Garam

[Hermit] Garam

Bossing Unit Relevance: Medium
ATK Increase Buff Removal DEF Decrease Debuff Removal Energy Recovery HP Recovery Block Magic Resistance Decrease Magic Resistance Increase Physical Resistance Decrease Physical Resistance Increase Special Move Pierce
Blue
SSR+
Support
Magic

Rankings

Deficit < 350:

Ranker

Deficit > 350:

Ranker

Limit
Deficit Performance Rating indicates the deficit range where this unit can effectively operate:
• 0 stars: Cannot work at any deficit
• 1 stars: ~200 deficit
• 2 stars: ~300 deficit
• 3 stars: ~400 deficit
• 4 stars: ~700 deficit
• 4.5 stars: 1000+ deficit
• 5 stars: Unlimited deficit
Versatility
Team Compatibility Measures how flexible the unit is in team compositions:
• 0 stars: Cannot function in any team
• 1 stars: Strict teammate requirements, not versatile
• 3 stars: Moderate flexibility
• 5 stars: Extremely plug and play
Utility
Team Support Value Evaluates how useful the unit's effects are to the team:
• 0 stars: No utility, completely selfish unit
• 1 stars: Almost non-existent utility, selfish unit
• 3 stars: Moderate utility
• 5 stars: Extremely useful effects

Garam has a very rare Special Move Pierce buff, making her a great boost to DPS units that rely on that to output their damage.
AoE stun, Energy Regen, ATK increase, DEF Shred, Buff removal and Debuff removal are also key parts of her kit.

Rapport Item

Earmuffs Earmuffs

Special Move - Torrent of Light

Garam becomes Invincible, teleports behind all allies, then releases a ray of light to deal 800% of her ATK as DMG to all enemies and Stuns them for 5s.

She then increases all Allies' Physical and Magic Resistance by 30% and Special Move Pierce By 60% for 8s.

Finally, Garam uses up all of her Frost Crystals to increase all Allies' Physical and Magic Resistance by 2% and Special Move Pierce by 3% for each Frost Crystal.

Active Skill - Blue Sword Aura

Garam becomes immune to status effects and teleports behind the ally with the highest ATK other than summoned beings, then unleashes 3 piercing sword auras, and finally returns to her starting position.

When a sword aura makes contact with an ally, they recover 100 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 7s. (Max: 3 stacks)

Garam gains 1 Frost Crystal for each enemy hit.

Active Skill - Ancient Cloth

Garam wraps the enemy with the highest ATK in the Ancient Cloth and binds them for 6s. When the enemy is freed from the bind, they take 400% of Garam's ATK as DMG and are Knocked Down for 2s.

Garam then gains 2 Frost Crystals. This skill only activates when there are 2 or more enemies.

Passive - Bell of Dawn

The Bell of Dawn rings every 10s, creating a barrier around Garam equal to 800% of her ATK for 5s. All targets are purified to remove all debuffs and status effects from allies, and remove buffs from enemies.

Garam gains 1 Frost Crystal for each successful purification. (Max: 5)

EE Stat

Physical Resistance

Level 1 Effect

Garam recovers HP equal to 300% of her ATK when a barrier is created with the Bell of Dawn.

Level 2 Effect

When an enemy is freed from their Ancient Cloth seal, their HP Recovery is blocked for 10s.

Level 3 Effect

Garam recovers HP equal to 30% of the DMG dealt with Torrent of Light.

Level 4 Effect

The Physical and Magic Resistance of enemies hit by Torrent of Light decrease by 20% for 8s.

Revolution 4: Bell of Dawn

Garam increases allies’ ATK by 20% each time the Bell of Dawn rings. (Max: 5 stacks)

Revolution 5: Torrent of Light

All allies recover 200 Energy when Torrent of Light activates.

Revolution 6 [PvP ONLY]

Garam’s ATK increases by 50% and Swiftness by 50 in Arenas.
(This buff cannot be removed with buff removal skills.)

Revolution 1
EVA
Revolution 2
Effect Resistance
Revolution 3
Critical DMG Reduction
Revolution 4
Critical Hit Resistance
HP
Revolution 5
ATK
Recovery Received
Revolution 6
Special Move Resistance
Max Cooldown Reduction

For detailed information on which investment is needed, please refer to the "Investment Guide" section.

Notes

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.

Mandatory
Recommended
Nice to Have

Rankings

Deficit < 350

A+

Deficit > 350

A+

Requirements

Dupes
Star Star Star
EE

+30

Rapport

Lv. 4

Gear Configuration

Slot 1

+0

Slot 2

+0

Slot 3

+0

Slot 4

+4

If your ACC is lower than the enemy EVA, a Slot 1 upgrade might be needed if you care about whether this unit hits or not.
If upgrading Slot 3 can get your EVA to be higher than the enemy ACC, upgrading Slot 3 could be worth it.
If your Deficit is higher than 300 / 350, Slot 4 Resistances are pretty much ineffective and can be left to +0.
The flat ATK, DEF and HP stats are useless.

Ignition Weapon

Slot 1

+0

Slot 2

+12

Slot 3

+12

Slot 4

+16

Effect Hit
Slot 5

+16

Physical Resistance
Recommended Substats:

Magic Resistance, Physical Resistance, Effect Hit, Effect Resistance, ACC, EVA

Notes:

If Resistances are still working for you, you could run Magic Resistance Main Stat in Slot 4.

Revolution

Revolution Tier:
Revolution 2
Revolution Cost:
fragment 350
shining fragment 6200
ore 0
Subnodes (Ordered by Priority) Stats in bold are important. Stats in italic are optional and should be leveled only if needed and up to the level you actually need. i
  • Effect Resistance (Level 20)

Rankings

Deficit < 350

Ranker

Deficit > 350

Ranker

Requirements

Dupes
Star Star Star Star Star
EE

+35

Rapport

Lv. 6

Gear Configuration

Slot 1

+0

Slot 2

+0

Slot 3

+0

Slot 4

+5

If your ACC is lower than the enemy EVA, a Slot 1 upgrade might be needed if you care about whether this unit hits or not.
If upgrading Slot 3 can get your EVA to be higher than the enemy ACC, upgrading Slot 3 could be worth it.
If your Deficit is higher than 300 / 350, Slot 4 Resistances are pretty much ineffective and can be left to +0.
The flat ATK, DEF and HP stats are useless.

Ignition Weapon

Slot 1

+0

Slot 2

+16

Slot 3

+16

Slot 4

+20

Effect Hit
Slot 5

+20

Physical Resistance
Recommended Substats:

Magic Resistance, Physical Resistance, Effect Hit, Effect Resistance, ACC, EVA

Notes:

If Resistances are still working for you, you could run Magic Resistance Main Stat in Slot 4.

Revolution

Revolution Tier:
Revolution 5
Revolution Cost:
fragment 2100
shining fragment 6200
ore 0
Subnodes (Ordered by Priority) Stats in bold are important. Stats in italic are optional and should be leveled only if needed and up to the level you actually need. i
  • Effect Resistance (Level 20)

Rankings

Deficit < 350

Ranker

Deficit > 350

Ranker

Requirements

Dupes
Star Star Star Star Star
EE

+40

Rapport

Lv. 6

Gear Configuration

Slot 1

+0

Slot 2

+0

Slot 3

+0

Slot 4

+5

If your ACC is lower than the enemy EVA, a Slot 1 upgrade might be needed if you care about whether this unit hits or not.
If upgrading Slot 3 can get your EVA to be higher than the enemy ACC, upgrading Slot 3 could be worth it.
If your Deficit is higher than 300 / 350, Slot 4 Resistances are pretty much ineffective and can be left to +0.
The flat ATK, DEF and HP stats are useless.

Ignition Weapon

Slot 1

+20

Slot 2

+20

Slot 3

+20

Slot 4

+20

Effect Hit
Slot 5

+20

Physical Resistance
Recommended Substats:

Magic Resistance, Physical Resistance, Effect Hit, Effect Resistance, ACC, EVA

Notes:

If Resistances are still working for you, you could run Magic Resistance Main Stat in Slot 4.

Revolution

Revolution Tier:
Revolution 6
Revolution Cost:
fragment 3500
shining fragment 29950
ore 400
Subnodes (Ordered by Priority) Stats in bold are important. Stats in italic are optional and should be leveled only if needed and up to the level you actually need. i
  • Effect Resistance (Level 20)
  • Max Cooldown Reduction (Level 20)
Back