Brave Frontier Grah Guide

Brave Frontier Grah Guide by Kotein

DISCLAIMER

50 Energy

This fight can only be activated once you have defeated Karl. Trial No. 002 will be having you fight the mock unit Grah. You have double your normal cost and can choose up to 3 teams, each of which must be composed of 5 units each. You cannot have a unit of your choice in multiple teams.

In order to remain advantageous in this fight, it is recommended you have either Gemini Il + Mina or Hail Mech Reeze or Elsel as your leaders so you don’t suffer from status ailments. Another option is bringing Alpha Tree Altri (SBB optional, but heavily suggested) equipped with a Refined Gem in case he gets paralyzed.

This WILL be an endurance test. Make sure that your team is more than capable to handle this fight.


Notable units that you should bring

  • Tesla, Elimo, Edea. Damage Reduction Buffs.
  • Friendly Grahdens. So useful against himself!
  • Please feel free to comment what you think should be here too!

Active entire battle

  • Angel Idol buff.
  • Single-target dark elemental attack that inflicts injury and weakness.
  • AoE fire elemental attack.
  • AoE water elemental attack.
  • AoE earth elemental attack.
  • AoE thunder elemental attack.

100% HP

  • Guard on the first turn. DO NOT try using a fujin and Damage Reduction buff, it will not work.
  • Powerful AoE dark elemental attack:
  • 100% of your unit’s total HP if you don’t guard.
  • 55% of your unit’s total HP if you guard.

< 100% HP

  • On the 5th turn:
  • Debuffs your units by lowering their attack (wears off at < 75% HP).
  • Light attribute buff (wears off at < 75% HP).
  • 3 turn heal over time buff.

< 70% HP

  • Guard on 5 units while the 6th unit lowers Grah below 75% HP.
  • Powerful AoE dark elemental attack:
  • 100% of your unit’s total HP if you don’t guard.
  • 55% of your unit’s total HP if you guard.

When to guard: image


< 40% HP

  • Attack buff (wears off at < 20% HP).
  • Single-target dark elemental attack that inflicts paralysis.
  • Single-target thunder elemental attack that inflicts paralysis.
  • Single-target earth elemental attack that inflicts weakness.
  • Guard on 5 units while the 6th unit lowers Grah below 40% HP.
  • Moderate AoE dark elemental attack.
  • 6,660 damage if you don’t guard.
  • 3,330 damage if you guard

When to guard: image


< 20% HP

  • 3 turn heal over time buff.

< 15% HP

  • Attack and defense buff (wears off at < 5% HP).
  • Light attribute buff (wears off at < 5% HP).

< 5% HP

  • Defense buff.
  • 3 turn heal over time buff.

0% HP

  • If your current squad is your only squad or last squad remaining then heal at least one unit to 5,001+ HP and guard, while all remaining units lowers Grah to 0% HP.
  • Powerful AoE dark elemental attack:
  • 9,999 damage if you don’t guard.
  • 5,000 damage if you guard.
  • Grah is now immobilized, so finish him off. While this is true, it seems this only lasts for 3 turns. It is possible that he can still have his healing buff at this point.

Prizes

  • 1,000,000 Zel
  • 30,000 EXP
  • Grah (Will always be a lord typing and comes as a 5* unit)
  • 1 Gem

Grah’s Stats:

  • Leader Skill: 20% to all stats for all units. Decreases light and dark damage received by 15%.
  • Brave Burst: All enemies, 13 hit combo of light and dark damage. Increase light and dark damage delivered for 2 turns.
  • HP/ATK/DEF/REC = 5112/1799/1700/1500
  • Hit Count: 10
  • Dark Element (has no capabilities of changing like in the fight)
  • Cost: 15

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