[Granblue Fantasy] Six-Dragon Raids - Lv200 Galleon Impossible Solo (Post-Nerf, Mediocre Magna Wind)
Lv 200 Galleon cleared with:
Wind Monk (EX Miserable Mist, True Strike, EX Resonating Surge)
Lv80 Grimnir (Valentine)
Lv100 Andira
Lv80 Selfira
24:33 - Summon pool, weapon grid, character EMPs
Well, that was tedious. Oddly enough, Galleon's second phase (40%-0% HP) is actually easier than the first phase (100%-40% HP). Go figure.
The biggest hurdles to look out for are Atomic Vise (70% and 40%) and Terranean Paroxysm (after Overdrive ends). Atomic Vise needs 30 hits to cancel; V.Grimnir does 20 hits with his skill 2 and his regular attack counts as 9 hits, so he basically solves it by himself. Even if he doesn't have skill 2 ready, Andira and Selfira's skill 2 buffs give him bonus wind DMG (their buffs stack) so his regular attack will count as 15 hits. V.Grimnir's skill 1 is 6 hits, so the rest of the party will only need to find 9 hits which is quite doable. As for Terranean Paroxysm, it requires a chain burst to cancel. I'm not very good at controlling the chain burst gauge in V2, so I began to save my chain burst since 59% and that probably slowed things down a lot. Better safe than sorry.
Island Hurl can be canceled with 5 million skill damage, but if I fail to cancel it and allies don't guard it, it deals a lot of damage so I decided to just not risk it. Again, better safe than sorry. Swat can be canceled with 15 million damage, but my team can't reliably output that much damage in one turn because my wind grid is pretty weak. However, Swat does relatively little damage unguarded, so I could usually attack on its turns.
Clast Regain's cancel condition is to land Wind DEF down and use a dispel effect, and that is where Selfira comes in. Her skill 1 inflicts 10% wind DEF down from the 3rd cast onward, and its cooldown is 5 turns which perfectly lines up with Clast Regain's timing. The Monk's True Strike has the dispel effect and is also on a 5 turn cooldown, so between Djeeta and Selfira, Clast Regain can be consistently canceled. HOWEVER, if it's canceled and Galleon is at full charge diamonds, then Island Hurl will come up on the same turn and then I'm screwed. Cygames is planning to fix V2 so that one omen cannot immediately be prepared after another one on the same turn, but those changes are scheduled for the end of August. Another benefit to playing the Monk class in Galleon is all the free damage it deals at the end of turns thanks to Mantra. It activates even when Djeeta is guarding.
Past 40%'s Atomic Vise and Terranean Paroxysm, Galleon is quite free. Island Hurl is still the full charge diamond attack, and it can simply be guarded (or canceled). The only other special attack is Rubble Rain which is readied every four turns and has a cancel condition of dealing 15 million damage. The move itself doesn't do any damage but instead gives Galleon two buffs, ATK Up and Buried. Buried is dangerous because it deals a lot of plain DMG multiple times each turn to random allies, but it can simply be dispelled by the Monk's True Strike. Unlike the solo battle version, Terranean Paroxysm does not get readied when a buff is removed from Galleon, thank goodness!
Anyway, Galleon is pretty easy to solo when you have a way to reliably pass the 30 hit thresholds to cancel Atomic Vise. However, if your damage isn't good enough to consistently cancel Island Hurl and Swat, then it's a slow, drawn-out ordeal.
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