Ferry (SSR)/Strategy

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Ratings

Ferry (SSR) 9.5This character's rating from GameWith out of 10 8.5This character's rating from Kamigame out of 10. This rating is intended for advanced players. 🔰 3This character's beginner rating from Kamigame out of 5. This rating is intended for beginners and is a separate evaluation from the advanced player rating.

  • Role: Support
  • Party 4-turn 100% TA UpTriple attack rate is boosted
    Strength: 100%
    with Light Bonus DMGDeals bonus DMG for one-foe one-ally attacks
  • Party 60% C.A. DMG UpCharge attack DMG is boosted
    Strength: 60%
    with 15% DMG Cap UpCan deal big bonus DMG when DMG dealt in one turn reaches a certain amount
    Strength: 15%
  • Party critical hit rate via passive

Overview

Ferry is the linchpin of most Light teams due to her Grausam and Hinrichten abilities, which can provide massive tactical power bursts for solo challenges while remaining low-maintenance and easy to use for multiplayer or MVP-racing.

Strengths

  • Hinrichten and Grausam provide immense party-wide damage with very little micromanagement
  • Hinrichten is immediately available during Strike Time, giving Ferry comparable quality-of-life value to Yodarha (SSR), Threo, and Zooey (Summer) in some cases
  • Hinrichten and Grausam work in any element, making Ferry a reasonable back-liner or off-element support in some cases

Weaknesses

  • Some form of debuff removal (eg.  ClarityRemove 1 debuff from all parties.) is almost mandatory
  • Somewhat lengthy/inconsistent ramp-up without DATA or Uplift buffs
  • Some counter-synergy with characters who have powerful Charge Attack effects

How to Play

Basic

  • Have every member of your party reach 100% charge bar and use Hinrichten
  • Remove the ShortedCharge bar is frozen
    debuff
  • Attack for the duration of the Hinrichten buff
  • Use Grausam and perform Charge Attacks
  • Play normally while Hinrichten cools down

Advanced

  • Attempt to align your most powerful buffs (eg.  ChaserAll allies gain 20% Bonus DMGDeals bonus DMG for one-foe one-ally attacks
    Strength: 20%Duration: 3 turns
    .
    , Carbuncles, etc.) with Hinrichten
  • Note that ShortedCharge bar is frozen
    can be removed one turn "late" and the party will still reach 100% Charge Bar with the remaining three turns of triple-attacks
  • Grausam's DMG Cap UpMaximum amount of DMG that can be dealt per hit is boosted
    applies to all damage, including nukes such as Lucio's Out of the Ashes
  • Hinrichten is limited by its cooldown in addition to charge bar generation, so it's often acceptable to Charge Attack normally (or with Grausam) when burst damage is more important than efficiency (eg. breaking an enemy, skipping an HP trigger)

Synergy

Ferry has synergy with effectively every character as triple-attack, echo, and charge attack damage are never bad. Therefore, only notable interactions are included

  • Elysian's  Call of the AbyssHarp: All allies gain 80% DA UpDouble attack rate is boosted
    Strength: 80%
    , 30% TA UpTriple attack rate is boosted
    Strength: 30%
    , and Charge Bar Gain LoweredCharge bar gain is lowered
    Strength: 35%
    .
    Dagger: All allies gain 40% DA UpDouble attack rate is boosted
    Strength: 40%
    , 10% TA UpTriple attack rate is boosted
    Strength: 10%
    , and Charge Bar Gain LoweredCharge bar gain is lowered
    Strength: 35%
    .
    helps the party reach 100% charge bar much sooner
  • Heles (Summer)'s Salted WoundATK is boosted when foe is in break mode
    benefits tremendously from Hinrichten as the echo will be massive and the already guaranteed triple-attack allows her to use her personal TA buff elsewhere
  • Rosamia (SSR) similarly gains more control over her personal DATA buff (and the dangerous Hostility UpMore likely to be attacked
    it comes with), as well as more opportunities to heal as her Mask won't be auto-refreshed by her Charge Attack as frequently
  • Arusha is a generally good SR but notable for having debuff removal, meaning the MC is not forced to take  ClarityRemove 1 debuff from all parties.
  • 3* Qilin and Huanglong, while very difficult to acquire, have immense potential due to Ferry's long cooldowns and charge bar requirements
  • Ferry has atrocious counter-synergy with Gunslinger (especially using Nebuchad Lumen), and can thus be omitted for those builds specifically
  • Ferry has additional access to a turn 1 Grausam chain, or Hinrichten by using Mechanic's Energy Maneuver, effectively emulating Strike Time.

Extended Mastery Perks

Ferry (SSR) Stars: 10 EMP: 55
ATK
★☆☆★★☆★★★
+500+800+1000
DEF
★☆☆★★☆★★★
5%8%10%
HP
★☆☆★★☆★★★
250500750
Double Attack Rate
★☆☆★★☆★★★
3%5%6%
Debuff Resistance
★☆☆★★☆★★★
5%8%10%
☆☆☆ ☆☆☆ ☆☆☆ ★★☆ ☆☆☆
ATK
★☆☆★★☆★★★
+500+800+1000
DEF
★☆☆★★☆★★★
5%8%10%
Double Attack Rate
★☆☆★★☆★★★
3%5%6%
Triple Attack Rate
★☆☆★★☆★★★
2%4%5%
Light ATK Up
★☆☆★★☆★★★
5%8%10%
☆☆☆ ☆☆☆ ★★☆ ★★☆ ★★☆
ATK
★☆☆★★☆★★★
+500+800+1000
Light ATK Up
★☆☆★★☆★★★
5%8%10%
Charge Attack Damage
★☆☆★★☆★★★
10%15%20%
Debuff Resistance
★☆☆★★☆★★★
5%8%10%
Slight chance to dodge all attacks from foes
☆☆☆ ★★☆ ☆☆☆ ☆☆☆ ☆☆☆
Last update: 2017-09-06

Gamewith's recommended EMP build for Ferry (SSR).

Priorities[edit]

Prioritise Light ATK first, followed by TA, then DA. DEF and CA DMG are options after this. Her Extended Mastery Support Skill outpaces DEF nodes in terms of survivability, but as it is reliant on rng, it's debatable which is best.

Resources

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