Arriet/Strategy

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Ratings

Arriet

  • Role: Support/Debuffer
  • Can lower one ally's skills cooldown by 1 turn and grant them Double StrikeAttacks twice each turn
    . The downtime makes it unreliable in longer fights though.
  • Party wide ATK UpATK is boosted
    and 30% Charge Bar Gain UpCharge bar gain is boosted
    Strength: 30%
    are on rather short cooldown.
  • Provides 25% ATK DownATK is lowered
    Strength: 25%
    and 25% DEF DownDEF is lowered
    Strength: 25%
    of dual stacking (like Miserable Mist). It allows your class to take a damaging skill in place of the Mist.
  • Mode Bar Cut BoostedCut to overdrive gauge is boosted
    Duration: 3 turns
    that comes with debuffs is rather situational but lasts 3 turns which might greatly help when fighting powerful foes.
  • Inflicts local SleepCan't attack and takes big DMG (Ends upon taking DMG)
    Takes 25% more damage
    Local status effect
    with her charge attack.
Site RatingThe character's overall rating out of 10. GrindingThe character's general efficiency in repeatedly clearing menial content with an emphasis on real-time speed.
GW Max Grade: SS
KG Max Grade: SS
Full AutoThe character's general performance in Full Auto parties.
GW Max Grade: SS
KG Max Grade: SS
High DifficultyThe character's capability relative to the game's most difficult content.
GW Max Grade: SS
KG Max Grade: SS
Last Update
GameWith 9.0 A B C 2022-02-17
Kamigame 8.0 C D D 2021-12-13

Overview

Arriet is a support character with both a party-wide buff and a  Miserable MistInflict 25% ATK DownATK is lowered
Strength: 25%Base Accuracy: 80%Duration: 180 secondsStacking: Dual
and 25% DEF DownDEF is lowered
Strength: 25%Base Accuracy: 80%Duration: 180 secondsStacking: Dual
on all foes.
-like skill. As a result, for players who have not yet unlocked Row IV or EXII classes, she allows greater freedom in class and subskill selection.

Strengths

  •  Philanthropy1-turn cut to a Wind ally's skill cooldowns and grant Double StrikeAttacks twice each turn
    Duration: 1 turn
    .
    can be used to reduce the target's skill cooldown by 1 and/or let them "catch up" by letting them attack twice with Double StrikeAttacks twice each turn
    .
  •  Secret GardenAll allies gain 25% ATK UpATK is boosted
    Strength: 25%Multiplier: NormalDuration: 3 turns
    and 25% Charge Bar Gain UpCharge bar gain is boosted
    Strength: 25%Duration: 3 turns
    .
    At level 75:
    Buffs increased to 30% ATK UpATK is boosted
    Strength: 30%Multiplier: NormalDuration: 3 turns
    and 30% Charge Bar Gain UpCharge bar gain is boosted
    Strength: 30%Duration: 3 turns
    .
    is good for teams centered around charge attacks, or for new players with less sources of multiattack, by boosting the amount of charge bar gained through normal attacks or Charge Bar +Instantly boosts Charge Bar by
    .
  •  EuphoriaAll allies gain Mode Bar Cut BoostedCut to overdrive gauge is boosted
    Duration: 3 turns
    .
    Inflict 25% ATK DownATK is lowered
    Strength: 25%Base Accuracy: 80%Duration: 180 secondsStacking: Dual
    and 25% DEF DownDEF is lowered
    Strength: 25%Base Accuracy: 80%Duration: 180 secondsStacking: Dual
    on all foes.
    works as a substitute for Miserable Mist, good for players who have not yet unlocked Dark Fencer or do not want to use it.
  • Her charge attack's SleepCan't attack and takes big DMG (Ends upon taking DMG)
    Takes 25% more damage
    can make the target lose their turn if it lands.

Weaknesses

  • Debuff success rate is lower, even with her support skill, than Dark Fencer's innate debuff success rate, making Dark Fencer a more reliable debuffer.
  • Lacks debuff success rate EMPs to improve her chances at landing her debuffs. (This is due to the ATK/DEF Down effects on Euphoria being added in her May 2018 rebalance, and her EMPs were left untouched.)
  • Sleep, while potentially powerful, is removed after taking damage, including Chain Burst damage. (The target will still miss their action that turn if she successfully landed Sleep.) She will almost never take full advantage of Sleep's 3 turns as a result.
  • Lacks utility for later-game teams; a main character with a Row IV/EXII class and Niyon can more or less completely phase her out unless trying to form a Harp-proficiency team.

How to Play

 Philanthropy1-turn cut to a Wind ally's skill cooldowns and grant Double StrikeAttacks twice each turn
Duration: 1 turn
.
grants Double Strike, which makes a character attack twice in addition to their regular attack or charge attack. This means, for example, you can use it on a character with 80% charge bar, making them hit twice and then use their charge attack.

Arriet's charge attack causes sleep, which is a very powerful local debuff that can disable a boss when it hits a trigger or has full charge crystals.

Synergy

Main Character

Characters

  • Kokkoro: By using Arriet's Secret Garden before Kokkoro's  Speed UpAll allies gain Supplemental DMGDMG dealt is supplemented
    Strength: 1% of foe's max HP (Damage cap: 30,000)Duration: 3 turns
    and Charge Bar +25%Instantly boosts Charge Bar by 25%
    Strength: 25%
    .
    , the charge bar boost will increase from 25% to around 33%. Kokkoro brings potent multiattack buffs for Wind allies through her passives and charge attack to take further advantage of the boosted charge bar gain. Furthermore, Kokkoro does not deal damage with her charge attack, so Kokkoro and Arriet using a charge attack together (without the MC and the fourth party member) will not trigger a Chain Burst that would break Arriet's Sleep.
  • Monika: Monika wants to charge attack as much as possible to lower the cooldowns on her skills, so Arriet's boost to charge bar gain will assist with that. Arriet also has a Hostility Down EMP to increase Monika's chances of getting targeted.

Weapons

  • Harp of Westerly Winds: The harp from the Between Frost and Flame side story grants a 5% boost to debuff success rate to all allies when equipped as the main weapon, improving Arriet's chances of landing  EuphoriaAll allies gain Mode Bar Cut BoostedCut to overdrive gauge is boosted
    Duration: 3 turns
    .
    Inflict 25% ATK DownATK is lowered
    Strength: 25%Base Accuracy: 80%Duration: 180 secondsStacking: Dual
    and 25% DEF DownDEF is lowered
    Strength: 25%Base Accuracy: 80%Duration: 180 secondsStacking: Dual
    on all foes.
    . It also reduces enemy debuff resistance as a charge attack attack effect, though likely not as strong as Superstar's Soul Soloist.

Extended Mastery Perks

Arriet Stars: 9 EMP: 45
ATK
★☆☆★★☆★★★
+500+800+1000
DEF
★☆☆★★☆★★★
5%8%10%
Debuff Resistance
★☆☆★★☆★★★
5%8%10%
Overdrive Attack
★☆☆★★☆★★★
5%8%10%
Overdrive Curbed
★☆☆★★☆★★★
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
☆☆☆ ☆☆☆ ☆☆☆ ★★☆ ★★★
DEF
★☆☆★★☆★★★
5%8%10%
Mode Bar Cut
★☆☆★★☆★★★
5%8%10%
Earth Damage Down
★☆☆★★☆★★★
2%4%5%
Hostility Down
★☆☆★★☆★★★
-3-4-5
Earth DMG reduction to all allies
☆☆☆ ☆☆☆ ☆☆☆ ☆☆☆ ★★★
Last update: 2017-09-04

Gamewith's recommended EMP build for Arriet.

Priorities

Prioritise her Extended Mastery Support Skill first. Then take Critical, followed by DA and ATK (Overdrive). If you are using her with Korwa or Rosetta, Hostility Down helps ensure they take the hits.

Resources

References