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[Granblue Fantasy] Lucilius Hard Solo Light Magna Lumberjack / [グラブル] ルシファーHLソロ 光マグナ ランバージャック

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This is definitely not the magna light solo I remember. The trophy clear had only maybe two turns of spare time, even with Tormentor tools, and auto turns were still dangerous even after wings down. This, on the other hand, is fast and has close to zero subtlety; once buffs are up it's capable of just ramming down with little heed paid to anything the boss does.

The setup's iterated on from xq's Lumberjack solo from earlier this year; there's been some power creep since then that sped it up quite a bit in real time (full AX sword grid, Funf ULB, subsummons). The turn count's still about the same, but I'm losing a couple from the Mishra sac setup being sloppier.

All the training wheels are on since this is my first time using Mishra. Certificus mainhand is a huge luxury; 50% defense from ougi buff makes the buff setup portion much safer and 3.5 turns of duration lets it last at least two turns even during time skip. Andira covering three debuffs frees up a debuff summon slot that can be used on Europa instead, and she also gets to full heal/buff the team before setting up a clean Iblis sub with her 2 to get Geisenborger back in. Europa as the revive option also revives Mishra, which has some spot use in case of emergency, as seen at the end of the run.

As for the grid, I didn't feel like swapping my opus key, hence sticking with swords + stamina key with elemental summon over crit with double magna. This loses out on one dispel summon call, which the Metatron in grid compensates for. Qilin is strictly to clear 30 hit with, although it's not needed for that. The two seraphic subsummons I'm not confident about compared to maybe Belial, especially since Star's not active for very much of the raid, but they seem fine.

The first 20-odd turns are needed for setup. Geisen having highest attack in the party so that he's targeted by Phosphorous really makes this phase go by fast. Hitting the body whenever the damage cap is up reduces the odds that the body hits overdrive before Mishra's 1/2 are up for the third time, which is undesirable since Mishra will take tons of damage from it. Geisen's lifespan can be controlled by not extending his undying so that he dies on the turn Mishra's buffs are off cooldown. The couple of turns after that are annoying since Certificus buff mitigates too much damage; it'll take a few turns for Mishra to die. Once Andira's in, she subs an Iblis and Europa call revives the two dead characters and it's off to the races. Funf ULB ougi's delay can be used to unalign/dispel as needed; there's plenty of time to get everything done.

Outside of Apocalypse trying to murder Noa on the first turn of trials here, taking only light damage makes things much easier for the rest of the run; the risk of dying is close to zero as long as the boss doesn't accumulate too many stacks. Geisen does require pressing every skill that buffs him on recharge, though. I think that after setting up Noa's buff on MC/Funf, his 3 should always go on Geisen unless there's an emergency that requires Funf delay, even if it's worse for damage; there'll be time to spare and he needs as many turns on his 3 as possible.

Clearing 30 hit before OD is essential since Orbital delaying green skills will get Geisen killed. The easiest guaranteed setup is Geisen 1 x2 with a Qilin, but it's doable without the summon call as long as the team gets a little lucky with autoattacks. (I'd presume that it's viable with Lu Woh axe's ougi too; it shouldn't be exclusive to Certificus.) Outside of that, there's very little to think about, just press buffs/heals and mash turns.

The nice part about this comp is that it's possible to facetank autoattack turns without a sub effect or anything, even after 10%. Wind can't do it without earth switch up; taking superior element damage still mangles the party through Korwa buffs. With that in mind, Gopherwood comes down to having mitigation up for both 10% and 3% and not letting Geisen die to running out of turns - which I did here. Checking on his 3's duration and refreshing it the turn before would have saved him, but the backup plan here worked; the team survived one turn to get Noa 2 off cooldown so it'd have been fine even had the 5-chain not killed from 4%.

There'll probably be some more light setups uploaded in the future; I really enjoyed this.

no light ship/reactor
0:00 start
8:04 wings 50%
12:37 wings 0%
19:57 body 25%

referenced run: https://www.youtube.com/watch?v=oe_4qldB1A4

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