Table of Contents
Early Game Tier T2
Mid Game Tier T2
Late Game Tier T3
|4★ (Fully Uncapped: 4★)|
|Obtain - Premium Draw|
Grea harnesses her naturally draconic heritage to bring significant burst damage that comes in the forms of nukes, turns of guaranteed TAs, and powerful C.A.s. While she can also act as a reasonable sustained attacker due to her strong damage buffs, she has the tendency to be a little awkward outside of her burst. Outside of her damage, Grea also brings along the fairly useful Dispel as a form of utility.
Amazing burst damage
Grea brings together most aspects you would expect from a burst attacker. She is able to deal reasonable damage with two nukes, a significant C.A. dmg and cap boost, and two turns of guaranteed TA along with the strong buffs to make sure that she can hit hard with all of them.
Strong damage buffs
With a strong 50% unique modifier attack buff and 20% Echo on a 4/6 uptime, Grea easily becomes a hard hitter comparable to many of the other high unique modifier attackers of other elements.
While Grea doesn’t bring much utility, she does carry Dispel on her Cleansing Burst. Dispel may not always be needed, but it is invaluable for a number of different encounters.
Requires further multiattack support
Though Grea does have a reasonable baseline of multiattack from her EMPs, it is still lacking for her to be considered as a proper sustained attacker compared to her competition. The strong bursts of multiattack she gains from Dragonheart also do little to help with this issue, as the short uptime hinders her sustained damage.
Within the walls of Mysteria’s magical academy, a lone figure performs a resounding melody that echoes throughout the halls. Once isolated by the violent powers of her draconic heritage, Grea finds herself harnessing the torrential flow of her dragon power for the sake of protecting her friends. While it is still hard for her to control this berserk power, it allows for her to rush forward dealing fiery bursts of damage to enemies threatening those precious to her. Due to the nature of her kit, Grea specializes in providing burst with her many outlets of spiking damage. While she is capable of dealing good sustained damage and brings the situationally useful Dispel, she requires support from her allies to sustain her output outside of her flares of damage.
While Grea does have many forms of damage boosts, many of them center around the core mechanic of her Dracoforce debuff supplied by Mana Agni. It can be said that her kit completely relies on the existence of this debuff in making Grea effective to use. Possessing a high uptime of 4/6, her local Dracoforce is often up for a long enough window where she can keep doing damage outside of her burst, making her a potential sustained attacker. Furthermore, this debuff is also very reliable, allowing her to ignore the potential downsides missing a debuff could bring. This also indirectly protects her damage when facing enemy debuffs as many of her bonus effects come from her passives rather than any active buffs.
The most important benefits that Grea gains from her Dracoforce being on an enemy are the ones found on her Flame Arts passive. This grants her a notable 50% unique modifier attack boost along with an extra 20% Echo, making sure that she both has potent damage with her attacks and the ability to circumvent cap when she is able to reach it with her weighty attacks.
Grea is first and foremost a burst attacker with amazing damage output when lining up her three main sources of burst damage. The first comes from her nukes, Mana Agni and Cleansing Burst, that both have a reasonable 6 turn cooldown for a combined burst of 802,000 damage due to Cleansing Burst gaining a boosted damage cap from Dracoforce. After this, she can take advantage of her Flame Arts boosted attacks with her 2 turns of Guaranteed TA from her Dragonheart. While it does cost 30% of her charge bar, the benefits and charge gain from her TAs often outweigh this in most situations. Dragonheart also grants a minor 40% chance 20% multiplier Critical Hit buff to further supplement her damage during her TA turns to further push the burst damage during those turns. After gaining charge bar from her two turns of TA, Grea can often perform a C.A. soon after and take advantage of the extra 50% boost to C.A. damage and 20% boost to cap. Between all this, Grea can provide strong spikes of damage that is especially noticeable when lined up, such as at the start of encounters.
Beyond her damage potential in both sustained and burst damage, Grea also brings a small point of utility in the form of her Dispel. While this isn’t useful in every situation, it can often be fairly indispensable to an encounter when it is required. Even if it isn’t, Dispel can be very useful against many of the late game enemies that use strong self-buffs, smoothing out a run. Her competitor in Fire, Clarisse, being having fairly mediocre damage also helps to cement a niche for her as a strong choice to bring when needing dispel.
After harnessing some of her powers, Grea finds herself able to act as a notable attacker that can easily be an extremely valuable character for short fights where her burst damage can shine. While she may fall off a bit outside of her damage spikes, she can still be a powerful sustained attacker when given some extra support. Grea acts as a strong damage dealer at all points of the game for both of these roles, only falling short to the best attackers of the element or those bringing more utility than the minor Dispel which she holds. Even if she is ousted from the lineup, she can still have a place when one needs to Dispel any threatening buffs on foes without losing flexibility on MC or damage from choosing other weaker characters.
Characters and Grid Options
Characters with multiattack buffs
- Anila is a standard choice fin Fire as she has teamwide support with her buffs, debuffs, heals, shields, and utility. While Grea does not desperately need most things provided compared to many other characters, the DA buffs Anila provides on a 5/7 uptime can easily help cover the downtime of her Dragonheart buff.
- Ghandagoza can bring in both a 10% passive DA boost to Grea that affects Melee characters and an active 30% DA buff on a 5/7 CD, meaning that he can easily fill in the missing turns of Grea’s buff as well.
- Socie can provide massive boosts to the team in exchange for her own damage, due to her inability to attack while dancing in order to grant the buffs. While she is not always the best choice as Grea does not need multiattack buffs that desperately, Socie can still work well with Grea assuming the other members can take further advantage of Socie’s buffs to make up for the damage loss.
- Tsubasa can also grant teamwide multiattack buffs that, while also on a low uptime of 2/6, are fairly powerful in exchange. While this means that he can bring some support to Grea, they are surprisingly incompatible despite being fellow students of Mysteria due to the lack of coverage from the short uptime and their conflicting Echo buffs.
Though Grea does have a multiattack buff, it is of low duration and primarily functions as sources of burst damage. Thus, she still needs some extra multiattack support in addition to her reasonable but still inadequate base values to fulfill the role of a sustained attacker. Weapons such as Erichthonius or Scimitar of Brahman can help with this.
Melee Proficiency Team
Grea is a strong choice in the already viable Atma Fist based compositions, which Fire has numerous choices when it comes to characters, with plenty that are of notable strength. Outside of the many characters present, Anila stands out above them all as a character that provides numerous aspects for team support in many significant ways. Anila and Ghandagoza already have the aforementioned synergy with Grea, being characters that can supply some multiattack to alleviate the consistency issues with her own along with the Strife Key on Atma Fist. Characters like Anthuria or Tsubasa can further support team damage if still needed. If not, Aliza proves herself as another strong attacker that can line up with Grea.
|Support Skill ★★★||C.A. DMG Cap ★★★||Triple Attack ★★☆|
|Double Attack ★★☆||Critical Hit ★★★||Fire Attack ★★☆|
|Fire Attack ★★☆|
As Grea can reach C.A. cap fairly easily, the C.A. DMG Cap node is of high priority so that she can boost her burst damage. Due to Grea’s strong buffs to her damage, it is often preferred to grab her Support Skill and other sources of DATA early on in order to improve her consistency as a sustained attacker. After that, one can focus on nodes that improve damage modifiers.
Ring Bonus Suggestions
|1st Roll||2nd Roll|
|C.A. DMG Cap||Triple Attack|
|Critical Hit||Double Attack|
The C.A.s from Grea tend to easily hit cap with her powerful modifiers stacked on top of each other, making C.A. DMG Cap a high priority roll for those planning on using her. Outside of this, DATA rolls are of high priority to help Grea reach a reasonable level of multiattack as a sustained attacker. Alternative rolls one can use are Critical Hit and Stamina to improve her overall damage if she is not already hitting cap.
Extended Mastery Info
Boost to multiattack rate when there are no buffs on foes