Jeanne d'Arc (Grand)/Strategy
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Ratings
| Jeanne d'Arc (Grand) | |||||
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Overview
How to Play
Synergy
- The more triple attacks you can make Jeanne do, the better. Bring sources of
TA UpTriple attack rate is boosted
orGuaranteed TAGuaranteed triple attack regardless of Triple Attack Lowered debuffs
, Trium Weapon Skills etc. In addition, any way to boost her charge bar so she can charge attack more and end the cooldown onSanctifyGain Guaranteed TAGuaranteed triple attack regardless of Triple Attack Lowered debuffs
Duration: 1 turn andStrengthATK is greatly boosted based on how high HP is
Strength: 20%-10%Duration: 3 turnsStacking: Teamwide. will help too. - Bring multi-hit skills to take advantage of the 50% uptime of
Divine SentenceDMG taken is supplemented (Can't be removed)
Strength: 1% of foe's max HP (Damage cap: 30,000)Base Accuracy: 90%Duration: 4 turnsLocal status effect's Supplemental Damage. Sources of Bonus Damage will also help.
Class Synergy
Luchador: Once Jeanne has Holy BannerNext Sanctify affects all allies (Can't be removed)
, useSanctifyGain Guaranteed TAGuaranteed triple attack regardless of Triple Attack Lowered debuffs
Duration: 1 turn andStrengthATK is greatly boosted based on how high HP is
Strength: 20%-10%Duration: 3 turnsStacking: Teamwide. and thenTag TeamAll allies attack without using up a turn. for strong burst damage. Apsaras: Lightning StrikeSpear-specialty allies gain Guaranteed TAGuaranteed triple attack regardless of Triple Attack Lowered debuffs
Duration: 1 turn .
Axe-specialty allies gain15% DMG AmplifiedDMG for one-foe attacks and counterattacks is amplified
Strength: 15%Duration: 3 turns. will grant a turn of guaranteed triple attack to Jeanne.Double Trouble IIIGain 100% TA UpTriple attack rate is boosted
Strength: 100%Duration: 1 turn .
Spear: All parties gain10% DA UpDouble attack rate is boosted
Strength: 10%Duration: 3 turnsWithout other buffs and5~10% TA UpTriple attack rate is boosted
Strength: 5~10%Duration: 3 turnsMaximum effect at 3 buffs..
Axe: InflictDA DownDouble attack rate is lowered
andTA DownTriple attack rate is lowered
on one enemy. with a spear mainhand will also help boost the chance of triple attacks.Runeslayer: Using Dragon BreakConsume all Magic Circles Fire CircleA magic circle possessing the power of fire (Max: 2 / Can't be removed)
Water CircleA magic circle possessing the power of water (Max: 2 / Can't be removed)
Earth CircleA magic circle possessing the power of earth (Max: 2 / Can't be removed)
Wind CircleA magic circle possessing the power of wind (Max: 2 / Can't be removed)
Light CircleA magic circle possessing the power of light (Max: 2 / Can't be removed)
Dark CircleA magic circle possessing the power of dark (Max: 2 / Can't be removed)
to grant all allies 10% x (Magic CirclesFire CircleA magic circle possessing the power of fire (Max: 2 / Can't be removed)
Water CircleA magic circle possessing the power of water (Max: 2 / Can't be removed)
Earth CircleA magic circle possessing the power of earth (Max: 2 / Can't be removed)
Wind CircleA magic circle possessing the power of wind (Max: 2 / Can't be removed)
Light CircleA magic circle possessing the power of light (Max: 2 / Can't be removed)
Dark CircleA magic circle possessing the power of dark (Max: 2 / Can't be removed)
)Bonus DMGDeals bonus DMG for one-foe one-ally attacks
Strength: 10% x (Magic CirclesFire CircleA magic circle possessing the power of fire (Max: 2 / Can't be removed)
Water CircleA magic circle possessing the power of water (Max: 2 / Can't be removed)
Earth CircleA magic circle possessing the power of earth (Max: 2 / Can't be removed)
Wind CircleA magic circle possessing the power of wind (Max: 2 / Can't be removed)
Light CircleA magic circle possessing the power of light (Max: 2 / Can't be removed)
Dark CircleA magic circle possessing the power of dark (Max: 2 / Can't be removed)
)
(Max: 80%)Duration: 1 turn . (Max: 80%.) (Cannot be used without Magic CirclesFire CircleA magic circle possessing the power of fire (Max: 2 / Can't be removed)
Water CircleA magic circle possessing the power of water (Max: 2 / Can't be removed)
Earth CircleA magic circle possessing the power of earth (Max: 2 / Can't be removed)
Wind CircleA magic circle possessing the power of wind (Max: 2 / Can't be removed)
Light CircleA magic circle possessing the power of light (Max: 2 / Can't be removed)
Dark CircleA magic circle possessing the power of dark (Max: 2 / Can't be removed)
.) at the same time as an empoweredSanctifyGain Guaranteed TAGuaranteed triple attack regardless of Triple Attack Lowered debuffs
Duration: 1 turn andStrengthATK is greatly boosted based on how high HP is
Strength: 20%-10%Duration: 3 turnsStacking: Teamwide. will make for a very strong turn.Dragon BreakConsume all Magic Circles Fire CircleA magic circle possessing the power of fire (Max: 2 / Can't be removed)
Water CircleA magic circle possessing the power of water (Max: 2 / Can't be removed)
Earth CircleA magic circle possessing the power of earth (Max: 2 / Can't be removed)
Wind CircleA magic circle possessing the power of wind (Max: 2 / Can't be removed)
Light CircleA magic circle possessing the power of light (Max: 2 / Can't be removed)
Dark CircleA magic circle possessing the power of dark (Max: 2 / Can't be removed)
to grant all allies 10% x (Magic CirclesFire CircleA magic circle possessing the power of fire (Max: 2 / Can't be removed)
Water CircleA magic circle possessing the power of water (Max: 2 / Can't be removed)
Earth CircleA magic circle possessing the power of earth (Max: 2 / Can't be removed)
Wind CircleA magic circle possessing the power of wind (Max: 2 / Can't be removed)
Light CircleA magic circle possessing the power of light (Max: 2 / Can't be removed)
Dark CircleA magic circle possessing the power of dark (Max: 2 / Can't be removed)
)Bonus DMGDeals bonus DMG for one-foe one-ally attacks
Strength: 10% x (Magic CirclesFire CircleA magic circle possessing the power of fire (Max: 2 / Can't be removed)
Water CircleA magic circle possessing the power of water (Max: 2 / Can't be removed)
Earth CircleA magic circle possessing the power of earth (Max: 2 / Can't be removed)
Wind CircleA magic circle possessing the power of wind (Max: 2 / Can't be removed)
Light CircleA magic circle possessing the power of light (Max: 2 / Can't be removed)
Dark CircleA magic circle possessing the power of dark (Max: 2 / Can't be removed)
)
(Max: 80%)Duration: 1 turn . (Max: 80%.) (Cannot be used without Magic CirclesFire CircleA magic circle possessing the power of fire (Max: 2 / Can't be removed)
Water CircleA magic circle possessing the power of water (Max: 2 / Can't be removed)
Earth CircleA magic circle possessing the power of earth (Max: 2 / Can't be removed)
Wind CircleA magic circle possessing the power of wind (Max: 2 / Can't be removed)
Light CircleA magic circle possessing the power of light (Max: 2 / Can't be removed)
Dark CircleA magic circle possessing the power of dark (Max: 2 / Can't be removed)
.) takes some time to set up, but that matches fine withSanctifyGain Guaranteed TAGuaranteed triple attack regardless of Triple Attack Lowered debuffs
Duration: 1 turn andStrengthATK is greatly boosted based on how high HP is
Strength: 20%-10%Duration: 3 turnsStacking: Teamwide. which will not be empowered until after Jeanne's first charge attack. The Spell Combo 'Searing Wind' will grantReadying Skill for a turn of teamwide triple attacks upon activation. This will help cut the cooldown on Eternal DivinityAll Light allies gain 100% / 20% Critical Hit Rate UpAttacks made with elemental superiority have a chance to deal boosted DMG
Strength: 100% chance of dealing 20% more damage.Duration: 3 turns,15% DMG Cap UpMaximum amount of DMG that can be dealt per hit is boosted
Strength: 15%Duration: 3 turns and15% ATK Up (1 time)ATK is boosted (1 time)
Strength: 15%Multiplier: AssassinDuration: 1 turn ..
Character Synergy
Hallessena (Halloween): The guaranteed triple attack from Party NightmareDMG dealt is supplemented /
Triple attack rate is boosted
(Can't be removed)
will help Jeanne cut down the long cooldown forEternal DivinityAll Light allies gain 100% / 20% Critical Hit Rate UpAttacks made with elemental superiority have a chance to deal boosted DMG
Strength: 100% chance of dealing 20% more damage.Duration: 3 turns,15% DMG Cap UpMaximum amount of DMG that can be dealt per hit is boosted
Strength: 15%Duration: 3 turns and15% ATK Up (1 time)ATK is boosted (1 time)
Strength: 15%Multiplier: AssassinDuration: 1 turn .. In turn,Eternal DivinityAll Light allies gain 100% / 20% Critical Hit Rate UpAttacks made with elemental superiority have a chance to deal boosted DMG
Strength: 100% chance of dealing 20% more damage.Duration: 3 turns,15% DMG Cap UpMaximum amount of DMG that can be dealt per hit is boosted
Strength: 15%Duration: 3 turns and15% ATK Up (1 time)ATK is boosted (1 time)
Strength: 15%Multiplier: AssassinDuration: 1 turn . and the Bonus Damage fromRobe de la Pucelle1-turn cut to skill standby and cooldown for Eternal Divinity upon triple attack.
10% Bonus Light DMG effect to Light allies' triple attacks. will significantly enhanceParty NightmareAll foes gain 50% ATK UpATK is boosted
Strength: 50%Duration: 2 turnsLocal status effect,100% DA UpDouble attack rate is boosted
Strength: 100%Duration: 2 turnsLocal status effect, and100% TA UpTriple attack rate is boosted
Strength: 100%Duration: 2 turnsLocal status effect.
All Light allies gainParty NightmareDMG dealt is supplemented /
Triple attack rate is boosted
(Can't be removed)
Strength: Supplemental DMG effect (1% of foe's max HP [Max: 100,000]) / Guaranteed TADuration: 2 turns.
(RequiresParty All NightATK is boosted and DEF is lowered based on Party All Night lvl (Max: 5 / Can't be removed)
lvl 3 or higher). Even whenParty NightmareDMG dealt is supplemented /
Triple attack rate is boosted
(Can't be removed)
is not in effect,Robe de la Pucelle1-turn cut to skill standby and cooldown for Eternal Divinity upon triple attack.
10% Bonus Light DMG effect to Light allies' triple attacks. will always affect Halle due to her natural triple attacks.
Summon Synergy
Luminiera Omega: The teamwide boost to Light Attack will trigger the enhancement from Standard-BearerIncrease all allies' 'Boost to Light ATK' effect by an additional 30%..
Extended Mastery Perks
| Jeanne d'Arc (Grand) | Stars: 15 | EMP: 120 | ||||||||||||||||||||||||||||||||
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ATK
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DEF
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HP
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Double Attack Rate
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Debuff Resistance
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| ☆☆☆ | ☆☆☆ | ☆☆☆ | ☆☆☆ | ☆☆☆ | ||||||||||||||||||||||||||||||
ATK
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DEF
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HP
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Double Attack Rate
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Critical Hit
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| ☆☆☆ | ☆☆☆ | ☆☆☆ | ☆☆☆ | ★★★ | ||||||||||||||||||||||||||||||
Triple Attack Rate
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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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| ★★★ | ★★★ | ★★★ | ★★★ | ☆☆☆ | ||||||||||||||||||||||||||||||
| Last update: 2020-04-12 | ||||||||||||||||||||||||||||||||||
Gamewith's recommended EMP build for Jeanne d'Arc (Grand).
Priorities[edit]
Prioritize both Critical Hit Rate nodes, then the TA nodes, which can aim at shortening her 3rd Ability. Next, in order to stabilize the "Spear of Divine Punishment", which has a positive effect on increasing damage, Debuff Success Rate Up is recommended.Resources
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