[Granblue Fantasy] Beelzebub Solo Water Magna w/ Clarisse No F5 / [グラブル] バブHLソロ 水マグナ 水着クラリス

[Granblue Fantasy] Beelzebub Solo Water Magna w/ Clarisse No F5 / [グラブル] バブHLソロ 水マグナ 水着クラリス

I didn’t expect to use her during GW, but after recording this before the start of GW, it wasn’t that surprising to find that Clarisse didn’t get much playing time in general. This might be the only fun thing I get to do with her anytime soon.

Iatromantis addresses the reliance on using Societte to prop up the team across an entire solo, opening up room to run characters that aren’t quite so useful for staying alive. It’s synergistic as well; the two dispels handle both stackable debuffs as well as feeding Clarisse crests. Cagliostro has her big buff for assassin turns and has an extra dispel. Vajra is, well, Vajra.

This grid’s an honest-to-goodness auto one, minus the part where I forgot about putting an auto cap key on. MC even gets to dual wield spear/spear for the big autos. Needing to run Seraphic in a separate slot was kind of unfortunate, but the team was taking more damage than it had healing capacity even with the healing key and I’m not sure running a damage slot with Seraphic key on Opus would have been so fun.

I forgot about Moon summon. It’s been a while since the last Sandalphon solo.

The grid’s not strong enough to get away with just pressing Clarisse 1 and calling it a day. Without Cag’s buff and element switch, the assassin autos end up looking like a normal turn for magna wind, which is just embarrassing. With the juice, they’re marginally more respectable, but that’s really not saying much.

Clarisse builds crests quickly enough with MC’s two dispels to feed them. Cagliostro’s the bottleneck here; MC’s ougi effect and Vajra help her to ougi more frequently, but she still takes her sweet time getting back to five crests and using her 3 is quite awkward. Her heal isn’t big enough to be more than a supporting piece, either. On the turns where everything lines up, the damage can be passable, but it’s really a lot of hoops to jump through just for those occasional fun turns, and as just an assassin character for fire bosses, her element switch isn’t even useful.

The delay on dispel passive is nice, especially with Maria also incentivizing bringing dispel skills, but this isn’t like the release of Cagliostro’s grand a year and a half ago or whatever; especially with the new cancel conditions post-50%, it’s better to just cancel with damage for the turn of local attack down.

The kill time and turn count were both actually fairly quick – faster than ougi setups for the former and comparable to non-Kengo setups for the latter, so the setup is probably doing something right. Nonetheless, I think the takeaway here is probably that Iatromantis is strong, and that the alchemists are just along for the ride.

water ship 9%/water reactor 10%
0:00 100%
6:01 75%
10:51 50%
15:22 30%

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