Nighthound

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About classes | Class list | Skill list | Extended Mastery


Nighthound gran sprite.png

Nighthound gran icon.jpg

Nighthound gran.png

Nighthound djeeta icon.jpg

Nighthound djeeta.png
Nighthound djeeta sprite.png
Class Data
Class line Class 170001 bw icon.pngRangerClass 170101 bw icon.pngArcherClass 170201 bw icon.pngSidewinderClass 170301 bw icon.pngNighthound
Description Use keen senses combined with tactical ingenuity to intercept and neutralize the enemy.
Style Label Type Balance.png Specialty Label Weapon Bow.png Label Weapon Gun.png
Prerequisites CP square.jpg CP ×2,500
Sharpshooter Distinction square.jpg Sharpshooter Distinction ×20
Trophy Gold square.png Superior ArcherRewards
Crystal square.jpg Crystal ×50
Level BonusesLevel bonuses are earned with levels 1, 5, 10, 15, and 20.
Lvl 1Icon Bonus Attack.png ATK +600   Total:
Icon Bonus Attack.png ATK +1800
Icon Bonus Attack.png Skill DMG +20%
Lvl 5Icon Bonus Attack.png Skill DMG +10%
Lvl 10 Icon Bonus Attack.png ATK +600
Lvl 15Icon Bonus Attack.png Skill DMG +10%
Lvl 20Icon Bonus Attack.png ATK +600
Master Bonuses Icon Bonus Attack.png Skill DMG +1% and Icon Bonus Defense.png Dodge +1%
Class Weapon Maverick square.jpg Maverick
Release date ? Other sites
Support Skills
Night Hunter Immunity to Status Blind.pngBlindedAttacks have a slight chance to miss
.
5% boost to ATKUnique modifier against debuffed enemies.
Target 200% boost to Ability Killstreak.png Bullseye Run(100% + 100% per target's debuff) elemental damage to a foe (Damage cap: ~580,000).'s damage.
Ability Killstreak.png Bullseye Run(100% + 100% per target's debuff) elemental damage to a foe (Damage cap: ~580,000).'s cooldown reduced by 1 turn.
Base Multiattack Rates
Base DA RateIncluding Support Skills/Level Bonuses 4%[1] Base TA RateIncluding Support Skills/Level Bonuses 1%[1]
Recommended Extended Mastery Perks
-
Recommended Subskills
-

Skills

Icon Skill Name Effect C/DCooldown in Turns DurDuration in Turns or Seconds SubSubskill usable on other classes LVLClass level required Notes
Ability m 313 1.png Evasive Maneuvers 800% elemental damage to a foe.
gain Status AttackUp.png100% ATK UpATK is boosted
Strength: 100%Duration: 1 turn
, Status DefenseUp.pngDodge AllTakes no DMG or debuffs while in effect
Duration: 1 turn
, and Status EffectOnDodge.pngBonus Effect on DodgeBlind foes upon dodging
Duration: 1 turn Will deal large damage and inflict blind on all foes.
.
5T 1T No 1 Status EffectOnDodge.pngBonus Effect on DodgeBlind foes upon dodging
Duration: 1 turn Will deal large damage and inflict blind on all foes.
will deal elemental damage and inflict Status Blind.pngBlindedAttacks have a slight chance to miss
Duration: 180 seconds
on all foes.
Even if you dodge multiple times it only triggers once.

Extended Mastery Skills

Icon Skill Name Effect C/DCooldown DurDuration EMPCost in EMP Notes
Ability Switch.png Tactical Relocation Switch positions of any two allies of your choice. 20T 30
Ability Frequency.png Frequency Jam All allies gain Status Dodge.png~35% Dodge Rate UpImmune to DMG and debuffs for a fixed amount while in effect
Strength: ~35%Duration: 2 turns
and Status CriticalUp.png40% / 40% Critical Hit Rate UpDMG is slightly boosted for critical hits
Strength: 40% chance of dealing 40% more damage.Duration: 2 turns
.[2]
7T 2T 20
Ability Twilight Zone.png Twilight Zone Deploy the Status Twilight Zone.pngTwilight ZoneWhen superior element, DMG is boosted for fire, water, earth and wind attacks
Field effect
field effect.
16T 180s 30 When superior element: 30% Elem ATK Up for Fire, Water, Earth, and Wind attacks.
Ability Judicious Shot.png 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
.[3][4]
5T 180s 25
Ability Time On Target.png 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.)
15T - 50 See Gameplay Notes.

Gameplay Notes

Time On Target

Assessment

Nighthound is a support class which offers moderate power in comparison to other Row IV classes, but provides unique strength for Ultima Gun/Bow or Hollowsky Bow teams, adds significant raid-wide damage against tetra-elemental enemies, and enables several otherwise impossible strategies for One-Turn Kill teams.

Skills

  • Ability m 313 1.png Evasive Maneuvers800% elemental damage to a foe.
    gain Status AttackUp.png100% ATK UpATK is boosted
    Strength: 100%Duration: 1 turn
    , Status DefenseUp.pngDodge AllTakes no DMG or debuffs while in effect
    Duration: 1 turn
    , and Status EffectOnDodge.pngBonus Effect on DodgeBlind foes upon dodging
    Duration: 1 turn Will deal large damage and inflict blind on all foes.
    .
    is a respectable nuke and useful for protecting the main character, but the Status EffectOnDodge.pngBonus Effect on DodgeBlind foes upon dodging
    can be unreliable. Combined with Ability Cover.png SubstituteGain Status Substitute.pngSubstituteReceives foe attack in place of an ally
    (Excludes all-foe all-ally attacks)
    Duration: 1 turn
    .
    , however, it becomes a powerful defensive tool for the entire team, as well as guaranteeing the Status Blind.pngBlindedAttacks have a slight chance to miss
    and secondary nuke activation. Best used against enemies with powerful single-target charge attacks by taking Ability Cover.png SubstituteGain Status Substitute.pngSubstituteReceives foe attack in place of an ally
    (Excludes all-foe all-ally attacks)
    Duration: 1 turn
    .
    or using Maverick square.jpg Maverick.
  • Ability Switch.png Tactical RelocationSwitch positions of any two allies of your choice. is an upgraded form of Ability Switch.png ChangeSwitches position with a sub member., allowing any slot on the front-line to be changed mid-battle. This can enable some extremely niche and creative strategies, especially when turn-efficiency is important, but given the prohibitively long cool-down of Tactical Relocation it is unlikely you will change positions more than 1-2 times in a single fight. Ability Switch.png Tactical RelocationSwitch positions of any two allies of your choice. is most used for one-turn-kill strategies, such as Enmity grids in combination with Npc s 3040092000 01.jpg Zooey (Grand). Summon s 2040158000.jpg Qilin is also sometimes used to reset the cooldown to move multiple team members quickly for more strategic flexibility.
  • Ability Frequency.png Frequency JamAll allies gain Status Dodge.png~35% Dodge Rate UpImmune to DMG and debuffs for a fixed amount while in effect
    Strength: ~35%Duration: 2 turns
    and Status CriticalUp.png40% / 40% Critical Hit Rate UpDMG is slightly boosted for critical hits
    Strength: 40% chance of dealing 40% more damage.Duration: 2 turns
    .
    is moderately powerful, especially against multi-hit attacks or when stacked with other forms of Status Dodge.pngDodge Rate UpImmune to DMG and debuffs for a fixed amount while in effect
    , but the fairly weak Status CriticalUp.pngCritical Hit Rate UpDMG is slightly boosted for critical hits
    and extremely low uptime make it much weaker than the EX skills of most other Row IV classes.
  • Ability Twilight Zone.png Twilight ZoneDeploy the Status Twilight Zone.pngTwilight ZoneWhen superior element, DMG is boosted for fire, water, earth and wind attacks
    Field effect
    field effect.
    is the main reason for taking Nighthound, often providing 30% Elemental ATK to an entire raid for 3 minutes with one button press. Unfortunately, it does not affect Light and Dark or work against Non-Elemental enemies such as Ultimate Bahamut due to requiring elemental advantage. Only one Nighthound in a raid should take this skill - any more would be wasteful.
  • Ability Time On Target.png 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.)
    specifically benefits Gun/Bow parties, providing a very strong nuke and a multiplicity of debuffs. Requires a full gun/bow team (including sub-allies) to be most effective. Using this skill will immediately empower a followup use of Ability Killstreak.png Bullseye Run(100% + 100% per target's debuff) elemental damage to a foe (Damage cap: ~580,000).. Its only major downside is the very long 15 turn cooldown.

Recommended Main Weapons

  • Maverick square.jpg Maverick increases Nighthound's defensive power and flexibility by applying Status Substitute.pngSubstituteReceives foe attack in place of an ally
    (Excludes all-foe all-ally attacks)
    on Ability m 313 1.png Evasive Maneuvers800% elemental damage to a foe.
    gain Status AttackUp.png100% ATK UpATK is boosted
    Strength: 100%Duration: 1 turn
    , Status DefenseUp.pngDodge AllTakes no DMG or debuffs while in effect
    Duration: 1 turn
    , and Status EffectOnDodge.pngBonus Effect on DodgeBlind foes upon dodging
    Duration: 1 turn Will deal large damage and inflict blind on all foes.
    .
    without sacrificing a sub-skill slot. The charge attack provides mostly reliable but weak crit buffs to the whole party, and will have decent uptime due to the uplift bonus provided when using Ability m 313 1.png Evasive Maneuvers800% elemental damage to a foe.
    gain Status AttackUp.png100% ATK UpATK is boosted
    Strength: 100%Duration: 1 turn
    , Status DefenseUp.pngDodge AllTakes no DMG or debuffs while in effect
    Duration: 1 turn
    , and Status EffectOnDodge.pngBonus Effect on DodgeBlind foes upon dodging
    Duration: 1 turn Will deal large damage and inflict blind on all foes.
    .
    .
Shadowhound's Humanity - An extra 20% skill cap up is strong in combination with Ability Time On Target.png 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.)
and Ability Killstreak.png Bullseye Run(100% + 100% per target's debuff) elemental damage to a foe (Damage cap: ~580,000).. Keep in mind this boost is for the MC only - other allies are unaffected, unlike some other skill cap raising weapons.
Shadowhound's Divinity - Provides a small amount of Bonus Damage to the MC when an enemy is marked by Ability Blind.png Steady AimInflict Status Target.pngSteady AimTargeted by a skill
Duration: 180 seconds
on a foe.
Gain Status Uplift.pngCharge Bar +20%Instantly boosts Charge Bar by 20%
Strength: 20%
.
. Requires you to commit to taking Ability Blind.png Steady AimInflict Status Target.pngSteady AimTargeted by a skill
Duration: 180 seconds
on a foe.
Gain Status Uplift.pngCharge Bar +20%Instantly boosts Charge Bar by 20%
Strength: 20%
.
(a skill that does no damage and provides no debuffing effect) and provides very little damage in return for the opportunity cost.
Shadowhound's Devilry - Improves Ability Twilight Zone.png Twilight ZoneDeploy the Status Twilight Zone.pngTwilight ZoneWhen superior element, DMG is boosted for fire, water, earth and wind attacks
Field effect
field effect.
further by giving a small multiattack boost to your party for the full length of Status Twilight Zone.pngTwilight ZoneWhen superior element, DMG is boosted for fire, water, earth and wind attacks
Field effect
. The best option if you are not bringing damage skills on the MC.
  • Hercules square.jpg Hercules - very strong and very expensive (requires 100 Gold Moons), Hercules doubles each skill use by the party when uncapped, and gives a major boost to skill damage too. Best paired with a friend summon Summon s 2040158000.jpg Qilin, a full Bow/Gun team, Ability Time On Target.png 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.)
    , and many nuke skills.
  • Weapon s 1040708900.jpg Hollowsky Bow - for gun/bow teams taking taking Ability Time On Target.png 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.)
    . Provides supplemental damage on critical hits. It helps with this by providing a small chance of large crits as a skill, and the charge attack gives a large boost to crit chance for the party. Best paired with other sources of crit such as Ability Frequency.png Frequency JamAll allies gain Status Dodge.png~35% Dodge Rate UpImmune to DMG and debuffs for a fixed amount while in effect
    Strength: ~35%Duration: 2 turns
    and Status CriticalUp.png40% / 40% Critical Hit Rate UpDMG is slightly boosted for critical hits
    Strength: 40% chance of dealing 40% more damage.Duration: 2 turns
    .
    , EMP skills and further crit skills in grid, along with multi-hit skills to provide more chances for crits to happen.
  • Weapon s 1040706900.jpg Ultima Bow/Weapon s 1040507400.jpg Ultima Gun - for single weapon teams taking Ability Time On Target.png 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.)
    . Provides HP and ATK up, strong Elemental ATK Up and Double Attack to the party on charge attack, and customisable power with Gauph Keys. Requires significant resources to manufacture and only a few can be made in total across all elements and weapon types.

Resources

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References