Seofon/Strategy

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Ratings

Seofon

Site RatingThe character's overall rating out of 10. GrindingThe character's general efficiency in repeatedly clearing menial content with an emphasis on real-time speed.
GW Max Grade: SS
KG Max Grade: SS
Full AutoThe character's general performance in Full Auto parties.
GW Max Grade: SS
KG Max Grade: SS
High DifficultyThe character's capability relative to the game's most difficult content.
GW Max Grade: SS
KG Max Grade: SS
Last Update
GameWith N/A SS A S 2021-08-11
Kamigame 9.0 A B B 2024-03-06

Overview

Before 5★ Uncap

A very powerful, straight forward character, but suffers from consistency problems due to SwordshineATK and multiattack rate are boosted based on lvl
. Typically used as either an auto-attack character, or as a Charge Attack enabler through Cuore di LeoneAll allies gain Instant ChargeInstantly sets Charge Bar to 100%
Unaffected by Charge Bar Gain status effects.
No effect when afflicted with Shorted debuffs or when Charge Bar is above 100%.
.
Lower SwordshineATK and multiattack rate are boosted based on lvl
Multiplier: PerpetuityDuration: Indefinite
lvl by 3.
(Requires SwordshineATK and multiattack rate are boosted based on lvl
Multiplier: Perpetuity
lvl 3 or higher.)
; needs SwordshineATK and multiattack rate are boosted based on lvl
to do either. Requires special team building consideration as a result. Puts out a lot of damage if he doesn't get hit.

After 5★ Uncap

Much more consistent due to the buff to SwordshineATK and multiattack rate are boosted based on lvl
at level 85, as well as UnchallengedNext DMG received will be ineffective
on Charge Attack, which means that getting hit every now and then doesn't mean that he's starting from scratch. Requires less setup to perform in the same roles as he did before, but still maintains some of the same weaknesses as his pre-5★ iteration.

How to Play

  •  Infinito Creare10-hit, 100%-150% Wind damage to random foes (Damage cap: ~61,000 per hit).
    At level 95:
    Also gain Charge Bar +30%Instantly boosts Charge Bar by 30%
    Strength: 30%
    .
    At level 130:
    Damage cap increased to ~250,000 per hit.
    Also gain Fated Chain Bar +30%Instantly boosts Fated Chain bar
    Strength: 30%Only takes effect in Battle System 2.0
    .
    can be used either for damage or for the extra Charge Bar +30%Instantly boosts Charge Bar by 30%
    Strength: 30%
    to reach UnchallengedNext DMG received will be ineffective
    quicker (after his 5★ uncap).
  •  Cuore di LeoneAll allies gain Instant ChargeInstantly sets Charge Bar to 100%
    Unaffected by Charge Bar Gain status effects.
    No effect when afflicted with Shorted debuffs or when Charge Bar is above 100%.
    .
    Lower SwordshineATK and multiattack rate are boosted based on lvl
    Multiplier: PerpetuityDuration: Indefinite
    lvl by 3.
    (Requires SwordshineATK and multiattack rate are boosted based on lvl
    Multiplier: Perpetuity
    lvl 3 or higher.)
    can be used as early as turn 2 (level 85 or higher) or turn 3. Requires 3 stacks of SwordshineATK and multiattack rate are boosted based on lvl
    to use.
    • Provided you can maintain SwordshineATK and multiattack rate are boosted based on lvl
      stacks, Seofon enables three straight turns of Charge Attacks when combined with Strike Time and a Mechanic MC, or Huanglong and Chrysaor MC.
  •  Seven-Star's BrillianceAll allies gain Instant ChargeInstantly sets Charge Bar to 100%
    Unaffected by Charge Bar Gain status effects.
    No effect when afflicted with Shorted debuffs or when Charge Bar is above 100%.
    , 150% C.A. DMG UpCharge attack DMG is boosted
    Strength: 150%Duration: 1 turn
    , and 90% C.A. DMG Cap UpCharge attack DMG cap is boosted
    Strength: 90%Duration: 1 turn
    . (Can't recast.)
    is a powerful skill that enables tremendous burst for a single turn.
    • While  Seven-Star's BrillianceAll allies gain Instant ChargeInstantly sets Charge Bar to 100%
      Unaffected by Charge Bar Gain status effects.
      No effect when afflicted with Shorted debuffs or when Charge Bar is above 100%.
      , 150% C.A. DMG UpCharge attack DMG is boosted
      Strength: 150%Duration: 1 turn
      , and 90% C.A. DMG Cap UpCharge attack DMG cap is boosted
      Strength: 90%Duration: 1 turn
      . (Can't recast.)
      only gives 100% charge bar, both 150% C.A. DMG UpCharge attack DMG is boosted
      Strength: 150%Duration: 1 turn
      and 90% C.A. DMG Cap UpCharge attack DMG cap is boosted
      Strength: 90%Duration: 1 turn
      last for the entire turn. Combined with his Support Skill, the boost to C.A. DMG equals 200% and the boost to C.A. DMG Cap equals 100%. Kengo, Chrysaor, and other characters with 200% charge bar maximums can potentially deal multiple, powerful Charge Attacks during the buff's duration.
    • Stacks with Bahamut's call.

Synergy

Seofon is in an interesting situation, given that he can potentially have guaranteed TA for the entire duration of a fight. However, this reliability is conditional in that he needs a degree of protection in order to maintain SwordshineATK and multiattack rate are boosted based on lvl
stacks. It's worth noting that, beyond level 85, Seofon can only lose 2 SwordshineATK and multiattack rate are boosted based on lvl
stacks per turn, or from using Cuore di LeoneAll allies gain Instant ChargeInstantly sets Charge Bar to 100%
Unaffected by Charge Bar Gain status effects.
No effect when afflicted with Shorted debuffs or when Charge Bar is above 100%.
.
Lower SwordshineATK and multiattack rate are boosted based on lvl
Multiplier: PerpetuityDuration: Indefinite
lvl by 3.
(Requires SwordshineATK and multiattack rate are boosted based on lvl
Multiplier: Perpetuity
lvl 3 or higher.)
. This means that, once he reaches level 85, Seofon only needs 3 turns of protection at any given time in order to reach 5 stacks of SwordshineATK and multiattack rate are boosted based on lvl
, which he can then maintain, unaided, for the rest of the fight.

As a result, instead of the traditional multi-attack support that most characters want, or need, to reach full potential, Seofon instead really wants defensive support and Supplemental Damage.

Characters

Wind Sword characters for Ultima Sword compositions: Jeanne d'Arc (Summer), Korwa (SR), Lancelot (Wind), Lecia (Grand), Melissabelle, Monika (Grand), Siegfried (Yukata), Yuel (Summer), Yuisis, Yurius

  • Rosetta (Grand) Might be one of the best partners for Seofon, providing both powerful ATK buffs and attack redirection in one ability. Seofon, likewise, proves to be a solid partner in return, acting as a charge bar battery through his constant Charge Attacks.
  • Niyon: While many of her buffs overlap with Seofon's self-buffs, Comatose is a powerful debuff that can help Seofon reach max SwordshineATK and multiattack rate are boosted based on lvl
    stacks safely.
  • Andira: Powerful all-round Wind character, with some nice ATK buffs. While the Hostility UpMore likely to be attacked
    attached to Sage of EternityGrant an ally Shield (2500)Next ATK received will be ineffective for a fixed amount
    Strength: 2500Duration: 3 turns
    and Full Hostility100% chance to be targeted by one-ally attacks (Can't be removed)
    Duration: 1 turn Full hostility has the same properties as Substitute, but has lower targeting priority than Substitute
    .
    At level 75:
    Shield endurance increased to Shield (3500)Next ATK received will be ineffective for a fixed amount
    Strength: 3500Duration: 3 turns
    .
    At level 90:
    Shield endurance further increased to Shield (4000)Next ATK received will be ineffective for a fixed amount
    Strength: 4000Duration: Indefinite
    and now has indefinite duration.
    Also grants 30% Bonus Wind DMGDeals bonus wind DMG for one-foe one-ally attacks (Ends upon taking DMG)
    Strength: 30%Duration: Until hit
    .
    (Bonus Wind DMG ends upon taking damage).
    is unappealing for Seofon, the 30% Bonus Wind DMGDeals bonus wind DMG for one-foe one-ally attacks
    Strength: 30%
    can be very powerful in his hands.
  • Monika (Grand)/ Siegfried (Yukata): Provide Hostility UpMore likely to be attacked
    that lasts for 3 turns, as well as Sword Specialization.
  • Yuel (Summer): Provides her own personal MA buffs, and party wide 10% Bonus Wind DMGDeals bonus wind DMG for one-foe one-ally attacks
    Strength: 10%Duration: 3.5 turnsStacking: AApplied during the attack phase.
    On the next turn, it'll have 3 turns remaining.
    after Charge Attack.
  • Korwa (SR): Can grant Seofon AdolescenceDouble attack rate is boosted / Triple attack rate is boosted
    , RadiantHype is boosted every turn (Max: Lvl 4 [Effect duration extends after reaching lvl 4] / Ends upon taking DMG)
    and Dodge AllTakes no DMG or debuffs while in effect for a set period
    , which greatly increases attack due to HypeATK is boosted
    from RadiantHype is boosted every turn (Max: Lvl 4 [Effect duration extends after reaching lvl 4] / Ends upon taking DMG)
    stacks with every ATK Up buffs, besides allowing Seofon to evade foe's attacks. The duration of HypeATK is boosted
    extends virtually as long as Seofon doesn't get hit.
  • Levi/ Heles (Wind): Powerful, but perhaps unorthodox choices with Seofon. Packing their own powerful TA buffs, they allow for greedier grid building, focusing purely on increasing auto-attack damage and cap. However, having all three characters on one team might re-emphasize Heles (Wind)'s and Seofon's weaknesses.
  • Carmelina/ Petra (SSR): Less powerful choices, but their Mirror ImageNext one-to-one attack received will be ineffective
    (Effect removed on next all-foe all-ally attack)
    support helps Seofon to avoid damage and maintain SwordshineATK and multiattack rate are boosted based on lvl
    stacks.

Main Character

The Main Character has a couple of different options for optimizing Seofon's damage or protecting him.

  • Spartan is a good choice for players using Ultima Sword or Atma Sword, providing two defensive skills in  GuardianGain DEF UpDEF is boosted
    Duration: 3 turns
    and Hostility UpMore likely to be attacked
    Strength: 50Duration: 3 turns
    .
    (Consumes 30% of charge bar.)
    and  Centurion IITarget ally gains Unchallenged (1 time)Next DMG received will be ineffective
    Duration: 3 turns
    .
    . Spartan becomes a better choice if you can find other sources of Supplemental Damage.
  • As mentioned above, Kengo/Samurai and Chrysaor are uniquely positioned to take advantage of Seofon's CA boosting powers. Chrysaor in particular, with it's ability to perform two Charge Attacks through  Dual ArtsGain C.A. ReactivationCharge attack reactivates
    Duration: 2 turns
    .
    (Can only be used when an auxiliary weaponA class specialty weapon of the same element as the main weapon, equipped in the top-left slot of the sub weapon section is equipped.)
    , as well as its Sword Specialization, can be very powerful. While Chrysaor offers little utility to the team, or to Seofon, the additional power and flexibility of two separate Charge Attacks may be worth consideration.
  • While not sword specialty classes, these suggestions merit consideration in mixed specialty teams.
    •  ChaserAll allies gain 20% Bonus DMGDeals bonus DMG for one-foe one-ally attacks
      Strength: 20%Duration: 3 turns
      .
      and  ChokeAll allies gain Attack AllAttacks each foe
      Duration: 3 turns
      .
      both become stronger the more consistent your attackers are. While Chaser is often outperformed by other forms of Supplemental Damage from other characters, Choke is a more unique skill that effectively increases auto-attack damage based on the number of enemies present.
    •  Dragon BreakConsume all Magic CirclesFire CircleA magic circle possessing the power of fire (Max: 2 / Can't be removed)

      Water CircleA magic circle possessing the power of water (Max: 2 / Can't be removed)

      Earth CircleA magic circle possessing the power of earth (Max: 2 / Can't be removed)

      Wind CircleA magic circle possessing the power of wind (Max: 2 / Can't be removed)

      Light CircleA magic circle possessing the power of light (Max: 2 / Can't be removed)

      Dark CircleA magic circle possessing the power of dark (Max: 2 / Can't be removed)
      to grant all allies 10% x (Magic CirclesFire CircleA magic circle possessing the power of fire (Max: 2 / Can't be removed)

      Water CircleA magic circle possessing the power of water (Max: 2 / Can't be removed)

      Earth CircleA magic circle possessing the power of earth (Max: 2 / Can't be removed)

      Wind CircleA magic circle possessing the power of wind (Max: 2 / Can't be removed)

      Light CircleA magic circle possessing the power of light (Max: 2 / Can't be removed)

      Dark CircleA magic circle possessing the power of dark (Max: 2 / Can't be removed)
      ) Bonus DMGDeals bonus DMG for one-foe one-ally attacks
      Strength: 10% x (Magic CirclesFire CircleA magic circle possessing the power of fire (Max: 2 / Can't be removed)

      Water CircleA magic circle possessing the power of water (Max: 2 / Can't be removed)

      Earth CircleA magic circle possessing the power of earth (Max: 2 / Can't be removed)

      Wind CircleA magic circle possessing the power of wind (Max: 2 / Can't be removed)

      Light CircleA magic circle possessing the power of light (Max: 2 / Can't be removed)

      Dark CircleA magic circle possessing the power of dark (Max: 2 / Can't be removed)
      )
      (Max: 80%)Duration: 1 turn
      . (Max: 80%.) (Cannot be used without Magic CirclesFire CircleA magic circle possessing the power of fire (Max: 2 / Can't be removed)

      Water CircleA magic circle possessing the power of water (Max: 2 / Can't be removed)

      Earth CircleA magic circle possessing the power of earth (Max: 2 / Can't be removed)

      Wind CircleA magic circle possessing the power of wind (Max: 2 / Can't be removed)

      Light CircleA magic circle possessing the power of light (Max: 2 / Can't be removed)

      Dark CircleA magic circle possessing the power of dark (Max: 2 / Can't be removed)
      .)
      is a much stronger, but also much harder to use source of Supplemental Damage. While it's 1 turn duration is an obvious downside, the potential upside is much higher when combined with other 1 turn or 1 attack buffs, when compared to Chaser.
    • Nighthound offers a combination of defensive and offensive skills through  Frequency JamAll allies gain ~35% Dodge Rate UpChance to dodge DMG and debuffs
      Strength: ~35%Duration: 2 turns
      and 40% / 40% Critical Hit Rate UpAttacks made with elemental superiority have a chance to deal boosted DMG
      Strength: 40% chance of dealing 40% more damage.Duration: 2 turns
      .
      and  Twilight ZoneTwilight ZoneWhen superior element, DMG is boosted for fire, water, earth and wind attacks
      Field effect
      to the field.
      . Twilight Zone is less effective if you're already reaching cap, and Frequency Jam isn't incredibly reliable, but combined they offer a good mix of support. When equipped with Maverick, Nighthound also provides SubstituteReceives foe attack in place of an ally
      (Excludes all-foe all-ally attacks)
      through  Evasive Maneuvers800% elemental damage to a foe (Damage cap: ~630,000).
      Gain 100% ATK UpATK is boosted
      Strength: 100%Multiplier: NormalDuration: 1 turn
      , Dodge AllTakes no DMG or debuffs while in effect
      Duration: 1 turn
      , and Bonus Effect on DodgeUpon dodging: Blind effect to all foes
      Duration: 1 turn 500% Elemental damage to all foes.(Damage cap: ~630,000)
      Inflict BlindedAttacks have a slight chance to miss
      Duration: 180 seconds
      .
      .
      At level 30:
      Now hits all foes.
      Damage increased to 1000% (Damage cap: ~1,160,000).
      Upgrade Bonus Effect on DodgeUpon dodging: Blind effect to all foes
      Duration: 1 turn
      to Bonus Effect on Dodge+Upon dodging: Blind effect to all foes / Remove 1 buff / Delay effect
      Duration: 1 turn 500% Elemental damage (Damage cap: ~630,000) to all foes.
      Inflict BlindedAttacks have a slight chance to miss
      Duration: 180 seconds
      , DelayReduce a foe's filled charge diamonds by 1
      , and remove 1 buff.
      .
      .
    • Luchador can help protect Seofon with  Knifehand StrikeGain Tank-and-Counter (3 times)Counters upon taking DMG
      Strength: 350% DMGDuration: 2 turnsCounter attacks grant 5% charge bar per hit.
      , 30% DEF UpDEF is boosted
      Strength: 30%Duration: 2 turns
      , and Hostility UpMore likely to be attacked
      Strength: 20Duration: 2 turns
      .
      At level 30:
      Hostility UpMore likely to be attacked
      Strength: 20Duration: 2 turns
      upgraded to Full Hostility100% chance to be targeted by one-ally attacks
      Duration: 2 turnsFull hostility has the same properties as Substitute, but has lower targeting priority than Substitute
      .
      Also gain JammedATK is greatly boosted based on how low HP is
      Strength: 30%-90%Duration: 2 turns
      .
      , particularly when using Championship Belt.  Tag TeamAll allies instantly perform a normal attack without using up a turn. can also be a great way to capitalize on max SwordshineATK and multiattack rate are boosted based on lvl
      stacks.

Extended Mastery Perks

Seofon Stars: 12 EMP: 78
ATK
★☆☆★★☆★★★
+500+800+1000
DEF
★☆☆★★☆★★★
5%8%10%
Double Attack Rate
★☆☆★★☆★★★
3%5%6%
Critical Hit
★☆☆★★☆★★★
12% chance for 12% more DMG20% chance for 20% more DMG25% chance for 25% more DMG
Charge Attack Damage
★☆☆★★☆★★★
10%15%20%
☆☆☆ ☆☆☆ ☆☆☆ ★★★ ★★★
ATK
★☆☆★★☆★★★
+500+800+1000
DEF
★☆☆★★☆★★★
5%8%10%
HP
★☆☆★★☆★★★
250500750
Double Attack Rate
★☆☆★★☆★★★
3%5%6%
Critical Hit
★☆☆★★☆★★★
12% chance for 12% more DMG20% chance for 20% more DMG25% chance for 25% more DMG
☆☆☆ ☆☆☆ ☆☆☆ ☆☆☆ ★★★
ATK
★☆☆★★☆★★★
+500+800+1000
Charge Attack Damage
★☆☆★★☆★★★
10%15%20%
Hostility Down
★☆☆★★☆★★★
-3-4-5
Dodge Rate Up
★☆☆★★☆★★★
1%2%3%
Slight chance to dodge all attacks from foes
★☆☆★★☆★★★
5%8%10%
☆☆☆ ★★★ ☆☆☆ ☆☆☆ ☆☆☆
Last update: 2020-01-27

Gamewith's recommended EMP build for Seofon.

Priorities

Prioritize Critical first, followed by CA DMG. It's important to take the CA DMG nodes for enemies with high defense even if you're already hitting the cap in normal situations.
Seofon Stars: 15 EMP: 120
ATK
★☆☆★★☆★★★
+500+800+1000
DEF
★☆☆★★☆★★★
5%8%10%
Double Attack Rate
★☆☆★★☆★★★
3%5%6%
Critical Hit
★☆☆★★☆★★★
12% chance for 12% more DMG20% chance for 20% more DMG25% chance for 25% more DMG
Charge Attack Damage
★☆☆★★☆★★★
10%15%20%
★☆☆ ☆☆☆ ☆☆☆ ★★★ ★★★
ATK
★☆☆★★☆★★★
+500+800+1000
DEF
★☆☆★★☆★★★
5%8%10%
HP
★☆☆★★☆★★★
250500750
Double Attack Rate
★☆☆★★☆★★★
3%5%6%
Critical Hit
★☆☆★★☆★★★
12% chance for 12% more DMG20% chance for 20% more DMG25% chance for 25% more DMG
★☆☆ ☆☆☆ ☆☆☆ ☆☆☆ ★★★
ATK
★☆☆★★☆★★★
+500+800+1000
Charge Attack Damage
★☆☆★★☆★★★
10%15%20%
Hostility Down
★☆☆★★☆★★★
-3-4-5
Dodge Rate Up
★☆☆★★☆★★★
1%2%3%
Slight chance to dodge all attacks from foes
★☆☆★★☆★★★
5%8%10%
★☆☆ ★★★ ☆☆☆ ☆☆☆ ☆☆☆
Last update: 2022-09-13
Kamigame's recommended EMP build for Seofon.
Seofon Stars: 28 EMP: 406
ATK
★☆☆★★☆★★★
+500+800+1000
DEF
★☆☆★★☆★★★
5%8%10%
Double Attack Rate
★☆☆★★☆★★★
3%5%6%
Critical Hit
★☆☆★★☆★★★
12% chance for 12% more DMG20% chance for 20% more DMG25% chance for 25% more DMG
Charge Attack Damage
★☆☆★★☆★★★
10%15%20%
★☆☆ ★☆☆ ☆☆☆ ★★★ ★★★
ATK
★☆☆★★☆★★★
+500+800+1000
DEF
★☆☆★★☆★★★
5%8%10%
HP
★☆☆★★☆★★★
250500750
Double Attack Rate
★☆☆★★☆★★★
3%5%6%
Critical Hit
★☆☆★★☆★★★
12% chance for 12% more DMG20% chance for 20% more DMG25% chance for 25% more DMG
★☆☆ ★☆☆ ☆☆☆ ☆☆☆ ★★★
ATK
★☆☆★★☆★★★
+500+800+1000
Charge Attack Damage
★☆☆★★☆★★★
10%15%20%
Hostility Down
★☆☆★★☆★★★
-3-4-5
Dodge Rate Up
★☆☆★★☆★★★
1%2%3%
Slight chance to dodge all attacks from foes
★☆☆★★☆★★★
5%8%10%
☆☆☆ ★★★ ☆☆☆ ☆☆☆ ☆☆☆
Damage Cap
★☆☆★★☆★★★
5%8%10%
Special Charge Attack Damage Cap
★☆☆★★☆★★★
5%8%10%
Chance to consume 1 SwordshineATK and multiattack rate are boosted based on lvl
Multiplier: Perpetuity
lvl to recover from debuffs.
★☆☆★★☆★★★
?%?%100%Verification needed.
Damage Cap
★☆☆★★☆★★★
1%3%5%
Supplement Charge Attack Damage
★☆☆★★☆★★★
50,000100,000150,000
★★★ ★★★ ☆☆☆ ★★★ ★★★
Last update: 2024-04-07
Kamigame's recommended EMP build for Seofon.

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