Hallessena (Halloween)/Strategy

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Hallessena (Halloween)

  • Role: Attacker
  • Party NightmareDMG dealt is supplemented /
    Triple attack rate is boosted
    (Can't be removed)
    provides all light allies with Supplemental DMGDMG dealt is supplemented
    and Guaranteed TAGuaranteed triple attack regardless of Triple Attack Lowered debuffs
  • Can obtain both Dodge-and-Counter (3 times)Dodge and counter one-ally attacks
    Strength: 250%Duration: 2 turnsCounter attacks grant 5% charge bar per hit.
    and 80% Bonus Light DMGDeals bonus light DMG for one-foe one-ally attacks
    Strength: 80%Duration: 2 turns
    with  This Is Not a DrillGain Dodge-and-Counter (3 times)Dodge and counter one-ally attacks
    Strength: 250%Duration: 2 turnsCounter attacks grant 5% charge bar per hit.
    and 80% Bonus Light DMGDeals bonus light DMG for one-foe one-ally attacks
    Strength: 80%Duration: 2 turns
    .
    (Consumes 30% of charge bar.)
  • Whenever she has Hostility DownLess likely to be attacked
    , her DMG output increases greatly
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 9.5 S A C 2022-04-06
Kamigame 8.5 A D D 2023-06-05

Overview

Halloween Hallessena is a strong attacker who provides some party-wide buffs for utility, but requires tight synergy to support her own damage potential and neutralize the bonuses she provides to the enemy. She works especially well in teams focused around triple attacks and/or burst turns.

How to Play

  • Use  Carve You Up!4-hit, 75% Light damage to a foe (Damage cap: ~95,000 per hit).
    Inflict 10% ATK Down (Stackable / Max: 40%)ATK is lowered (Stackable)
    Strength: 10% (Max: 40%)Base Accuracy: 95%Duration: 180 seconds
    and 10% DEF Down (Stackable / Max: 40%)DEF is lowered (Stackable)
    Strength: 10% (Max: 40%)Base Accuracy: 95%Duration: 180 seconds
    .
    Raise Party All NightATK is boosted and DEF is lowered based on Party All Night lvl (Max: 5 / Can't be removed)
    Duration: Indefinite
    lvl by 1.
    whenever it is off cooldown to stack debuffs on the enemy and raise Party All NightATK is boosted and DEF is lowered based on Party All Night lvl (Max: 5 / Can't be removed)
    as soon as possible.
  •  This Is Not a DrillGain Dodge-and-Counter (3 times)Dodge and counter one-ally attacks
    Strength: 250%Duration: 2 turnsCounter attacks grant 5% charge bar per hit.
    and 80% Bonus Light DMGDeals bonus light DMG for one-foe one-ally attacks
    Strength: 80%Duration: 2 turns
    .
    (Consumes 30% of charge bar.)
    has multiple uses. Use when expecting incoming damage to take advantage of the Dodge-and-Counter (3 times)Dodge and counter one-ally attacks
    Strength: 250%Duration: 2 turnsCounter attacks grant 5% charge bar per hit.
    , or combine the huge 80% Bonus Light DMGDeals bonus light DMG for one-foe one-ally attacks
    Strength: 80%Duration: 2 turns
    with other buffs for maximum damage output.
  • Halle needs guarding so that she doesn't get hit and lose all the benefits of Party All NightATK is boosted and DEF is lowered based on Party All Night lvl (Max: 5 / Can't be removed)
    . Bring ShieldNext ATK received will be ineffective for a fixed amount
    , SubstituteReceives foe attack in place of an ally
    (Excludes all-foe all-ally attacks)
    , Substitute (All-Ally)Receives all attacks in place of allies
    (Includes all-ally attacks)
    , or Hostility UpMore likely to be attacked
    to protect her. Keep in mind that the more Party All NightATK is boosted and DEF is lowered based on Party All Night lvl (Max: 5 / Can't be removed)
    she has, the more vulnerable she is to a strong hit, so she needs protection even when she's above the threshold to activate  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: 1% of foe's max HP (Damage cap: 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.)
    .
  •  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: 1% of foe's max HP (Damage cap: 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.)
    requires more consideration before use.
    • The skill will significantly enhance the enemy's damage without some form of mitigation. Be prepared with multiple Dispels, high HP or Damage Cut when using the skill.
    • There is a significant cooldown after use, so make sure as many buffs as possible are up for maximum damage during the two-turn activation.
    • As it requires 3 stacks of Party All NightATK is boosted and DEF is lowered based on Party All Night lvl (Max: 5 / Can't be removed)
      , the soonest it can be used is turn 3 (two natural stacks, and one usage of  Carve You Up!4-hit, 75% Light damage to a foe (Damage cap: ~95,000 per hit).
      Inflict 10% ATK Down (Stackable / Max: 40%)ATK is lowered (Stackable)
      Strength: 10% (Max: 40%)Base Accuracy: 95%Duration: 180 seconds
      and 10% DEF Down (Stackable / Max: 40%)DEF is lowered (Stackable)
      Strength: 10% (Max: 40%)Base Accuracy: 95%Duration: 180 seconds
      .
      Raise Party All NightATK is boosted and DEF is lowered based on Party All Night lvl (Max: 5 / Can't be removed)
      Duration: Indefinite
      lvl by 1.
      ).
    • Depending on your buffs and grid, it may be worth turning off charge attacks for the duration of Party NightmareDMG dealt is supplemented /
      Triple attack rate is boosted
      (Can't be removed)
      , as it is quite possible to outdamage what your charge attacks whilst powered by Party NightmareDMG dealt is supplemented /
      Triple attack rate is boosted
      (Can't be removed)
      . After Party NightmareDMG dealt is supplemented /
      Triple attack rate is boosted
      (Can't be removed)
      expires, you will likely have enough charge bar for a full four-chain burst when you turn on charge attacks again.

Synergy

  • The more sources of Dispel you can bring, the safer  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: 1% of foe's max HP (Damage cap: 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.)
    is to use.
  • A team-wide source of Bonus Damage activated at the same time as  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: 1% of foe's max HP (Damage cap: 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.)
    will significantly increase damage dealt whilst the buff is active, adding up to 1.2 million extra supplemental damage each turn due to the additional damage instances.
  • SubstituteReceives foe attack in place of an ally
    (Excludes all-foe all-ally attacks)
    and Hostility UpMore likely to be attacked
    are necessary to redirect attacks away from Hallessena, allowing her to keep Party All NightATK is boosted and DEF is lowered based on Party All Night lvl (Max: 5 / Can't be removed)
    stacks as high as possible.

Class Synergy

  • Luchador: This pairing focuses on creating one or more turns of heavy burst damage through  Tag TeamAll allies instantly perform a normal attack without using up a turn. at the same time as  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: 1% of foe's max HP (Damage cap: 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.)
    's guaranteed party-wide triple attacks. Often combined with skill-resetting summon calls to immediately perform the combination again.
  • Runeslayer:  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)
    .)
    gives the party immense Bonus Damage, best used at the same time as  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: 1% of foe's max HP (Damage cap: 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.)
    . It requires several turns to setup, but since  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: 1% of foe's max HP (Damage cap: 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.)
    does as well, they make a good pair in longer content.
  • Warlock: Bonus Damage from  ChaserAll allies gain 20% Bonus DMGDeals bonus DMG for one-foe one-ally attacks
    Strength: 20%Duration: 3 turns
    .
    provides a significant boost to the effectiveness of Party NightmareDMG dealt is supplemented /
    Triple attack rate is boosted
    (Can't be removed)
    's Supplemental Damage and is maximally effective due to the team-wide guaranteed triple attacks.
  • Cavalier: (wielding a spear) Multiple Dispels from the powered up spear version of  Battering Ram300% elemental damage to a foe (Damage cap: ~630,000).
    Spear: Remove 1 buff.
    Gun: Inflict DelayReduce a foe's filled charge diamonds by 1
    .
    (At Equestrian Affinity lvl 3: Activates twice.)
    will greatly help mitigate the downsides of  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: 1% of foe's max HP (Damage cap: 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.)
    . The Bonus Damage and tanking from  Horseman's DutyAll allies gain 15% Bonus DMGDeals bonus DMG for one-foe one-ally attacks
    Strength: 15%Duration: 3 turns
    .
    Spear: Gain 100% / 30% ArmoredChance of lowering DMG taken
    Strength: 100% chance of taking 30% less damage.Duration: 3 turns
    and Hostility UpMore likely to be attacked
    Strength: SharpDuration: 1 turn
    .
    Gun: Gain Unchallenged (1 time)Next DMG received will be ineffective
    Duration: Indefinite
    and Hostility DownLess likely to be attacked
    Strength: SharpDuration: 1 turn
    .
    At level 30:
    Spear: Effect increased to Full Hostility100% chance to be targeted by one-ally attacks (Can't be removed)
    Duration: 1 turn Full hostility has the same properties as Substitute, but has lower targeting priority than Substitute
    . Also gain Debuff Res. UpDebuff resistance is boosted
    Duration: 1 turn
    .
    Gun: Effect increased to Hostility DownLess likely to be attacked
    Strength: ~99%Duration: 1 turn
    and Unchallenged (2 times)Next DMG received will be ineffective
    Duration: Indefinite
    .
    also helps Halle avoid losing stacks of Party NightmareDMG dealt is supplemented /
    Triple attack rate is boosted
    (Can't be removed)
    whilst gaining extra damage instances for the whole team to benefit from Party NightmareDMG dealt is supplemented /
    Triple attack rate is boosted
    (Can't be removed)
    's Supplemental Damage.

Character Synergy

  • Kumbhira: An Axe-proficient Light character, Kumbhira's Reckless AbandonDouble attack rate is boosted / Triple attack rate is boosted / DMG and DMG cap for one-foe attacks and counterattacks are boosted (Can't be removed)
    not only provides a party-wide MA boost, but also boosts damage dealt by counters.
  • Vira (Grand): Another Axe-proficient Light character, Vira can provide guaranteed TA on Turn 1 for short content. In longer battles, she helps protect Hallessena through Aegis MergeAegis Merge is active (Ends when there are no Bits or after 3 turns / Can't be removed / Can't be extended)
    and can Dispel one of the buffs she gives the enemy.
  • Melissabelle (Valentine): An Axe-proficient Light character who fulfills a similar role to Vira. Melissabelle protects Halle through  DecorateGain Substitute (All-Ally)Receives all attacks in place of allies
    (Includes all-ally attacks)
    Duration: 1 turn
    , 100% / 80% ArmoredChance of lowering DMG taken
    Strength: 100% chance of taking 80% less damage.Duration: 1 turn
    , and 50% Skill DMG UpSkill DMG is boosted
    Strength: 50%Duration: 1 turn
    .
    .  Get Over Hair500% Light damage to a foe (Damage cap: ~800,000) and remove 1 buff.
    Gain 1 ChokoleitWhen Melissabelle has 3 Chokoleits at end of turn: 20-hit light DMG to random foes / Restores Melissabelle's HP / Consumes all Chokoleits (Max: 3 / Can't be removed)
    Duration: Indefinite
    .
    also helps by removing one of the buffs Halle gives to the enemy. In turn, Melissabelle's many multi-hit skills benefit greatly from the supplemental damage from Party NightmareDMG dealt is supplemented /
    Triple attack rate is boosted
    (Can't be removed)
    .
  • Mary (Holiday): Touting guaranteed TA, guaranteed Crits, and a 50% ATK buff, Mary and Hallessena make a potent team for short content. However, Mary doesn't hold up well in longer battles.
  • Jeanne d'Arc (Grand): 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: 1% of foe's max HP (Damage cap: 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.
  • Io (Grand): When properly set up,  Flowery Seven7-hit, 150% superior elemental damage to random foes (Damage cap: ~80,000 per hit).
    (Boost to damage cap based on Mystic VortexSkill effects and charge attack specs are boosted
    Can't be removed
    lvl.)
    At level 55:
    Effect enhanced.
    At level 90:
    Number of hits increases based on Mystic VortexSkill effects and charge attack specs are boosted
    Can't be removed
    lvl.
    can provide enormous amounts of skill damage instances for Party NightmareDMG dealt is supplemented /
    Triple attack rate is boosted
    (Can't be removed)
    to affect. This will result in up to 1.4 million extra damage every activation.

Summon Synergy

  • Luminiera Omega: An obvious candidate for inclusion in a light party for its aura, it still has use in an Optimus or Elemental party for its chance to remove a buff on call. If you uncap it to max level, the dispel is no longer chance based.
  • Lonesome Dragoness (Summon): Remove a buff from all foes and allies. As the buffs given to the enemy can be dispelled, but Party NightmareDMG dealt is supplemented /
    Triple attack rate is boosted
    (Can't be removed)
    cannot, this may be of use. Easily obtainable via Lonesome Dragoness.
  • Adramelech: On-call 20% Bonus Light DMGDeals bonus light DMG for one-foe one-ally attacks
    Strength: 20%Duration: 3 turns
    combines well with the party-wide triple attacks and supplemental damage of Party NightmareDMG dealt is supplemented /
    Triple attack rate is boosted
    (Can't be removed)
    .
  • Hamsa: Includes both a Dispel and a strong local 50% ATK DownATK is lowered
    Strength: 50%Duration: 3 turnsLocal status effect
    and 50% DEF DownDEF is lowered
    Strength: 50%Duration: 3 turnsLocal status effect
    .
  • Thor: At 3★, dispels a buff on the enemy on call. At 4★, provides enormous 50% Bonus Light DMGDeals bonus light DMG for one-foe one-ally attacks
    Strength: 50%Duration: 2 turns
    which combos very well with the guaranteed party-wide triple attacks and supplemental damage of Party NightmareDMG dealt is supplemented /
    Triple attack rate is boosted
    (Can't be removed)
    . Does not provide any synergy before 3★ and can only be called once per fight.
  • Qilin: Resets all skill cooldowns, cancelling the long wait until  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: 1% of foe's max HP (Damage cap: 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.)
    is ready again to enable another 1-2 burst turns instantly. Can only be called once per fight.
  • Aphrodite: Fulfills the same role as Qilin as a skill-reset summon, and also provides charge bar and a minor heal. Requires 4★ uncap, setting it as Main Summon and triggering three enemy special attacks to guarantee skill reset on call. If conditions are not satisfied, the skill-reset is chance-based. Requires four different races in the front line to achieve maximum Aura power.

Weapon Synergy

  • Hollowsky Axe: Grants Supplemental Damage on triple attacks. Hallessena will naturally trigger this for herself on every turn, and can guarantee it for the whole team with  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: 1% of foe's max HP (Damage cap: 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.)
    . Not suitable as a main weapon due to the elemental difference, and should only be used in grid. Requires a team of axe/melee-proficiency characters for full effectiveness, and Halle gains no benefit from the triple-attack boost this weapon provides.
  • Lu Woh's Horn: Grants Supplemental Damage on double, triple and quadruple attacks. Just like the Hollowsky Axe, Hallessena will naturally trigger this for herself on every turn, and can guarantee it for the whole team with  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: 1% of foe's max HP (Damage cap: 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.)
    . Provides Bonus Damage to the whole team on charge attack when used as a main weapon, which will enhance the supplemental damage from Party NightmareDMG dealt is supplemented /
    Triple attack rate is boosted
    (Can't be removed)
    and the weapon's own skill. Provides no ATK modifier and Halle herself will be unaffected by its Trium skill as she already triple attacks every turn.
  • Spirit Seeker: Halle's character weapon is an unusual weapon which does not benefit Halle very much directly, as the multiattack boosts are useless for her given her guaranteed triple attacks. What the weapon is does is greatly benefit a Ultima Axe team composed of her and the other defensive Light Axe characters ( Vira (Grand), Melissabelle (Valentine), and Kumbhira). Halle can concentrate on attacking, whilst the other characters cover for her and remove the buffs she gives the enemy. A team built this way will also benefit from Hollowsky Axe and Bahamut Axe Coda.

Extended Mastery Perks

Hallessena (Halloween) Stars: 15 EMP: 120
ATK
★☆☆★★☆★★★
+500+800+1000
DEF
★☆☆★★☆★★★
5%8%10%
ATK Up
DEF Down
★☆☆★★☆★★★
+900 ATK
-10% DEF
+1300 ATK
-15% DEF
+1500 ATK
-20% DEF
Critical Hit
★☆☆★★☆★★★
12% chance for 12% more DMG20% chance for 20% more DMG25% chance for 25% more DMG
Charge Attack Damage
★☆☆★★☆★★★
10%15%20%
☆☆☆ ☆☆☆ ☆☆☆ ★★★ ★★★
ATK
★☆☆★★☆★★★
+500+800+1000
DEF
★☆☆★★☆★★★
5%8%10%
HP
★☆☆★★☆★★★
250500750
Critical Hit
★☆☆★★☆★★★
12% chance for 12% more DMG20% chance for 20% more DMG25% chance for 25% more DMG
Dark Damage Down
★☆☆★★☆★★★
2%4%5%
☆☆☆ ☆☆☆ ☆☆☆ ★★★ ☆☆☆
Critical Hit
★☆☆★★☆★★★
12% chance for 12% more DMG20% chance for 20% more DMG25% chance for 25% more DMG
Skill Damage Cap
★☆☆★★☆★★★
5%8%10%
Debuff Success Rate Up
★☆☆★★☆★★★
5%8%10%
Dodge Rate Up
★☆☆★★☆★★★
1%2%3%
Slight chance to dodge all attacks from foes.
★★★ ★★★ ☆☆☆ ☆☆☆ ☆☆☆
Last update: 2022-07-23

Gamewith's recommended EMP grid for Hallessena (Halloween).

To raise her base ATK power, prioritize raising her Critical ★3×3, Skill DMG Cap to ★3, and CA Dmg to ★3. Take her Dodge to ★3.

If you want to raise the success rate of her  Carve You Up!4-hit, 75% Light damage to a foe (Damage cap: ~95,000 per hit).
Inflict 10% ATK Down (Stackable / Max: 40%)ATK is lowered (Stackable)
Strength: 10% (Max: 40%)Base Accuracy: 95%Duration: 180 seconds
and 10% DEF Down (Stackable / Max: 40%)DEF is lowered (Stackable)
Strength: 10% (Max: 40%)Base Accuracy: 95%Duration: 180 seconds
.
Raise Party All NightATK is boosted and DEF is lowered based on Party All Night lvl (Max: 5 / Can't be removed)
Duration: Indefinite
lvl by 1.
skill to 100%, setting her Debuff Success to ★1 should do the trick.
Hallessena (Halloween) Stars: 18 EMP: 171
ATK
★☆☆★★☆★★★
+500+800+1000
DEF
★☆☆★★☆★★★
5%8%10%
ATK Up
DEF Down
★☆☆★★☆★★★
+900 ATK
-10% DEF
+1300 ATK
-15% DEF
+1500 ATK
-20% DEF
Critical Hit
★☆☆★★☆★★★
12% chance for 12% more DMG20% chance for 20% more DMG25% chance for 25% more DMG
Charge Attack Damage
★☆☆★★☆★★★
10%15%20%
★☆☆ ☆☆☆ ★☆☆ ★★★ ☆☆☆
ATK
★☆☆★★☆★★★
+500+800+1000
DEF
★☆☆★★☆★★★
5%8%10%
HP
★☆☆★★☆★★★
250500750
Critical Hit
★☆☆★★☆★★★
12% chance for 12% more DMG20% chance for 20% more DMG25% chance for 25% more DMG
Dark Damage Down
★☆☆★★☆★★★
2%4%5%
★☆☆ ☆☆☆ ☆☆☆ ★★★ ☆☆☆
Critical Hit
★☆☆★★☆★★★
12% chance for 12% more DMG20% chance for 20% more DMG25% chance for 25% more DMG
Skill Damage Cap
★☆☆★★☆★★★
5%8%10%
Debuff Success Rate Up
★☆☆★★☆★★★
5%8%10%
Dodge Rate Up
★☆☆★★☆★★★
1%2%3%
Slight chance to dodge all attacks from foes.
★★★ ★★★ ★★★ ☆☆☆ ☆☆☆
Last update: 2022-07-23
Kamigame's recommended EMP grid for Hallessena (Halloween).

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