) Attack/Defense Up,
Double Attack Down
Clear, 20%
Arusha Buffer (BAL) Attack/Defense Up,
Double Attack Down
C
Portrait Name Role TL;DR
stency. Consistency in damage, survivability, grid power growth and character mechanics, which
any case, there's no denying that this element is effective at what it does.
od Limited characters so luck or a fat wallet will be needed to get those. Lucifer is not available to
ver two years, there are plenty of Lucifer friends to be made just floating out there.
re few farmable SR Light Attack Up weapons so the majority of your initial grid will be from
hrough Renown.
on it has is the Chevalier (Luminiera) Sword, which has a two small Attack skills of different
alized their mistake and limited their purchase to only four in the Renown Shop and also nerfed
v Swords as a drop is almost always a cause for bragging about your luck and dedicated
em and keep copies of the sword seperate.
hem to benefit from a BAL Cosmo Gun or Sword, depending on the state of your grid and also
so their strongest attackers. Which is totally fair.
as its ideal grid is strictly farmable from Chevalier Magna. The Primal version of the Light is a bit
hev/Luci) versions but uses the exact same grid so all that is needed to reach maximum Light is
well as somehow pulling a Zeus out of the gacha."
Not as good in
short fights
Getting characters
Everyone as long
You have some with good ougi
as your MC Longer Fights,
semblence of a effects (Lucio,
carries Clarity, Strike Time Sniping
Light grid Song 5*, Io, Albert)
Baal
makes her difficult
to use since it will
require you to
delay your ougis.
Not as good in
short fights
Getting characters
Everyone as long
You have some with good ougi
as your MC Longer Fights,
semblence of a effects (Lucio,
carries Clarity, Strike Time Sniping
Light grid Song 5*, Io, Albert)
Baal
makes her difficult
to use since it will
require you to
delay your ougis.
Her 5* ougi
Soloing
animation is a lot
longer than her Lucio, Juliet, Atma Soloing, Debuffing
You unlock her 5*
regular one trium spear Dark Raids
and she gets a real
ougi animation
She becomes
really manly with
her 5* upgrade
(and it offends your
fragile masculinity)
Defense typing
means that her
unbuffed
multiattack is
embarassing and
can't be improved
Lucio, Jeanne, Io,
You're playing with a BAL Cosmo
Ferry, Korwa, Everything
Light weapon
Atma trium Spear
If you're playing
very fast it's easy
to forget when her
Shroud reset turn
is
You Choke +
Chaser ODA TA a
Unticketable and
Magna HL with
only available
seperate Overdrive
during Summer
bars
Everyone
Magnas, Magna
Long cooldown on
You're the biggest HLs, Short fights
ODA means that Atma trium spear
Heles fan and have
she doesn't really
been rewarded for
do much for the
your faith with an
next 10 turns
incredibly good
version of her
Chaser ODA TA a
Unticketable and
Magna HL with
only available
seperate Overdrive
during Summer
bars
Everyone
Magnas, Magna
Long cooldown on
You're the biggest HLs, Short fights
ODA means that Atma trium spear
Heles fan and have
she doesn't really
been rewarded for
do much for the
your faith with an
next 10 turns
incredibly good
version of her
You're playing
Light
Unticketable Everyone
Your 2X year old
Overwatch memes Ultima skill cap up Everything
maiden heart still
are already old weapon, Luchador
hasn't gotten over
after the first day tag team
hearing Sakurai
scream
Peaks when... Shortcomings Synergises with... Fight usage
Paralyze
Korwa, Lucio,
You have enough
Atma sword Trium,
multiattack to keep Will eventually die
Cosmos sword
chaining ougis for unless you go out
BAL Short fights
bonus damage and of your way to do
keeping her mask something about it
Odin harp
on
(seriously, don't)
You only care
about hitting Attack
as hard as you can
On element fights to
Low base damage proc his crits and
You use him on Korwa, Chev
means you gotta land his slow
element and get to Swords, Cosmos
get your sword on
max his 4 LB crit sword, Atma trium
before you see Fights where slow is
masteries sword
results important to avoid
bad surprises
You run into
AlbertxLucifer for
the first time
Her nuke/heal still Amira, Huanlong
Fights where you
have high CD Spear, Juliet
can reach auto
You have the (Revitalize), DLF,
attack cap
characters and the She is extremely SS/Elysian, GW
grid to reach auto meter hungry and dagger job, CR
Ultimate Bahamut
attack cap on light, as a result requires with uplift, Korwa,
and can make use a lot of a support, Song 5*, Noa,
Fights where you
of her cap up buff for a result that Cosmos Sword
can't use Song 5*
isn't anything BAL, Zeus builds
as your main buffer
astounding. with hector bow
Loses a lot of
You don't have value once you
Juliet, Ferry, Io Everything
Amira or Jeanne have Jeanne or
Amira
From Sakura
Taisen collab
No innate DA/TA
buffs, light doesn't
have the tools to
Ferry, Amira,
You see 5 different reach auto attack
Sword grids,
numbers display cap which would
Warlock, Cosmos Any
everytime Vermeil have increased the
BAL, Atma sword
attacks value of his echos
trium
Potato is bad for
baha synergy
You create so
many potions you Doesn't really do Nothing in
UBHL
don't know what to anything special particular
do with them
From the
You really like idols Idolmaster collab
and are running a Rin Shibuya, Mio
Everything
gimmick Grande Most of her buffs Honda, Sophie
Idol team don't stack with
Light staples
Comment
(Note: Order is based on their ranking on the General Content Tier List)
Comment
Ferry is the foundation upon which Light's relevance to the metagame rests
upon. Her third skill dictates the rhythm of basically every Light team and is
where Light's consistent damage is derived from. It is only activatable once
every member of your party has reached 100% meter and it consumes all of it
on use. It then applies the Short debuff to your party, preventing anyone from
gaining any meter. Almost all Light MCs carry Clarity to compensate for this,
which is pretty nice because Clarity is much shorter cooldown than her 3 so
you can use it again to help out other players with their debuffs. Thanks, Light
players!
In any case, her third skill gives everyone 100% TA and 30% Light echo for 4
turns, the latter part is notable because it diminishes her value as an off-
element buffer outside of something like a Grande/Grande team (that doesn't
really care about what element echos come from). After your 4 turns of fun are
up, you can then press her 2 for 60% Ougi Damage Up and 15% Damage Cap
up for a big full chain burst. It comes with a -20% Defense buff but Light teams
can generally deal with whatever might hit them at that point but Clarity comes
off cooldown in time if you really care that much about minimizing damage
taken.
Her first skill is an AOE nuke that's ok, I guess, but usually you don't even
bother pressing it while racing. It can at least give you something to do in the 8
turns you wait for her 3 to come off cooldown again. She's also a key part of
basically all of Light's Strike Time shenanigans because you get your 3 ready to
go from turn 1 and just hit the ground running. Mix in Summer Heles' Overdrive
Assassin or Hawkeye + Summer Zeta's Break Assassins for even more fun
times.
A small note about Ferry is that teams that use her often find themselves very
restricted in ougi usage because of the need to have everyone hit 100% before
she can use her 3. This wasn't really a big deal for a while because most Light
characters don't really get anything extra on their ougi however there is a trend
turns, the latter part is notable because it diminishes her value as an off-
element buffer outside of something like a Grande/Grande team (that doesn't
really care about what element echos come from). After your 4 turns of fun are
up, you can then press her 2 for 60% Ougi Damage Up and 15% Damage Cap
up for a big full chain burst. It comes with a -20% Defense buff but Light teams
can generally deal with whatever might hit them at that point but Clarity comes
off cooldown in time if you really care that much about minimizing damage
taken.
Her first skill is an AOE nuke that's ok, I guess, but usually you don't even
bother pressing it while racing. It can at least give you something to do in the 8
turns you wait for her 3 to come off cooldown again. She's also a key part of
basically all of Light's Strike Time shenanigans because you get your 3 ready to
go from turn 1 and just hit the ground running. Mix in Summer Heles' Overdrive
Assassin or Hawkeye + Summer Zeta's Break Assassins for even more fun
times.
A small note about Ferry is that teams that use her often find themselves very
restricted in ougi usage because of the need to have everyone hit 100% before
she can use her 3. This wasn't really a big deal for a while because most Light
characters don't really get anything extra on their ougi however there is a trend
of new characters getting additional effects on ougi (Lucio's double nuke,
Juliet's bonus damage, Jeanne 5* getting Light Attack Up). Some people have
found more success using Korwa instead of Ferry, allowing them to freely ougi
to get those bonuses without having to worry about holding meter.
Jeanne has been a Light staple for a very long time because her kit is still very
strong despite its simplicity. Her first skill allows you to reach Defense Down
cap in combination with Mist and, upon reaching level 100, lets you almost
reach Attack Down cap (45%) as well so you don't feel required to bring Arrow
Rain 3 (though it has lower hitrate). This skill's ability to combo so well with
Miserable Mist has served her well in retaining relevance as the game has
progressed.
Her second skill is basically a party-wide Rage 3. Which is great because 30%
Normal Attack is always nice to have but it also means that in a raid situation,
that buff is covered by anyone who brought Rage 3 on their MC so Jeanne's
damage buff usually ends up giving you the dreaded NO EFFECT text. Her
third skill is 100% Triple Attack as well as an additional Strength buff that grants
anywhere from 10-30% more damage (unique multiplier) based on how close
her HP is to maximum. So, not only does she have debuffs and buffs, her
damage output for the first three turns is incredibly consistent (2 turns TA into
third turn ougi). Note for short fights, not only will Jeanne outdamage Juliet
because she has guaranteed TA versus Juliet's nonexistant multi-attack but she
actually does more damage per hit during her buff thanks to the Strength effect
and 5* stats.
Unfortunately for her, Juliet has encroached on her turf by offering similar buffs
and debuffs but in the form of Light Resist Down and Light Attack Up, which
generally has less stacking issues with other buffs. For the purpose of Soloing,
however, all of their buffs stack together and if you trust in their ability to land
debuffs you can forgo Mist altogether on your MC for other skills. Her 2 also
stacks with Lucio's Attack/Defense up as well so all three characters together
are arguably the most solid Light solo team.
Juliet is a character who rudely stole Jeanne's 5* thunder by being better than
her for most things, which is really more of a scheduling issue with the Romeo
& Juliet sequel event than anything else. Her gimmick is that she starts with 5
Shrouds that replenish every 5 turns and she uses them every turn on auto
attacks and ougi as well as spending them on her skills. As long as she has her
Shroud up, she gains 30% Attack and Defense on unique multipliers and when
her Shroud is down, she takes a 50% penalty to Attack. Because of the "set it
and forget it" nature of her 1 buff Juliet has been nicknamed a Gorilla, a
character that just hits really hard with little interaction aside from rolling your
face on the Attack button.
Her first skill gives your party 20% Light Attack Up and 25% Dark Resist Up for
5 turns on a 6 turn cooldown, which is kind of silly good in itself. If she has
Shroud, she also debuffs a target, with pretty good accuracy mind you, with
-20% Light Resist Down which functions as Defense Down for your Light
damage. Most of the time you can just get away with clicking this skill whenever
it comes off cooldown and then mashing Attack.
Her second skill places a Revitalize effect on one party member (10% meter or
500HP regen if less than full health) for 3 turns and if a Shroud is consumed,
plants a 2500 damage Shield on them. While already amazing at protecting
anyone who has taken damage, it's even better when you put it on Lucio since
a boss will have to do 2500 damage to him before they can mess up his
stacking DA/TA passive. If you mess up and are going to run out of Shroud you
can just press her 3 and for 20% meter you get a full stack of Shroud again!
How easy is that?
Summer Heles is kind of depressing because it's a tacit admission that the
original Heles was a flawed character and they knew how to easily fix her but
decided to do so in the form of a limited that isn't even the same element as the
original. They may be more commited to buffing undesirable characters ever
since KMR took over but it's highly unlikely that Fire Heles will see an upgrade
of this magnitude now that Summer Heles exists.
Her first skill gives your party 10% meter and your target some meter as well,
which is good if they haven't hit Overdrive yet (so you can get to doing some
ODA damage) but can be bad if they're just about to break and then you push
their meter back up again. The Charm has a higher hitrate against targets but
no matter what, it's super unreliable to land but pretty strong if it sticks. If you
do land it, you get some bonus damage on your ODA turn!
Her second skill is what saved Heles from forever being memed about. It's an
Overdrive Assasin skill, which means that she gets bonus damage (+280%)
against targets in Overdrive and her auto attacks are uncapped to 1.16m.
Combine this with her third skill, which grants 100% TA for 3 turns at the cost of
30% meter, and your burst damage is really high and more importantly, unlike
Naru, 100% consistent.
The only problem is that once ODA is used up, she doesn't really do anything
special her skills are all 8 turn cooldown or longer. Still, ODA TA is a really nice
party trick and will help you melt through Magnas, Maniacs, Nightmares you
name it. For longer fights, Lucio and Amira are better picks.
which is good if they haven't hit Overdrive yet (so you can get to doing some
ODA damage) but can be bad if they're just about to break and then you push
their meter back up again. The Charm has a higher hitrate against targets but
no matter what, it's super unreliable to land but pretty strong if it sticks. If you
do land it, you get some bonus damage on your ODA turn!
Her second skill is what saved Heles from forever being memed about. It's an
Overdrive Assasin skill, which means that she gets bonus damage (+280%)
against targets in Overdrive and her auto attacks are uncapped to 1.16m.
Combine this with her third skill, which grants 100% TA for 3 turns at the cost of
30% meter, and your burst damage is really high and more importantly, unlike
Naru, 100% consistent.
The only problem is that once ODA is used up, she doesn't really do anything
special her skills are all 8 turn cooldown or longer. Still, ODA TA is a really nice
party trick and will help you melt through Magnas, Maniacs, Nightmares you
name it. For longer fights, Lucio and Amira are better picks.
A surprise to everyone, Lucio's release sets a new standard of power for
Legfest Limited characters and also precedent for more Primals being turned
into characters. Fire players look at him in envy because he's basically turbo-
Percival without Fear. He's designed to slot in with basically every other Light
character.
His first skill is already amazing by itself, granting your party a 1300 damage
Shield and 25% Attack/Defense Up as a Dual Sided buff, allowing it to stack
with Jeanne's buff and Rage-type buffs. The Shield helps to keep his passive
going, but more on that later. His second skill is a 800k (950k with his EMP)
cap nuke which is amazing by itself but after he uses his ougi he gains a buff
that makes his next 2 hit twice for a total of 1.6m damage. Even better, for
players who don't have fully developed Light grids, the modifier on his nuke is
900% damage, meaning it's way easier to reach the damage cap on his nuke
than most other equivalent nukes which are usually hovering around 400-500%
damage and on longer cooldowns.
His third skill does a whole lot of things for two turns. 90% Echo, 30% TA
(pushing his TA rate to 74% with fully stacked passive), 75% Dark Resist, and
as FKHR euphemistically described "very high" Debuff Resist Up. In practice
his Debuff Resist is basically 99.99% and you can walk through any debuff and
come through unscathed. Basically you can use his 3 for offense or for
defense, what a flexible button!
He also has two passives, cause why not. His first one is 4% Light Atk Up and
3% Dark Def Down stacking over 10 turns so a total of +40% Light Atk/-30%
Dark Def. This means that when you're using him on-element he can will take
noticeably extra damage from Dark attacks but then he has that covered with
his 3rd skill and its 75% Dark Resist Up so if you die to any Dark ougis it's all
your fault for not planning ahead. His second passive 17.5% DA/10% TA per
turn stacking up to 4 times (70% DA/40% TA) and is similar to Six/Halle in that
it resets upon taking damage. This is where his Shield effect comes into play as
he technically takes no damage if his Shield absorbs everything, allowing him
to maintain his stacks. You can also use Juliet's 2 to keep him safe and if
damage does get through, if the Revitalize effect on her 2 heals him back to the
HP he had at the start of the turn or higher it still counts as "no damage".
All in all, an absolutely insane character, really (but still not as good for pure
damage as Six).
Song
Commentis a rather infamous character as her one gimmick is very, very powerful.
Paralyze prevents a boss from acting for the entirety of its duration and
because of its power, many bosses become rapidly resistant to it with repeated
casts. In very long raids, particularly Bahamut HL, it's in very bad form to use
her Paralyze at the very start of the fight as it builds his resistance to it so it will
be much harder to land later in the fight when he starts to hit much harder.
Improper Paralyze use can easily hinder a raid as you will be removing a useful
tool that the raid as a whole can use.
Her first skill gives away what her kit was designed after as it's the same thing
as Sidewinder's Quick Step and isn't really noteworthy aside from "can dodge
ougis for one turn" (the attack up lasts for 3 turns though) and her third skill is
just a relabeled Bullseye Run. Her second skill, Depravity, attempts to land 13
different debuffs on all enemies. Those debuffs don't have a high hitrate but if
it's against dark, you could land a good number of them to make the battle
easier. You can check her wiki link for the entire list but there's two of them that
are important to note. The first one, of course, is 30 second Paralyze. If you
can, try to use her Ougi to Paralyze over Depravity as her Ougi can land a 60
second Paralyze. If trying to Ougi will walk you into a potentially deadly Ougi
and you have no protection, you can either wait for a HS/Sparta to catch up to
toss you a Phalanx in a raid situation or just Depravity if you have no safe
choice.
When you take Song out into a raid like Bahamut HL, make sure you check
what the general strategy is for Paralyze use. In these raids, you will have to
turn off ougi for the entire period that Paralyze is banned or you'll just sabotage
your own attempts at Paralyzing later in key parts of the fight. You can
ameliorate this by bringing Ferry so that you have some use for meter instead
of sitting at 100% or switching her in for key parts of the fight. Nighthound,
while not ideal for Light in general, can do this for you but the old fashioned
way is to just kill off someone (or your entire party) and have Song come in just
to Paralyze.
Comment
Sophia is pretty much only useful for her third skill which, to be fair, is pretty
useful whenever you are doing any difficult fight where you can't Elixir back
from death (aka HL Raids that aren't Magna HLs). Her third skill will allow you
to revive a character that has fallen and if it misses, you can try again in 2
turns. Her first skill is a full heal on anyone who is Low Health (red HP bar) and
a pathetic 10% heal otherwise. Her second skill is a party-wide Clear, which
can be handy if you don't have any source of Clear for Ferry but just putting
Clarity on your MC is usually better because it has a shorter cooldown and it
also hits everyone in the raid.
Sometimes people use Sophia off element as a backup just in case someone
dies. If any new hard content comes out with limited or no revives, you'll start to
see her a lore more often in the 5th slot of a party again.
Amira is one of Light's best attackers and reliably spits out good damage every
turn she is transformed into Half-God Half-Demon mode. If you can deal with
her animations taking forever, Amira is a hard hitting character with minimal
upkeep required. Just get her buffs rolling and then keep punching, that's the
Gorilla way.
Her first skill gives 15% DA/TA and 30% increased meter generation which is
one of the best buffs in the game and one of the reasons why she is the staple
Light member in a Dark Odin team. It also helps to feed Korwa meter, should
you decide to go down the dark path of off-element buffer. Her second skill
absorbs an enemy's mode bar to give her 25% meter and 5% from all party
members for 10% meter each for a potential maximum of 55% meter. This
amount is not affected by the increased generation from her 1 or her passive.
Basically, you can use this to get meter back to transform or use it immediately
after transforming to catch up with the rest of the party for a full chain burst.
Her third skill transforms her into Half-God Half-Demon mode which gives her
Light/Dark typing (the only tangible benefit this has is that she takes less Light
damage, she does not gain any benefit from, say, Dark weapons because she
doesn't count as an actual Dark character). She also gains passive
Attack/Defense/DA/TA, a small chance to counter and immunity to debuffs.
Finally, she gains a 50% Dark echo, which gives her a ton of free damage on
every attack. The Dark echo is actually has a interesting mechanical difference
to it in that the 50% penalty is to the Elemental Attack multiplier and not to the
entire damage equation itself. Practically what this means is that her echo will
do a lot more damage than you expect against Light targets (since Dark gains
an Elemental based bonus versus light) and you can do funny things like run
double Odin versus a Light boss and have her echo do the same damage as
her regular attack. Important to note that before level 90, the duration of her
transformation is 2 turns shorter than the cooldown so unless you ougi twice in
those eight turns to get the two turns of cooldown reduction, she can't
indefinitely maintain the form.
One Neat Trick you can do if you have Summer Heles is the turn 1
Transformation. All you have to do is apply some damage to a boss to give it
some meter (say, from Ferry 1 or whatever nukes are on your MC), use Amira's
1 to buff meter gain, use her 2 to steal meter from party and boss (not affected
by her 1, of course) then use Heles' 1 to give Amira just enough meter to hit
Basically, you can use this to get meter back to transform or use it immediately
after transforming to catch up with the rest of the party for a full chain burst.
Her third skill transforms her into Half-God Half-Demon mode which gives her
Light/Dark typing (the only tangible benefit this has is that she takes less Light
damage, she does not gain any benefit from, say, Dark weapons because she
doesn't count as an actual Dark character). She also gains passive
Attack/Defense/DA/TA, a small chance to counter and immunity to debuffs.
Finally, she gains a 50% Dark echo, which gives her a ton of free damage on
every attack. The Dark echo is actually has a interesting mechanical difference
to it in that the 50% penalty is to the Elemental Attack multiplier and not to the
entire damage equation itself. Practically what this means is that her echo will
do a lot more damage than you expect against Light targets (since Dark gains
an Elemental based bonus versus light) and you can do funny things like run
double Odin versus a Light boss and have her echo do the same damage as
her regular attack. Important to note that before level 90, the duration of her
transformation is 2 turns shorter than the cooldown so unless you ougi twice in
those eight turns to get the two turns of cooldown reduction, she can't
indefinitely maintain the form.
One Neat Trick you can do if you have Summer Heles is the turn 1
Transformation. All you have to do is apply some damage to a boss to give it
some meter (say, from Ferry 1 or whatever nukes are on your MC), use Amira's
1 to buff meter gain, use her 2 to steal meter from party and boss (not affected
by her 1, of course) then use Heles' 1 to give Amira just enough meter to hit
100% through the bonus from her 1 and her passive.
The first character that made it all the way from R to SR to SSR, Rosamia's a
little special because she has a very un-Light-like mechanic that involves HP
reduction and curses and all that spooky stuff. In any case, she doesn't slot into
every party but she is capable of putting out a tremendous amount of damage
before she inevitably splats.
Her first skill is the most important one as it enables her to do what Rosamia
do. At cost of 25% max HP, she gains 2 turns of damage immunity (great for
walking into ougis that would've taken more than 25% of your HP anyway) and
more importantly, gains the the Curse of the Mask effect for 4 turns. In
exchange for the penalty of not being healable, she gains 40% echo on all of
her attacks and can survive a lethal hit while it's on. Being unhealable for 4
turns is a pretty huge drawback and because of that she wasn't really very
popular but they recently buffed her by modifying her ougi (hey what's that
thing about Ferry losing relevance because of good ougi effects...) When she
uses her ougi with the curse active, she gains a 90% damage echo on her ougi
(damage cap is apparently 1.16 million) and applies her curse for another 4
turns. The ougi turn counts as a turn so you technically have 3 turns of curse
after so be aware of that. This means that she can keep doing all that bonus
damage as long as she keeps spamming her ougi but at the same time means
that she'll be unhealable forever.
Early on in the game his primary usage will be as a nuker. His Third skill
charges him up and prevents him from acting for one turn then amplifies your
next skill by 1000%. You'll generally use this on his first skill (recently buffed to
about double damage and gives -10% Light Resist which is... kind of useless in
an element with Jeanne and Juliet but hey, free is free) which is a straight nuke
but sometimes you just gotta really do a big AOE and you can burn it on his
second skill, which hits for less damage and is also his AOE Delay (a rarity in
this game).
Later on you won't bother with using his first or third skills and his strength lies
in the fact that he has 100% DA and Sword Proficiency. The stronger your grid
gets the less his base attack matters so you'll get to profit from his 100% DA
even more. After the February 2017 patch, his ougi now provides him with 3
turns of 20% light echo so you can mash even harder for more damage.
Finally, with the LB update he earned himself the title of Crit Master as he is
one of the few characters with 4 LB Crit masteries, giving him a 31% chance to
not crit against Dark if you have everything maxed. As if that wasn't enough he
also gets two TA nodes. Even a point in each Attack node is worthwhile due to
his innately low attack and he's one of the few characters where you really will
feel like you need more than the 18 EMP cap to get everything you want.
Following in the steps of Rackam, Io finally got her long awaited update so that
all the Grand characters limited series are now finally worth using. Since light
meta has been pretty stagnant and stale for a while now, a lot of people
anticiated Io rework to "save" light, but it didn't really happen as Cygames
decided to make Io a usable, but not anything you could consider "core" at the
moment.
Similarly to the Mystic class, Io requires to be fed meter so you can make the
most of her kit: for every 25% meter you have, Io will consume it and gain 1/2/3
stacks of Mystic Vortex (consuming respectively 25%/50%/75% meter).
Depending on the number of stacks she has, Io will increase the efficiency of
her skills, the damage of her first skill will be doubled (from 700k to 1m4
damage) at max stacks, and her heal will restore up to 5-6k HP. The Mystic
Vortex stacks are not used upon casting a skill. Io will also grant passively 10%
light attack up to the team +5% per mystic vortex stack (so maximum 25%)
However, the stacks will be consumed every time Io will ougi, where she will
grant various bonus to the team depending on the number of stacks you have:
- At 1 stack, Io will cast refresh on the team.
- At 2 stacks, Io will also get a Stamina team buff (20% damage increase as
long as you have over 50% hp).
- At 3 stacks, Io will also grant the team a 20% Damage Cap up buff.
The buffs will last for 4 turns (ougi turn included)
Overall, if you can't cap yet, you'll most of the time prefer to get 2 stacks and
only pay 50% meter, as the cap up bonus would be pretty wasted. It could be
tempting to use them both in conjunction with Ferry for very high ougi damage,
but having to wait for a full team chain burst takes much longer since Io has to
reach 100% meter again.
Even then, the 20% team stamina buff is nothing extraordinary, and doesn't
exactly feel worth the effort in an element that has countless of "press and play"
buffers. And the amount of extra damage it provides is much lower compared
to characters like Song 5*. Overall, whether or not to use Io depends a lot on
what characters you have to support her, and if you appreciates the safety she
provides to your team.
But still, Io remains the only light character that can effectively heal you and still
offensively buff your team. While it doesn't seem like much at the moment, her
kit could very well be seen in another light (pun not intended) if Zeus ever gets
to receive affordable Trium weapons and Stamina weapons that would make
Double Zeus builds popular similarly to Varuna, as it would remove the two
weaknesses of Light Io: not being able to reach cap and not being able to
charge her meter fast enough.
Comment
Seruel is a pretty popular character design-wise but he's just kinda mediocre as
an actual party member. He's not entirely useless as he's got the only Veil in
Light (not including the MC, of course) so there will always be a use for him.
His first skill, Quick Raid, shares the same problem with Fire Heles: it doesn't
do much damage and it has a short cooldown so you waste a lot of time
casting it.
His second skill is Veil with a 90% DA boost for 3 turns which is basically 100%
so it's alright for damage but nothing special. His third skill gives him 20%
meter and an AOE nuke which is super pedestrian nowadays. If you need a
Veil, pick him, otherwise there are much better options. In the case you do run
him, he does have Sword proficiency so he does a bit of extra oomph from all
those Chev Swords you're (eventually) running in your grid.
With the EMP update, Seruel actually has the most powerful new passive skill.
At rank, his support skill gives him a 10% chance each attack round to
gain 10%isAttack
Feather Up on a unique
a fan favourite, multiplier
both for stacking
his (almost to 30%,
copyright makingdesign
infringing) him hitand
harder than Juliet provided you actually reach full stacks.
his power level for an SR. You just stick him in your team when you don't have
any SSRs for that spot and he'll keep up with damage as long as you mash his
second skill for Attack Up stacks. Fortunately, his 5* alleviates this problem a bit
as his ougi will also grant him an attack up stack, meaning that once it's maxed,
you don't have to click his second skill as often.
In order to further synergize with his ougi effect, his first skill will grant Feather
a self DA/TA buff with a meter generation up buf (10%) and his third skill will not
only cast a ten hit nuke, but will also grant Feather Ignition, which can be used
as an ougi battery for your team and of course will help him reach his maximum
stacks amount faster. He's a really hard hitter and can have his place in the
front line if you're lacking an attacker in your line-up.
This free event version of Albert has very little to envy to his original. He has a
similar kit, but also has the good taste to be less nuke focused than his SSR
counterpart, and actually gets a self buff with his first skill that boosts his attack
and crit chance (30% all across the board). Which actually allows him to
sometimes hit harder than his SSR version on element.
Being a free event character still means that some sacrifices were made: first
of all his natural attack is extremely low, even lower than regular SR event
characters. His second skill becomes a very generic 5-hits nuke. His aoe slow
has also become slightly less reliable, and has a longer CD. And finally, his ougi
grants him only 10% echo (20% for his SSR version); although the SR version
has a much better uptime (5 turns vs 3 turns) which makes him more suited for
team compositions that ougi less often.
All in all, he's still one of the strongest, if not the strongest free SR event
character Cygames ever decided to release, and he'll do wonders in any light
teams that doesn't have his SSR version or any other suitable attacker.
Summer Zeta, much like Summer Heles, is the "fixed" version of an old
character. This version of Zeta is given a self attack buff (60%) on her first skill
that comes with a Defense Down penalty making her kind of risky for an
otherwise stable element. That's okay though, she's still Light's only Break
Assassin character and the Attack buff makes her much stronger than Fire
Zeta.
The other reason why Summer Zeta is much better than her older version is
that Light has access to Ferry, who you can use to guarantee a Triple Attack on
Zeta's Break Assassin turn giving you a huge damage increase. Her Break
Keep is still inferior to that of a Hawkeye but still useful when soloing. Strike
Time shenanigans with Ferry is the best use for her but she's still a decent
attacker otherwise.
Her EMP update allows Zeta to not be as dependant on Ferry to deal multi-
attacks during her break assassin, as she gets a similar passive to her fire
version.
The first playable version of Zoi (or Zooey) is actually tied to a Japan exclusive
Visa credit card promo that ended in 2016. This makes her an exclusive
character that you can only get through a third party like Yahoo auctions and
the prices are quite steep, hence her nickname of "Visa-chan".
Her first skill is a 630k cap nuke on a 3 turn cooldown that costs 20% meter per
use. This makes it one of the best nukes in the game on a damage/cooldown
basis and can easily carry you early on. Each usage adds 10 to an invisible
Stun meter and when this meter reaches 100 it will cast Stun on the enemy, a
30 second unique Paralyze that does not count as a real Paralyze meaning it
does not increase a boss' Paralyze resistance value. Mind you, this means that
it takes 30 turns of casting Spinning Slash to stun a boss which can take a long
time. Her 1 will also give her a stacking Hostility Up for 7 turns which can be
mitigated by using her second skill, which gives her two Mirror Images allowing
her to be be a legitimate tank. Her third skill is the same thing as her summer
version (which people should be more familiar with), being an AOE nuke that
caps at around 400k and applies either a stacking 10% Attack Down, 10%
Defense Down or Debuff Resist Down.
Her fourth skill is her signature move and it applies a field effect that will boost
the multiattack rate of all allies and enemies in the raid. Like most field effects,
the strength of the effect varies depending on the remaining time of the field.
It's quite noticeable and can make bosses who never multiattack suddenly start
hitting multiple times a turn. The skill is a double-edged sword and can make
your raids go much faster (because you either killed the boss faster or it killed
everyone faster) so it's recommended you only use it if you know what you're
doing. Her passive grants her 15% Attack, 7.5% Defense, 10%/3% DA/TA per
unique element on your team making her, for some reason, pretty good on
Grande Order teams but still a nice bonus for Light teams.
Unfortunately for her but fortunately for the rest of us, the continual release of
strong Light characters has crept Zoi out of most people's teams making her
only useful for her DA/TA field and for people with full Chev Sword grids.
This new version of Clarisse reminds us why Trial Battle was introduced in the first place: To
allow the game devs to test if a certain character idea would work out in real practice. Sadly,
FKHR lately has seemed to have forgotten about this and thought the popularity of certain
characters alone would be sufficient to sell their new versions. While the new Dark Cagliostro
turned out to be alright, the Light version of Clarisse has unfortunately received the short end of
the stick.
Her 1st skill is similar to Silva's 1st skill which gives a massive boost to her ougi damage,
allowing her to hit the new, increased cap easily even against an enemy with no debuff or high
natural defense. Unlike Silva's 1st skill wihch doubled her ougi cap, however, the ougi cap boosts
from Clarisse's 1st is only +50% and caps at 1.7 mil (1.9 mil when used with Ferry's 2nd skill) so
the value of this skill is lower the stronger your grid is. Furthermore, this skill applies a -50% DEF
as well as a hostiliy up debuff on Clarisse and this stacks with her lowered DEF from her
passive (-20%). This means that Clarisse would receive almost 3x damage in the turn she uses
her 1st and rendering her susceptible to being OHKO'd. Not to mention that this skill also
consumes 2 Dissolution stacks, which Clarisse starts with 3 and can only recover them through
using her CA (2 per ougi).
While the damage boost is indeed very powerful for underdeveloped grids, the drawbacks have
severely restricted the usefulness of this skill, considering the fact that her main competitor, Juliet
(who also has a light resist down and hits like a gorilla), can do the same amount of ougi damage
(~1.69 mil) without all these drawbacks with a good enough grid.
Her 2nd skill is perhaps the only skill that beats Juliet as it provides a -25% light resist down on
the enemy (compared to -20% light resist debuff from Juliet), allowing the player to hit the Def
debuff cap (-50%) when used with Mist. It can also be used with one stack of Dissolution to
further apply a -15% Dark ATK Down on the enemy which, while having a lower effect than arrow
rain 3 (-25%), can stack with other ATK Down debuffs and further reduces the boss's damage
output. Do note that this skill (for FKHR's reason) takes 10% of Clarisse's HP to cast. This is
normally not a problem as light team is overflowing with health anyway, but this can become a
problem with her paper defence or when light gets its stamina weapons.
Her 3rd skill is a direct copy of her Fire version kit (dispel + hp-based white damage) with the
additional effect of allowing the team to inflict extra damage with their attacks which scales with
the enemy's current hp. Unfortunately, this "extra damage" has a super low cap of 5000 (similar
to Hallesena and Limited Rosetta's 2nd skill) and is only noticeable with very weak grids or
against enemy with very high defense (e.g. Qilin/Kirin). Also, while her ability to dispel is a rarity
among light characters, currently there is no dark fights where dispel is really needed. These
render her 3rd a ded skill in most circumstances, though her dispel may however become useful
or even mandatory in future content (Yes, I am looking at you, future Dark GW NM boss).
To sum up, Light Clarisse is a character who had the potential to compete with the boring Juliet
as the next light gorilla but was hampered by the harsh and unnecessary drawbacks that
associate with her 1st skill and a weak and confusing team utility kit, and could have benefited
greatly from the "beta test" function in Trial Battle and player feedbacks genereated from it.
Nonetheless, Light Clarisse is still one of the hardest hitting auto-attackers in light thanks to her
passive, and she has a niche place in underdeveloped light teams and Kirin MVP races with the
ridiculously high ougi multiplier from her 1st and the flat +5000 damage from her 3rd, and the
combination of her -25% light resist down and dispel might become useful in future content.
Comment
Out of all the characters which were targeted for a rebalance in February 2017,
De La Fille was probably the unluckiest. When her wind counterpart,
Carmelina, got a very good buff that propulsed her into higher tiers, DLF only
received minor buffs so that she would get at least a niche use for players
waiting to get better light characters. Her counter skill remained untouched and
still has the glaring issue of not having no way of directing Hostility onto herself
to take advantage of her counters so you're relying on a boss to randomly
target her in the two turns her counter is up. Secondly, her Counter ranges from
200%-700% damage so you're gonna get anything from a light tap or a huge hit
in return and anything inbetween.
Her second skill is an AOE nuke that is a dime a dozen nowadays. It at leasts
now, with the rebalance, adds a 10% light resistance down against enemies,
and will be of use unless you happen to have SSR Albert or Juliet. Though the
nuke damage is still extremely low.
Her third skill is the only interesting part of her kit that could justify putting her in
the front line: she gives revitalize to the team for 5 turns (500 regen or 10%
meter if full HP) which combines well with Ferry who will require you to get your
whole team to full meter as fast as possible. Using sage/bishop in combination
can be a good idea as the heal will allow you to benefit from the meter gain
rather than the refresh.
In yet another update, Cygames tried to fix DLF issues by giving more to her
kit, namely a team mirror image on ougi and a 20% light echo on her second
skill that she keeps until she gets hit. While it does make her slightly better, it
remains most of the time not enough to slot her in your light team when other
options are available, although it's not excluded for her to get at least a niche if
some dark boss in the future happen to have extremely dangerous single hit
triggers.
De La Fille was really bad so they decided to fix her (again!) with a Limited
version of her, at least this time it's in the same element. Her first skill is an
AOE nuke with Blind attached to it which never really hurts to have. Her second
skill is a 25% HP heal (2500 HP cap) on a fairly short cooldown so also not bad
to have. Her third skill is what is the most valuable part of her kit giving you a
40% Reflect. Reflects count as a form of damage cut so if you stack it with
Phalanx (a 70% damage cut) you reach the 100% Damage cut threshold so for
the turn you combine both skills, you take 0 damage unless it's plain damage
which ignores all defense. What's more, reflect isn't consumed until you take
damage, which means you can potentially get a 100% cut for 3 turns if enough
phalanx are chained! Outside of being able to 100% Damage cut though, her
skills are pretty mundane.
Funf is a pretty straightforward pure healer type character. Her raison d'etre is
to enable Light Gunslingers to keep doing damage despite debuffing their own
Defense. Her first skill is a pretty large AOE heal that also gives a Regen effect.
Her second skill is a Clear which is also nice since it can take care of Ferry
short, if you decide to have her in your party plus it removes All debuffs off you
party. Her third skill is a 20 turn cooldown Auto-Revive which you will usually be
casting on the MC. Her passive gives her a very high debuff resist rate, not as
good as Sage's immune or Lucio's "immune" but very high nonehteless.
Baotorda is Light's first SSR character that comes with a neutral DMG cut, the
problem with this is that due to Light's massive late-game HP pool there is not
much use for one. For a beginning player he will however be, a massive boon.
Baotorda's first skill puts him in a tank stance (called Bulwark) that increases
his DEF by 200% and his Hostility by 50% this comes however at a pretty
hefty cost of being unable to double- or triple-attack and lowering his damage
by 40%. If he gets hit in Bulwark stance he will get a stack of Divine (does not
fall off and can not be dispelled) which will boost his ougi damage and ougi cap
up to 5 times peaking at 2.8mil.
Baotorda's second skill is a decent nuke that caps at 680k damage and grants
him one stack of Unchallenged that lasts for 3 turns. This, however, completely
contradicts his Bulwark mode as the invincibility will not add stacks to his Divine
counter, making it mostly only usable outside of Bulwark mode.
His 3rd skill is a bland 60% damage cut on a disappointing 6 turn cooldown
(compared to many character's and Phalanx's 5 turns) which, as discussed
earlier, does not match Light's playstyle at all.
His second skill is a nuke that applies Debuff Resist Down which helps in
landing his first skill and any of your MC's debuffs. Make sure to use this skill
first before applying any other debuffs or you'll feel dumb when they miss.
Speaking of missing, if you can spare the room in your party you can stick
(any) Rackam in the 6th slot to buff Noa's attack and Debuff Success Rate.
Finally, his third skill is basically a weaker version of Amira's 1, giving your party
25% DA Up and +30% meter gain. This helps to get Ferry charged up faster
and also compensates for Juliet's lackluster multiattack stats.
While in her Koubu F2, she has access to her third skill which is a Revive with
a pretty bad hitrate (you get a 2 turn cooldown to try again if you miss) and
increased cap on her ougi heal. Basically you wanna get out of that thing ASAP
after you use her revive cause she will start taking a lot of damage and won't
have the boosted stats the other Sakura Taisen girls have to tank it.
On a side note, her 1 is an alright nuke that hits 8 times so it's kinda handy for
things like Leviathan Magna when he puts his Reflect up. Even though the first
Reflect will probably kill her, the other 7 hits of her nuke will chew up the rest of
the Reflect charges so that the rest of your team can safely attack. Thanks,
Erica!
A walking sentai/mecha reference character, they got the king of hot-blooded
yelling to voice this guy who they renamed to Nicholas in the English
localization because someone really wanted to make the "Mecha-Nick" pun.
Anyway, this guy is Light's best tank, being able to combo his third skill that
grants Dodge and Counter with his second skill which allows him to Substitute
his face into a non-AOE attack for 1 turn. This allows him to safely absorb all
the hits from any multi-hit ougi or trigger and get some free punches in at the
same time.
His first skill is okay, a 15% Attack Down but is really just filler and has a long
cooldown like all his other abilities. His ougi activates his Turbo Boost, giving
him a HENSHIN! to his True Form which apparently makes him Super Saiyan
and more importantly cuts his all cooldowns by 2 turns. While glowing with hot
blooded fury, his Attack, Multiattack and Crit rate are all increased but it will
fade in ten turns. The Turbo Boost is disabled when he ougis again so you're
really unlikely to lose his form from running out of time.
Feel free to sit in his Turbo Boost as long as you want but don't try to milk it to
the point where you are holding up your other character's ougis. You can use
him for big hits from bosses or to just protect the few fragile characters Light
has (Erica, Rosamia). Pairing him with Noa or Amira allows you to ougi freely to
switch in and out of forms so you can keep cutting his cooldowns.
One of the oldest Light SRs, Arusha has been a welcome stepping stone for
many starting Light players. Her 1 is a bog standard Clear that has a good
cooldown (5 turns) which lets you pair her with Ferry when you don't have the
EX slot space to carry Clarity on your MC. Her 2 is a Dual Sided 20%
Attack/Defense Up buff so you can stack it with Jeanne's Atk Up and also Noa's
Defense Up. Her third skill is an AOE nuke which can come in handy
sometimes with a Double Attack Down you'll probably never ever notice.
She is mostly notable for just having some good buffs that play well with others
but she's also being incredibly useful for MVPing Celeste. Her 2 will trigger
Celete's Fog, giving you an extra 2 turns for your other cooldowns to come
online and she has Clarity to remove Zombie so you can heal yourself up to eat
Oblivion Fall. Many players' first loop had Arusha as the MVP!
cooldown (5 turns) which lets you pair her with Ferry when you don't have the
EX slot space to carry Clarity on your MC. Her 2 is a Dual Sided 20%
Attack/Defense Up buff so you can stack it with Jeanne's Atk Up and also Noa's
Defense Up. Her third skill is an AOE nuke which can come in handy
sometimes with a Double Attack Down you'll probably never ever notice.
She is mostly notable for just having some good buffs that play well with others
but she's also being incredibly useful for MVPing Celeste. Her 2 will trigger
Celete's Fog, giving you an extra 2 turns for your other cooldowns to come
online and she has Clarity to remove Zombie so you can heal yourself up to eat
Oblivion Fall. Many players' first loop had Arusha as the MVP!
Like his R version, SR Vermeil packs two self echo buffs that allow him to deal
much more damage than what you'd usually see on SR characters. His sword
proficiency and BAL type allows him to benefit completely from the end game
light grid with swords and cosmos BAL. He will be generally used alongside
Ferry and/or Amira as he really needs external source of DA/TA buffs to make
use of his echos. But cumulating Chaser, Ferry echo and vermeil two echos
can make some pretty hilarious turns with Vermeil flooding the screen with
numbers
Comment
Light Sarunan is mostly relevant for one thing, which is his first skill's 30% Dark
Resist Up. You can combo this with Phalanx to achieve 100% cut against Dark
damage or use it to bridge the gap between your Dark Carbuncle cooldown
against bosses that deal severe Dark damage every turn.
His second skill is a decent Break Keep but you generally aren't going to bring
him along for that. Note that you actually want to avoid using it in HL raids as
it's weaker than Hawkeye Break Keep and will make it harder for them to land
it. His third skill is an AOE nuke that heals himself for a bit of sustain so that's
cool.
The Halloween version of Charlotta is much less tankier than her Water version
but she does come with the rather unique ability to make Potions! That's about
it though, cause the rest of her kit is super mundane. She isn't too bad when
trying to turtle long fights and soloing difficult raids, but those might be the only
niche uses she has.
Uzuki is mostly a buff character but she's still a 5* SR so she gets more stats
than your typical SR. Her first skill is a nuke that comes with a Charm and at 90
also applies a Burn which is good because her ougi gains bonus Fire damage
on Burned targets and you aren't forced to bring Mio with you. To get the bonus
Water damage you're supposed to use Rin to Blind the enemy but there are
other ways you can stay on element and get Blind on the target (MC, Sophie,
Halloween Charlotta if you're desperate).
Her second skill is a Rage 2 (20%) which isn't bad but is overwritten by
stronger effects so she's not very useful as a buffer if you already have, say,
Jeanne and the caveat about Rage 3 from other raid members overwriting also
applies here. Her third skill is a 1k self heal and 25% Attack/Defense Up to
herself which also applies to other idol members Rin and Mio if they're in the
party. The only way you can really get the most benefit out of that is in a
Grande Order team but that's very far into gimmick territory and if you wanna
do that, all the more power to ya.
Suggested EMP Notes
Click Here
Notes
3x Crit Up
1x Debuff success
2x DA Up
1x Crit up
2x Attack
1x DA
Poison instead of
2x DA Up
something important
Her support skill is a
If you're helping new
350k cap damage nuke
friends out when trading
upon dodging at 3*
Magnas you can
Paralyze the boss for
them so they can have
free turns to get enough
honours for MVP
Notes
1x Support Skill
2x Crit Up
1x DA Up
1x Heal Up
1x Crit up
1x Support Skill
1x C.A cap
1x Light attack up
1x C.A Damage
1x OD Attack
1x Meter up
Notes
1x Crit Up
1x Support Skill
1x Light Attack
1x TA Up
2x Crit up
1x Support Skill
1x TA up
3x DA up
2x Crit Up
1x Light attack
1x TA Up
2x Attack Up
1x C.A Damage
2x Crit up
1x Support Skill
2x TA up
2x Break attack
1x Debuff success
1x Crit up
1x Hostility up
1x Light attack up
2x Crit Up
1x Light attack
Her def down and
2x DA Up
hostility up on her first
3x DEF Up
skill can be both cleared
1x Charge Rate Up
Notes
She's one of the 6
1x Crit Up
possible characters in
1x Support Skill
the "guaranteed first
3x Heal Up
SSR" pool for new
accounts.
1x Crit Up
1x Support Skill
2x Heal Up
1x Debuff Success
1x Stamina
3x Heal Up
1x Light Attack
1x DA Up
1x Stamina
1x Skill cap up
1x Crit up
1x Hostility up
3x Def up
x1 Support Skill
2x Light Attack
1x Debuff Success
1x Overdrive Attack
2x C.A Damage
N/A
1x Light Attack
1x TA Up
2x DA Up
1x Light Attack
1x TA Up
2x DA Up
4x DA up
1x Light attack up
Notes
1x Support Skill
1x Light Attack
2x Overdrive Attack
1x Crit Up
1x Debuff Success
1x Light Attack
1x C.A Damage
1x Support skill
1x Crit up
3x DA up
Portrait Name Role TL;DR
DARK - Element overview
Dark is the golden boy (girl, really) of Granblue Fantasy right now as it's the best element fo
contrast to Light, Dark is characterized by multiple "selfish" characters that buff themselve
support to their teammates.
- Difficult to classify how "friendly" it for F2P. There are multiple stages of Dark power: No Z
and Hades. Neither of them are particularly easy to get for most players but even the "weak
damage than other Magna grids.
- Progression is brutal and most people will find it easier to just farm up another element w
Claws for their future Dark grid.
- Dark's grid is characterized by having the most choices possible even to a F2P player. Cele
advantage of boosting Trium skills for free multiattack that the element lacks and Celeste C
- Dark has the most powerful character in the game as a Limited Summer character but als
game for free (Six). Aside from Zooey, any other important Dark character is ticketable.
- Hades owners will have access to the one of the best two P2W weapons in the game, Gisla,
weapons (Cerberus Order, Cortana) makes their Primal grid the strongest in the game.
Dark is an element that basically has all the toys available in Granblue (powerful character
waifus), as long as you have Zooey. The introduction of Zooey and the inexplicable decision
warped the game's meta for the worse, as now every element has to play catch up with Dar
from their weapons in complete safety and drop millions of damage per turn with a single b
Guild Wars focusing around on-element fights against bosses with lots of health and damag
Zooey has had on the game. Unfortunately because Dark is very far ahead of other element
interesting new content as the design team is reluctant to add any more powerful new weap
much. It also means that Dark players without Zooey will always have to play beneath her s
content meant to circumvent the strength of Dark will hit them harder since they already d
HRT
Portrait Name Role TL;DR
Press 2 to Win
(Reduce team HP to
1 + 1T Invulnerability
Breaker of for whole team +
Balance
15% HP Drain per
Zooey (Summer
Burst Enabler / turn for 4 turns)
Version)
Attacker
(SPE) Hard hitting nuke,
AOE that applies
random stackable
debuffs
SS
Team veil, 2T
guaranteed TA, -atk/-
def debuffs
Veiler /
Can merge with
Attacker /
Vira (SSR) Chevalier/Luminera
Cover Girl
and gain massive
(ATK)
stat boosts at Lv90
Official dakimakura
#1
Guaranteed DA (Not
affected by quick
down), +30% boost
Seox (Six - GW Auto Capper to Atk each turn
Character) (ATK) while 3rd skill is in
effect, Ougi gains 2
charges of mirror
image
Guaranteed DA (Not
affected by quick
down), +30% boost
Seox (Six - GW Auto Capper to Atk each turn
Character) (ATK) while 3rd skill is in
effect, Ougi gains 2
charges of mirror
image
Official dakimakura
#2
Auto does 70%
bonus damage
(Echo), Overdrive
Assassin, Slow, Def
Attacker /
down, passive
Narmaya Doujin Queen
boosts Atk of fellow
(ATK)
Draphs/UNK
Official dakimakura
#2
Extremely vulnerable
for two turns when
shield is depleted
40% Max HP shield
Shield resets upon
ougi
While shield is
active, 100% DA /
50%TA / 100% Atk
Attacker / up (normal mod) /
Orchid Master of 50% Def up/ 50%
Puppets (SPE) chance crit (1.5x
modifier)
1m2 nuke
Extremely vulnerable
for two turns when
shield is depleted
Gets permanent
break assassin
Enmity multiplier against a
Jamil (Dark)
Attacker (ATK) foe in break, but will
neither perform a
multi attack, nor
break auto cap.
A
Chance to apply
charm/blind/burn,
Triple permanent TA after
Attacker / her first ougi
Cerberus
Pseudo
debuffer (SPE) Applies stackable
debuff resist down
on TA
Awakening
(+100% DA,
+20%TA, +100% Atk,
50%/+70% Crit,
+60% Dodge AND
Hostility up)
#1 Cutest member
on Grancypher
2m6 damage ougi
cap with his first skill
Clunky MP system
similar to Mystic
2t guaranteed TA,
1500 HP heal + 2k
Healer +
Marquiares barrier
Burster (Spe)
Reduced base HP
but constant 200HP
team refresh
BA KU RE
TSU
Has a 5* uncap
Blind + Charm
A bit of
40% team DA buff
Mika Jougasaki everything
on a 3/5 uptime
(SPE)
20% echo against
blinded enemies
B
Portrait Name Role TL;DR
Lots of crit
3 nukes, 1 has a
chance to apply blind,
Lucius Nuker (ATK) ougi has a slight
chance of applying
Death (OHKO)
Slow buildup to
become a decent
attacker with good
Chuuni
charm hitrate along
Ranko Kanzaki Demonlord
with ignition and
(ATK)
50% charge attack
up on a 6 turn
cooldown
M
Portrait Name Role TL;DR
Fantasy right now as it's the best element for those solely seeking really big numbers. In
iple "selfish" characters that buff themselves up to do damage and offer only the vaguest of
here are multiple stages of Dark power: No Zooey No Hades, Zooey but no Hades and Zooey
y to get for most players but even the "weakest" Dark grid can do substantially more
d it easier to just farm up another element while using all of their Renown to buy Axes and
st choices possible even to a F2P player. Celeste grids are the only Magna grids that can take
tiattack that the element lacks and Celeste Claws are just as good as Tiamat Guns.
ame as a Limited Summer character but also has access to the strongest attacker in the
important Dark character is ticketable.
e best two P2W weapons in the game, Gisla, which in conjunction with the "farmable" trium
r Primal grid the strongest in the game.
Synergises
Peaks when... Shortcomings with... Fight usage
Unticketable, Only
available during Everyone and
You complete your
Summer/ selected Everything (So
Dark enmity grid
Legfests long as enmity is
and proceed to Any fight
involved), Kirin
steal MVP from
Conjunction harp and Kirin
everyone
doesn't have a 5T bow.
CD
Her usefulness is
only average
before Lv90,
Skills have long
She hits Lv90
CD, Debuffs have
low hit rate
You collected all
the skins available
Maximizing her Everyone
for her (SR, Idol, Any fight
potential requires
Swimsuit, New (Particularly when
putting Katalina in Katalina in the
Year, TCG, X'mas) Veil is need)
the back row back row
ahahahaAHAHAH
Her Luminera
AHA AFFECTION
Merge outfit
OATH
overwrites your
precious 3,000
Yen skins when
transformed.
The boss is in
overdrive mode,
she is in
Freeflutter stance,
and you press her
overdrive assassin
Summer Zooey,
Stance change Other Dark
You pair her with Any fight (But
has long and Draphs/UNK,
Summer Zooey excels better at
laggy animation, GW dagger,
and destroy GW short fights)
low defense Trium
EX+ bosses in two
turns.
No utility.
She's at low HP
Requires a
but still safe
considerably high
thanks to her
HP pool to not
shield in order to
lose her shield
benefit from Any fight (excels in
and get killed Everything
enmity in your grid, Light fights)
during the two
and DA/TA like
following turns.
crazy without a
single care in the
Her nuke can't be
world.
unlocked until
Chapter 73
No utility.
She's at low HP
Requires a
but still safe
considerably high
thanks to her
HP pool to not
shield in order to
lose her shield
benefit from Any fight (excels in
and get killed Everything
enmity in your grid, Light fights)
during the two
and DA/TA like
following turns.
crazy without a
single care in the
Her nuke can't be
world.
unlocked until
Chapter 73
Weaker late-
game dps
capability
compared to the
Solo fights / Fights
You don't have other top tier Dark Kirin Harp,
where you need
Dark Jeanne yet SSRs, "strongest Xmas Rosetta
her Delay
poison in the
game" is still just
25k damage per
turn
Focus on utility
means that her Chevalier/Luminier
You want to solo
damage pales in Korwa a Magna, Any
Chev Magna
comparison to Fight
Dark's attackers
Crit buff is
useless against
non-light bosses
(which is where
Long, Light boss
90% of the
fights
You are not players use their
playing Dark Dark team for)
Non-enmity Solo content
enmity (which is
grids, Elysion where
90% of the Dark Refresh and
sustainability is
players out there). passive interfere
needed (e.g. GW
with enmity
NM 100)
playstyle badly
Victim of Dark's 3-
slot Syndrome
Crit buff is
useless against
non-light bosses
(which is where
Long, Light boss
90% of the
fights
You are not players use their
playing Dark Dark team for)
Non-enmity Solo content
enmity (which is
grids, Elysion where
90% of the Dark Refresh and
sustainability is
players out there). passive interfere
needed (e.g. GW
with enmity
NM 100)
playstyle badly
Victim of Dark's 3-
slot Syndrome
Managing his HP
You have a full is difficult since he
celeste claw grid / has to keep his Enmity
Hades grid, lower Jammed buff alive weapons, Any in the early
his HP and he gets Korwa, Dark game
to deal more No DA/TA self Cagliostro, Vira,
damage than any buff, not being Break keep, High def enemies
of your character able to DA/TA Trium, in the late game
except six, without during break is a SS/Elysian
even needing Zoi dps loss against
low def enemies
She uses her ougi
Dark Fencer,
for the first time in
Korwa,
the fight, and she
Lackluster skillset Luchador, Black
reaches 100% TA Solo fights for
Knight, Vampy,
chance for the rest debuffs, Raids for
Her EMP passive Lady Grey,
of the fight so long the auto potential
is pretty useless Cosmos Fist
as you don't hold
grid, Gisla grid,
her ougi
Magna axe grid
Barrier effect is
weak, does not
offer any unique
utility
You mvp'd your
Full Draph team,
rng and landed a Solo fights
RNG fear from Veil
fear with her ougi
ougi can be
dangerous in
advanced content
It is IM@S Collab
and you are Her team reflect is
farming Lv 120 not going to save
Full Draph team Solo fights
Black Pinya you from
Nightmare for fire Bahamut's Skyfall
UNK axe
Synergises
Peaks when... Shortcomings with... Fight usage
You have Zoey
with enmity grid
and you can use
Lunamare with 7
stacks of Spell
Sacrifice at 1 HP
to deal MASSIVE
damage, and Little practical Summer Zooey,
Chevalier/Luminier
proceed to make a uses outside of Luna,
a HL
tweet/video about these /Kirari
it; or
(Note: Order is based on their ranking on the General Content Tier List)
Comment
To understand why Summer Zooey is hailed as one of the most broken characters in this game, one needs to first
understand how enmity works in this game.
Enmity-based teams, while capable of dealing some of the highest damage in this game, used to suffer from two
main weaknesses. First, since enmity modifier scales with your characters' health exponentially, it was mainly a
"high risk, high reward" playstyle as the ability to deal massive damage at low health is "balanced" by the risk of
losing your character (or even your whole team when the boss retaliates). Second, there were few ways outside
of a few characters' kit and weapon skills for one to lower their team's health both rapidly and consistently, and
this generally led to enmity teams having both a slower startup than other weapon grid setups and their damage
potential hampered in HLs or large raids where raid heals are thrown every other round.
This changed on the 18th of August in 2016, where HRT and FKHR released a gacha version of the previously
visa-exclusive character Zooey, with an ability that allows enmity teams to overcome their two weaknesses with
just one click and enable them to deal immense damage right at the start of any battle.
Zooey's signature skill, Conjunction, is easily the single most broken skill in this game. Not only does it allows
enmity team to maximize their enmity boosts by reducing the health of all party members to 1, it also gives the
whole team 1T invulnerability against all incoming damage (except neutral damage) and an undispellable Drain to
recover 60% of their hp over 4T. The 60% mark is even conveniently set to allow most enmity weapon skills to
out-perform the normal large attack boost skills.
Perhaps because FKHR thought conjunction wasn't strong enough, he also gave her Resolution, an extremely
hard hitting enmity nuke that always uses the element the enemy is weak to. (Caps at 700k) While this nuke does
not benefit from the aura effect of Bahamut summon (except against light bosses), its multiplier at 1hp (after
Conjunction) is so big that the damage would hit cap anyway. Using this skill also gives Zooey a huge enmity
boost to all her attacks for 3 turns. Because why not.
Her last skill, Thunder, is an AOE that applies one of the three stackable debuffs (atk, def, debuff resist down)
on all enemies. While this skills "pales" compared to the rest of her kit, it is noteworthy that her stackable debuff
resist down is actually one of a kind and stacks with all other debuff resist down debuffs and can be useful in
some cases (especially when the raid has more than one summer Zooey in it to increase the likelihood of it being
applied).
Zooey's only weaknesses is really that her Conjunction has a long CD and that she is not really a "pick up and
play" character for new players and requires their grid to at least have some resemblance of an enmity grid to
function properly.
The addition of Summer Zooeey, coupled with the fact that Dark has access to some of the best enmity weapons
in this game (Celeste Claws, Gisla), has turned Dark into the most feared element in any MVP race. Magna
bosses and Event bosses are being vaporized left and right, and the the GWs following her release were mostly
turned into a contest of how many darklords a crew has. Her addition has severely disturbed the balance of the
six elements in the game (an irony due to her status as the overseer of balance of the world in the story), and is
regarded by some as the main reason behind the introduction of bonus dmg resistance against neutral element
attacks in GW Hell/Nightmare.
Vira, our psycho poster girl, has always been a character that is recommended to be on
many players dark teams, and for good reason. Her abilities essentially allow her to behave
in a similar fashion to a Jack of all trades; possessing self buffs, debuffs, a veil, lifesteal on
a skill, and grows even stronger once she hits LV90. She also has the advantage to be one
of the most consistent damage dealer in dark, which is often why people like to use her.
Layer Rise II provides her with a ATK/DEF down debuff, as well as an ATK/DEF self buff. A
great advantage that she possess that you should take note is that it behaves as two single-
debuffs, therefore stacking with Miserable Mist. While the debuffs wont allow you to reach
ATK/DEF caps, its more than helpful to have for solo quests.
Evening Existence is essentially what makes Vira so great; it provides a veil and a
guaranteed TA. (This becomes two turns of guaranteed TAs at LV100.) The Veil provides
dark much needed protection against debuffs once, which in turn allows for better
survivability to pump out more damage. Affection Oath provides her with a nuke with a light
damage component as well. It also behaves as a life steal, for up to 1500 HP cap. (The limit
is increased to 2000 HP once LV95.)
Finally, she has Chevalier Merge, which she gains at LV90. When Merged, her attacks begin
dealing light damage echo, and gains increased DATA rates. This allows her to deal even
more damage even when autoing. Note that with her passive, when you have a Katalina in
the party, she also gains ATK(roughly 15%), as well as a 1T reduction to all her skills; this
would mean that your 8T CD veil becomes 7T CD.
Despite her attacker label, Vira's damage is on the lower side compared to other dark
attackers, and her guaranteed place in most frontlines is due to her having a short cooldown
Veil which is often necessary when you just want to mash the attack button like dark
affectionates it. Her echo allows her technically to break damage cap, but her lack of strong
self-buff (unlike Dark Jeanne or Six) makes it harder for her to reach auto cap in the first
place, and the fact that Hades aura won't boost her light damage echo doesn't help either.
One of the strongest guild wars characters, Six cements himself as one of the strongest
autoattackers that Dark has to offer. With the buffs that he received during 2nd anniversary,
he provides himself self buffs that effectively allow him to deal high amounts of damage, and
has many tools that help protect himself from single attacks to maintain his Gate of Demons
buff. Hes also guaranteed DAs per turn due to his passive. His existence is one of the main
reason why Dark likes to "mash the auto button" so much, with self buffs allowing him to
ramp up and reach auto cap easily, trying to take as many turns as possible and as quickly
as possible becomes the best source of dps for dark players.
His first skill, Gate of Sin provides him with an attack boost of 10%, which is stackable for up
to 50% in 60%. Each cast also grants him +5% to his charge bar. A good thing to note is that
both Gate of Sin and Gate of Demons provide a unique attack multiplier, so it doesnt get in
the way of normal multiplier buffs such as Rage. Six's second skill, Thunderflash provides
him a one turn, single attack counter as well as providing him with guaranteed triple attack
for that turn. With a CD of 5T, its one way to help him maintain his Gate of Demons buff.
Gate of Demons is the main strength of Six. When activated, he gains 30% ATK every turn
up until reaching the 255% cap. If he is hit at any point, he loses the buff. Luckily, because
the CD is 3Ts, it is easy to start building up again. To note that when his HP drops low, he
gains a TA boost and and lifesteal. From 40% down, the cap is 666HP, while 25% and lower
the cap is 1666HP. This helps him to survive at lower HP levels, making him a beast that
works well with enmity. Sixs ougi, Void Claws: Terminus, provides two mirages for himself.
Thus, further allowing him to maintain Gate of Demons.
His first skill, Gate of Sin provides him with an attack boost of 10%, which is stackable for up
to 50% in 60%. Each cast also grants him +5% to his charge bar. A good thing to note is that
both Gate of Sin and Gate of Demons provide a unique attack multiplier, so it doesnt get in
the way of normal multiplier buffs such as Rage. Six's second skill, Thunderflash provides
him a one turn, single attack counter as well as providing him with guaranteed triple attack
for that turn. With a CD of 5T, its one way to help him maintain his Gate of Demons buff.
Gate of Demons is the main strength of Six. When activated, he gains 30% ATK every turn
up until reaching the 255% cap. If he is hit at any point, he loses the buff. Luckily, because
the CD is 3Ts, it is easy to start building up again. To note that when his HP drops low, he
gains a TA boost and and lifesteal. From 40% down, the cap is 666HP, while 25% and lower
the cap is 1666HP. This helps him to survive at lower HP levels, making him a beast that
works well with enmity. Sixs ougi, Void Claws: Terminus, provides two mirages for himself.
Thus, further allowing him to maintain Gate of Demons.
Six thrives particularly in raids where the boss is CC'ed constantly: charm, blind, fear,
paralysis... Any effect that reduces his chances of getting hit allows him to keep his Gate of
Demons effect and to increase his damage until he eventually reaches or gets very close to
damage cap. Effects like DAO / Athena / GW fist ougi / Centurion skill / Conjunction can be
extremely handy as well as you'll be able to further protect him. And he will of course
appreciate any TA buffs that can allow him to exploit to its fullest the potential of his godlike
autos.
The doujin queen with her own official daki, Narumea is the overbearing swordmaster that
slowly kills you with kindness (and sheer amount of doujins). While her presence in the
hearts of fans is certainly great, shes also a strong attacker for dark. She offers flexibility her
skills which offer different effects based on her current stance, while providing strong auto
attacks with her own echoes. Stance changing also provides her a stackable attack boost,
which means she also grows stronger the longer the fights are. Her ODA also provides her a
tool for also being powerful in short fights as well. Overall, shes a very powerful character
with the only drawback being her stance change animation being long.
Her passives are Fortified Vigor (+10% ATK for all Draph allies) and Lock Swords (slight
chance to reflect 99% damage back to enemy.)
The bread and butter of her kit is her first skill, Butterfly Effect. This allows her to change
between Genji Stance (her default stance) and Kagura stance. Both stances have different
effects for her abilities and her ougi. Each use of Butterfly Effect will provide a stackable 5%
ATK for up to 50%, and -7% DEF for up to -35% DEF, and you cannot use skills on the turn
of stance change. The large benefit of stance changing is that it also provides Naru her
echo, which deals advantageous element damage. (Roughly 30% echo against off element,
but 70% echo against light enemies.)
Naru's second skill, Transient deals up to a 430k nuke. In Genji stance, it provides her +25%
DA/+5% TA up. In Kagura stance, inflicts DEF down debuff based on amount of filled charge
diamonds on the enemy. The defense debuff is -7% at 0 diamonds, and increases -7% per
diamond up until the cap of -25%.
Her last skill, Kyogasuigetsu has two effects. In Genji stance, you increase the enemys bar
by 5%, but can also slow. In Kagura stance, you gain Overdrive Assassin for that turn,
massively increasing your damage on next damage attack. To note that the ODA would be
consumed if you were to use it, then Transient after. While the damage for ODA effects is
around 2.9x multiplier for ougi, for auto attacks its roughly 4.2x. The auto attack cap for that
turn is also increased from roughly 450k to 1.13mil. So the higher damage output would be
to ODA, and then TA that turn.
Her ougis also have different effects based on her stances. Dawnfly Dance (Genji Stance)
gives her stacks on her attack buff (+5% up to 50%). Freeflutter Dance (Kagura Stance)
removes all accumulated DEF down from stance changing. Ideally, you can consider using
Dawnfly first, and then aim to ougi in Kagura to ensure that her DEF down does not become
unmanageable.
In practice, she is the queen of <20m HP content as when combined with summer Zoi (and
an enmity grid), she will be able to just eradicate boss in overdrive, dealing by herself with
her ODA up to 5,5m damage if she manages to TA. Which makes the Zoi / Naru pair a true
effects for her abilities and her ougi. Each use of Butterfly Effect will provide a stackable 5%
ATK for up to 50%, and -7% DEF for up to -35% DEF, and you cannot use skills on the turn
of stance change. The large benefit of stance changing is that it also provides Naru her
echo, which deals advantageous element damage. (Roughly 30% echo against off element,
but 70% echo against light enemies.)
Naru's second skill, Transient deals up to a 430k nuke. In Genji stance, it provides her +25%
DA/+5% TA up. In Kagura stance, inflicts DEF down debuff based on amount of filled charge
diamonds on the enemy. The defense debuff is -7% at 0 diamonds, and increases -7% per
diamond up until the cap of -25%.
Her last skill, Kyogasuigetsu has two effects. In Genji stance, you increase the enemys bar
by 5%, but can also slow. In Kagura stance, you gain Overdrive Assassin for that turn,
massively increasing your damage on next damage attack. To note that the ODA would be
consumed if you were to use it, then Transient after. While the damage for ODA effects is
around 2.9x multiplier for ougi, for auto attacks its roughly 4.2x. The auto attack cap for that
turn is also increased from roughly 450k to 1.13mil. So the higher damage output would be
to ODA, and then TA that turn.
Her ougis also have different effects based on her stances. Dawnfly Dance (Genji Stance)
gives her stacks on her attack buff (+5% up to 50%). Freeflutter Dance (Kagura Stance)
removes all accumulated DEF down from stance changing. Ideally, you can consider using
Dawnfly first, and then aim to ougi in Kagura to ensure that her DEF down does not become
unmanageable.
In practice, she is the queen of <20m HP content as when combined with summer Zoi (and
an enmity grid), she will be able to just eradicate boss in overdrive, dealing by herself with
her ODA up to 5,5m damage if she manages to TA. Which makes the Zoi / Naru pair a true
Dark Jeannethat
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playstyle of "High risk, High reward" that allows her to dish out extremely high damage with
her enmity passive, and also a skill that combines both offensive buffs and self debuffs that
grants her peaks and valleys of dps.
Her first skill is a an extremely strong 30% Def down with a very high land rate, it's not
unusual to manage to land it even off element, which makes her a must have for solo play. It
will also grant her the "impurity" debuff, which will reduce her HP and make her lose 10%
meter each turn for 3 turns. The HP loss actually helps her to get more damage from her
enmity passive, and the meter loss isn't too much if an issue on a character that can DA/TA
quite easily.
Her second skill is a self-buff that lasts 6 turns and that will grant various buffs and debuffs
that ramp up depending on the number of turn after the activation. All you need to remember
is that by turn 3 you'll deal twice your usual damage and will have guaranteed DA and very
high chance to TA, and that at turn 6 you'll lose all your buffs and will be cripled by a 50%
atk/def down and won't be able to MA for one turn. Despite being extremely powerful, the
skill will still most of the time reduce Dark Jeanne defense, making her pretty vulnerable
especially if she's already lost some HP.
Her third skill is here to paliate to Jeanne's main weakness which is that she can die easily:
for 5 turns she will become invulnerable. It's worth noting that she will survive nearly
anything, even white damage or poison (the only exception being Luna's knockout skill). The
cost for activating this skill however is that once the 5 turns end, she will be knocked out.
One way to prevent the knockout is to fully heal her before the end of the countdown (which
will also remove her invulnerability), but it's pot consumming and will lessen your damagge
as she won't benefit from her enmity passive. The skill is more treated as an emergency
button that should be used only when you purposely want Djeanne to die or you know you
can end the fight before the countdown expires.
Finally her ougi grants 20% dark attack up and 20% light resistance up for 3 turns to the
team. It's an extremely strong ougi effect to the team, and it's also why she should be
positioned in the second spot of your frontline (so that subsequent characters will benefit
from the buff directly after her ougi).
In the end, Dark Jeanne is a character that cumulates everything you could dream of, a
strong and reliable def down, a team buff on ougi, an extremely powerful self buff, an enmity
is that by turn 3 you'll deal twice your usual damage and will have guaranteed DA and very
high chance to TA, and that at turn 6 you'll lose all your buffs and will be cripled by a 50%
atk/def down and won't be able to MA for one turn. Despite being extremely powerful, the
skill will still most of the time reduce Dark Jeanne defense, making her pretty vulnerable
especially if she's already lost some HP.
Her third skill is here to paliate to Jeanne's main weakness which is that she can die easily:
for 5 turns she will become invulnerable. It's worth noting that she will survive nearly
anything, even white damage or poison (the only exception being Luna's knockout skill). The
cost for activating this skill however is that once the 5 turns end, she will be knocked out.
One way to prevent the knockout is to fully heal her before the end of the countdown (which
will also remove her invulnerability), but it's pot consumming and will lessen your damagge
as she won't benefit from her enmity passive. The skill is more treated as an emergency
button that should be used only when you purposely want Djeanne to die or you know you
can end the fight before the countdown expires.
Finally her ougi grants 20% dark attack up and 20% light resistance up for 3 turns to the
team. It's an extremely strong ougi effect to the team, and it's also why she should be
positioned in the second spot of your frontline (so that subsequent characters will benefit
from the buff directly after her ougi).
In the end, Dark Jeanne is a character that cumulates everything you could dream of, a
strong and reliable def down, a team buff on ougi, an extremely powerful self buff, an enmity
passive that allows her to reach cap easily when combined with claws / Gislas and Summer
Zooey. The only little nitpick you could have would be that her damage isn't very consistent
(see Vira), but she definitely makes up for it by having extremely strong burst power during
Orchid release seems to confirm that Cygames likes to make their loli stand users powerful.
her peaks.
Unlike Sara though, Orchid pretty much holds the opposite role as she is one of the
strongest dark attacker, which is quite the feat in an element like dark. She is what Veight
always dreamed to be as they share a very similar self buff, except Orchid has much less
restrictions in order to maintain the effects.
Her first skill, which makes orchid go in puppet mode, is a self buff that will grant her a 40%
max HP shield. As long as she's shielded, Orchid will receive a 100% DA / 50%TA / 100% atk
up / 50% def up / 50% crit chance for a 1.5x damage buff. Unlike Veight however, her ougi
will not stop her buffs, but actually maintain them as she will refresh her shield upon using
her ougi. That very fact makes her a very "auto mash" friendly character, like dark
affectionates them: press one button, keep pressing the auto attack button, enjoy. The fact
that her self buffs give plenty of multi attack makes it very easy to maintain the shield in most
circumstances, and to have as a result a potentially permanent self buff. What's more, in an
element that favors enmity, the shield allows Orchid to remain extremely safe even at low
HP. Finally, Orchid damage requires no ramp up time and you can use her at full power right
away from turn 1, which is quite unusual for a dark attacker.
Her second skill is similar to Amira's second skill : absorb mode gauge from the ennemy and
meter from your allies in order to fill your own meter. While most of the time not needed, it
can always be useful if you need to resplenish your shield before an ennemy ougi. Her third
skill is a random target 3-hit nuke, capping to a total of 1m2 damage. A good source of
damage, especially if her self buffs are activated, but rather difficult to unlock since you need
to progress a lot in the story to get it.
While her kit makes her an extremely potent and consistent attacker, it still comes with a few
drawbacks. First, she has an innate 30% def down from one of her passive. It's most of the
time a non issue since it's compensated by two things: her puppet mode gives her a 50% def
boost (for a total of 20% def up when in puppet mode), and her passive also grants her
chances to dodge (15%?) any attack. However, once she loses her puppet mode, this
defense penalty adds up to another innate attack and defense reduction (and also MA
reduction) for two turns. What's more, it's impossible to recast her first skill as soon as you
lose the effect, you're forced to wait the two turns of penalty. And if Orchid gets targeted by
even an auto during those two turns, she's extremely likely to die without a damage cut. And
since you really don't want to lose this shield, it becomes pretty difficult to lower her HP for
enmity grids once you've used Zoi, making Heals particularly annoying. Finally, optimizing for
her will require you to get a substantial HP pool, which can force you to sacrifice a bit of
damage in your grid. Getting LB masteries fortunately helps her a lot in that regard.
circumstances, and to have as a result a potentially permanent self buff. What's more, in an
element that favors enmity, the shield allows Orchid to remain extremely safe even at low
HP. Finally, Orchid damage requires no ramp up time and you can use her at full power right
away from turn 1, which is quite unusual for a dark attacker.
Her second skill is similar to Amira's second skill : absorb mode gauge from the ennemy and
meter from your allies in order to fill your own meter. While most of the time not needed, it
can always be useful if you need to resplenish your shield before an ennemy ougi. Her third
skill is a random target 3-hit nuke, capping to a total of 1m2 damage. A good source of
damage, especially if her self buffs are activated, but rather difficult to unlock since you need
to progress a lot in the story to get it.
While her kit makes her an extremely potent and consistent attacker, it still comes with a few
drawbacks. First, she has an innate 30% def down from one of her passive. It's most of the
time a non issue since it's compensated by two things: her puppet mode gives her a 50% def
boost (for a total of 20% def up when in puppet mode), and her passive also grants her
chances to dodge (15%?) any attack. However, once she loses her puppet mode, this
defense penalty adds up to another innate attack and defense reduction (and also MA
reduction) for two turns. What's more, it's impossible to recast her first skill as soon as you
lose the effect, you're forced to wait the two turns of penalty. And if Orchid gets targeted by
even an auto during those two turns, she's extremely likely to die without a damage cut. And
since you really don't want to lose this shield, it becomes pretty difficult to lower her HP for
enmity grids once you've used Zoi, making Heals particularly annoying. Finally, optimizing for
her will require you to get a substantial HP pool, which can force you to sacrifice a bit of
damage in your grid. Getting LB masteries fortunately helps her a lot in that regard.
Orchid still remains one of the most consistent dark DPS that can make her place for herself
in any parties, whether it is Magna axes, Magna Claws, Odin... Even Hades will still use her
despite the normal mod on her buff as she will basically get close to 100% TA chance thanks
to trium. She's pretty much the "safer and more consistent" counterpart to Dark Jeanne.
Which might be enough a reason to prefer her in dark lineups under certain circumstances.
Lady Grey has her ups and downs. Previously, she was core on Dark teams because of her
utility in providing max DEF down alongside MM, as well as a slow at LV100. Over time with
the meta changes, Lady Grey saw less use because she does not offer the damage output
as her peers, as well as her DEF down duties being overtaken by DJeanne. (Who offers
heavy short-term damage and syngergizes with enmity, on top of DEF down.) In the recent
rebalance in Feb 2017, she gained a huge boost to her nuke damage as well as getting a
Dark resist down on Dark Energy, and her poison skill also received an inital nuke
component. While she is still pretty much outclassed by DJeanne in the damage department,
at least shell now be able to output moderate damage.
Dark Energy provides her with a 700k nuke and a 10% dark resist down, making grey one of
the only character (with Mahira) able to reduce def down by 40% when coupled with Deep
Down, which provides a 30% DEF down (so you'll reach def down with Miserable Mist), and
also provides a slow at LV100. With a short cooldown of 5T, its fairly useful in helping to stall
bosses. Bane inflicts poison, which deals 25k damage per tick. Post Feb 2017 update, it is
also a 630k nuke on a 5T CD.
She's still overall a great character, but overshadowed by Dark Jeanne who will take her role
of capping def down, but can at the same time deal extremely high damage unlike Grey; and
the presence of DAO in most dark summon grids makes her slow less relevant. She's still a
character with a very high amount of utility when you're starting or if you don't happen to
have Dark Jeanne.
Vampy is core! Vampy, compared to her Dark brethren, focuses on utility rather than
damage output. She offers a lot of utility between dispel, slow, charge, and charm that shes
very helpful for solo content. Her passive, Selfish Royal, also allows her to occasionally crit
as well.
Testament is a 600k nuke that also dispels one buff, with a 7T CD. Super handy for soloing
Chev to get rid of her Aegis. Scarlet Gift allows Vampy to slow if the foe has charge
diamonds. If there is no diamond, the skill fails and you gain nothing. If there are diamonds
and it succeeds, charge diamond is reduced by one, and your party gains +20% charge bar
for themselves. Charm Throb provides a Charm, as well as providing Vampy with +20%
ATK/DEF/DA/TA for herself.
Her ougi, Purification by Blood, has a hidden effect. If the enemy is charmed, she deals more
damage with her ougi. It helps her cover some ground over the damage that her peers are
inflicting.
While Vampy is a great character that can carry your early and mid game alike, she still
suffers from a few issues. First of all, the land rate of her debuffs isn't as good off-element,
and she will often either need you to play SS in order to land them, or either Vampy's sole
use will be to be a dispel bot. Secondly, her damage isn't very high, and as you grid
progresses further and further and you find yourself able to blast boss with ease, the utility
she provides will become obsolete as you'll just want more damage to reduce clear time.
Even moreisso
Vaseraga once
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and self buffs in order to hit the ennemy harder. He hits hard (and with his 5* upgrade he hits
even harder), but the counterpart is that he offers absolutely zero support, whether it is team
buffs or debuffs. Another issue is that despite his status as a hard hitter character, the main
dark attackers not only do his job better, but can even offer better utility to the team. As a
result, he's pretty much a character to use "when you have nothing better" that will do the
job, but nothing more.
His first skill is extremely generic and will deal aoe damage to all ennemies while granting
20% meter to Vaseraga. His second skill starts out as an Overdrive Burst (550% damage)
but end up becoming a strong unconditional nuke once he reaches lvl 90: 800% damage
capped at 1.2m. However, if you use this skill after Vaserag's ougi, the damage and damage
cap of the nuke will be increased up to a 1.6m damage cap, making it one of the highest
hitting nuke in the game (in the same league as Scat and Lucio nuke). His third skill is a self
attack up (50% special mod) coupled with a 20% dark echo that will last 3 turns and an
added mode bar cut effect.
His first passive grants him 20% more damage against enemies in overdrive, and his second
passive works as a retaliation; upon taking damage he has a 50% chance to counter the
enemy. He also gets a garrison effect: the lower his HP gets, the higher his defense (close to
200% def up when reaching 25% HP), which makes Vase a rather sustainable enmity
attacker.
His lack of DA/TA self buff and the low uptime on his third skill makes is pretty much what
prevents Vaseraga to be a top tier attacker, but if you're able to provide those for him, he'll be
able to dish really high damage for the turns where his self buff is active.
The Black Knight is an interesting character in that she is one of the two (relevant)
characters who has access to Fear - one of the strongest status moves in this game. This
makes BK stand out from other Dark attackers in that it is an ability players will want to
consider when building teams for HL or other harder contents. Black Knight also, like Vira,
has a self heal, however BK's drain is on a much shorter cooldown (5T), and this gives her a
much higher survivability than the other Dark attackers (except Seox). Both of her damaging
skills are also given some relatively high damage cap and can hit up to 620k.
BK used to suffer from having lower damage than the other Dark attackers as she has no
mean to boost her own damage. However, the EMP Update in June bestowed her with FOUR
Critical Hit zeniths which have greatly improved her dps against light foes. This suits her
"Fear and Mash" playstyle very well as her damage is not dependent on any active buffs.
Though as critical hit doesn't work against non-light bosses, her offensive capability in off-
element fights remains limited.
Despite her usefulness, BK is not without her glaring shortcomings. Her Quadspell, while
good on paper, isn't as perfect in practice. There are times where you have to commit to one
of its two debuffs--slow or dispel and save the other for another time, but its relative long
cooldown prevent you from doing so. There's also the fact that her Fear button is locked
behind 63 story chapters. The last two chapters have you fighting bosses with 30 million and
15 million HP respectively, which can be a test of stamina for people with underdeveloped
grids. Regardless, Black Knight is a solid choice for any team composition, and should
always be in the back of your mind when assembling HL squads.
Forte is a formidable attacker and her strength comes from long fights that allows her
passive to kick in. Her passive increases her own attack by the amount of turns passed, 3%
per turn for up to about 50% increase. (Post 15 turns.) She offers a party wide ATK buff, ATK
down to enemies, DA and crit for herself, and a rather potent nuke that gains power after an
ougi.
BlackWyrm Lash is Fortes standard nuke on a 5T CD. After her ougi, shes able to
doublecast Blackwyrm Lash on next cast. Battlecry provides a 20% normal ATK up to the
party, -15% ATK debuff on enemies on a 7T CD. Its good to note that both the ATK boost
and the ATK down do not stack with Rage nor MM. Conqueror Wing provides Forte a buff to
herself that increases her crit rate by 30% (crit= damage +50%) and provides 20% DA.
Her only issue is that as a starting frontliner or in shorter fights, her usefulness and damage
doesn't compare to dark other top attackers. And she also competes with quite a few
character in the backrow (Katalina for Vira, Black Knight).
This new version of Zeta was supposed to be the Next Big Thing for Fire, being the only SSR
Fire character who could apply Burn to give near-permanent echoes to MC wielding a Xeno
Ifrit Axe. She also had a stamina self-buff similar to that of Percy's 3rd skill and a 30% echo
on attack passive, making her a very strong attacker. So you can imagine how disappointed
the Fire players were when FKHR told them they were changing her element to Dark and her
skills accordingly because Fire had too many characters.
In the end, what could have become an incredible fire attacker turned out to be a rather
unremarkable dark attacker. She does the same things as Vira (Def down, guaranteed TA,
perma echo), but is inferior to her in every aspect (other than the debuffing part). Her first
skill got nerfed compared to her trial version, and got the stamina buff removed in order to
get instead a mediocre nuke with a 20% light damage reduction, which is unfortunately not a
cut, making the skill completely forgettable. At least it has a decent 3/6 uptime. Her second
skill is an AOE dark resist down (15%) coupled with a burn. The resist down part isn't
extremely reliable due to its AOE nature, and generally speaking not extremely useful if you
happen to have other sources of def down in your team already. She still applies burn with
that skill, which grants her 20% echo on autos and ougis; her one saving grace. Her third
skill is the same skill as Summer Heles, granting her 3 turns of guaranteed TA at the cost of
30% meter. A decent skill to abuse enmity turns with Zoi, and can be used with Luchador Tag
team to get one more turn of TA. Zeta ougi will buff herself by a miserable 10% dark attack
up for 5 turns, which really pale in comparison to Dark jeanne ougi (and the buff won't stack
with Dark jeanne anyway...).
All in all, Zeta isn't a bad character per say, but the fact that she was expected to be much
stronger, and swapped element at the last minute without trying to see if she would get a use
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than
eventually led her to the "Use until you get something better" category.
selves, but being born into Dark makes her new abilities pale compared to the other
monsters in the same element. It does not help that her skill set was also designed to work
with a playstyle that is directly opposite to the current Dark meta.
Her first skill gives a 50% chance to do 40% bonus critical damage buff on top of her old
+20% Atk/Def team buff from her old versions, and her 2nd skill gives a 25% Dark up team
buff along with a 300 HP refresh with a long 7 turn duration. Both of them have a pretty good
uptime too, with each ougi reducing the CDs of all her skills by 1. Number wise, these are
some very impressive offensive buffs and are actually comparable to those of 5* Altair, the
current "king" of buffer in Water.
Her 3rd skill was changed from a standard team heal to a more "triage-based" heal. When
used, it adds a flat +1000 extra healing to all healing received by the team during that turn. It
includes not just her own refresh but also other team heals and drains from other characters
or summons. Using this skill to its full potential requires a more "proactive" healing mindset
but it has the potential to heal more than the traditional heals and save your team from being
wiped.
Unfortunately for Uncle Cag, the current Dark meta is all about filling your grids with as many
enmity weapons and selfish attackers (which Dark has plentry) and defeat the boss (and
your competitors) before it wipes your team. While the new Uncle Cag offers some signficant
boosts to your Dark team's damage and survivability against tougher light bosses, those
contents are far in between and the main battlegrounds for Dark teams remain to be those
where enmity-based burst damage is king and the settings of the fight are not compatible to
her new skill set.
But this new version of Cagliostro is by no way weak. For those players who are not
fortunate enough to own SS Zoey and/or are using an axe grid, you will see a very
noticeable boost to your team damage by adding her to your team (provided you have a
main source of DATA boost, e.g. Elysion) which pretty much makes her core when playing
against light. Even for enmity teams, the new Cag can still contribute to boosting your
damage by allowing you to "hover" at a low health level with her sustains. (Especially for
current "king" of buffer in Water.
Her 3rd skill was changed from a standard team heal to a more "triage-based" heal. When
used, it adds a flat +1000 extra healing to all healing received by the team during that turn. It
includes not just her own refresh but also other team heals and drains from other characters
or summons. Using this skill to its full potential requires a more "proactive" healing mindset
but it has the potential to heal more than the traditional heals and save your team from being
wiped.
Unfortunately for Uncle Cag, the current Dark meta is all about filling your grids with as many
enmity weapons and selfish attackers (which Dark has plentry) and defeat the boss (and
your competitors) before it wipes your team. While the new Uncle Cag offers some signficant
boosts to your Dark team's damage and survivability against tougher light bosses, those
contents are far in between and the main battlegrounds for Dark teams remain to be those
where enmity-based burst damage is king and the settings of the fight are not compatible to
her new skill set.
But this new version of Cagliostro is by no way weak. For those players who are not
fortunate enough to own SS Zoey and/or are using an axe grid, you will see a very
noticeable boost to your team damage by adding her to your team (provided you have a
main source of DATA boost, e.g. Elysion) which pretty much makes her core when playing
against light. Even for enmity teams, the new Cag can still contribute to boosting your
damage by allowing you to "hover" at a low health level with her sustains. (Especially for
double hades users who would benefit more from the element buff and has a a higher health
pool, making her refresh less impactful to the team's enmity) She is also a very good 5th
member in the party to replace any dead member in the front line. With more solo-based
contents being added in the coming months (e.g. GW NM 95/100 and Arcanum), her
usefulness would hopefully become more recognized in the future.
Interestingly enough, Jamil is some sort of reverse Predator in terms of gameplay: he
doesn't have any multi attack buff, and sometimes even have a MA self debuff, but
compensates by having extremely high auto attack damage at the cost of living on the edge
with a low amount of HP. And instead of drawing aggro toward him, Jamil lowers his own
aggro the less HP he has.
It might be ironical that the first character in dark, the enmity element par excellence, that
can reliably lower his own HP in a regular way gets to be a SR character. But even though all
his numbers are SR levels and weaker than what you'd find on a SSR version, it doesn't
prevent Jamil to be a more performant attacker than half the cast of SSR attackers in the
game. For 30% of his HP (usable every turn), his jammed buff on his third skill boost his
damage tremendously, up to 50% special mod multiplier at low HP. Coupled with enmity
weapons, reaching cap is but a formality for Jamil, although one will have to be careful about
his health management as the uptime of his self buff is rather short (5 turns) compared to
other characters with a similar skill.
The rest of his kit is far from useless, and actually serves to make Jamil an even more
impressive SR character. His first skill is a nuke that gets stronger the more he casts it
(similarly to Melissabelle), up to 6 times. But the important part isn't that much the nuke, but
the self crit buff he gets every time he uses this skill. And even better, his skill CD resets
every time he uses his ougi. His second skill consumes 40% of his meter to cast a nuke that
will also apply dark def down. The skill has only one turn of CD, so it can be pretty handy if
you wanna have several chances to be able to land your def down.
Jamil's passive is pretty particular: everytime the enemy is in break, Jamil will get a
permanent break assassin multiplier on his damage (roughly x3 multiplier), but at the cost of
not being able to DA or TA. The passive is a bit of a double edge sword as the more you
progress and get DA/TA buffs and a good grid, the more you'll actually prefer Jamil
performing a TA with 250k damage each than a single 440k auto. But against boss that have
a very high def and where reaching auto cap is very difficult, Jamil's gorilla auto are more
than welcome and fit very well the "Mash auto" dark playstyle.
For any player that wish to play with an enmity grid, but lack Zooey, Jamil is a very cost
effective solution that will grant you damage that has nothing to envy to full SSR lineups. Off
element, on element, prepare yourself to see damage amount that you thought only Six and
Dark Jeanne could reach. And he's only a SR.
While labelled as a special character, shes rather potent as an attacker due to having an
unnaturally higher TA than most characters thanks to her passive, as well as two damage
skills. However, compared to the rest of Darks fearsome attackers, she doesnt particularly
stand out well from her fellow peers. The Feb 2017 rebalance changes have tried to address
that in providing TA up to her on ougi (8% for 3 turns), as well as increased TA on per
passive (30% total base TA). It's worth noting that her self ougi buff won't cumulate with GW
dagger effect, making it a rather disappointing buff. But after that, on the July 2017 update,
Cygames decided to pull out all the stops, and litterally give Cerb permanent TA: 50% base
TA, 50% bonus TA for three turns (ougi turn excluded) as an ougi effect, granting her
effectively 100% TA chance as long as you ougi regularly.
Her skills unfortunately weren't touched much by the rebalances and as a result remain
mediocre and dated. Staying true to her theme of three, her first skill hits three times, up to a
cap of 360k total, and also grants healing up to 1333. Her second skill has a similar output of
three hits, up to a cap of 360k total, but applies Debuff Resistance Down, which is rather
helpful for landing her own debuffs.Her third skill has a chance of applying Charm, Blind, or
Burn. The debuff rate seems to be rather hit or miss, so remember to use her second skill in
order to improve your chances. Furthermore, Cerberus now also applies a stackable debuff
resistance down on her auto attacks, which has a high chance to be a special debuff that
can stack with most things. It can be particularly handy in certain raids where you have
participants with Song, or if you simply have BK yourself in the team.
In the end Cerberus best selling point is that she is by herself an auto monster who can
nearly constantly TA, meaning that you can just mash the auto button without having to care
about her skills. For solo play situation she is still pretty good as she can not only facilitate
your team to land debuffs (can be useful off element), but also herself applies crowd control
debuffs that can help a lot some dark characters who'd rather avoid getting hit. Being an
unknown can also be an advantage for magna grids and Baha weapon synergy. However,
her lack of self attack buff makes her a better option for very offensive oriented grids that
focus entirely on damage/enmity, and ignore DA/TA, as most grids will struggle to have her
reach high auto damage output past the initial Zooey conjunction burst.
Largely overshadowed by other dark characters, this version of JK isn't strong enough or
useful enough to justify a frontline spot in most content. her nuke caps at 250k, but hits twice
if the target is poisoned for 500k total, which is decent given how old she is, but still below
average compared to more recent dark characters.
Dispel is useful situationally, but it has the same cooldown (7 turns) as the dispels on vampy
and black knight, so it does nothing to stand out.
Her heal + clear is the most interesting part of her kit, but most of the time you can either rely
on other players in the raid, or bring sage yourself.
Here is a link to Beatrix mechanics and how to use that will explain how to use her.
Grancypher's n1 trap, Veight, looks at first like a mini-Six wannabe: his main feature being
that he can self buff his attack and get a perma DA buff in order to hit enemies really hard.
Unfortunately, he has a lot of restrictions which makes him unable to compete with the best
dark attackers.
His first skill is a generic nuke that will hit 6 times, with a relatively high cooldown of 8 turns,
so a pretty mediocre skill. His second skill will grant Awakening to Veight, which will make
him become temporarily a beast that hits extremely hard (and even harder against light).
Awakening will be disabled upon taking damage and will temporarily weaken Veight stats for
one turn. The first issue is that the Awakening buff also grants Veight an Hostility up buff,
which makes him more likely to get targeted and lose his buff, even though CC and dodge
can alleviate the problem. The second issue is that his ougi will disable Awakening as well
(without the weakened turn) which can be rather annoying to keep a high damage output. All
in all, it makes it pretty hard to keep a constant uptime on his Awakening buff.
His third skill is rather niche, as it will gives enemies one diamond, and also buff the team
ougi damage by 25%. Can be somehow useful when you need a boss to ougi one turn
earlier so that you don't waste an allied phalanx for example, but it's relatively disappointing
that the skill doesn't grant ougi cap damage.
Overall he's a decent attacker, but gimmicky and requires too much babysitting/maintenance
to compete with other dark powerhouses. At least his EMP allows you to be less at the
mercy of RNG and get targeted less.
Marquiares is what you could call a "victim" of Zoi and an obvious consequence of the
powercreep created by her introduction on subsequent characters. It's relatively blatant that
his kit was made on purpose to not have a lot of synergy with SS Zooey or enmity in general.
He's still as a result one of the better healer that dark has, as he offers a lot of sustain
through his passive and third skill.
Despite being a healer, Marquiares still has decent damage, even though his MP system
makes it pretty messy and forces you to choose between heals and pure damage. His first
skill is the exact same as the one Yuisis has, meaning that it's a sharp boost in attack (8t CD)
that will also boost his ougi cap to 2m6 damage, but won't boost his auto cap
His MP system becomes important for his other two skills and ougi, since his second and
third skill will consumme 5 MP each and his ougi will consume all his remaining MP. The fact
that Marquiares only gains two MP per turn and has no way to resplenish it makes it pretty
hard to manage and will force you to choose what to use your MP on:
- His second skill will grant two turns of TA and revitalize on himself at the cost of 5 MP, as
well as a 50% light damage self resist. An interesting skill; but possibly not worth the
investment as Marquiares isn't a particularly strong auto attacker.
- His third skill is a 1500 HP heal + 2k barrier, and is probably the reason why you brought
him in your team in the first place.
- His ougi will get increased damage depending on the number of MP he has. It's also worth
noting that unless you're using enmity, it's pretty difficult for Marquiares to reach his 2m6
damage ougi cap from his first skill without a consequent amount of MP. His ougi also grants
a hostility up for one turn for some reason, and 20% meter to himself.
All in all, Marquiares is probably best used as a healer for difficult or niche solo content, as
he is really not favored by a dark Meta reliant on enmity.
Dark Katalina is an intermediate between her SSR limited version and her SR version. From
the SSR version, she keeps the first skill nuke that guarantees a TA, the refresh and the
spammable 25% damage cut every 3 turns. From the SR version, she keeps the bland ougi
with no added effect and the passive.
The only novelty that this version brings is that she packs a clear instead of a veil with her
refresh, which is rather welcome so that her role doesn't overlap with Vira, and since that the
only other healers with clear in dark are limited. They are a token few fights where having a
clear is better than having a veil, and the damage cut she provides can be useful against
dangerous boss, especially since dark tends to have a low HP pool.
Still, most of the time she'll just remain in the backline as her main purpose is to boost Vira.
But at least now, she will be able to benefit from the power of your grid in case an accident
happens and she comes to the front. Now, is it really worth to spend an entire $60 for that
sole purpose? It's for you to see.
Claw proficiency, assassin, permanent multi-attacks, special mod self buff attack, dodge
ability... Does that kit ring any bell? As most people will probably have noticed, Predator is
pretty much a SR (and female) version of Six. And she even surpasses him on one point:
she gets guaranteed TA whenever she attacks. This allows her to automatically top the
ranking charts in terms of offensive power in an element like dark, which is a prowess for a
SR character.
However, unlike Six, this firepower doesn't come without any drawback. With each single
target attack, Predator will be stacking 10% def down and hostility up, to a total of 5 stacks.
With a 50% def down at 5 stacks, it makes Predator extremely fragile and vulnerable.
Fortunately, with each ougi, Preadtor will decrese her number of stacks by 3, allowing her to
not be constantly a walking suicide taunt machine. While it would look like her constant TA
would allow her to ougi enough to manage her stacks to a reasonable level, our Six wannabe
has a 30% meter generation penalty (so her TA only grant 25% meter), forcing you to slowly
accumulate Death Door stacks.
Her first skill insists as well on this signature high risk, high reward playstyle, granting her
10% atk (special mod) and 10% def down. The effects are cumulable up to 3 times. Stacking
all of the def down together, Predator can potentially end up with a -80% self def down,
which will most of the time be fatal if she gets targeted. To paliate to that, her second skill is
a one turn dodge that will be pretty handy not only to avoid the heat on the turns where she
is the most vulnerable, but also potentially tanking dangerous multi-hit triggers for the team
with her high hostility. Finally, her third skill is what makes all the interest of the character, a
break assassin, which pairs extremely well with both her guaranteed TA and ability to trigger
enmity by tanking hits.
Overall, Predator's role is simple, it's to get hit at the start of the fight, break the enemy and
use a Break assassin TA on him while her HP is low and she can benefit from the full
strength of your Claws/Gislas. For longer fights however, this lowered defense and increased
hostility become a default rather than an advantage, and she will inevitably end up getting
OHKO'ed by an auto or an ougi once it becomes impossible for you to keep her stacks low.
But even then, in that timeframe, she remains a pretty good bodyguard for Six as it's very
likely that she will be targeted in his stead.
With her 5*, Mika actually gets the strongest MA buff that you can find among dark
characters, a very serviceable 40% DA up to the team that lasts 3 turns and on a 5 turns CD.
She also brings a surprisingly amount of utility by herself as she can cast both blind and
charm on the enemy.
Despite all of that utility, she remains an actually strong attacker, as she not only gets 3x crit
nodes in her EMP, but her EMP support grants her a free 20% echo against blinded
enemies. And if you couple her with a character that has a reliable burn like D.Zeta or
Ranko, she will be able to make up for her lack of damage on her nukes and ougi.
Overall a very decent character, don't hesitate to pair her with Ranko so she can benefit from
Ranko's EMP support skill!
Comment
There's not much to say about Summer Danua. Her only interesting skill is that she has an
equivalent to Arrow Rain III as her third ability, Her first ability is a 1200 team shield, which is
extremely weak. Her second skill is a 720k nuke that will also sacrifice 10% of her hp at the
end of the turn, which can be rather handy if you're using enmity centered builds.
Her other gimmick is that she can apply Fear on her ougi, but much like random paralyze
procs, a bad fear can buildup resistance early in a raid where you'd want to keep Fear for
more strategic moments (especially if you own Black Knight).
Her EMP are pretty good still, and complement the various part of her kit, with debuff
success up and skill cap up. The three crit nodes she has also allow her to deal very
reasonable damage on element.
Halloween Cagliostro is pretty similar to her (old) regular version, she shares the same skills,
except the Halloween version doesn't need to go through the hellish lvl 100 grind in order to
become a buffer. They still however share the same issues:
- The def down is weak (10%), and is relatively useless in an element that doesn't lack def
down characters (Vira, Dark Jeanne, Grey)
- Phantasmagoria has an insanely high cooldown for a buff that isn't even that strong (it
shares the same CD as Ferry's third skill, but is nowhere near as powerful). The 1 turn CD
reduction on ougi helps, but it doesn't solve the problem. And you'll sstill have to choose
between the clear and the buffs most of the time when using the skill.
- Her heal is good, but pretty generic, and is a bit outdated compared to healers like
Marquiares who will also grant a shield while healing.
In the end a pretty disappointing unit for a limited, and which will only serve in the rare case
where you'll really need a healer with clear.
Zaja has one job, and it's to protect your team from dangerous triggers / ougi with his 40%
damage cut and his cover. Other than that, he's pretty niche and offers no offensive power to
your team, but he can be handy in the early stages of the game or when you need to turtle in
order to beat a boss with a dark team.
A pretty good free collab unit that has a good kit but unfortunately rather low values and hit
rates. Her first skill is a slow coupled with a nuke, while her second skill is a small team DA
buff coupled with a nuke as well. Her third skill is a resurrection with a pretty bad success
rate, but the interesting gimmick is that if her resurrection succeeds, the ally will be revived
with 1 HP, allowing instant full enmity damage.
Her passive grants her a chance to cast "stun" on the enemy, which has the same effect as
paralyze but doesn't share the same debuff resistance buildup, although the chances of her
actually landing her stun are really low. A good unit to put in your backrow if you don't have
anything better.
SR Danua has the particularity to get, with her 5* uncap, a team reflect, which is something
relatively rare and can be used with other damage cut in order to get a full damage cut. The
rest of her kit is pretty mudane, with a powerful nuke that will sacrifice 15% of her HP in
exchange, and a 1k HP drain nuke.
Her ougi has a chance to cast sleep on the enemy, much like Anriet, so it's better to put her
in second position to benefit from the 25% increased sleep damage for the subsequent
ougis.
Lucius is a SR that has a convenient second ability which will inflict blind on ennemies, which
can be pretty clutch at lower level. His damage comes mostly from nukes, and he will deal
additional damage on his third skill against burned ennemies.
With his 5* upgrade, he becomes less reliant on other character burns as his ougi can inflict
burn on ennemies, and he also gains a chance to inflict Death (which unfortunately most
boss will be immune against... except Apollo HL).
Ranko is a decent SR dark attacker that takes some effort and support to awaken, but is
capable of dishing out some good damage once is does. As one of the IM@S collaboration
characters, her passive (gaining 10 ougi for every ability used) along with a 6 turn cooldown
ignition allows you to easier break or connect your ougi chains.
Max her friendship points for some nifty extra stat and when she gets her 5th star, and
believe me she will (probably), bring her along on your team and envelop the world in pitch-
black darkness.
Dark
CommentSarunan, the meme amongst memes, ultimate troll character that can ruin various raids
by himself and will get you the hate of every player. His second skill, Unia, is his signature
skill and will remove all buffs and debuffs from both the ennemy and yourself. Yes, you heard
it right, all buffs and debuffs. Its main (serious) use if against Chev HL when you need to
dispel her merge and don't want to wait for her buffs to expire. Its troll use is to dispel a
paralyze when people are hitting a raid and suddenly find themselves hit by a lethal ougi
when they thought they were safe.
The second aspect of Dark Sarunan is that he has a "Super Nuke" when you combine 7
stacks of his third skill and after that cast his first skill. The nuke previously didn't have a
damage cap ceiling, which, when coupled with Zoi, allowed to deal dozens of millions worth
of damage with his nuke in a full enmity build. It was so stupid that it forced cygames to
introduce a new 10m damage limit to all nukes in the game. Though the nuke is still potent
and can be used in order to blast Chev even through her shield, although that requires to
have a high end whale Hades grid...
It's worth noting that Sarunan will self inflict 1000 damage per Lumare stack in white damage
(so up to 7000 HP) at the end of the turn. As it is white damage, even if you cast conjunction
on the same turn, Sarunan will still die after using his super nuke.
Suggested EMP Notes
Notes
Summer Zooey currently
is a near-essential
character to the current
Dark meta. She would
only be replaced by
another Dark char only in
a handful of fights (e.g.
Baha HL). As most of the
content in this game are
short fights, those Dark
players who do not have
her are at a serious
disadvantage compared
1x Skill cap up to those who do using a
1x Dark attack up similar grid.
2x Def up
1x HP One needs to take this
into account when starting
as a Dark main, since she
is unticketable (unlike
Korwa) and only available
during summer and when
Cygames feels like getting
money.
Else:
3x Attack
1x Dark Attack
1x Dodge
Using his 3rd skill again
2x TA Up
while his buff is already in
effect actually raises its
Enmity isn't actually
atk boost by one stage (as
extremely good on Six
if an extra turn has
as it won't trigger before
passed)
he reaches under 75%
HP, and because of his
drain he will often be at
high or full HP (and he
doesn't want to get hit
anyway). Attack nodes
Else:
3x Attack
1x Dark Attack
1x Dodge
Using his 3rd skill again
2x TA Up
while his buff is already in
effect actually raises its
Enmity isn't actually
atk boost by one stage (as
extremely good on Six
if an extra turn has
as it won't trigger before
passed)
he reaches under 75%
HP, and because of his
drain he will often be at
high or full HP (and he
doesn't want to get hit
anyway). Attack nodes
are decent since he has
a slightly lower base
attack.
2x Crit up
1x Support skill
2x Def up
1x HP
1x Dark attack up
1x Dark attack up
1x Debuff success
2x Def up
1x HP up
3x Crit Up
1x Enmity
1x Dark attack
1x HP
2x Def Up
Remaining points in HP
Recovery or DEF
3x Crit up
1x TA up
2x Def up
1x HP up
2x Crit Up
1x Debuff Success
1x TA Up
1x HP Up
2x Def
1x C.A Damage
1x Crit Up
Her passive only checks
1x DA Up
the first damage she
2x Attack Up
received in a turn, so
2x Def Up
getting hit multiple times
in a turn doesn't make her
Rest in HP or ATK or
passive procs more often.
DEF
1x Crit Up
Her passive only checks
1x DA Up
the first damage she
2x Attack Up
received in a turn, so
2x Def Up
getting hit multiple times
in a turn doesn't make her
Rest in HP or ATK or
passive procs more often.
DEF
3x Crit up
1x CA Damage
2x Def up
1x HP up
1x Debuff Success
1x Dark Attack
1x HP Up She actually has 0%
2x Def Up natural DA rate. Probably
1x C.A Damage to "balance" her higher-
than-usual TA rate.
Her EMP passive is
utterly useless since
Cerb TA permanently.
2x Dark Attack
Her Clear actually comes
2x HP Up
after the heal (similar to
1x C.A Damage
Yuel), making it less
2x Def Up
useful in Celeste Magna
(e.g. takes damage from
zombified debuff before
Take heal if you're not
clearing it)
using enmity.
She's extremely reliant on
x2 Enmity
DA/TA buffs and really
x2 Crit
only shine in fully
x1 HP
completed Hades grids
2x Hostility down
2x Crit up
2x Dark attack up
1x Dark Attack
2x Def Up
1x C.A Damage
1x Overdrive Attack
1x Crit Up
3x HP Up
3x Def Up
2x DA Up
Avoid using Cortanas with
her as she will see no
benefit from Trium and
really suffers from the HP
cut. She's one of the very
2x Crit Up
few character that will
2x Def Up
prefer a Cosmos Claw
3x HP Up
based build as the
2x ATK up
additional stats help her a
lot because of her
riddiculously low base
attack and because of her
Claw proficiency
3x Crit up
1x Support skill
1x Dark attack up
Notes
3x Crit up
1x Support Skill
1x Debuff success
1x Skill cap
1x Crit Up
2x Hostility Up
4x Def Up
N/A
1x Crit
1x Skill Cap
1x HP Up
1x Overdrive Attack
2x Def Up
Notes
1xSupport Skill
2x Dark Attack
1x Enmity
1x Skill Damage
90 seconds debuffs
extend that will grant up
to 150 sec paralyze
(once per battle, 10 turns
countdown unlock)
FOUR TURN
AUTOIGNITION
Higher Ground Zero cap
with earth def down
FOUR TURN
AUTOIGNITION
GW dagger effect on
ougi (35% DA/TA buff to
the team for three turns)
AHAHAHA OMOSHIROI
Critlord, also has very
high ougi damage
Grants 20% earth
attack up to the team on
Last Samurai / ougi, stacks with
Eahta (Okto) Critlord Auto everything and even
attacker (ATK) itself if he double ougi.
AHAHAHA OMOSHIROI
Guaranteed TA + Echo
self buff against TH9
enemies (2/6 turns)
Break Assassin /
Tien (Esser) Break Assassin also
Placebo Bot (BAL)
applies Break Lock
racters for whom we've had less feedback and their writeups are subject to change once we
heir 5* upgrades and the resource required to FLB them (namely, the gold bars and the dama crystals). A lower rank does NOT
s bad per se). It just means its competitions gain more with their upgrade.
Everything, but
Her sword form is
You press her 4 and shines the most in
still iffy if you miss Same as 4*
run away with MVP fights that last 10-20
the echo buff
turns
Everything, but
Her sword form is
You press her 4 and shines the most in
still iffy if you miss Same as 4*
run away with MVP fights that last 10-20
the echo buff
turns
Still no offensive
power
Doesn't have as
much self protection
tools as Six so still
requires babysitting
Some of the data has yet to be documented, so info for some characters
is still subject to change and is not definitive
5* GW Characters will not be added to the tier list rankings as they
are hardly comparable to regular characters or even their 4*
versions given the commitment needed to obtain one.
Fair Trade
Despite
Comment the Defense typing, Uno's 5* upgrade makes him the attacker Water always wanted. Nevermind that Cygam
long tradition of making Defensive characters that hit harder than most attackers (Yngwie, Juliet). Much like Quatre
Uno moves away from his defensive wall role and adopts the ability to become attacker, nuker, buffer and protector
As if it didn't hit hard enough already, Uno's first skill gets an increase in cap damage to about 1.5 million base, pus
million with Seraph Weapon or his passive. The bonus damage still only applies against enemies in Overdrive so hi
might be difficult on turn one unless you look at the upgrade to his second skill.
As a Substitute + Counter skill with a fairly long CD lasting only one turn and with one counter, Uno's second skill w
unremarkable before his 5* upgrade. With his upgrade, Cygames decided to make him pretty broken by giving him
Assassin that lasts for the whole turn instead of on next hit (so better than a Shiva call-in but only for him). So what
is:
- His nuke will benefit from the attack boost and won't consume the buff (hello 1.8m!)
- His auto attacks will be boosted and have the usual 1.16m assassin cap before other modifiers (1.4m after Seraph
- His counter will be boosted as well since it still happens before the turn ends
- Luchador's Tag Team allows Uno to get two auto attack rounds off during Assassin since the turn doesn't end whe
Tag Team
His ultimate skill grants 50% Damage Reduction (not cut) and Damage Absorption for 3 turns. What this means is th
characters will receive 50% reduced damage (after cuts) which is healed back at the end of the turn so you effective
damage for the duration of the buff as long as you don't outright die before the heal kicks in at the end of the turn. N
buff is extendable by Quatre.
Uno's ougi now grants a 20% unique Stamina buff to the party as well as a 2000 damage shield. As it's a unique mu
basically a 20% damage buff on top of all your other damage if your team is close enough to full HP, which the shie
maintain. Note that the strength of the stamina buff remains at 20% until your team reaches less than 50% HP.
Uno with his 5* upgrade synergizes extremely well with Varuna grids. Their dependence on Fimbuls and high HP to
is a match made in heaven with Uno with his shields, damage cuts, taunts and invulnerability. His damage and assa
benefit from the Genbu Shellfist, allowing him to deal 2 million auto attacks from the fourth position echo. The prese
and TA in Varuna grids allows him to more reliably multiattack during those assassin turns. However, for magna grid
defensive parts of his kit aren't as great (still useful!) as there is no huge priority on maintaining a high HP percentag
Stamina going. The lack of DA/TA buffs from the grid to ensure a TA assassin turn and lack of Shellfists in grid also
less attractive of an option.
is:
- His nuke will benefit from the attack boost and won't consume the buff (hello 1.8m!)
- His auto attacks will be boosted and have the usual 1.16m assassin cap before other modifiers (1.4m after Seraph
- His counter will be boosted as well since it still happens before the turn ends
- Luchador's Tag Team allows Uno to get two auto attack rounds off during Assassin since the turn doesn't end whe
Tag Team
His ultimate skill grants 50% Damage Reduction (not cut) and Damage Absorption for 3 turns. What this means is th
characters will receive 50% reduced damage (after cuts) which is healed back at the end of the turn so you effective
damage for the duration of the buff as long as you don't outright die before the heal kicks in at the end of the turn. N
buff is extendable by Quatre.
Uno's ougi now grants a 20% unique Stamina buff to the party as well as a 2000 damage shield. As it's a unique mu
basically a 20% damage buff on top of all your other damage if your team is close enough to full HP, which the shie
maintain. Note that the strength of the stamina buff remains at 20% until your team reaches less than 50% HP.
Uno with his 5* upgrade synergizes extremely well with Varuna grids. Their dependence on Fimbuls and high HP to
is a match made in heaven with Uno with his shields, damage cuts, taunts and invulnerability. His damage and assa
benefit from the Genbu Shellfist, allowing him to deal 2 million auto attacks from the fourth position echo. The prese
and TA in Varuna grids allows him to more reliably multiattack during those assassin turns. However, for magna grid
defensive parts of his kit aren't as great (still useful!) as there is no huge priority on maintaining a high HP percentag
Stamina going. The lack of DA/TA buffs from the grid to ensure a TA assassin turn and lack of Shellfists in grid also
less attractive of an option.
If you happen to own Diantha, and also have a skill cap up Ultima weapon, Uno litterally becomes a Water Zooey, a
becomes able to guarantee a TA with his assassin (twice with Tag Team), all while having a 2m damage nuke thank
cap up on Ultima, making you able to reach close to 25m damage in one turn against fire enemies.
Similarly to Esser 5*, Song gets a pretty nifty upgrade in her 5* process, not only improving what she does best (ak
but she also gets some great offensive buff, transforming her in yet another Gorilla that hits hard in Light. She even
the strongest team buff in the game, although there is a catch with how you're allowed to make use of it.
Her first skill gets an additional ~30% skill cap raise added to the pre-existing 50% normal attack up and other-self.
works extremely well with the various nukes she has, and the 3/5 skill uptime is what makes Song be an effective G
Her third skill nuke now becomes a multi-target nuke that, like its former iteration increases its damage the more en
but now also increases in damage the less ennemies (similarly to Carmelina). The nuke will hit 30% harder with two
and 60% harder against a single target. Damage caps to 1.18m, and will reach 1m53 if first skill is active.
Her fourth skill is the real gamebreaker, it's a 90 seconds debuffs extension against all ennemies that is also accom
nuke, 165k x2 damage per debuff, with a 10 hits limit. If first skill is used, total damage burst with 5 debuffs will be a
cap. The whole point of the ability is of course to extend Song's own paralyze in order to offer to the raid a 120 or 1
disabled boss that everyone can whack to death to their heart content. In order to not let multiple Song 5* owners li
para extend, any application of the extension after the first successful cast will have an extremely reduced land cha
count on applying it more than once in a fight). It's important to note as well that while the extend is very reliable on
land rate off element isn't guaranteed and will fail if you don't try to cumulate enough effects to improve the accurac
subsequent Extend applications after the first one, it will only have a chance to land if ALL the debuffs that were pre
extended have expired. Otherwise, you'll get a "No effect" message. (Did someone say Unia?)
Song's ougi now not only provides a 60 second para, but it also grants with its 5* a 100% activation / 50% damage
whole team for 4 turns (ougi turn included). It's one of the strongest offensive buff in the game, to the two conditions
playing on element, and that you're allowed to para early.
With her 5*, Song becomes not only a godly support that can help to bring down the toughest fight in the game with
a sweat, but she also carves her own place as a light gorilla thanks to her first skill, but also her passive that grants
12% increased damage against single targets. With her EMP + Ougi buff, she also becomes a crit monster that hits
hard on element. But the one thing people didn't necessarily expect with her upgrade is that brings such broken util
team that she is, much like Korwa, actually a good fit in off element teams (!). The crit buff isn't limited to light, which
quite a bit for the lack of Song's dps, and while you might not be as efficient as Korwa, the amount of debuffs broug
Depravity and the prospect of having para or extended para to simply whack the enemy boss is invaluable. If you d
so, the whole game now is to find as much debuff success up and debuff resistance down effects as possible to lan
more successfully your paralyze, allowing to even bring down 6-man HL with ease as they get stunlocked into obliv
but now also increases in damage the less ennemies (similarly to Carmelina). The nuke will hit 30% harder with two
and 60% harder against a single target. Damage caps to 1.18m, and will reach 1m53 if first skill is active.
Her fourth skill is the real gamebreaker, it's a 90 seconds debuffs extension against all ennemies that is also accom
nuke, 165k x2 damage per debuff, with a 10 hits limit. If first skill is used, total damage burst with 5 debuffs will be a
cap. The whole point of the ability is of course to extend Song's own paralyze in order to offer to the raid a 120 or 1
disabled boss that everyone can whack to death to their heart content. In order to not let multiple Song 5* owners li
para extend, any application of the extension after the first successful cast will have an extremely reduced land cha
count on applying it more than once in a fight). It's important to note as well that while the extend is very reliable on
land rate off element isn't guaranteed and will fail if you don't try to cumulate enough effects to improve the accurac
subsequent Extend applications after the first one, it will only have a chance to land if ALL the debuffs that were pre
extended have expired. Otherwise, you'll get a "No effect" message. (Did someone say Unia?)
Song's ougi now not only provides a 60 second para, but it also grants with its 5* a 100% activation / 50% damage
whole team for 4 turns (ougi turn included). It's one of the strongest offensive buff in the game, to the two conditions
playing on element, and that you're allowed to para early.
With her 5*, Song becomes not only a godly support that can help to bring down the toughest fight in the game with
a sweat, but she also carves her own place as a light gorilla thanks to her first skill, but also her passive that grants
12% increased damage against single targets. With her EMP + Ougi buff, she also becomes a crit monster that hits
hard on element. But the one thing people didn't necessarily expect with her upgrade is that brings such broken util
team that she is, much like Korwa, actually a good fit in off element teams (!). The crit buff isn't limited to light, which
quite a bit for the lack of Song's dps, and while you might not be as efficient as Korwa, the amount of debuffs broug
Depravity and the prospect of having para or extended para to simply whack the enemy boss is invaluable. If you d
so, the whole game now is to find as much debuff success up and debuff resistance down effects as possible to lan
more successfully your paralyze, allowing to even bring down 6-man HL with ease as they get stunlocked into obliv
With her 5*, Cygames somehow cranked up Sarasa's already high damage output up to 11. Ground Zero now not o
higher damage cap at 1.2m, but also brings utility by inflicting 25% earth resist down on foes. Do note however if yo
Mahira that this won't stack with her 2. The higher cap also improves her QoL attributes as this enables her to one s
raids with the exception of Leviathan and Celeste.
In Axe mode, her Rage buff from Vorpal Rage now gives her increased critical rate, and Berserk Forge gives her 60
for 3 turns on a unique modifier, which inflates her already high worth in Titan builds as this will not be diluted. As an
bonus her Axe ougi also gives her 20% earth attack up.
Her Sword mode now has much more worth compared to 4*, as the Agitation buff from Vorpal Rage will give her 70
turns. If you miss the buff however then she'll be stuck with the same problem she has with her 4* where you want
back to axe form ASAP. Sword Berserk Forge is still only 1 turn long, but now gives lower hostility, which can be use
trying to take heavy advantage of the enmity. The most striking thing about her Sword mode, however, is that her ou
comes with 1,999,998 plain damage. This is made even more ludicrous thanks to her new signature skill.
Her 4th skill, Three-Tiger Blessing, sharply boosts her attack for 1 turn, and then gives her AUTOIGNITION for 4 tur
with her bonus plain damage, she has the potential to dish out 15m~ of damage over 4 turns. Not only is the damag
but you can also use this as a form of uplift, useful if you're running Korwa and/or H Eustace with her. Like all the G
skill can only be used once, so try and time it wisely. Note that the first turn of autoingition grants an extremely high
buff to Sarasa, allowing her to reach 5.4m damage with primarch and celestial fist.
As there is no fundamental difference between 4* and 5* aside from potency of extreme damage, team composition
same. You can use her with a buffer and another attacker, or you can use her with an ougi spam team to reap the b
plain damage ougi. Mahira by far tops the list of buffers that synergise with Sarasa as her buff contains ougi cap up
especially be taken advantage of when using Sarasa's 4th skill. If you decide to run an ougi spam team, the best ca
go with her are Okto and Eugen, as they can feed ougi to her like cake. For those still running Tezcat teams, Sarasa
threatens Halle's position as the Draph candidate as she can inflict similar amount of damage with more stability.
For dedicated wanpanner, note that if you happen to have a Skill cap up ultima weapon, Sarasa 5* Ground Zero ca
plain damage.
turns. If you miss the buff however then she'll be stuck with the same problem she has with her 4* where you want
back to axe form ASAP. Sword Berserk Forge is still only 1 turn long, but now gives lower hostility, which can be use
trying to take heavy advantage of the enmity. The most striking thing about her Sword mode, however, is that her ou
comes with 1,999,998 plain damage. This is made even more ludicrous thanks to her new signature skill.
Her 4th skill, Three-Tiger Blessing, sharply boosts her attack for 1 turn, and then gives her AUTOIGNITION for 4 tur
with her bonus plain damage, she has the potential to dish out 15m~ of damage over 4 turns. Not only is the damag
but you can also use this as a form of uplift, useful if you're running Korwa and/or H Eustace with her. Like all the G
skill can only be used once, so try and time it wisely. Note that the first turn of autoingition grants an extremely high
buff to Sarasa, allowing her to reach 5.4m damage with primarch and celestial fist.
As there is no fundamental difference between 4* and 5* aside from potency of extreme damage, team composition
same. You can use her with a buffer and another attacker, or you can use her with an ougi spam team to reap the b
plain damage ougi. Mahira by far tops the list of buffers that synergise with Sarasa as her buff contains ougi cap up
especially be taken advantage of when using Sarasa's 4th skill. If you decide to run an ougi spam team, the best ca
go with her are Okto and Eugen, as they can feed ougi to her like cake. For those still running Tezcat teams, Sarasa
threatens Halle's position as the Draph candidate as she can inflict similar amount of damage with more stability.
For dedicated wanpanner, note that if you happen to have a Skill cap up ultima weapon, Sarasa 5* Ground Zero ca
plain damage.
Quatre 5* becomes quite the beast as he upgrades from an already core water character to a must-have in every w
Rumors say that once you put him in your team, the Remove button cease to exists. He got a number of improvem
range from QoL upgrades to straight out broken buffs. First of all, his ougi will now provide the exact same buff as th
upgraded GW dagger (35% DA/TA). Which kinda makes sense since he literally becomes the GW dagger in his fat
generally renders most dagger classes obsolete, even more than with his 4*.
Starting with his 4th skill, it will reset your two nukes (first and second skills) CD and allow you to cast either of thos
more times. Meaning that the ideal rotation would be to cast your first nuke, your second nuke, use your fourth skill
use your first skill 4 times and use your second skill again. Quatre also gets a debuff success up self buff while his f
active. The interest of this ultimate skill is obviously to stack debuffs on the enemy through his first skill, and it also t
quatre as an incredible nuker, which can be very handy for solo fghts.
His first skill will now apply two debuffs that are always different (i.e you can't proc blind twice), which is a major imp
that makes Quatre more reliable to proc the debuff you'd want. Most of the debuffs he had with his 4* remain the sa
major exceptions are noticeable:
- Poison gets replaced by a new "Corrosion" debuff, which is a poison + debuff resistance down status. The debuff
portion is quite strong, and can help you to proc debuffs even off element.
- Quatre gets a new exclusive debuff called "Forfeit", a 10% def/atk down that goes over the regular 50% cap. In
means that if you have reached atk/def cap already, Forfeit will grant you (and your raid) an additional 25% damage
the raid, and a 25% damage decrease from the boss.
While it makes the skill much more valuable than before, it remains slightly unreliable as the debuffs are still random
could still get debuffs with lower value than what you'd wish for. The debuffs obviously synergize very well with his u
will make it very likely for quatre to proc a useful debuff.
His gravity was buffed both in effect and damage, it's now a 900k base cap nuke (still random target), and it can no
Nothing groundbreaking, but an addition that is always welcomed. As usual, avoid spamming the skill too much in lo
(even moreso if you're using his ultimate) as gravity resistance can build up very quickly.
In the end, Quatre 5* is an excellent GW character that is helpful both for solo play and raids. While Uno might be m
to Varuna parties, Quatre will be a formidable boost to any Magna grid as he solves the lack of DA/TA while still boo
team's damage. Naturally, he will still find his place in Varuna grids as well, and you'd ideally want both Uno 5* and
a perfect world. His supportive ability through Forfeit / Corrosion / Para allows you, but also your raid teammates to
better, which is nice until the moment when those teammates also become your competitors to MVP race. The only
might really have is the fact that his debuffs remain random, and can fail you when you need them the most, even w
Quatre's ultimate.
use your first skill 4 times and use your second skill again. Quatre also gets a debuff success up self buff while his f
active. The interest of this ultimate skill is obviously to stack debuffs on the enemy through his first skill, and it also t
quatre as an incredible nuker, which can be very handy for solo fghts.
His first skill will now apply two debuffs that are always different (i.e you can't proc blind twice), which is a major imp
that makes Quatre more reliable to proc the debuff you'd want. Most of the debuffs he had with his 4* remain the sa
major exceptions are noticeable:
- Poison gets replaced by a new "Corrosion" debuff, which is a poison + debuff resistance down status. The debuff
portion is quite strong, and can help you to proc debuffs even off element.
- Quatre gets a new exclusive debuff called "Forfeit", a 10% def/atk down that goes over the regular 50% cap. In
means that if you have reached atk/def cap already, Forfeit will grant you (and your raid) an additional 25% damage
the raid, and a 25% damage decrease from the boss.
While it makes the skill much more valuable than before, it remains slightly unreliable as the debuffs are still random
could still get debuffs with lower value than what you'd wish for. The debuffs obviously synergize very well with his u
will make it very likely for quatre to proc a useful debuff.
His gravity was buffed both in effect and damage, it's now a 900k base cap nuke (still random target), and it can no
Nothing groundbreaking, but an addition that is always welcomed. As usual, avoid spamming the skill too much in lo
(even moreso if you're using his ultimate) as gravity resistance can build up very quickly.
In the end, Quatre 5* is an excellent GW character that is helpful both for solo play and raids. While Uno might be m
to Varuna parties, Quatre will be a formidable boost to any Magna grid as he solves the lack of DA/TA while still boo
team's damage. Naturally, he will still find his place in Varuna grids as well, and you'd ideally want both Uno 5* and
a perfect world. His supportive ability through Forfeit / Corrosion / Para allows you, but also your raid teammates to
better, which is nice until the moment when those teammates also become your competitors to MVP race. The only
might really have is the fact that his debuffs remain random, and can fail you when you need them the most, even w
Quatre's ultimate.
There's not much to say about Funf 5*. She pretty much does what she already did with her 4*, but better. Her first
more and now also grants Revitalize for 3 turns, on a 5 turns CD. Her full clear now is also coupled to a pseudo-vei
high debuff resistance to all allies for three turns).
Her ultimate is a full team heal, but there's a catch to it, it will resurrect your teammates in the reverse order of deat
until your frontline is full, which is rather disappointing as it will most of the time only resurrect 2 characters. What's
really be used if Funf is in the backline since the 10 turns countdown doesn't start until the character arrives in the f
which is highly unpractical.
Her ougi will cast a dark damage down debuff as well as a DA/TA down debuff. Like the other element attack down,
count toward the 50% attack down cap and can be cumulated to reduce further the enemy dark damage.
With her two kit and two passives that also reduce dark damage (like SSR Io) and prevent skill seal, Funf 5* becom
strongest healer, that will cure and protect your team from any evil that might befall your team. Too bad that healers
necessary in Granblue, her niche unfortunately remains the same, and will only satisfy players that see a use for he
and heals to complement their gameplay.
She is useful in UBHL, but by no means necessary, especially since the boss tends to have multiple dispel that will
20t CD auto revive.
With his 5*, Cygames made the good choice of not focusing on improving Six's maximum damage output, but making him eas
comfortable to use, and it was definitely the right call. Six is now a big boy that doesn't need danchou or anyone else's support
baddies and keep his Gate of Demon stacks intact. Overall, Six now hits slightly harder, much faster, and extremely rarely gets
becomes to the attacker class what Korwa is to the buffer class, an ideal that no one else will ever be able to reach so long as
more than a few turns.
His first skill gets quite the upgrade, first of all it now provides Hostility Down, which is one of the first tool given to Six to avo
more reliably. As if it was not enough, he gets now a stackable damage cap up (5% per cast), up to 15%. Yes, 15% more da
will hit up to 510k auto attacks (Kirin bow excluded). Oh, and let's not forget that his unique mod attack buff now grants 20% pe
has a 60% cap (50% previously). Which means that Six gets even less clicky than before, you only need to cast his first skill th
start of the fight, and then simply use it once every 5 turns.
But there's more. His second skill becomes now much more useful, as it now lasts 2 turns and will give Six 3x counters. The co
also reduced to 5 turns. While it's not certain that in racing conditions it's a skill worth clicking for the damage provided by the g
it remains an incredible self protection tool for solo play, or even during the first few turns of the fight when Six has yet to get m
and his stacking his Gate of demons.
His third skill and iconic Gate of demons also gets a major boost, not only does the attack boost rate increases to 50% per turn
30%), but also provides him a one-hit invulnerability! Coupled with the extremely short CD of the skill (3 turns), this additio
negates one of the banes that Six previously had: AoE ougis. The attack cap of gate of demons is still 255%, that Six will reach
His ougi effect is the cherry on top, as it will grant Six 3 turns (ougi included) of Dodge rate up on top of his usual 2 mirror imag
cumulates very well with his LB mastery and passive, so that if everything else fails, Six might still not get hit by this Multi-hit tri
enemy.
And just because Cygames apparently likes to overkill, his ultimate skill will provide 6 turns of invulnerability. Six actually g
self buff (much like Sidewinder), which means that even debuffs won't affect him during this time frame. At this point, the only t
really threaten him is AoE white damage.
At the end of the day, with so many self-protection tools, Six managed to widen his scope of usability. While he is still indispend
MVP races in dark teams (and still got a damage increase compared to his 4*), he now becomes as well a serious contender f
spot in ANY content that you can't blast in less than three turns with your favorite enmity Zoi grid. He ramps up extremely fast,
his buffs, hits like a truck and requires little maintenance. The only grief you could have is that if you weren't able to reach the d
with his 4* at his maximum power, you still won't be able to with his 5* (and won't get to make use of his increased cap). But th
that mainly concerns Magna grids, and that is easily solved by Korwa and Baha 130% becoming more frequent.
It's no mystery that Siete is the head of the Eternals, and that is even one of the two founding members of the orga
Uno. Still, Siete struggles to prove that he is worthy of such a spot in the Eternals as his kit remains somehow lacklu
compared to what the better GW 5* characters can bring. The various ougi update pushed by cygames helped him
worst to decent, but he still suffers from the same flaws as his 4* version.
His Swordshine stack system at least gets a good upgrade, not only granting twice more stacks for each first skill p
now capping to 5 stacks with increased stats bonus. The issue is that the 5 swordshine stacks are pretty lacking, as
strengthen the crit damage portion, added with a measly 20% atk/def. The 100% TA remains and that allows Siete t
very high damage on element, but anyone would have prefered him to gain some echo buff or a cap increase.
His second skill now grants Siete a 30% charge bar increase, which is to put into perspective with his new added ou
Siete gains a one-hit invulnerability (similarly to six 5*). The invulnerability definitely helps Siete to keep his stacks, b
not be enough to save him from multi-hits. The aggro down mastery fortunately helps in that regard, although it's no
foolproof.
Siete's fourth skill is an improved version of his third one, if Siete has more than 3 swordshine stacks, he'll be able t
ignition to the team with an added 100% ougi damage + 100% ougi cap. While it allows to reach some rather impre
numbers (especially if combined with things like Lecia cap up or Yuisis ougi), it remains a one trick pony that still req
have stacks to propaerly use it, meaning that getting to those 10 turns might sometimes be not enough. On fights th
before turn 20 though, this amount of burst can help you to get a MVP.
While most people expected Siete to become somehow similar to Six with his 5*, we yet again get a character that
around Ougi burst, which goes again a meta where auto attacks are king (although cygames is slowly trying to chan
making ougis more worth to use overall). It's even worse in an element where Korwa is omnipresent and will not be
from the ougi damage of his fourth skill (and it's pretty likely you're using Korwa in a fight where you need those ten
activate Siete ultimate). He still remains a very good on element auto attacker, but wind has the tools and the buffer
hefty amount of TA, and are able to reach cap relatively easily on element, the only exception being probably Medu
Siete himself isn't the best suited). What's more, keeping his stacks intact is not nearly as simple as it is compared
you might just not want to bother babysitting him or taking care of pressing his first skill every turn.
At the end of the day, his passive ougi buff to the team probably remains his biggest asset, thanks to the newly incr
cap that is extremely difficult to reach naturally. But this passive already exists on his 4* version. To make the most
Siete with Nio 5* might be the best option as they both synergize pretty well in general, and the presence of Nio can
forego using Korwa.
While Okto and Sarasa continue to share a relatively similar position among earth teams, their 5* specializes and d
them each a bit more, while Sarasa focuses on burst and enmity, Okto is centered around consistent Multi-attacks a
While he already had a niche use with his meter share ability to the team, he now also gets team buffs that are pret
Okto's first skill gets upgraded to a 75% chance / 100% damage crit self buff, and the 10% meter cost is removed. U
will grant to Okto the Arda Favra buff, which will last for three turns and is consummed on the next ougi. This buff w
Okto 10% ougi damage cap if okto ougi once, or 30% ougi damage cap + 20% ougi damage if Okto ougis twice (20
His third skill now also gets additional effects, every time Okto absorbs 30% meter with this skill, he will gain specia
granting him various stats increase that cumulate to a maximum of 5. At five stacks, he will gain 20% attack, 20% D
10% echo. While this buff seems difficult to put in place because of the long 5 turns CD on the skill, it's compensate
that this buff is permanent, although it will obviously benefit much more long fights.
His ougi now also provides to the team a 20% earth element up buff, that cumulates with earth carbuncles and eart
skills (like H-eust, Mahira, Elysian). The buff lasts for three turns, ougi turn included The interesting part is that it wil
cumulate with itself on a double ougi from Okto, although the the double buff only remains for the ougi turn and afte
one buff remains. As a result having Okto at the second spot of the team is a must have, and thanks to his double m
generation it's pretty easy to upkeep this buff constantly. What's more, he also gains 50% DA (added to previously 5
buff after his ougi, which allows him to be a strong auto attacker.
His fourth skill is a 35% self uplift (70% with his passive) for 5 turns, which allows him to be an ougi battery that also
very high double ougi damage thanks to his cap up, but it remains inferior to sarasa's ultimate.
His third skill now also gets additional effects, every time Okto absorbs 30% meter with this skill, he will gain specia
granting him various stats increase that cumulate to a maximum of 5. At five stacks, he will gain 20% attack, 20% D
10% echo. While this buff seems difficult to put in place because of the long 5 turns CD on the skill, it's compensate
that this buff is permanent, although it will obviously benefit much more long fights.
His ougi now also provides to the team a 20% earth element up buff, that cumulates with earth carbuncles and eart
skills (like H-eust, Mahira, Elysian). The buff lasts for three turns, ougi turn included The interesting part is that it wil
cumulate with itself on a double ougi from Okto, although the the double buff only remains for the ougi turn and afte
one buff remains. As a result having Okto at the second spot of the team is a must have, and thanks to his double m
generation it's pretty easy to upkeep this buff constantly. What's more, he also gains 50% DA (added to previously 5
buff after his ougi, which allows him to be a strong auto attacker.
His fourth skill is a 35% self uplift (70% with his passive) for 5 turns, which allows him to be an ougi battery that also
very high double ougi damage thanks to his cap up, but it remains inferior to sarasa's ultimate.
Okto 5* is definitely the go-to choice for on element fights in earth teams. While he might not shine as much as Sar
Chainsaw off-element, his damage is much more consistent, and isn't subject to the risks often encountered when u
attackers. And the recent advent of Alexiel as an element summon that doesn't force you to use different races mea
definitely possible, and even encouraged to use several draphs together in the same lineup.
Similarly to Siete, Nio 5* upgrade doesn't bring anything that is extremely spectacular to her kit, and only strengthen
mainly because her kit is already excellent in her 4* version. While the promise of Korwa-like buffs made people thin
would get the second coming of Korwa, it ended up being relatively weak buffs compared to 10 fils Korwa. After the
disappointment, people still learned how to make good use of her in the wind meta.
Her second skill gets two new components called Harmonics and Sharping. They are both equivalent to Korwa Esp
buffs at 0 fil, i.e 20% normal attack buff and 20%DA/20%TA buff. Naturally, those buffs will not stack with Korwa. Th
ends up being a 50% atk up, 30% def up, 70% DA up, 20% TA up on a 3/6 uptime, which is an extremely strong bu
those buff only work on wind allies.
Her third skill gets a 2k damage added shield, which is nice to protect characters like Siete or people with low rema
benefit from enmity, but it's rather impractical if you want to benefit from the crit on turn 1 as it will prevent you from
HP to proc enmity.
Her fourth skill is pretty much the same as Ferry's ability, it will grant to the whole team 4 turns of guaranteed TA wit
echo. Arguably more valuable than Siete's fourth skill, the echo will stack with Rosetta and Lecia's echo. It brings an
burst and fit extremely well with characters that have assassin moves.
Her ougi will now also increase the duration of Harmonics and Sharping by three turns, which allows to keep a near
uptime on the skill (and pretty much permanent if you're using characters like Anriet). Note that only harmonics and
their duration increased on ougi and not the other buffs. Likewise, Nio can't extend korwa buffs and Korwa can't ext
She also grants the team 20% reduced damage against characters affected by Tuning, which is handy but someho
an issue she was already having, making it harder for enemies to reduce your team HP quickly to proc enmity.
All in all, while she doesn't exactly strike as a great fit with Korwa, they actually work together surprisingly well. The
Nio take care of the DA/TA buffs since her is slightly stronger than Korwa, and have Korwa take care of the attack b
easier one to maintain for her and since the 20% loss on Nio isn't the end of the world.
In that regard, Nio 5* pretty much brings some Korwa QoL improvements as your hands aren't as tied as before wth
reliant on Korwa. And of course, she still brings the same utility and damage boosts that already had with her 4*. W
her main strength and her biggest flaw: her upgrade from 4* to 5* isn't that much of a gap than what it can be for ot
characters.
Esser won pretty big during the 5* GW character update, as her status went from a glorified TH bot and placebo ch
actual attacker with a team buff component that can increase your team burst and damage potential depending on
TH stacks on the enemy.She also not only retains her placebo functions but also improves on them as she now gra
improved drop rate.
Her Break Assassin now has Break Time and Break Damage debuff added to it, stacking with Hawkeye Break Exte
don't have to carry those useless Medusa and Macula summons around! It can however kinda screw you in raids w
want to assassin, but not break lock (fortunately there is pretty much only Baha HL where it's the case).
More importantly, her 3rd skill now gives her buffs based on an enemy's TH level. Fully stacked at TH9 she gets 30
Fire Attack and guaranteed TA for 2 turns on a 6 turn cooldown. Her fourth skill grants the same buffs for 2 turns to
team as well as Break Assassin for one round letting you do a truly tremendous damage turn. The only drawback is
Fire Attack Up buff is really her only damage increase aside from her passive crit chance so you'll need quite a stro
make her pull off ridiculous numbers. The fact that it lasts 2 turns makes it a perfect fit with Shiva call, allowing you
consecutive turns of sky-high burst damage that's enough to bring a lot of bosses to their knees.
Her ougi now grants a skill damage cap up buff to the team, although not especially remarkable. Free damage good
an element where quite a few characters have hard hitting nukes that hit their existing cap super easily (Percy, Stur
Magisa).
Esser with her 5* gets to justify her place in the frontline combining both the need for TH and better drop rates with
performance making her a worthy attacker that can guarantee TA + echo on her Break Assassin turns. The burst sh
for your whole team is also insanely good but the ten turns restriction makes it difficult to use for shorter fights. Esse
won't get to scale very well as an attacker before you've applied a few TH stacks, and overall the important team bu
provides are a one time thing, even though it can be enough to decide MVP in certain raids. Even if you don't use E
offensive prowess, she still remains the ultimate backline droprate placebo, and that might already be all the reason
make her.
Notes
only one turn and with one counter, Uno's second skill was pretty
games decided to make him pretty broken by giving him an anytime
(so better than a Shiva call-in but only for him). So what this means
and Damage Absorption for 3 turns. What this means is that your
hich is healed back at the end of the turn so you effectively take 0
tright die before the heal kicks in at the end of the turn. Naturally, the
and Damage Absorption for 3 turns. What this means is that your
hich is healed back at the end of the turn so you effectively take 0
tright die before the heal kicks in at the end of the turn. Naturally, the
er 5* process, not only improving what she does best (aka Paralyze),
er in yet another Gorilla that hits hard in Light. She even gets one of
tch with how you're allowed to make use of it.
to the pre-existing 50% normal attack up and other-self. The cap up A pretty important point: a
he 3/5 skill uptime is what makes Song be an effective Gorilla. paralyze that has been
extended will be reset if you
ike its former iteration increases its damage the more enemy debuffs, successfully apply a
arly to Carmelina). The nuke will hit 30% harder with two enemies, subsequent paralyze over it.
.18m, and will reach 1m53 if first skill is active. Which means, if you extend to
150 seconds a para, and you
ebuffs extension against all ennemies that is also accompanied by a ougi and successfully apply
t skill is used, total damage burst with 5 debuffs will be around 2m1 para again, the para timer will
ong's own paralyze in order to offer to the raid a 120 or 150 second be 60 seconds regardless of
art content. In order to not let multiple Song 5* owners litterally abuse how much time was left.
successful cast will have an extremely reduced land chance (i.e don't
nt to note as well that while the extend is very reliable on element, its Which means it's pretty
n't try to cumulate enough effects to improve the accuracy. As for important to extend a para
ly have a chance to land if ALL the debuffs that were previously where you're sure you won't
message. (Did someone say Unia?) cast another para over it to
reduce the duration
also grants with its 5* a 100% activation / 50% damage crit buff to the inadvertently. Either you'll
trongest offensive buff in the game, to the two conditions that you're have to wait for a 2nd or 3rd
para, or either you'll have to
refrain from casting another
an help to bring down the toughest fight in the game without breaking para until 60s is reamaining.
a thanks to her first skill, but also her passive that grants her around This is especially true if
MP + Ougi buff, she also becomes a crit monster that hits extremely fighting on element as it is
y expect with her upgrade is that brings such broken utility to the more likely to land several
element teams (!). The crit buff isn't limited to light, which makes up para in a fight.
ot be as efficient as Korwa, the amount of debuffs brought by
a to simply whack the enemy boss is invaluable. If you decide to do
up and debuff resistance down effects as possible to land and extend
wn 6-man HL with ease as they get stunlocked into oblivion.
arly to Carmelina). The nuke will hit 30% harder with two enemies, subsequent paralyze over it.
.18m, and will reach 1m53 if first skill is active. Which means, if you extend to
150 seconds a para, and you
ebuffs extension against all ennemies that is also accompanied by a ougi and successfully apply
t skill is used, total damage burst with 5 debuffs will be around 2m1 para again, the para timer will
ong's own paralyze in order to offer to the raid a 120 or 150 second be 60 seconds regardless of
art content. In order to not let multiple Song 5* owners litterally abuse how much time was left.
successful cast will have an extremely reduced land chance (i.e don't
nt to note as well that while the extend is very reliable on element, its Which means it's pretty
n't try to cumulate enough effects to improve the accuracy. As for important to extend a para
ly have a chance to land if ALL the debuffs that were previously where you're sure you won't
message. (Did someone say Unia?) cast another para over it to
reduce the duration
also grants with its 5* a 100% activation / 50% damage crit buff to the inadvertently. Either you'll
trongest offensive buff in the game, to the two conditions that you're have to wait for a 2nd or 3rd
para, or either you'll have to
refrain from casting another
an help to bring down the toughest fight in the game without breaking para until 60s is reamaining.
a thanks to her first skill, but also her passive that grants her around This is especially true if
MP + Ougi buff, she also becomes a crit monster that hits extremely fighting on element as it is
y expect with her upgrade is that brings such broken utility to the more likely to land several
element teams (!). The crit buff isn't limited to light, which makes up para in a fight.
ot be as efficient as Korwa, the amount of debuffs brought by
a to simply whack the enemy boss is invaluable. If you decide to do
up and debuff resistance down effects as possible to land and extend
wn 6-man HL with ease as they get stunlocked into oblivion.
ady high damage output up to 11. Ground Zero now not only has a
ng 25% earth resist down on foes. Do note however if you have
improves her QoL attributes as this enables her to one shot all hard
er increased critical rate, and Berserk Forge gives her 60% attack up
high worth in Titan builds as this will not be diluted. As an added
4*, as the Agitation buff from Vorpal Rage will give her 70% echo for 5
the same problem she has with her 4* where you want her to change
turn long, but now gives lower hostility, which can be useful if you're
king thing about her Sword mode, however, is that her ougi now
ore ludicrous thanks to her new signature skill.
ck for 1 turn, and then gives her AUTOIGNITION for 4 turns. Along
out 15m~ of damage over 4 turns. Not only is the damage obscene,
running Korwa and/or H Eustace with her. Like all the GW 5*s, this
hat the first turn of autoingition grants an extremely high ougi damage
march and celestial fist.
a Skill cap up ultima weapon, Sarasa 5* Ground Zero can reach 1.8m
the same problem she has with her 4* where you want her to change
turn long, but now gives lower hostility, which can be useful if you're
king thing about her Sword mode, however, is that her ougi now
ore ludicrous thanks to her new signature skill.
ck for 1 turn, and then gives her AUTOIGNITION for 4 turns. Along
out 15m~ of damage over 4 turns. Not only is the damage obscene,
running Korwa and/or H Eustace with her. Like all the GW 5*s, this
hat the first turn of autoingition grants an extremely high ougi damage
march and celestial fist.
a Skill cap up ultima weapon, Sarasa 5* Ground Zero can reach 1.8m
nd second skills) CD and allow you to cast either of those for free 4
st your first nuke, your second nuke, use your fourth skill, and then
Quatre also gets a debuff success up self buff while his fourth skill is
k debuffs on the enemy through his first skill, and it also transforms
solo fghts.
erent (i.e you can't proc blind twice), which is a major improvement
ant. Most of the debuffs he had with his 4* remain the same, but two
remains slightly unreliable as the debuffs are still random and you
h for. The debuffs obviously synergize very well with his ultimate, as it
a 900k base cap nuke (still random target), and it can now also dispel.
comed. As usual, avoid spamming the skill too much in long fights
nce can build up very quickly.
helpful both for solo play and raids. While Uno might be more suitable
Magna grid as he solves the lack of DA/TA while still boosting your
na grids as well, and you'd ideally want both Uno 5* and Quatre 5* in
osion / Para allows you, but also your raid teammates to perform
es also become your competitors to MVP race. The only downside he
m, and can fail you when you need them the most, even when using
Quatre also gets a debuff success up self buff while his fourth skill is
k debuffs on the enemy through his first skill, and it also transforms
solo fghts.
erent (i.e you can't proc blind twice), which is a major improvement
ant. Most of the debuffs he had with his 4* remain the same, but two
remains slightly unreliable as the debuffs are still random and you
h for. The debuffs obviously synergize very well with his ultimate, as it
a 900k base cap nuke (still random target), and it can now also dispel.
comed. As usual, avoid spamming the skill too much in long fights
nce can build up very quickly.
helpful both for solo play and raids. While Uno might be more suitable
Magna grid as he solves the lack of DA/TA while still boosting your
na grids as well, and you'd ideally want both Uno 5* and Quatre 5* in
osion / Para allows you, but also your raid teammates to perform
es also become your competitors to MVP race. The only downside he
m, and can fail you when you need them the most, even when using
oes what she already did with her 4*, but better. Her first skill heals
ns CD. Her full clear now is also coupled to a pseudo-veil (extremely
will resurrect your teammates in the reverse order of death, and only
will most of the time only resurrect 2 characters. What's more, it can't
ountdown doesn't start until the character arrives in the frontline,
DA/TA down debuff. Like the other element attack down, those don't
ted to reduce further the enemy dark damage.
mage (like SSR Io) and prevent skill seal, Funf 5* becomes the
any evil that might befall your team. Too bad that healers are all but
e same, and will only satisfy players that see a use for her auto revive
ally since the boss tends to have multiple dispel that will remove your
mproving Six's maximum damage output, but making him easier and more
a big boy that doesn't need danchou or anyone else's support to avoid the
now hits slightly harder, much faster, and extremely rarely gets hit. He
an ideal that no one else will ever be able to reach so long as your fight lasts
ostility Down, which is one of the first tool given to Six to avoid multihits
damage cap up (5% per cast), up to 15%. Yes, 15% more damage, so Six
s not forget that his unique mod attack buff now grants 20% per cast, and
n less clicky than before, you only need to cast his first skill thrice at the
ul, as it now lasts 2 turns and will give Six 3x counters. The cooldowwn is
ions it's a skill worth clicking for the damage provided by the guaranteed TA,
during the first few turns of the fight when Six has yet to get mirror images
, not only does the attack boost rate increases to 50% per turn (up from
d with the extremely short CD of the skill (3 turns), this addition completely
e attack cap of gate of demons is still 255%, that Six will reach in 5 turns.
ate skill will provide 6 turns of invulnerability. Six actually gets an other-
won't affect him during this time frame. At this point, the only thing that can
naged to widen his scope of usability. While he is still indispendable for raid
ared to his 4*), he now becomes as well a serious contender for a permanent
with your favorite enmity Zoi grid. He ramps up extremely fast, never loses
y grief you could have is that if you weren't able to reach the damage cap
his 5* (and won't get to make use of his increased cap). But that's an issue
orwa and Baha 130% becoming more frequent.
hat is even one of the two founding members of the organization with
h a spot in the Eternals as his kit remains somehow lackluster
The various ougi update pushed by cygames helped him to go from
his 4* version.
, not only granting twice more stacks for each first skill press, but also
sue is that the 5 swordshine stacks are pretty lacking, as they only
0% atk/def. The 100% TA remains and that allows Siete to deal some
ered him to gain some echo buff or a cap increase.
se, which is to put into perspective with his new added ougi effect:
invulnerability definitely helps Siete to keep his stacks, but it might
n mastery fortunately helps in that regard, although it's not completely
With the May 2017 EMP
update, Siete can now
Siete has more than 3 swordshine stacks, he'll be able to grant a full improve the duration of his
0% ougi cap. While it allows to reach some rather impressively high swordshine by putting points
up or Yuisis ougi), it remains a one trick pony that still requires you to in his new EMP support skill,
se 10 turns might sometimes be not enough. On fights that end so there may be even less
get a MVP. reason to make his 5*
upgrade now...
milar to Six with his 5*, we yet again get a character that revolves
tacks are king (although cygames is slowly trying to change that by
an element where Korwa is omnipresent and will not benefit at all
y you're using Korwa in a fight where you need those ten turns to
ment auto attacker, but wind has the tools and the buffers to get a
sily on element, the only exception being probably Medusa HL (where
is stacks intact is not nearly as simple as it is compared to Six, and
care of pressing his first skill every turn.
bably remains his biggest asset, thanks to the newly increased ougi
ssive already exists on his 4* version. To make the most of him, using
ergize pretty well in general, and the presence of Nio can allow you to
mage crit self buff, and the 10% meter cost is removed. Using the skill
ee turns and is consummed on the next ougi. This buff will give to
damage cap + 20% ougi damage if Okto ougis twice (200% ougi).
kto absorbs 30% meter with this skill, he will gain special stacks
mum of 5. At five stacks, he will gain 20% attack, 20% DA/TA and
cause of the long 5 turns CD on the skill, it's compensated by the fact
much more long fights.
r 5 turns, which allows him to be an ougi battery that also can dish out
emains inferior to sarasa's ultimate.
kto absorbs 30% meter with this skill, he will gain special stacks
mum of 5. At five stacks, he will gain 20% attack, 20% DA/TA and
cause of the long 5 turns CD on the skill, it's compensated by the fact
much more long fights.
r 5 turns, which allows him to be an ougi battery that also can dish out
emains inferior to sarasa's ultimate.
at is extremely spectacular to her kit, and only strengthen it, but that's
n. While the promise of Korwa-like buffs made people think that wind
elatively weak buffs compared to 10 fils Korwa. After the initial
of her in the wind meta.
cs and Sharping. They are both equivalent to Korwa Esprit and Astuce
A buff. Naturally, those buffs will not stack with Korwa. The skill still
% TA up on a 3/6 uptime, which is an extremely strong buff. Note that
will grant to the whole team 4 turns of guaranteed TA with a 50% wind
echo will stack with Rosetta and Lecia's echo. It brings an incredible
ssin moves.
Korwa, they actually work together surprisingly well. The idea is to let
er than Korwa, and have Korwa take care of the attack buff as it is the
io isn't the end of the world.
improvements as your hands aren't as tied as before wth being over-
tility and damage boosts that already had with her 4*. Which is both
* to 5* isn't that much of a gap than what it can be for other GW
s her status went from a glorified TH bot and placebo charm to an
se your team burst and damage potential depending on the amount of
ebo functions but also improves on them as she now grants a 10%
ge debuff added to it, stacking with Hawkeye Break Extend. Now you
mons around! It can however kinda screw you in raids where you'd
etty much only Baha HL where it's the case).
n an enemy's TH level. Fully stacked at TH9 she gets 30% Echo, 30%
own. Her fourth skill grants the same buffs for 2 turns to the entire
o a truly tremendous damage turn. The only drawback is that the 30%
e from her passive crit chance so you'll need quite a strong grid to
turns makes it a perfect fit with Shiva call, allowing you to get two
o bring a lot of bosses to their knees.
mbining both the need for TH and better drop rates with increased
tee TA + echo on her Break Assassin turns. The burst she can provide
restriction makes it difficult to use for shorter fights. Esser herself
plied a few TH stacks, and overall the important team buffs she
h to decide MVP in certain raids. Even if you don't use Esser for her
roprate placebo, and that might already be all the reason you need to