Jeanne d'Arc (Grand)/Strategy

 Game  Strategy  Lore  Voice    
This page is a Strategy stub. Please help us expand it by contributing relevant data.
See Meta:Manual of Style/Character Pages/Strategy for more info.

Ratings

Jeanne d'Arc (Grand) 9.8This character's rating from GameWith out of 10 10This character's rating from Kamigame out of 10. This rating is intended for advanced players. 🔰 ?This 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: Attacker/Support
  • Initially self-only StrengthATK is greatly boosted based on how high HP is
    and Guaranteed TAGuaranteed Triple Attack regardless of Triple Attack Lowered debuffs
    can affect all allies after charge attack.
  • Allows fellow light characters to deal 10% Bonus DMG upon triple attacks.
  • Allies affected by Light ATK UpLight ATK is boosted
    gain an extra 30% Light ATK boost.
  • 100% / 20% Critical Hit Rate UpDMG is slightly boosted for critical hits
    Strength: 100% chance of dealing 20% more damage.
    , 15% DMG Cap UpCan deal big bonus DMG when DMG dealt in one turn reaches a certain amount
    Strength: 15%
    , and 15% ATK Up (1 time)ATK is boosted (1 time)
    Strength: 15%
    are great for bursting fights.
  • 25% ATK DownATK is lowered
    Strength: 25%Local status effect
    and 25% DEF DownDEF is lowered
    Strength: 25%Base Accuracy: 100%Duration: 4 turnsLocal status effect
    are strong but rather niche and have an awful 4/8 turns downtime.
  • Possibly the best attacker/support character in Light but requires developed grid to make full use of her potential.

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
    or Guaranteed 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 on  SanctifyGain Guaranteed TAGuaranteed triple attack regardless of Triple Attack Lowered debuffs
    Duration: 1 turn
    and StrengthATK 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)
    , use  SanctifyGain Guaranteed TAGuaranteed triple attack regardless of Triple Attack Lowered debuffs
    Duration: 1 turn
    and StrengthATK is greatly boosted based on how high HP is
    Strength: 20%-10%Duration: 3 turnsStacking: Teamwide
    .
    and then  Tag 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 gain 15% 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 gain 10% DA UpDouble attack rate is boosted
    Strength: 10%Duration: 3 turnsWithout other buffs
    and 5~10% TA UpTriple attack rate is boosted
    Strength: 5~10%Duration: 3 turnsMaximum effect at 3 buffs.
    .
    Axe: Inflict DA DownDouble attack rate is lowered
    and TA 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 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)
    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 empowered  SanctifyGain Guaranteed TAGuaranteed triple attack regardless of Triple Attack Lowered debuffs
    Duration: 1 turn
    and StrengthATK 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 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)
    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 with  SanctifyGain Guaranteed TAGuaranteed triple attack regardless of Triple Attack Lowered debuffs
    Duration: 1 turn
    and StrengthATK 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 grant Readying 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
    and 15% 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 for  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
    and 15% 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
    and 15% ATK Up (1 time)ATK is boosted (1 time)
    Strength: 15%Multiplier: AssassinDuration: 1 turn
    .
    and the Bonus Damage from  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 significantly enhance  Party 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
    , and 100% TA UpTriple attack rate is boosted
    Strength: 100%Duration: 2 turnsLocal status effect
    .
    All Light allies gain Party 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
    .
    (Requires Party 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 when Party 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
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%
HP
★☆☆★★☆★★★
250500750
Double Attack Rate
★☆☆★★☆★★★
3%5%6%
Critical Hit
★☆☆★★☆★★★
12% chance for 12% more DMG20% chance for 20% more DMG25% chance for 25% more DMG
☆☆☆ ☆☆☆ ☆☆☆ ☆☆☆ ★★★
Triple Attack Rate
★☆☆★★☆★★★
2%4%5%
Triple Attack Rate
★☆☆★★☆★★★
2%4%5%
Critical Hit
★☆☆★★☆★★★
12% chance for 12% more DMG20% chance for 20% more DMG25% chance for 25% more DMG
Debuff Success Rate Up
★☆☆★★☆★★★
5%8%10%
★★★ ★★★ ★★★ ★★★ ☆☆☆
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

This article is issued from Wiki. The text is licensed under Creative Commons - Attribution - Sharealike. Additional terms may apply for the media files.