Yodarha (SSR)/Strategy

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Ratings

Yodarha (SSR)  

  • Role: Attacker
  • Deals a maximum of 999,999 Bonus Plain damage with his Charge Attack, which increases to 2,666,664 Bonus Plain damage after his 5★ uncap.
  • Deals high damage with Double StrikeAttacks twice each turn
    Duration: 1 turn
    and 50% Sharp ATK Up (1 time)ATK is sharply boosted
    Strength: 50%Multiplier: AssassinDuration: 1 turn
    .
  • Has Guaranteed TAGuaranteed triple attack regardless of Triple Attack Lowered debuffs
    and 30% ATK UpATK is boosted
    Strength: 30%Multiplier: Perpetuity
    when Yodarha has at least 1 Triple Shroud1 is consumed upon normal attacks and skill use (Recovers every 4 turns / Max: 3 / Can't be removed)
    Skills do not consume Triple Shroud after level 90
    .
  • Has to reach level 90 to remove his stats penalty that occurs when he has 0 Triple Shroud1 is consumed upon normal attacks and skill use (Recovers every 4 turns / Max: 3 / Can't be removed)
    Skills do not consume Triple Shroud after level 90
    .
  • Useful even for beginners, especially after getting his 5★ uncap.
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 S A A 2023-10-02
Kamigame 9.0 S A B 2023-10-16

Overview

Yodarha provides excellent burst damage in teams that focus on dealing damage with Charge Attacks. He is useful for beginners and new players, since the Bonus Plain damage that accompanies his Charge Attack doesn't rely on the player's weapon grid. However, he needs to reach max level to realize his full potential, as he will only gain access to 50% Sharp ATK Up (1 time)ATK is sharply boosted
Strength: 50%Multiplier: AssassinDuration: 1 turn
, Double StrikeAttacks twice each turn
Duration: 1 turn
, and  Serene Sinker3-hit, 1600% Water damage to a foe (Damage cap: ~1,900,000 per hit).
Gain Serene SinkerTriple Shrouds won't be consumed / Effects activate as if 3 Triple Shrouds are granted / Upon normal attacks: Plain DMG to foe (Can't be removed / Can't be extended)
Duration: 5 turns
.
(1-turn cut to skill standby and cooldown upon triple attacks.)
after his 5★ uncap.

Strengths

  • Provides excellent burst damage if he uses his Charge Attack with maximum amount of Triple Shroud1 is consumed upon normal attacks and skill use (Recovers every 4 turns / Max: 3 / Can't be removed)
    Skills do not consume Triple Shroud after level 90
    to deal an additional Bonus Plain Damage of 999,999, or 2,666,664 after his 5★ uncap.
  • Starts every battle with maximum amount of Triple Shroud1 is consumed upon normal attacks and skill use (Recovers every 4 turns / Max: 3 / Can't be removed)
    Skills do not consume Triple Shroud after level 90
    , making him particularly useful when paired with Relic Buster, Mechanic, 4★  BonitoFlying Ace Massive Water damage to all foes.
    Inflict DA DownDouble attack rate is lowered
    Duration: 180 seconds
    and TA DownTriple attack rate is lowered
    Duration: 180 seconds
    .
    Slight chanceAbout 10% for all allies to gain Charge Bar +200%Instantly boosts Charge Bar by 200%
    Strength: 200%
    .
    , or anything that can fill his charge bar on the first turn.
  • Doesn't require using any skills or landing any debuffs for his plain damage, making him ideal for players who want their battles as short as possible.
  • Has decent normal attacks with Guaranteed TAGuaranteed triple attack regardless of Triple Attack Lowered debuffs
    when he has 1 or more Triple Shroud1 is consumed upon normal attacks and skill use (Recovers every 4 turns / Max: 3 / Can't be removed)
    Skills do not consume Triple Shroud after level 90
    .

Weaknesses

  • Before level 90, Yodarha consumes 1 Triple Shroud1 is consumed upon normal attacks and skill use (Recovers every 4 turns / Max: 3 / Can't be removed)
    Skills do not consume Triple Shroud after level 90
    upon skill use, and will suffer penalties when he runs out of Triple Shroud1 is consumed upon normal attacks and skill use (Recovers every 4 turns / Max: 3 / Can't be removed)
    Skills do not consume Triple Shroud after level 90
    .
  • Provides no party utility outside of the combination of his Dodge AllTakes no DMG or debuffs while in effect
    and SubstituteReceives foe attack in place of an ally
    (Excludes all-foe all-ally attacks)
    .
  •  Serene Sinker3-hit, 1600% Water damage to a foe (Damage cap: ~1,900,000 per hit).
    Gain Serene SinkerTriple Shrouds won't be consumed / Effects activate as if 3 Triple Shrouds are granted / Upon normal attacks: Plain DMG to foe (Can't be removed / Can't be extended)
    Duration: 5 turns
    .
    (1-turn cut to skill standby and cooldown upon triple attacks.)
    has a long cooldown, and cannot be used on the first turn.

How to Play

Yodarha's play style varies depending on his purpose. For regular gameplay, he focuses on maintaining Triple Shroud1 is consumed upon normal attacks and skill use (Recovers every 4 turns / Max: 3 / Can't be removed)
Skills do not consume Triple Shroud after level 90
stacks and requires careful micromanagement for optimal play. In burst damage teams, he uses his Charge Attack without using any of his skill to make the battle as short as possible.

Regular Gameplay:

  • Managing Triple Shroud1 is consumed upon normal attacks and skill use (Recovers every 4 turns / Max: 3 / Can't be removed)
    Skills do not consume Triple Shroud after level 90
    is vital. Triple Shroud stacks are restored every 4 turns while each turn consumes a stack, so he will always go at least one turn with zero stacks even without using any of his skills. Using his Charge Attack will also consume any existing Triple Shroud stacks, so plan accordingly.
  •  Perpetual RotationGain 3 Triple Shroud1 is consumed upon normal attacks and skill use (Recovers every 4 turns / Max: 3 / Can't be removed)
    Duration: IndefiniteSkills do not consume Triple Shroud after level 90
    and StrengthATK is greatly boosted based on how high HP is
    Strength: 60%-20%Duration: 3 turns
    .
    Restore 20% of caster's HP (Healing cap: 2000).
    At level 95:
    Also gain Double StrikeAttacks twice each turn
    Duration: 1 turn
    .
    will restore all 3 Triple Shroud1 is consumed upon normal attacks and skill use (Recovers every 4 turns / Max: 3 / Can't be removed)
    Skills do not consume Triple Shroud after level 90
    stacks whenever necessary. However, its long cooldown means it should be used with caution.
  •  Awakening400%-500% Water damage to a foe (Damage cap: ~635,000).
    (When caster has 1 or more Triple Shroud1 is consumed upon normal attacks and skill use (Recovers every 4 turns / Max: 3 / Can't be removed)
    Skills do not consume Triple Shroud after level 90
    :

    Activates twice.)
    can be used to deal skill damage if you are willing to use up 1 Triple Shroud1 is consumed upon normal attacks and skill use (Recovers every 4 turns / Max: 3 / Can't be removed)
    Skills do not consume Triple Shroud after level 90
    .
  •  Hymn of the HundredsGain Dodge AllTakes no DMG or debuffs while in effect
    Duration: 1 turn
    and SubstituteReceives foe attack in place of an ally
    (Excludes all-foe all-ally attacks)
    Duration: 1 turn
    .
    (When caster has 1 or more Triple Shroud1 is consumed upon normal attacks and skill use (Recovers every 4 turns / Max: 3 / Can't be removed)
    Skills do not consume Triple Shroud after level 90
    :

    Also gain Dispel Cancel (1 time)Effects that remove buffs will be nullified (1 time)
    Duration: Indefinite
    .)
    increases the survivability of his allies, but it cannot protect the team from all-foe all-ally attacks.
  • His Charge Attack inflicts DelayReduce a foe's filled charge diamonds by 1
    after his 5★ uncap, and can be timed to prevent his foe from using their special attack.

Synergy

Classes

  • Mechanic: Energy Maneuver immediately gives 100% charge bar to all allies, making it effective for 1-turn burst team compositions.
  • Relic Buster:  Limit BurstAll allies gain Charge Bar +Instantly boosts Charge Bar by
    , C.A. DMG Up (1 time)Charge attack DMG is boosted (1 time)
    Duration: Indefinite
    , and C.A. DMG Cap Up (1 time)Charge attack DMG cap is boosted (1 time)
    Duration: Indefinite
    based on number of Machine CellConsumed upon normal attacks and using skills (Can't be removed / Max: 5)
    .
    (Consumes all Machine CellConsumed upon normal attacks and using skills (Can't be removed / Max: 5)
    .)
    provides C.A. DMG Up (1 time)Charge attack DMG is boosted (1 time)
    Duration: Indefinite
    and C.A. DMG Cap Up (1 time)Charge attack DMG cap is boosted (1 time)
    Duration: Indefinite
    on top of 100% charge bar to all allies.
  • Kengo: Unsigned Kaneshige (Water) can ensure that Yodarha uses his Charge Attack often to constantly inflict DelayReduce a foe's filled charge diamonds by 1
    on his foe.
  • Rising Force:  New WaveMC has a maximum charge bar limit of 200%.
    10% boost to ATKUnique modifier and 20% boost to DEF to Harp-specialty allies.
    combined with Yodarha's Bonus Plain Damage provides a large amount of burst damage when used with 4★ Bonito.
  • Chrysaor:  Dual ArtsGain C.A. ReactivationCharge attack reactivates
    Duration: 2 turns
    .
    (Can only be used when an auxiliary weaponA class specialty weapon of the same element as the main weapon, equipped in the top-left slot of the sub weapon section is equipped.)
    allows Chrysaor to use double Charge Attacks, similar to Kengo and Rising Force. It also has some utility in longer-battle, non-burst teams.

Summons

  • Bonito (4★): Bonito's 200% charge bar boost on call makes it the boon of 1-turn burst teams.
  • Huanglong (3★): The 30% boost to charge bar at start of battle, on top of the 30% charge bar Crew Skill, makes it a strong contender as an alternative main/support summon to Bonito. Although Yodarha can't boost his own charge bar, other characters or classes that provide more Charge Boosts will allow the whole party to use their Charge Attacks on the first turn. If it's not enough to finish the battle, Huanglong's call will instantly raise the party's charge bar to 100% for another round of Charge Attacks.
  • Xuanwu (4★): An alternative main/support summon to Bonito or Huanglong.

Extended Mastery Perks

Yodarha (SSR) Stars: 15 EMP: 120
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
ATK
★☆☆★★☆★★★
+500+800+1000
Double Attack Rate
★☆☆★★☆★★★
3%5%6%
Water ATK Up
★☆☆★★☆★★★
5%8%10%
Charge Attack Damage
★☆☆★★☆★★★
10%15%20%
☆☆☆ ☆☆☆ ☆☆☆ ★★★ ★★★
DEF
★☆☆★★☆★★★
5%8%10%
Charge Attack Damage
★☆☆★★☆★★★
10%15%20%
Charge Attack Damage Cap
★☆☆★★☆★★★
5%8%10%
Dodge Rate Up
★☆☆★★☆★★★
1%2%3%
Chance to gain 10% ATK Up (Stackable / Max: 30%)ATK is boosted while active (Stackable)
Strength: 10% (Max: 30%)Multiplier: Unique StackableDuration: Indefinite
upon normal attacks.
☆☆☆ ★★★ ★★★ ☆☆☆ ☆☆☆
Last update: 2023-10-02

Gamewith's recommended EMP build for Yodarha.

Priorities

Yodarha's main purpose is for immediate burst damage, so take all C.A.-related nodes first. After that, Critical Hit is a solid choice. For more general purpose usage, taking 1★ in each DEF node may be helpful. Due to Triple Shroud1 is consumed upon normal attacks and skill use (Recovers every 4 turns / Max: 3 / Can't be removed)
Skills do not consume Triple Shroud after level 90
giving guaranteed triple attacks, taking Double Attack is inadvisable.

Resources

References