Ferry (SSR)/Strategy

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Overview[edit]

Ferry is the linchpin of most Light teams due to her Grausam and Hin Liechten 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[edit]

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

Weaknesses[edit]

  • Some form of debuff removal (eg. Ability ClearAll.png Clarity
    Remove 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[edit]

Basic[edit]

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

Advanced[edit]

  • Attempt to align your most powerful buffs (eg. Ability Choke.png Chaser
    All allies gain Status Bonus Damage.png20% Bonus DMGDeals bonus DMG for one-foe one-ally attacks

    Strength: 20%
    Duration: 3 turns
    .
    , Carbuncles, etc.) with Hin Liechten
  • Note that Status Shorted.pngShortedCharge 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 Status DamageCapUp.png DMG Cap UpCan deal big bonus DMG when DMG dealt in one turn reaches a certain amount
    applies to all damage, including nukes such as Lucio's Out of the Ashes
  • Hin Liechten 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[edit]

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 Ability Call of the Abyss.png Call of the Abyss
    Harp: All allies gain Status DoubleUp.png80% DA UpDouble attack rate is boosted

    Strength: 80%
    , Status TripleUp.png30% TA UpTriple attack rate is boosted

    Strength: 30%
    , and Status Collapse.pngCharge Bar SlowedCharge bar speed is lowered

    Strength: 35%
    .
    Dagger: All allies gain Status DoubleUp.png40% DA UpDouble attack rate is boosted

    Strength: 40%
    , Status TripleUp.png10% TA UpTriple attack rate is boosted

    Strength: 10%
    , and Status Collapse.pngCharge Bar SlowedCharge bar speed is lowered

    Strength: 35%
    .
    helps the party reach 100% charge bar much sooner
  • Heles (Summer)'s Status Defiance.pngSalted WoundATK is boosted when foe is in break mode
    benefits tremendously from Hin Liechten 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 Status AggroUpArrow.pngHostility 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 Ability ClearAll.png Clarity
    Remove 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 square.jpg Nebuchad Lumen), and can thus be omitted for those builds specifically
  • Ferry has additional access to a turn 1 Grausam chain, or Hin Liechten by using Mechanic's Energy Maneuver, effectively emulating Strike Time.

Extended Mastery Perks[edit]

Ferry (SSR) Pts: 10
ZenithAtk.pngATK
★☆☆★★☆★★★
+500+800+1000
ZenithDef.pngDEF
★☆☆★★☆★★★
5%8%10%
ZenithHP.pngHP
★☆☆★★☆★★★
250500750
ZenithDA.pngDouble Attack Rate
★☆☆★★☆★★★
3%5%6%
ZenithDebuffRes.pngDebuff Resistance
★☆☆★★☆★★★
5%8%10%
☆☆☆ ☆☆☆ ☆☆☆ ★★☆ ☆☆☆
ZenithAtk.pngATK
★☆☆★★☆★★★
+500+800+1000
ZenithDef.pngDEF
★☆☆★★☆★★★
5%8%10%
ZenithDA.pngDouble Attack Rate
★☆☆★★☆★★★
3%5%6%
ZenithTA.pngTriple Attack Rate
★☆☆★★☆★★★
2%4%5%
ZenithLightAtk.pngLight ATK Up
★☆☆★★☆★★★
5%8%10%
☆☆☆ ☆☆☆ ★★☆ ★★☆ ★★☆
ZenithAtk.pngATK
★☆☆★★☆★★★
+500+800+1000
ZenithLightAtk.pngLight ATK Up
★☆☆★★☆★★★
5%8%10%
ZenithCADmg.pngCharge Attack Damage
★☆☆★★☆★★★
10%15%20%
ZenithDebuffRes.pngDebuff Resistance
★☆☆★★☆★★★
5%8%10%
ZenithSupportSkill.pngSlight 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[edit]