S+
S+
She has a slightly weaker base kit compared to her SSR+ counterpart, but her Revolution upgrade that provides a 10s HP Recovery block on all enemies is extremely good and makes her an extremely relevant unit.
Garam becomes Invincible, teleports behind allies, then releases a ray of light to deal 600% of her ATK as DMG to all enemies and Stuns them for 4 sec. She then increases all allies' Physical and Magic Resistance by 30% and Special Move Pierece by 60% for 8 sec.
Finally, Garam uses her Frost Crystals to additionally increase all allies' Physical and Magic Resistance by 2% and Special Move Pierce by 3% for each Frost Crystal.
Garam becomes immune to status effects and teleports behind the ally with the higest ATK other than Summoned Beings, then unleashes 3 piercing Sword Energies, and finally returns to her starting position.
When a sword Energy makes contact with an ally, they recover 80 Energy. When making contact with an enemy, it deals 400% of Garam's ATK as DMG and decreases the target's DEF by 20% for 7 sec. (Max: 3 stacks)
Garam gains 1 Frost Crystal for each enemy hit.
Garam wraps the enemy with the highest ATK in the Anicent Cloth and binds them for 4 sec. When the enemy is freed from the bind, they take 400% of Garam's ATK as DMG and are Knocked Down for 2 sec. Garam then gains 2 Frost Crystals.
This skill only activates when there are 2 or more enemies.
The Bell of Dawn rings every 10 sec, creating a Barrier around Garam equal to 800% of her ATK for 5 sec. All targets are purified to remove all debuffs from allies, and remove buffs from enemies. Garam gains 1 Frost Crystal for each successful purificaiton (Max: 5)
Physical Resistance
Garam recovers HP equal to 200% of her ATK when a Barrier is created with Bell of Dawn.
When an enemy is freed from Garam's Ancient Cloth seal, their HP recovery is blocked for 10 sec.
Garam recovers her HP equal to 30% of the DMG dealt using Torrent of Light.
The Physical and Magic Resistance of enemies hit by Torrent of Light decrease by 20% for 8 sec.
Garam becomes Invincible for 2 sec and recovers 300 Energy when Bell of Dawn is enhanced and the bell rings.
Garam decreases hit enemies' ATK by 30% for 10 sec and blocks HP Recovery for 10 sec when Torrent of Light is enhanced.
Garam's ATK increases by 50% and her Swiftness by 50 in Arenas.
(Cannot be removed with buff removal skills.)
For detailed information on which investment is needed, please refer to the "Investment Guide" section.
El is her best set as it now grants decent Survivability and a lot of Energy.
Runda is also a great pick against teams that you can Crowd Control.
Bari is always decent for improved survivability.
Rafflesia or Doris are acceptable options, but currently not comparable to the other three.
For detailed information on stats and upgrades, please check the Investment Guide section below.
HP Recovery Block, Special Move Pierce, Energy Recovery, DEF Decrease, Buff Removal, Debuff Removal, Magic/Physical Resistance Increase
Energy, Survivability
Enemies Immune to Status Effects (Not that important)
Healers
These are just example teams and are by no means the best possible combinations. We avoid using units that are not easily obtainable or common.
Deficit < 350
A+
Deficit > 350
A+
+30
Lv. 4
+0
+0
+0
+4
+0
+12
+12
+16
Effect Hit+16
Physical ResistanceMagic Resistance, Physical Resistance, Effect Hit, Effect Resistance, ACC, EVA
If Resistances are still working for you, you could run Magic Resistance Main Stat in Slot 4.
Deficit < 350
S+
Deficit > 350
S+
+35
Lv. 6
+0
+0
+0
+5
+0
+16
+16
+20
Effect Hit+20
Physical ResistanceMagic Resistance, Physical Resistance, Effect Hit, Effect Resistance, ACC, EVA
If Resistances are still working for you, you could run Magic Resistance Main Stat in Slot 4.
Deficit < 350
S+
Deficit > 350
S+
+40
Lv. 6
+0
+0
+0
+5
+20
+20
+20
+20
Effect Hit+20
Physical ResistanceMagic Resistance, Physical Resistance, Effect Hit, Effect Resistance, ACC, EVA
If Resistances are still working for you, you could run Magic Resistance Main Stat in Slot 4.