Ferry (Grand)/Strategy
| Game | Strategy | Lore | Voice | Versus |
Ratings
| Ferry (Grand) | |||||
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Overview
Ferry is a support/ debuffer/ healer. And she is definitely potent in all of those three aspects. Debuff-wise, she offers a "single-sided"
and
that caps both in combination with
Strength: 25%Base Accuracy: 80%Duration: 180 secondsStacking: Dual and
Strength: 25%Base Accuracy: 80%Duration: 180 secondsStacking: Dual on all foes. and a dispel effect on top of that. Support-wise, she is able to support the entire team with a
, a Charge Attack buff similar to that of an Ultima weapon (i.e.
and
), and a bonus damage support skill when foes are inflicted with
Local status effect. She also provides a powerful single-target buff with decent uptime,
, which greatly boosts the Charge Attack abilities of the target by giving multiattack, Charge Bar gain, C.A. Specs and a very valuable effect
from the second cast onwards. Finally, as a healer, she is good at keeping your team healthy, with a 1500 HP heal,
, light and dark damage reduction and autorevive to the Freigeist target.
While she does have a great deal of utility, just like all mainly supportive characters, she does not have anything that specifically enhances her own damage. Fortunately, she shines the most in teams that either has a decent amount of teamwide buffs (such as
Strength: 45%-15%Duration: 3 turns and
Strength: 1000Duration: 3 turns.) or is mainly focused on Charge Attacks.
In conclusion, Ferry (Grand) is a very versatile character that can and will fit into most Dark compositions. While her best spot is on Stamina/ Charge Attack centric teams that can also make use of her Dagger proficiency, placing her on Enmity teams can still be a good choice due to the many benefits that she provides.
How to Play
- Use her
Blau GespenstRemove 1 buff from a foe.
Inflict25% ATK DownATK is lowered
Strength: 25%Base Accuracy: 90%Duration: 180 secondsStacking: Single,25% DEF DownDEF is lowered
Strength: 25%Base Accuracy: 90%Duration: 180 secondsStacking: Single, andGhost CageCage shatters when the foe uses a special attack (Plain DMG to all foes upon shattering) (Can't be removed)
Base Accuracy: Guaranteed to land if the foe does not have 100% debuff resistance (10,000% base accuracy)Duration: IndefiniteLocal status effect.
(When the foe uses a special attack: Ghost Cage is removed and deals 999,999 Plain damage to all foes.) whenever it's off cooldown for10% Bonus Dark DMGDeals bonus dark DMG for one-foe one-ally attacks
Strength: 10%, unless under special circumstances (Need to Dispel,...) . Benediction IIRestore 15% of all allies' HP (Healing cap: 1500).
All allies gainCharge Bar +20%Instantly boosts Charge Bar by 20%
Strength: 20% andRevitalizeRecover HP each turn. Boost to charge bar if HP is full.
Strength: 5% of max HP (Healing cap: 400) or 10% charge barDuration: 3 turns. is a heal with low cap, but it can provideRevitalizeRecover HP each turn. Boost to charge bar if HP is full.
. In addition, it provides a decentCharge Bar +Instantly boosts Charge Bar by
, which in combination with skills likeSweet EntropyAll allies gain Charge Bar +30%Instantly boosts Charge Bar by 30%
Strength: 30%.
From 10th turn onward: All allies also gain80% C.A. DMG Up (1 time)Charge attack DMG is boosted (1 time)
Strength: 80%Duration: Indefinite,20% C.A. DMG Cap Up (1 time)Charge attack DMG cap is boosted (1 time)
Strength: 20%Duration: Indefinite, and5% DMG Cap UpMaximum amount of DMG that can be dealt per hit is boosted
Strength: 5%Duration: 4 turns. orNight's GraceAll allies gain DrainDamage dealt is partially absorbed to HP
Strength: (Healing cap: 500)Duration: 5 turns,Death's GraceConverting turn-based DMG to HP recovery (Poison, burn, wither etc.)
Duration: 5 turns, andCharge Bar +20%Instantly boosts Charge Bar by 20%
Strength: 20%. can allow for very frequent Charge Attacks. The usage of this skill depend on your grid and team composition.Die UmkehrungGrant FreigeistDouble attack rate is boosted / Triple attack rate is boosted / More likely to be attacked / Charge attack DMG is boosted / Charge attack DMG cap is boosted / Charge bar gain is boosted / Recovers once from a knockout while in effect (Can't be removed)
Strength: 100% DA Up,
20% TA Up,
+10 Hostility Up,
50% C.A DMG Up,
10% C.A DMG Cap Up,
20% Charge Bar Gain UpDuration: 5 turns to another Dark ally.
(When cast from 10th turn onward: Target also gainsTri-SlashAttacks 3 times each turn
Duration: 1 turn for 1 turn.) can be used in multiple different ways, be it for the hostility/revive, for the stat buffs, or simply for theTri-SlashAttacks 3 times each turn
on an already powerful character. Therefore, it should be used flexibly for the best effect.
Synergy
Extended Mastery Perks
| Ferry (Grand) | Stars: 13 | EMP: 91 | ||||||||||||||||||||||||||||||||
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ATK
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DEF
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Debuff Resistance
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Overdrive Attack
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Overdrive Curbed
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| ☆☆☆ | ☆☆☆ | ☆☆☆ | ☆☆☆ | ☆☆☆ | ||||||||||||||||||||||||||||||
ATK
|
DEF
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Double Attack Rate
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Triple Attack Rate
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Dark ATK Up
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| ☆☆☆ | ☆☆☆ | ☆☆☆ | ★★☆ | ★★★ | ||||||||||||||||||||||||||||||
Triple Attack Rate
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Critical Hit
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Debuff Success Rate Up
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Healing
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Slight chance to dodge all attacks from foes. | ||||||||||||||||||||||||||||||
| ★★☆ | ★★★ | ★★★ | ☆☆☆ | ☆☆☆ | ||||||||||||||||||||||||||||||
| Last update: 2020-04-11 | ||||||||||||||||||||||||||||||||||
Gamewith's recommended EMP build for Ferry (Grand).
Priorities[edit]
Prioritise Debuff Success to ensure Blau GespenstRemove 1 buff from a foe.Inflict 25% ATK DownATK is lowered
Strength: 25%Base Accuracy: 90%Duration: 180 secondsStacking: Single, 25% DEF DownDEF is lowered
Strength: 25%Base Accuracy: 90%Duration: 180 secondsStacking: Single, and Ghost CageCage shatters when the foe uses a special attack (Plain DMG to all foes upon shattering) (Can't be removed)
Base Accuracy: Guaranteed to land if the foe does not have 100% debuff resistance (10,000% base accuracy)Duration: IndefiniteLocal status effect.
(When the foe uses a special attack: Ghost Cage is removed and deals 999,999 Plain damage to all foes.) lands. Then put two points to each TA node as Ferry wants to use her CA as frequent as possible. After that, Dark ATK and Critical are essential to improve her damage output. Two points to DA can be considered afterwards. Healing is a candidate to keep HP up for a Stamina grid, or to allow long term battle if you have a Enmity grid.