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Looking at galeforcers for AR
The way people are setting up their defenses to rip our heads off (except not really because they can only get one unit), galeforce is a really useful tool. And there are a few team comps I want to consider:
1. It's just a bunch of hyper-offense mages with no bulk
2. Mostly healers with units who can finish you off
3. Any combination of the above with some bulky unit blocking the way
Compositions 1 and 2 are pretty similar in the way we deal with them, the key being that comp 2 will probably involve Veronica which means debuffs might be a thing.
Things to consider about these ranged blasters:
- may very well have high speed. Most mages would be in the mid to upper 40s.
- wide range of atk. Reinhardt will have 44-51 or as low as 41; Lilina and Ophelia will usually have at least 56 which can throw off heavy blade users.
- poor physical bulk. Low 50s for the lower end, low 60s on the upper end. If you have triangle advantage, OHKO is quite likely.
- won't hit you back. A bit obvious, but it does mean WoM stuff won't work unless you have 24HP and activate fury twice. I've never heard of a unit with that low of HP at level 40.
About healers:
- likely won't kill you even if they can get their hands on you, perhaps even if they have wrathful. It's their teammates which are the issue unless they're spamming pain+ and double-or triple-teaming you
- can be manipulated into healing instead of attacking you if you bring savage blow
- often have speed in the mid to high 30s or very low 40s. Neutral Veronica (the most common variety) has 36 but might use spd+3. Atk/spd push is rare enough that in the long run you can afford to lose a unit if you really can't deal with it.
- atk is usually between 40 and 50
- are often slightly tankier than aggressive mages. I would say 54+ physical bulk is common, but most won't exceed 65 without quite a few merges.
- may hit back. CC is more common on healers than on aggressive mages. But having gone up beyond 5600 lift, it's still the exception rather than the norm.
About tanks: you know tanks. May have 40 def or more. Wary fighter could be a real stopper.
Considerations for the galeforcer:
- how much atk to have. OHKO is generally undesirable. 52-53 seems like a good number to me against team comps that don't protect their attackers with a tank. If they do have a tank, you might want over 60 atk unless you have triangle advantage or a brave quad.
- being fast enough to double when your opponents might have 47 spd, unless you have a forced double
- movement type. Cavalry is obviously the best at rushing the the position, but you can't use flashing blade or infantry pulse.
- weapon. Firesweep weapons mean that WoM never activates, even if you need to get through an enemy tank. They also require an infantry pulse or Ostia's Pulse for a one-round galeforce. Slaying weapons dodge that requirement. Brave weapon throws the issue of doubling out the window, but it will create an issue when trying to get special charges. Having a low mt weapon creates problems for heavy blade, and the spd penalty creates a problem for flashing blade. The only escapee is B.Celica. Phantom spd is not an option unless you want to put flashing blade in your A-slot. I guess that could be possible. You're hitting twice for sure and their def generally won't be higher than 26-27 with HP 40 or less, so 40 atk (including any rallies/hones) + 8mt will probably do it. Flashing blade only requires you to have 1 spd higher than the opponent, so if you have 40 spd (which is hard but doable with a buff), with phantom it's 50 and that will cover 99% of cases. You can afford to lose the remaining 1%.
- triangle advantage. Disadvantage usually won't matter because their def is usually low enough that two hits will down them even at a disadvantage (in some cases it might matter), but at an advantage you might get some unwanted OHKOs
- stat inflation from fortress level difference. If you're sitting on 54 atk and for some reason you run into a lv1 defensive fortress with no bonus structure, all of a sudden everything dies in one hit.
- bolt tower, if you keep one around. I do and it's saved me a number of times. The enemy might not use a healing tower or it might be out of range. If they do, then if you need the bolt tower for your solution then you must attack on turn 3 precisely.
Candidates for galeforce:
- Infantry: B.Celica, Karla, Lon'qu, Raven, Soleil, potentially Mia and Athena, Hana
- All cavaliers with decent offensive stats, but of especial interest: L.Eirika, L.Ephraim, B.Roy, Oscar, Finn, Siegbert, S.Cordelia
- Fliers: mainly the fast ones, which is most of the non-axes, but of focal interest are Cordelia, Shigure, Sumia, LRyoma, and maybe Laegjarn. Elincia and Cherche are special cases.
- Armours: anyone with a slaying weapon, prf or not. Bold fighter.
My attempt at a solution: prepare two galeforcers, one with higher atk (for cracking a tank, like, probably upper 50s at least) and one with lower atk (under 55 is nice), and different colours. One of them should be built to handle a tank before being able to reach the others; the other can keep the atk down to avoid ripping through stuff in one hit. The one with lower atk should have triangle advantage over the same colour that has triangle advantage against the other galeforcer. Let's suppose Lon'qu is the low-atk galeforcer and L.Ephraim is the high-atk galeforcer. Here's the idea:
Encounter red tank: Ephraim gets through
Encounter blue tank: Ephraim gets through
Encounter green tank: Lon'qu gets through
Encounter red mage: Lon'qu 2HKO
Encounter blue mage: Lon'qu 2HKO if they're squishy enough, otherwise they can take a hit from Ephraim, so he will 2HKO
Encounter green mage: Ephraim 2HKO, or if they're relatively tough, Lon'qu 2HKO
Encounter healers or squishy daggers/archers: Lon'qu 2HKO
Note that the greens I listed above don't include a low-atk galeforcer, so if you have a green galeforcer at all then his/her comrade will be blue, which poses an issue when it comes to activating heavy blade, which is a big issue because all the ones I listed are non-infantry. The only other combination that conforms to my two-galeforcer setup is high-atk blue, low-atk red.
So basically it comes down to one of the infantry swords or L.Eirika if you nerf her atk (because 50 atk plus atk/spd solo 3 is too much) and then L.Ephraim or Cordelia.
Footnote:
- Different modes put different demands on galeforcers. In PvE, due to inflated stats especially HP, more atk is always good. In arena, obviously too much atk doesn't favour the bonus unit. GC and aether raids have a goldilocks zone where anything under might not hit hard enough against enough targets, and anything over risks OHKO and failure to activate galeforce.
- high atk green + low atk red is risky.. What will you do if some steady breath Zelgius or Draug protects the squishy units?
Answers
if you only see AR or GC, you should consider Hrid.
paired with aversa, he pretty much one of the most powerful galeforcer.
he basically function like ephraim with aversa.
for armors, you should consider smite for his partner. Armor normally come in pair for armor march, so the one uses armor march should be the galeforcer, and his/her partner should use fortify armor and smite.
the same could be said for infantry and flier, because their lack of movement, so they need 1 smiter. imo, LHector is the best smiter support, due to pulse and his seal slot opened.
he can run boots, then just being there to smite your galeforcer.
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I was blessed with a +Spd Eldigan so I run Fury 6/Galeforce/Despo/Heavy Blade on him. He reaches Despo' range after first combat and WoM range after the second if Galeforce procs so he can either get danced for another kill or to retreat.
He's been doing some real good work across the board, especially AR offense.
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