Wilnas/Strategy

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Ratings

Wilnas  

  • Role: Attacker
  • Doesn't deal multiattacks, but compensates with normal attack amplification, a passive counter, an assassin buff with high uptime through Blistering FlamesATK is boosted by Blistering Flames (Can't be removed / Can't be extended)
    , and activates  Flame Claw800% Fire damage to a foe (Damage cap: ~730,000).
    Raise foe's SingedHP is lowered on every turn based on Singed lvl (Can't be removed)
    Base Accuracy: Guaranteed to land if the foe does not have 100% debuff resistance (10,000% base accuracy)Duration: 180 seconds
    lvl by 1 (Max: 10).
    Gain Blistering FlamesATK is boosted by Blistering Flames (Can't be removed / Can't be extended)
    Strength: 30%Multiplier: AssassinDuration: 2 turns
    and Charge Bar +20%Instantly boosts Charge Bar by 20%
    Strength: 20%
    .
    upon normal attacks.
  • The Vermillion's GlareDEF is boosted / Takes no debuffs / More likely to be attacked / Hadron Smash activates upon using charge attack (Can't be removed)
    Duration: Indefinite
    makes him highly durable, by buffing his DEF and making him immune to debuffs.
  • Charge Attack and skill damage have very high modifiers, meaning Wilnas will deal a lot of damage even in weaker grids.
  • A very high damage output from the start of battle gives Wilnas a solid position in burst compositions. He is a premiere attacker for strategies which revolve around doing as much damage as possible in only a few 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 9.7 S S A 2024-04-18
Kamigame 9.8 S S S 2024-03-18

Overview

Wilnas is a powerful, low maintenance, attacker who's main strength lies in his consistently large damage output, but can be held back by his lack of multiattacks and utility. He can perform reasonably well in most content, but will only really shine in "mashing" and some OTK teams.

Strengths

  • Very high damage multipliers across the board give him a large damage output without being overly reliant on an exceptionally strong grid, buff/debuffs, or against high DEF content.
  •  Forever BurningDoesn't deal multiattacks, no charge bar gain upon normal attacks, amplifySeraphic modifier normal attack damage by 50%, and counters upon taking damage (1 hit).
    Activate Flame Claw after normal attacks.
    benefits generally more than outweigh the drawback of not being able to multiattack in terms of pure damage.
    • Notably, on top of the pure skill damage aspect of it,  Flame Claw800% Fire damage to a foe (Damage cap: ~730,000).
      Raise foe's SingedHP is lowered on every turn based on Singed lvl (Can't be removed)
      Base Accuracy: Guaranteed to land if the foe does not have 100% debuff resistance (10,000% base accuracy)Duration: 180 seconds
      lvl by 1 (Max: 10).
      Gain Blistering FlamesATK is boosted by Blistering Flames (Can't be removed / Can't be extended)
      Strength: 30%Multiplier: AssassinDuration: 2 turns
      and Charge Bar +20%Instantly boosts Charge Bar by 20%
      Strength: 20%
      .
      auto-cast means Wilnas is almost always under the effect of Blistering FlamesATK is boosted by Blistering Flames (Can't be removed / Can't be extended)
      , a 1 Turn Anytime Assassin buff. The only exception being the turn right after a charge attack.
    • This also makes him exceptionally fast at applying SingedHP is lowered on every turn based on Singed lvl (Can't be removed)
      .
    • Not normally being able to multiattack also guarantees his impact on lockout time will be minimal, which is helpful in mashing compositions.
  •  The Vermillion's GlareGain The Vermillion's GlareDEF is boosted / Takes no debuffs / More likely to be attacked / Hadron Smash activates upon using charge attack (Can't be removed)
    Duration: Indefinite
    .
    (Can't recast.)
    makes him permanently durable, at the cost of a single skill cast at the start of the fight.
    • His numerous HP EMP nodes also pair well with the DEF buff, if increased durability is desirable.
    • The slightly increased Hostility is helpful in diverting damage from more vulnerable members of the party, while also raising the probability of triggering his passive counter upon taking damage.
    • It further increase his damage output on charge attacks, by auto-activating  Hadron Smash1200% Fire damage to all foes (Damage cap: ~1,300,000) and remove 1 buff. after them. This also gives him access to a reasonably frequent Dispel.
  •  Limitless VermillionUpon activating a Fated Chain:
    Fire damage to all foes (Damage cap: ~1,300,000).
    Gain Instant ChargeInstantly sets Charge Bar to 100%
    Unaffected by Charge Bar Gain status effects.
    No effect when afflicted with Shorted debuffs or when Charge Bar is above 100%.
    , 150% C.A. DMG UpCharge attack DMG is boosted (Can't be removed)
    Strength: 150%Duration: 1 turn
    , and 90% C.A. DMG Cap UpCharge attack DMG cap is boosted (Can't be removed)
    Strength: 90%Duration: 1 turn
    .
    can help time a charge attack opportunely, when in need of a Dispel, to setup a triple attack for the next turn, or simply for the charge attack itself.
    • It also directly contribute to making Fated Chain available more frequently.

Weaknesses

  • His inability to multiattack without charge attacking first makes him unable to benefit fully from some of the most powerful buffs Fire has to offer.
  • His skill damage sources, while powerful and frequent, are single hit, which makes them less effective at taking advantage of Supplemental Damage.
  • The overall very low number of hits he's capable of per turn generally makes him a liability in clearing Omens that require a certain number of hits.
    • This can be somewhat mitigated by planning a charge attack ahead of such Omen.
  • Being a "selfish attacker", his utility is relatively low, being limited to a slightly increase Hostility, and a Dispel
  •  Limitless VermillionUpon activating a Fated Chain:
    Fire damage to all foes (Damage cap: ~1,300,000).
    Gain Instant ChargeInstantly sets Charge Bar to 100%
    Unaffected by Charge Bar Gain status effects.
    No effect when afflicted with Shorted debuffs or when Charge Bar is above 100%.
    , 150% C.A. DMG UpCharge attack DMG is boosted (Can't be removed)
    Strength: 150%Duration: 1 turn
    , and 90% C.A. DMG Cap UpCharge attack DMG cap is boosted (Can't be removed)
    Strength: 90%Duration: 1 turn
    .
    effectiveness suffers from being exclusively usable in V2.
    • Fated Chain is also usually better kept in reserve to cancel an Omen with the matching condition, which are often devastating, than spent specifically for the purpose of triggering this passive.
  • Has anti-synergy with allies that grant him ShieldNext ATK received will be ineffective for a fixed amount
    , Mirror ImageNext one-to-one attack received will be ineffective
    (Effect removed on next all-foe all-ally attack)
    , boosts to dodge rate, etc.  Forever BurningDoesn't deal multiattacks, no charge bar gain upon normal attacks, amplifySeraphic modifier normal attack damage by 50%, and counters upon taking damage (1 hit).
    Activate Flame Claw after normal attacks.
    's counter attack requires taking damage and these effects can prevent him from triggering it.

How to Play

Wilnas is mostly very straight forward, but while it can be played by simply using his skills whenever they're available, there are a few optimizations to be made.

  •  Hadron Smash1200% Fire damage to all foes (Damage cap: ~1,300,000) and remove 1 buff., while a massive nuke, is still a minor portion of Wilnas' damage, mostly due to its very long cooldown. Because of that, it can be more interesting to keep it as a Dispel, or to help clear a (skill) damage based Omen cancel condition.
    • Relying on auto-activation on charge attack for that purpose can also be an option, as Wilnas has a very consistent charge bar gain, particularly if supported by other characters.
  •  Flame Claw800% Fire damage to a foe (Damage cap: ~730,000).
    Raise foe's SingedHP is lowered on every turn based on Singed lvl (Can't be removed)
    Base Accuracy: Guaranteed to land if the foe does not have 100% debuff resistance (10,000% base accuracy)Duration: 180 seconds
    lvl by 1 (Max: 10).
    Gain Blistering FlamesATK is boosted by Blistering Flames (Can't be removed / Can't be extended)
    Strength: 30%Multiplier: AssassinDuration: 2 turns
    and Charge Bar +20%Instantly boosts Charge Bar by 20%
    Strength: 20%
    .
    can be treated similarly, and should be kept for the turn of, or directly following, a charge attack, as the later is the only one Wilnas can triple attack, while also being the only one when he doesn't automatically gain Blistering FlamesATK is boosted by Blistering Flames (Can't be removed / Can't be extended)
    .
    • Note that while Blistering FlamesATK is boosted by Blistering Flames (Can't be removed / Can't be extended)
      duration is 2 turns, Flame Claw auto-activation happens before the end of the turn. As such, the buff will only have 1 turn of remaining duration on the next turn.
    • Flame Claw is also not auto-activated on charge attack, which means the buff won't be refreshed for the turn of TA.
    • The skill can also be occasionally useful to top Wilnas' charge bar.
  •  The Vermillion's GlareGain The Vermillion's GlareDEF is boosted / Takes no debuffs / More likely to be attacked / Hadron Smash activates upon using charge attack (Can't be removed)
    Duration: Indefinite
    .
    (Can't recast.)
    should usually be activated at the start of the fight, as The Vermillion's GlareDEF is boosted / Takes no debuffs / More likely to be attacked / Hadron Smash activates upon using charge attack (Can't be removed)
    cannot be removed and doesn't expire.
    • Keep in mind that, while the buff cannot normally be removed, it won't be conserved if Wilnas is knocked out or switched to the backline before being revived or switched back to the frontline, and the skill will remain unavailable.
    • While it can be helpful in triggering Wilnas' own counter, the increased Hostility might be detrimental to other characters who's kit require being targeted, particularly when facing a foe performing a small amount of single target attacks.
    • It can also be forgone in favor of speed when facing a weak or predictable opponent, particularly when mashing.
  •  Limitless VermillionUpon activating a Fated Chain:
    Fire damage to all foes (Damage cap: ~1,300,000).
    Gain Instant ChargeInstantly sets Charge Bar to 100%
    Unaffected by Charge Bar Gain status effects.
    No effect when afflicted with Shorted debuffs or when Charge Bar is above 100%.
    , 150% C.A. DMG UpCharge attack DMG is boosted (Can't be removed)
    Strength: 150%Duration: 1 turn
    , and 90% C.A. DMG Cap UpCharge attack DMG cap is boosted (Can't be removed)
    Strength: 90%Duration: 1 turn
    .
    should usually be considered a bonus to activating a Fated Chain, and not be the goal when activating one. It can however prove useful in a pinch, when a charge attack is desirable and Wilnas' is not available.

Mashing

Mashing is the style of gameplay Wilnas is the best at, at the time of writing. It doesn't involve any complicated strategy, and purely rely on Wilnas' innate strength, as his powerful single attack, skill auto-activation, and counter give him a high damage output for a minimal lockout time. This is ideal to take a lot of turns quickly, resulting in a high DPS. However, while Wilnas' large multipliers give him some leeway in that regard, this is also mostly reserved complete Primal Grids. In this strategy:

  • Charge attacks should be disabled.
  • Skills don't need to be used.
    •  The Vermillion's GlareGain The Vermillion's GlareDEF is boosted / Takes no debuffs / More likely to be attacked / Hadron Smash activates upon using charge attack (Can't be removed)
      Duration: Indefinite
      .
      (Can't recast.)
      can be beneficial, as it permanently increase Wilnas survivability and likeliness of counter.

2 Turns Setup

At the time of writing Fire has other faster, or otherwise more effective setups for short fight. They're mostly centered around Alanaan's  Renatian CreedAll allies gain 100% TA UpTriple attack rate is boosted
Strength: 100%Duration: 4 turns
and 30% Bonus Fire DMGDeals bonus fire DMG for one-foe one-ally attacks
Strength: 30%Duration: 4 turnsStacking: A
.
Inflict ShortedCharge bar is frozen
Duration: 4 turns
on all allies.
(Consumes 100% of all allies' charge bar.)
, which Wilnas mostly cannot take advantage of. It is however possible to setup Wilnas to perform as a powerful normal attacker, by making him perform a charge attack alone on the first turn with the help of another character, such as  Rackam (Grand) Guiding FirearmGrant a Fire ally Instant ChargeInstantly sets Charge Bar to 100%
Unaffected by Charge Bar Gain status effects.
No effect when afflicted with Shorted debuffs or when Charge Bar is above 100%.
and Azure AmmunitionATK and C.A. specs are boosted (Can't be removed)
Strength: 15% ATK Up, 50% C.A. DMG Up, 10% C.A. DMG Cap UpMultiplier: PerpetuityDuration: 4 turns
.
,  Illnott Ill NightRestore 30% of a Fire ally's HP (Healing cap: 5000), remove all debuffs, and grant Charge Bar +100%Instantly boosts Charge Bar by 100%
Strength: 100%
.
, or  Michael PanteraGrant another Fire ally Instant ChargeInstantly sets Charge Bar to 100%
Unaffected by Charge Bar Gain status effects.
No effect when afflicted with Shorted debuffs or when Charge Bar is above 100%.
and C.A. Reactivation (1 time)Charge attack reactivates (1 time)
Duration: Indefinite
.
, gaining Guaranteed TA (Wilnas)Deals triple attacks despite the effect of Forever Burning
Duration: 1.5 turnsApplied during the attack phase.
On the next turn, it'll have 1 turn remaining.
for the second turn. In this scenario,  Flame Claw800% Fire damage to a foe (Damage cap: ~730,000).
Raise foe's SingedHP is lowered on every turn based on Singed lvl (Can't be removed)
Base Accuracy: Guaranteed to land if the foe does not have 100% debuff resistance (10,000% base accuracy)Duration: 180 seconds
lvl by 1 (Max: 10).
Gain Blistering FlamesATK is boosted by Blistering Flames (Can't be removed / Can't be extended)
Strength: 30%Multiplier: AssassinDuration: 2 turns
and Charge Bar +20%Instantly boosts Charge Bar by 20%
Strength: 20%
.
should be used on the 1st turn, to benefit both the charge attack turn, and the triple attack turn. This second turn can be further capitalized on by calling  The Sun (SSR)Coronal Ejection 400% Fire damage to all foes.
Fire allies in first and second positions gain Double StrikeAttacks twice each turn
Duration: 1 turn
.
and using  Tag TeamAll allies instantly perform a normal attack without using up a turn. and/or Grand Percival's  Koenig Dekret900% Fire damage to all foes (Damage cap: ~1,020,000).
All Fire allies gain 100% Fire ATK UpFire ATK is boosted
Strength: 100%Duration: 1 turn
and 30% Bonus Fire DMG (1 time)Deals bonus fire DMG for normal attacks (1 time)
Strength: 30%Duration: 1 turn
.
All Fire allies instantly perform a normal attack without using up a turn.
(Consumes King's BlazeATK is greatly boosted based on how high HP is / Deals bonus fire DMG upon normal attacks (Can't be removed)
after activation.)
.

This currently shouldn't be the preferred strategy for short fights, but can be useful to keep in mind for players without the required characters to perform more effective ones, or if a potentially more suitable supportive character for this setup was to be released in the future. It is overshadowed by other strategy due to the turn of setup required, and how readily available teamwide TA and Assassin Buffs are to Fire.

Synergy

Characters

  • Michael::  PanteraGrant another Fire ally Instant ChargeInstantly sets Charge Bar to 100%
    Unaffected by Charge Bar Gain status effects.
    No effect when afflicted with Shorted debuffs or when Charge Bar is above 100%.
    and C.A. Reactivation (1 time)Charge attack reactivates (1 time)
    Duration: Indefinite
    .
    is key for enabling Guaranteed TA (Wilnas)Deals triple attacks despite the effect of Forever Burning
    Duration: 1.5 turnsApplied during the attack phase.
    On the next turn, it'll have 1 turn remaining.
    from  Magma Chamber1250%Unworldly Fire damage to a foe (Damage cap: ~2,900,000).
    Gain Guaranteed TA (Wilnas)Deals triple attacks despite the effect of Forever Burning
    Duration: 1.5 turnsApplied during the attack phase.
    On the next turn, it'll have 1 turn remaining.
    .
    in burst teams.
  • Percival (Grand)::  Koenig Dekret900% Fire damage to all foes (Damage cap: ~1,020,000).
    All Fire allies gain 100% Fire ATK UpFire ATK is boosted
    Strength: 100%Duration: 1 turn
    and 30% Bonus Fire DMG (1 time)Deals bonus fire DMG for normal attacks (1 time)
    Strength: 30%Duration: 1 turn
    .
    All Fire allies instantly perform a normal attack without using up a turn.
    (Consumes King's BlazeATK is greatly boosted based on how high HP is / Deals bonus fire DMG upon normal attacks (Can't be removed)
    after activation.)
    helps Wilnas do as much damage as possible during Guaranteed TA (Wilnas)Deals triple attacks despite the effect of Forever Burning
    Duration: 1.5 turnsApplied during the attack phase.
    On the next turn, it'll have 1 turn remaining.
    in short fights, and in longer fights Wilnas can easily stack SingedHP is lowered on every turn based on Singed lvl (Can't be removed)
    to enable  Lohens SchicksalWhen normal attacking a foe whose SingedHP is lowered on every turn based on Singed lvl (Can't be removed)
    lvl is 7 or above:

    1000% Fire damage to all foes (Damage cap: ~1,200,000).
    Inflict 10% ATK Down (Stackable / Max: 40%)ATK is lowered (Stackable)
    Strength: 10% (Max: 40%)Duration: 180 seconds
    , 10% DEF Down (Stackable / Max: 40%)DEF is lowered (Stackable)
    Strength: 10% (Max: 40%)Duration: 180 seconds
    , and DMG Taken Amplified (6 times)DMG taken is amplified (Can't be removed / Can't be extended)
    Strength: 30%Base Accuracy: Guaranteed to land if the foe does not have 100% debuff resistance (10,000% base accuracy)Duration: 1 turn Local status effect
    .
    .
  • Silva (Yukata):  Silent AimGain Silent AimCan't normal attack / Less likely to be attacked / Upon charge attack: Double Strike effect to a fire ally in the next position / At end of turn: 15% boost to fire allies' charge bars / Boost to C.A. specs (Stackable) (Can't be removed)
    Duration: 5 turns
    .
    can repeatedly grant Wilnas Double StrikeAttacks twice each turn
    during Guaranteed TA (Wilnas)Deals triple attacks despite the effect of Forever Burning
    Duration: 1.5 turnsApplied during the attack phase.
    On the next turn, it'll have 1 turn remaining.
    as long as both characters Charge Attack in sync. Silva also generates plenty of charge bar to help Wilnas CA more often.
  • Sylph: Her  Dea ArcanumGrant another Fire ally Flutterspirit's BlessingDEF is boosted / DMG taken is lowered / Debuff resistance is boosted (Can't be removed)
    Strength: 100% DEF Up / 30% reduced DMG taken / 100% Debuff Resistance UpDuration: Indefinite
    .
    's help Wilnas more sustainability if needed, and  LiebesfreudGrant another Fire ally Instant ChargeInstantly sets Charge Bar to 100%
    Unaffected by Charge Bar Gain status effects.
    No effect when afflicted with Shorted debuffs or when Charge Bar is above 100%.
    , 50% C.A. DMG UpCharge attack DMG is boosted
    Strength: 50%Duration: 1 turn
    , and 30% C.A. DMG Cap UpCharge attack DMG cap is boosted
    Strength: 30%Duration: 1 turn
    .
    made Wilnas CA More often. Also Wilnas  Limitless VermillionUpon activating a Fated Chain:
    Fire damage to all foes (Damage cap: ~1,300,000).
    Gain Instant ChargeInstantly sets Charge Bar to 100%
    Unaffected by Charge Bar Gain status effects.
    No effect when afflicted with Shorted debuffs or when Charge Bar is above 100%.
    , 150% C.A. DMG UpCharge attack DMG is boosted (Can't be removed)
    Strength: 150%Duration: 1 turn
    , and 90% C.A. DMG Cap UpCharge attack DMG cap is boosted (Can't be removed)
    Strength: 90%Duration: 1 turn
    .
    's help her to reset her skill faster (Raid V2.0), which is good.

Extended Mastery Perks

Wilnas Stars: 18 EMP: 171
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
Charge Attack Damage
★☆☆★★☆★★★
10%15%20%
☆☆☆ ☆☆☆ ☆☆☆ ★★★ ★★★
ATK
★☆☆★★☆★★★
+500+800+1000
DEF
★☆☆★★☆★★★
5%8%10%
HP
★☆☆★★☆★★★
250500750
HP
★☆☆★★☆★★★
250500750
Critical Hit
★☆☆★★☆★★★
12% chance for 12% more DMG20% chance for 20% more DMG25% chance for 25% more DMG
☆☆☆ ☆☆☆ ☆☆☆ ☆☆☆ ★★★
HP
★☆☆★★☆★★★
250500750
HP
★☆☆★★☆★★★
250500750
Skill Damage Cap
★☆☆★★☆★★★
5%8%10%
Skill Damage Cap
★☆☆★★☆★★★
5%8%10%
Gain Charge Bar +Instantly boosts Charge Bar by
upon countering.
☆☆☆ ☆☆☆ ★★★ ★★★ ★★★
Last update: 2023-12-25

Gamewith's recommended EMP build for Wilnas.

Priorities

Prioritise Skill DMG Cap first, followed by Critical and C.A. DMG.

Over Mastery Bonus

Wilnas is unusual where the majority of the fourth set of bonuses are almost completely meaningless. This allows players to get away with using Lineage Ring instead of Intricacy Ring when choosing bonuses for Wilnas. The reason are as follows:

  • DEF — Wilnas already has a high innate defense due to The Vermillion's GlareDEF is boosted / Takes no debuffs / More likely to be attacked / Hadron Smash activates upon using charge attack (Can't be removed)
    , so the defense boost ends up being miniscule.
  • Debuff Resistance — Wilnas is already immune to debuffs due to The Vermillion's GlareDEF is boosted / Takes no debuffs / More likely to be attacked / Hadron Smash activates upon using charge attack (Can't be removed)
    .
  • Double Attack and Triple Attack — Wilnas cannot already multiattack due to  Forever BurningDoesn't deal multiattacks, no charge bar gain upon normal attacks, amplifySeraphic modifier normal attack damage by 50%, and counters upon taking damage (1 hit).
    Activate Flame Claw after normal attacks.
    .
  • Healing — The bonus requires very specific lineups that can grant healing to Wilnas as he has no innate healing.
  • Dodge — By far the only effect that has a noticeable impact on Wilnas, albeit it does prevent him from countering from his  Forever BurningDoesn't deal multiattacks, no charge bar gain upon normal attacks, amplifySeraphic modifier normal attack damage by 50%, and counters upon taking damage (1 hit).
    Activate Flame Claw after normal attacks.
    .

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