[Granblue Fantasy] Summer Tabina Demo (Lv200 Ultimate Bahamut Impossible Solo #5, Celeste Grid)

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Empyreal Ascension Impossible - Lv 200 Ultimate Bahamut cleared with:
Dark Lumberjack (Leaf Burning, EX Gravity Wave, Dappled Sunlight)
Lv80 Vikala
Lv80 Helel ben Shalem AKA Babu
Lv80 Tabina (Summer)
(Sub) Lv80 Nier

0:00 - Lv200 Ultimate Bahamut HL
1:48 - 95% HP (Daedalus Wing)
3:07 - 85% HP (Deadly Flare)
5:13 - 75% HP (Virtuous Verse)
6:55 - 70% HP (The Rage)
9:11 - 55% HP (Deadly Flare)
10:48 - 50% HP (Sirius)
14:13 - 30% HP (Dark Hour)
16:22 - 22% HP (Ultima Blast)
17:38 - Skyfall Ultimus Skip
19:55 - 5% HP (Deadly Flare)
21:41 - Battle Log and DMG Dealt
22:00 - Summon pool, weapon grid, character EMPs

Rather messy run for my first solo of UBHL with a dark team, and it didn't help that I had the wrong pendulums on my Katana of Renunciation; the drops more than made up for it. The only element left I haven't soloed UBHL with is light, but I expect to get that done soon.

I got Summer Tabina in the course of my Grand Jeanne d'Arc spark, and I finally got around to trying her out. Like her fire version, she's an excellent debuffer, but her summer version brings more team utility to the table.

S1 is a weak ST nuke which gives Tabina Dodge All (1 time) and 2 stacks of Hunter's Arrow. 5 turn cooldown.

S2 is a weak ST nuke that inflicts stackable 10% ATK/DEF down to a foe plus one other random debuff. 0 turn cooldown, but it consumes 1 stack of Hunter's Arrow and requires at least 1 stack to be able to be casted.

S3 gives all frontline dark allies the special buff "Hubu Al-Raqs". Hubu Al-Raqs grants the following effects: 20% debuff success rate up, boosted skill specs (50% skill DMG up, 20% skill DMG cap up), and supplemental DMG based on the foe's max HP (cap: 50k). This buff begins with 2 stacks, and 1 stack is lost at the end of each turn an ally received DMG. 8 turn cooldown.

Passive S1 provides 4 Hunter's Arrow to Tabina at the start of battle, and auto-casts S2 at the end of the turn when Tabina holds at least 1 Hunter's Arrow. Tabina can carry a maximum of 4 Hunter's Arrow at a time.

Passive S2 boosts Tabina's dodge rate proportional to the number of debuffs on a foe (precise numbers currently unknown), and when Tabina dodges, she deals 4 ST hits to random foes and gives all allies charge bar +10%.

Tabina's charge attack deals damage to one foe and auto-casts her S1.

Unlike her fire version, S.Tabina doesn't automatically refill Hunter's Arrow after a set number of turns. Instead, she gains two arrows from her S1 and charge attack since it auto-casts S1. Also unlike the fire version, S.Tabina will automatically use Hunter's Arrows at the end of each turn thanks to her passive S2 which auto-casts S2. This makes S.Tabina an effective debuffer in full auto mode.

The other major part of S.Tabina's kit is based on dodging attacks. Dodging attacks allows her S3 buff Hubu Al-Raqs to last longer because it dissipates after DMG is received twice. S.Tabina also deals a bit of skill DMG to foes and builds charge for the party when she dodges via her passive S2. She can help herself dodge via S1's Dodge All buff, plus her charge attack because it auto-casts S1.

Vikala is an obvious ally for S.Tabina because Vikala's S3 buff (which also lasts indefinitely until allies receive DMG twice) boosts dodge rate and charge bar gain. The two of them will frequently dodge attacks and launch counter attack nukes at the end of turns.

Another character who probably works well with S.Tabina is Grand Lich because Lich deals massive skill DMG and S.Tabina's S3 buff boosts skill DMG specs and provides supplemental DMG to attacks.

Anyway, I think S.Tabina is quite good, and certainly a great option in full auto mode for her ability to provide a steady supply of debuffs. As stacked as dark characters are, there's room for her.




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