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Ratings
Jeanne d'Arc (Grand)
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- 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 UpAttacks made with elemental superiority have a chance to deal boosted DMG
Strength: 100% chance of dealing 20% more damage., 15% DMG Cap UpMaximum amount of DMG that can be dealt per hit is boosted 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.
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Site
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RatingThe character's overall rating out of 10.
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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
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Full AutoThe character's general performance in Full Auto parties. GW Max Grade: SS KG Max Grade: SS
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High DifficultyThe character's capability relative to the game's most difficult content. GW Max Grade: SS KG Max Grade: SS
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Last Update
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GameWith
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9.8
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SS
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S
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B
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2020-06-12
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Kamigame
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9.5
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S
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A
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C
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2022-10-17
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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
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 instantly perform a normal 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 Guaranteed TAGuaranteed triple attack regardless of Triple Attack Lowered debuffs
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 (Multiattack Up)All allies' multiattack rate will be boosted upon foe's special attack activation
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: 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.
Summon Synergy
- Luminiera Omega: The teamwide boost to Light Attack will trigger the enhancement from Standard-BearerIncrease the effect of buffs on allies that boost Light ATK by an additional 30%. (Excludes 'stackable' buffs.).
Extended Mastery Perks
Resources