[Granblue Fantasy] Grand Sandalphon Quick Demo (Weakened Lv100 FRIED SHRIMP Gamma, Titan Highlander)

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Lv100 FRIED SHRIMP Gamma (lowered HP and DEF) cleared with:
Earth Luchador (EX Miserable Mist, Tag Team, EX Double Trouble III)
Lv80 Narmaya (Holiday/Christmas)
Lv80 Sandalphon (Grand)
Lv100 Mahira
(Sub) Lv80 Caim

1:34 - Summon pool, weapon grid, character EMPs

Grand Sandalphon—or should I say Grandalphon?—was released at the start of this Flash Gala/Flashfest, and he looks potentially broken, although I suppose it largely depends on what other earth characters you have (e.g. Christmas Narmaya) as well as the strength of your grid.

The standout part of his kit is his skill 1. It inflicts two local debuffs to all foes:
1. Elemental Friction converts foes' element to water for 5 turns. Base accuracy: 200%
2. Prison of War prevents foes from using special attacks and their charge diamonds do not fill up. Basically the same as Pholia's Sea-Sky Offing and Olivia's Twilight Terror. Base accuracy: 90%
Skill 1 has a cooldown of 8 turns.

Why is it so busted? If Elemental Friction successfully lands, the foe essentially becomes water element, which means The Hanged Man and Gauntlet of Uriel/Proudearth's DMG amplification will affect it. This allows earth teams to deal significantly more DMG than it normally could against non-water foes. Furthermore, the foe's attacks are changed to water, so their attacks deal less DMG to earth teams. The most obvious usage of this skill is against null element foes (e.g. Ultimate Bahamut, Beelzebub, Lucilius), but it can be used against any element. Despite its high base accuracy, there's still a chance it will miss against off-element foes. There's also a few turns of downtime, but that can be minimized via Lobelia's skill 2.

Skill 1 aside, Grandalphon is a fairly strong damage dealer as he has guaranteed crit for 30% boosted DMG, gains 30% bonus DMG of another element from his skill 2 (he can have up to 30% bonus DMG from fire, water, earth, and wind simultaneously), a built-in higher DMG cap, and guaranteed double attacks. With great power comes caveats: He can't be healed by normal means (Justice summon call can be used to "heal" his HP), although he does self-heal by 10% max HP every turn (capped at 1k).

Grandalphon's skill 3 gives him a massive boost to C.A. DMG and C.A. DMG cap while also setting his charge bar to 100%, but as a trade-off will remove all buffs from allies and foes. It's probably a good idea to use it before any other skills. Dispel Cancel can counter the buff removal from allies, and conveniently his weapon's charge attack gives all earth allies the Dispel Cancel effect.

Speaking of Grandalphon's weapon, World Ender is really, really good in double Titan skill DMG setups. It has the new "Tempering" skill which boosts skill DMG cap and provides large skill supplemental DMG. At SL15, the skill DMG cap is boosted by 5.5%, and skill supplemental DMG is 25k. With one Titan the values are boosted to 13.2% and 60k, and with double Titan it's 20.9% and 95k (I hope my math is correct).

Update: Those numbers are old and based on 4* Titan. For 5* Titan, they should be 22% skill DMG cap and 100k skill supplemental DMG.

Anyway, Grandalphon seems incredibly powerful because he can change foes to the water element. Funnily enough, that makes him less valuable on element since that nullifies his main selling point, although he's still a potent attacker. If you only like to play earth teams, then Grandalphon will be a Lucifersend.




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