Nezha/Strategy

From Granblue Fantasy Wiki
Jump to navigation Jump to search
  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

Nezha

  • Role: Attacker/Debuffer/Support
  • Grants 70% Wind ATK UpWind ATK is boosted
    Strength: 70%Duration: 3 turns
    to all allies with a skill that can be reused after every Charge Attack.
  • Inflicts a combination of 15% DEF DownDEF is lowered
    Strength: 15%Base Accuracy: 120%Duration: 180 secondsStacking: Dual
    and 25% Wind DEF DownDEF is lowered for wind DMG
    Strength: 25%Base Accuracy: 120%Duration: 180 seconds
    on all foes in a single skill.
  • Deals more damage when Divine MightAt lvl 5: Bonus Fire DMG effect / Flashfire Gale activates at end of turn (Can't be removed)
    Duration: Indefinite
    has reached level 5.
    •  Flashfire Gale600% Wind and 800% Fire damage to a foe (Damage cap: Wind ~635,000; Fire ~840,000).
      Gain Charge Bar +30%Instantly boosts Charge Bar by 30%
      Strength: 30%
      .
      Restore 20% of caster's HP (Healing cap: 3000).
      activates at the end of every turn.
    • Gains permanent 50% Bonus Fire DMGDeals bonus fire DMG for one-foe one-ally attacks
      Strength: 50%
      for himself.
    • Grants 10% Bonus Fire DMGDeals bonus fire DMG for one-foe one-ally attacks
      Strength: 10%Duration: 3 turns
      to all allies for 3 turns through  Tailwind KindleAll allies gain 70% Wind ATK UpWind ATK is boosted
      Strength: 70%Duration: 3 turns
      , 70% Fire ATK UpFire ATK is boosted
      Strength: 70%Duration: 3 turns
      , and 20% Fire CutFire DMG is cut 20%
      Duration: 3 turnsFire Damage Cut.
      .
      (When Divine MightAt lvl 5: Bonus Fire DMG effect / Flashfire Gale activates at end of turn (Can't be removed)
      lvl is 5:

      All allies also gain 10% Bonus Fire DMGDeals bonus fire DMG for one-foe one-ally attacks
      Strength: 10%Duration: 3 turns
      .)
      .
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 A S A 2023-09-21
Kamigame 8.5 B B C 2023-10-03

Overview

Nezha has a simple kit with a powerful all-ally Wind ATK UpWind ATK is boosted
, multiple DEF debuffs, and an auto-nuke after maximizing his self-buff, Divine MightAt lvl 5: Bonus Fire DMG effect / Flashfire Gale activates at end of turn (Can't be removed)
. With his EMP support skill providing 3 initial stacks of Divine MightAt lvl 5: Bonus Fire DMG effect / Flashfire Gale activates at end of turn (Can't be removed)
, Nezha can have it fully stacked the turn after he makes his first charge attack.

Strengths

  • Divine MightAt lvl 5: Bonus Fire DMG effect / Flashfire Gale activates at end of turn (Can't be removed)
    is powerful once fully stacked:
    • Auto-activates  Flashfire Gale600% Wind and 800% Fire damage to a foe (Damage cap: Wind ~635,000; Fire ~840,000).
      Gain Charge Bar +30%Instantly boosts Charge Bar by 30%
      Strength: 30%
      .
      Restore 20% of caster's HP (Healing cap: 3000).
      every turn indefinitely.
    • Permanent 50% Bonus Fire DMGDeals bonus fire DMG for one-foe one-ally attacks
      Strength: 50%
      , increasing both damage and hit-count.
  •  Tailwind KindleAll allies gain 70% Wind ATK UpWind ATK is boosted
    Strength: 70%Duration: 3 turns
    , 70% Fire ATK UpFire ATK is boosted
    Strength: 70%Duration: 3 turns
    , and 20% Fire CutFire DMG is cut 20%
    Duration: 3 turnsFire Damage Cut.
    .
    (When Divine MightAt lvl 5: Bonus Fire DMG effect / Flashfire Gale activates at end of turn (Can't be removed)
    lvl is 5:

    All allies also gain 10% Bonus Fire DMGDeals bonus fire DMG for one-foe one-ally attacks
    Strength: 10%Duration: 3 turns
    .)
    grants all allies 70% Wind ATK UpWind ATK is boosted
    Strength: 70%
    , useful for undeveloped grids or hitting Assassin-buff caps easier.
  •  Soar the HeavensInflict 15% DEF DownDEF is lowered
    Strength: 15%Base Accuracy: 120%Duration: 180 secondsStacking: Dual
    , 25% Wind DEF DownDEF is lowered for wind DMG
    Strength: 25%Base Accuracy: 120%Duration: 180 seconds
    , and 25% Fire DEF DownDEF is lowered for fire DMG
    Strength: 25%Base Accuracy: 120%Duration: 180 seconds
    on all foes.
    provides 40% effective DEF Down (15% DEF DownDEF is lowered
    Strength: 15%
    , 25% Wind DEF DownDEF is lowered for wind DMG
    Strength: 25%
    ) in one button.
    • The 25% Fire DEF DownDEF is lowered for fire DMG
      Strength: 25%
      can also have niche use for mechanics which count debuffs.

Weaknesses

  •  Soar the HeavensInflict 15% DEF DownDEF is lowered
    Strength: 15%Base Accuracy: 120%Duration: 180 secondsStacking: Dual
    , 25% Wind DEF DownDEF is lowered for wind DMG
    Strength: 25%Base Accuracy: 120%Duration: 180 seconds
    , and 25% Fire DEF DownDEF is lowered for fire DMG
    Strength: 25%Base Accuracy: 120%Duration: 180 seconds
    on all foes.
    has a long cooldown, making it unreliable for some battles.
  • Despite having strong buffs, Impossible Raids that are 2* and above take reduced damage from elements they are not weak to in these battles, limiting his damage output.

How to Play

  • Nezha is most effective in Full Auto or "Mashing" where the sustain and damage of his auto-nuke can be relied upon
  • Soar the Heavens and Tailwind Kindle can be useful in OTK as they provide significant buff / debuffs in few buttons

Synergy

  • Nezha performs best with multiple Primal allies to enable  Friends till the EndGain effects in order based on number of Primal allies in party:
    1: Ignore foes' Fire resistance.
    2: 30% boost to ATKMultiplier: Perpetuity.
    3: Guaranteed triple attacks.
    4: 100% boost to DEF.
    5: 20% boost to charge bar gain.
    • His best primal partners are ones with a similar Full Auto niche like Grimnir (Valentine) and Lich (Halloween)
    • This passive counts backline characters as well, and even non-wind characters, so there should always be two Primals in the backline if possible -- Sandalphon (Event) is free and counts for one.
  • Charge batteries such as Seofon, Relic Buster, or Kengo with Kaneshige can help stack Divine Might more quickly
  • Skill cap sources improve the automatic Flashfire Gale casts once Divine Might is stacked
  • Can work well with other auto-nuke characters such as Estarriola or Meteon (Holiday), but is much slower to set up
  • 70% Wind ATK from Tailwind Kindle can help allies hit Estarriola or Heles (Wind)'s low-strength assassin caps
  • Since Tailwind Kindle is a buff skill, it can be engineered as the first button for "Full-Auto" 1-button OTK setups in Strike Time etc.

Extended Mastery Perks

Nezha Stars: 18 EMP: 171
ATK
★☆☆★★☆★★★
+500+800+1000
DEF
★☆☆★★☆★★★
5%8%10%
Double Attack Rate
★☆☆★★☆★★★
3%5%6%
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
Wind ATK Up
★☆☆★★☆★★★
5%8%10%
Charge Attack Damage
★☆☆★★☆★★★
10%15%20%
☆☆☆ ☆☆☆ ☆☆☆ ★★★ ★★★
Critical Hit
★☆☆★★☆★★★
12% chance for 12% more DMG20% chance for 20% more DMG25% chance for 25% more DMG
Critical Hit
★☆☆★★☆★★★
12% chance for 12% more DMG20% chance for 20% more DMG25% chance for 25% more DMG
Wind ATK Up
★☆☆★★☆★★★
5%8%10%
Skill Damage Cap
★☆☆★★☆★★★
5%8%10%
Raise Divine MightAt lvl 5: Bonus Fire DMG effect / Flashfire Gale activates at end of turn (Can't be removed)
Duration: Indefinite
lvl at battle start.
☆☆☆ ☆☆☆ ★★★ ★★★ ★★★
Last update: 2023-01-26

Gamewith's recommended EMP build for Nezha.

Priorities

Prioritize 3 ★ Support Skill to speed up Divine MightAt lvl 5: Bonus Fire DMG effect / Flashfire Gale activates at end of turn (Can't be removed)
Duration: Indefinite
stacks, so he can reach maximum  Memories of the WarRaise Divine MightAt lvl 5: Bonus Fire DMG effect / Flashfire Gale activates at end of turn (Can't be removed)
Duration: Indefinite
lvl by 1 upon using a buff skill or taking Fire damage (Max: 5).
(When Divine MightAt lvl 5: Bonus Fire DMG effect / Flashfire Gale activates at end of turn (Can't be removed)
Duration: Indefinite
lvl is 5:

50% Bonus Fire DMG effect.
 Flashfire Gale600% Wind and 800% Fire damage to a foe (Damage cap: Wind ~635,000; Fire ~840,000).
Gain Charge Bar +30%Instantly boosts Charge Bar by 30%
Strength: 30%
.
Restore 20% of caster's HP (Healing cap: 3000).
activates at end of turn.)
after using  Flashfire Gale600% Wind and 800% Fire damage to a foe (Damage cap: Wind ~635,000; Fire ~840,000).
Gain Charge Bar +30%Instantly boosts Charge Bar by 30%
Strength: 30%
.
Restore 20% of caster's HP (Healing cap: 3000).
twice. You can put the rest to Skill DMG Cap, C.A. DMG, Wind ATK Up, or Critical Hit.

Resources