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Deals damage to 1 enemy equal to 110% of ATK, and grants Recovery to whichever teammate has the least HP for 1 turn.
Lvl 2 Damage increased to 95%
Lvl 3 Damage increased to 100%
Lvl 4 Damage increased to 105%
Lvl 5 Damage increased to 110%
Grants a teammate 100% AP.
Grants a teammate 100% AP, as well as ATK Up for 2 turns.
Lvl 2 Grants target 60% AP
Lvl 3 Grants target 80% AP
Lvl 4 Grants target 100% AP
Lvl 5 Cooldown reduced by 1 turn(s)
Grants Invincibility to a teammate for 1 turn, and Immunity to all allied Espers for 2 turns.
Lvl 2 Cooldown reduced by 1 turn(s)
Can push up slow attackers to attack right away
Provides team immunity buff
Can give 1 ally invincibility, which is key in survival
Tanky and has high base health
No debuff cleansing
Lacks healing
Fabrice (Freyer) is a 4 stars Wind Support esper in Dislyte.
Fabrice is a solid support that is used in many modes. His second skill is really good as he can bring anyone (usually an attacker that is slow) to use their attacks right away. This allows you to build slow nukers and utilize his AP push to take down your opponents. He can then also protect a key ally with invincibility and grant team immunity on his skill 3. His skill cooldowns are low, so a Ocean Wave set can really cycle his skills very quickly if it procs. The other option is speed set.
His skill one can give recovery to the lowest health unit. This is the only form of heal he has, which is not instant. This means that he is more of a utility healer than a pure one. He doesn't provide any debuffs unfortunately.
You can easily fuse him if you really need a immunity buffer for Kronos/Apep/Fafnir dungeon or any debuff heavy content. However, with Gabrielle being so versatile in every content, you should consider fusing Gabrielle using the first copy of Fabrice and re-fuse him after getting Gabrielle.
Here is my Fabrice part of my Apep 10 F2P team:
SPD +25%
All allies start battle with a Shield equal to 15% of max HP. Lasts 2 turns.
HP% / DEF%
RESIST% / HP%
SPD
Grants 30% chance of reducing all ability cooldowns by 1 turn at the start of each turn.
All allies start battle with a Shield equal to 15% of max HP. Lasts 2 turns.
HP% / DEF%
RESIST% / HP%
SPD
SPD +25%
Begins the battle with Immunity, which lasts for 1 turn.
HP% / DEF%
RESIST% / HP%
SPD
Level | Atk | HP | Def | Spd |
---|---|---|---|---|
1 | 172 | 3288 | 214 | 100 |
60 | 781 | 14819 | 962 | 100 |
C. Rate | C. Damage | Acc | Resist |
---|---|---|---|
10% | 150% | 0% | 20% |