Nighthound
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About classes | Class list | Skill list | Extended Mastery | Master Level | Ultimate Mastery
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Class Data | |||||||||||||||
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Class line | ![]() ![]() ![]() ![]() |
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Description | Use keen senses combined with tactical ingenuity to intercept and neutralize the enemy. | ||||||||||||||
Style | ![]() |
Specialty | ![]() ![]() |
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Prerequisites | ![]() ![]() ![]() ![]() | ||||||||||||||
Level BonusesLevel bonuses are earned with levels 1, 5, 10, 15, and 20. |
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Completion Bonuses | ![]() ![]() |
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Class Weapon | ![]() |
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Release date | 2016-12-20 | Other sites | ![]() |
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Support Skills | |||||||||||||||
Night Hunter | Immunity to ![]() . 5% boost to ATKUnique modifier against debuffed enemies. |
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Target | 200% boost to ![]() (+100% damage per debuff on foe.)'s damage and reduce its cooldown by 1 turn. |
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Abrupt Shot | Unlocks at Master Level 20: When Sub Ally: Elemental damage to all foes upon any chain burst activation (Damage cap: ~800,000). |
Master Level BonusesRequirements to unlock Master Levels
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Total Master Level Bonuses | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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New Support Skill: Abrupt Shot Skill Upgrade: Evasive Maneuvers Alternate color class outfits |
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Contents
Skills
Icon | Skill Name | Effect | C/DCooldown in Turns | DurDuration in Turns or Seconds | SubSubskill usable on other classes | LVLClass level required | Notes |
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Evasive Maneuvers | 800% elemental damage to a foe (Damage cap: ~630,000). Gain ![]() Strength: 100%Multiplier: NormalDuration: 1 turn , ![]() Duration: 1 turn , and ![]() Duration: 1 turn 500% Elemental damage to all foes.(Damage cap: ~630,000) Inflict ![]() Duration: 180 seconds.. At level 30: Now hits all foes. Damage increased to 1000% (Damage cap: ~1,160,000). Upgrade ![]() Duration: 1 turn to ![]() Duration: 1 turn 500% Elemental damage (Damage cap: ~630,000) to all foes. Inflict ![]() Duration: 180 seconds, ![]() , and remove 1 buff.. |
5T | 1T | No | 1 | ![]() Duration: 1 turn will only trigger once even if you dodge multiple times in a single turn. |
Extended Mastery Skills
Icon | Skill Name | Effect | C/DCooldown | DurDuration | EMPCost in EMP | Notes |
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Tactical Relocation | Switch positions of any two allies. | 20T | 30 | ||
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Frequency Jam | All allies gain ![]() Strength: ~35%Duration: 2 turns and ![]() Strength: 40% chance of dealing 40% more damage.Duration: 2 turns.[1] |
7T | 2T | 20 | |
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Twilight Zone | ![]() Field effect to the field. |
16T | 180s | 30 | When superior element: 30% Elem ATK Up for Fire, Water, Earth, and Wind attacks. |
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Judicious Shot | 300% elemental damage to all foes (Damage cap: ~660,000). Inflict 25% Element DEF DownElement DEF Down debuff based on weapon element Strength: 25%Duration: 180 seconds.[2][3] |
5T | 180s | 25 | |
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Time On Target | 300% elemental DMG to a foe (Damage cap: ~440,000). Inflict a random debuff. (Number of hits and debuffs increased based on number of bow and gun-specialty allies / Max: 6.) |
15T | - | 50 | See Gameplay Notes. |
Ultimate Mastery Skills
- Requires Ultimate Mastery Lvl 6.
Icon | Skill Name | Effect | C/DCooldown | DurDuration | MaterialsMaterials consumed to learn | Notes |
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Homing Beacon | Inflict ![]() Duration: IndefiniteLocal status effect on a foe. (Can't recast.) |
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Stealth Protocol | Gain ![]() At end of turn if no DMG has been taken: 1000% elemental DMG to a foe / Supplement DMG taken / 50% boost to MC's charge bar (Can't be removed) Duration: 5 turns. |
7T | 5T | ||
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Rearguard Relocation | Switch positions with a sub ally for 5 turns. When switching with an ally: Switched ally gains ![]() Duration: 5 turns. All other allies gain ![]() Duration: 5 turns. |
Ready in 3 turns3-turn cooldown at start of battle. / 10 turns10-turn cooldown upon use. |
5T |
Gameplay Notes
Time On Target
- The amount of hits and debuffs equal the total number of Bow- and Gun-specialty allies in the party, including sub allies (Max: 6).
- The following debuffs can be inflicted:
25% ATK DownATK is lowered
Strength: 25%Duration: 180 secondsStacking: Single25% DEF DownDEF is lowered
Strength: 25%Duration: 180 secondsStacking: SingleBurned (10,000)HP is lowered on every turn
Strength: 10,000Duration: 180 secondsPoisoned (10,000)HP is lowered on every turn
Strength: 10,000Duration: 180 secondsPutrefied (10,000)HP is lowered on every turn
Strength: 10,000Duration: 180 secondsBlindedAttacks have a slight chance to miss
Duration: 3 turnsLocal status effectDA DownDouble attack rate is lowered
Duration: 3 turnsLocal status effectTA DownTriple attack rate is lowered
Duration: 3 turnsLocal status effectAccuracy LoweredAttacks and special attacks have a chance to miss
Duration: 2 turnsLocal status effectParalyzedCan't attack
Duration: 2 turnsLocal status effectParalyzedCan't attack
Duration: 1 turn Local status effect
ParalyzedCan't attack
Duration: 1 turn Local status effect can overwriteParalyzedCan't attack
Duration: 2 turnsLocal status effect even though its duration is shorter.
Abrupt Shot
- Damage dealt is based on the attributes of the character in first position.
- Stacks with similar support skills like
Silva (Light)'s
Bullet BurstWhen Sub Ally: 300% bonus Light damage to a foe upon the chain burst Ascension (Damage cap: ~580,000). or
Lecia (Water)'s
Backup FireWhen Sub Ally: Water damage to a foe upon Water chain burst activation.
(Boost to damage specs based on number of chains.),
Homing Beacon
Homing BeaconWhile in effect: Takes 5-hit plain DMG every 3 turns / 1 buff is removed / Debuff resistance is lowered (Stackable / Can't be removed)
Local status effect has the following effects every 3 turns:- Deal 5-hit Plain damage to a foe (Damage cap: 222,222 per hit)
- Remove 1 buff
- Inflict
Debuff Res. Down (Stackable)Debuff resistance is lowered (Stackable)
Duration: 180 seconds
Stealth Protocol
Stealth ProtocolCan't normal attack / Sharp boost to ATK (1 hit) to the ally in the next position upon using charge attack / Less likely to be attacked /
At end of turn if no DMG has been taken: 1000% elemental DMG to a foe / Supplement DMG taken / 50% boost to MC's charge bar (Can't be removed)
grants the following effects:[4]- Can't normal attack
- Upon using charge attack: Grants
100% Sharp ATK Up (1 time)ATK is sharply boosted
Strength: 100%Multiplier: AssassinDuration: 0.5 turnsApplied during the attack phase.
On the next turn, it'll have 0 turns remaining. to the ally in the next position - Into Hiding effect
- At end of turn if no damage has been taken:
- Deal 1000% elemental damage to a foe (Damage cap: ~1,160,000)
- Inflict
Supplemental DMG (30,000)DMG taken is supplemented
Strength: 30,000Duration: 1 turn - Gain
Charge Bar +50%Instantly boosts Charge Bar by 50%
Strength: 50%
100% Sharp ATK Up (1 time)ATK is sharply boosted
Strength: 100%Multiplier: AssassinDuration: 0.5 turnsApplied during the attack phase.
On the next turn, it'll have 0 turns remaining. also increases normal attack damage cap to ~1,160,000 and C.A. damage cap by 30%.[5]- The strength of Assassin buffs is reduced to 2/3 effectiveness when used with charge attacks.
Rearguard Relocation
Enhancing RelocationWhile in effect: Buffs can't be removed / Critical hit rate is boosted / Keen effect / Normal attack DMG is amplified / Bonus DMG will be dealt upon attacks / Switches out with MC when effect ends (Can't be removed)
grants the following effects:[4]- Dispel Cancel effect
- 100% / 20% Critical Up100% chance of dealing 20% more damage.
- Keen effect
- Amplify normal attack damage by 10%
- Deal 100% elemental damage (Damage cap: ~220,000) upon attacks
Resources
- Reddit Class Discussion (2019-10-18)
- Reddit Class Discussion (2020-04-18) (post-March 2020 EMP Update)
- Reddit Class Discussion (2022-10-05) (post-Master Level Update)
- Reddit Class Discussion (2023-11-29) (post-Ultimate Mastery Update)
Alternate Colors
Obtained from Nighthound: Master Level 30
Assessment
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This section contains subjective remarks about this class. Relevancy of information and recommended weapons can quickly change over time. Use substantial discretion before heavily investing resources. |
Overview
Nighthound is a unique class due to the ability to swap around party members. Since many MC classes provide valuable utility and/or damage, it is hard to justify using Nighthound which brings neither. Currently, Ultimate Mastery has not yet been released for Nighthound so the class's usage may change in the future.
Skill Overview
Class Skill
Skill | Priority | Comments |
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![]() Evasive Maneuvers800% elemental damage to a foe (Damage cap: ~630,000). Gain ![]() Strength: 100%Multiplier: NormalDuration: 1 turn , ![]() Duration: 1 turn , and ![]() Duration: 1 turn 500% Elemental damage to all foes.(Damage cap: ~630,000) Inflict ![]() Duration: 180 seconds.. At level 30: Now hits all foes. Damage increased to 1000% (Damage cap: ~1,160,000). Upgrade ![]() Duration: 1 turn to ![]() Duration: 1 turn 500% Elemental damage (Damage cap: ~630,000) to all foes. Inflict ![]() Duration: 180 seconds, ![]() , and remove 1 buff.. |
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Extended Mastery
Skill | Priority | Comments |
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![]() Tactical RelocationSwitch positions of any two allies. |
High |
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![]() Frequency JamAll allies gain ![]() Strength: ~35%Duration: 2 turns and ![]() Strength: 40% chance of dealing 40% more damage.Duration: 2 turns. |
Low |
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![]() Twilight Zone ![]() Field effect to the field. |
Low |
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![]() Judicious Shot300% elemental damage to all foes (Damage cap: ~660,000). Inflict 25% Element DEF DownElement DEF Down debuff based on weapon element Strength: 25%Duration: 180 seconds. |
Medium |
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![]() Time on Target300% elemental DMG to a foe (Damage cap: ~440,000). Inflict a random debuff. (Number of hits and debuffs increased based on number of bow and gun-specialty allies / Max: 6.) |
Medium |
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Notable Main Weapon Options
Class Champion Weapon Overview
Weapon | Info | Comments |
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![]() Maverick |
![]() All allies gain ![]() Strength: 80%? chance of dealing 20% more damage.Duration: 3.5 turnsStacking: Does not stack with TweyenApplied during the attack phase. On the next turn, it'll have 3 turns remaining. |
Maverick has very niche use in certain hard raid solos such as Lucilius HL. Outside of these cases, the weapon is not recommended as a main weapon. None of the emblems provide anything noteworthy. |
![]() ![]() Gain ![]() Strength: 100%Multiplier: NormalDuration: 1 turn , ![]() Duration: 1 turn , and ![]() Duration: 1 turn 500% Elemental damage to all foes.(Damage cap: ~630,000) Inflict ![]() Duration: 180 seconds.. At level 30: Now hits all foes. Damage increased to 1000% (Damage cap: ~1,160,000). Upgrade ![]() Duration: 1 turn to ![]() Duration: 1 turn 500% Elemental damage (Damage cap: ~630,000) to all foes. Inflict ![]() Duration: 180 seconds, ![]() , and remove 1 buff..'s effect / Also gain Substitute effect upon using ![]() Gain ![]() Strength: 100%Multiplier: NormalDuration: 1 turn , ![]() Duration: 1 turn , and ![]() Duration: 1 turn 500% Elemental damage to all foes.(Damage cap: ~630,000) Inflict ![]() Duration: 180 seconds.. At level 30: Now hits all foes. Damage increased to 1000% (Damage cap: ~1,160,000). Upgrade ![]() Duration: 1 turn to ![]() Duration: 1 turn 500% Elemental damage (Damage cap: ~630,000) to all foes. Inflict ![]() Duration: 180 seconds, ![]() , and remove 1 buff.. | ||
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![]() ![]() Field effect is in effect |
Main Weapon Options
Since Nighthound is focused on swapping out for other party members, main weapon choice is rarely relevant. Use a weapon that serves as a good gridpiece.
References
- ↑ zekasyuz, https://twitter.com/zekasyuz/status/811226164870004737
- ↑ Hecate_mk2 Judicious Shot, https://twitter.com/Hecate_mk2/status/976780680100175873
- ↑ jpokiehl EX II, https://twitter.com/jpokiehl/status/976795535137845249
- ↑ 4.0 4.1 GameWith, Nighthound. https://グランブルーファンタジー.gamewith.jp/article/show/47045
- ↑ Midokuni, Assassin on Ougi. User:Midokuni/Notepad/Assassin_on_Ougi