That’s right amigos! We just got the official news that Nightrose is getting a retrain! I’m excited!

Even touge369 did the new art work for Nightrose! I really like it and it’s a new look! Really cool looking background with the moon, ship, and Tommy the Ghosties!
So what will be Nightrose’s new skill? Great question but at this point we don’t know. I do have some thoughts that can help contribute to form skills.
- VC: On place, SB1 call a unit from drop to RC.
- VC: If opponent is G3 or greater, on attack, CB1 call two units from drop to RCs.
- VC: AUTO 1/Turn, If 10+ in the drop zone, when a unit is sent from RC to drop zone, revive the unit by milling 2 cards and bottom decking a card from drop zone. If your deck size is 10 or less cards, you may SB1 instead of milling 2.
- VC/RC: If 10+ in the drop zone, CONT, gets +10k/+Crit.
Pretty straightforward eh? So a couple of things to keep in mind. It should be different from what Cocytus and Basskirk do already. It should be applicable to both standard and premium formats. It should have Nightrose aesthetic from previous Nightrose forms from G Era. Let’s dive into them a bit.
VC: On place, SB1 call a unit from drop to RC.
This skill is really more of a retrain from Nightrose’s on Stride skill from G Era. This time it takes away from the CB aspect utilizes the Soul instead. This allows for more cards to be accessible from the Soul and also having the freedom to use CB for other skills. It’s on place skill to help with both formats. This is great for setting up stride turns and can help with our 1st stride turns such as Obadiah and Bad Bounty.
Also worth noting, it encourages reriding because you’ll get a Protect gift and also the cost is mitigated by just reriding. So you improve the quality of your hand and get a “free” unit on board.
VC: If opponent is G3 or greater, on attack, CB1 call two units from drop to RCs.
This one is from Phantasm Nightrose and also making it work for the standard format. I think slapping the requirement of the opponent’s VG being G3 or greater can keep it from being overpowered if used too early in the game. This skill can be used in two ways. One way is to build field presence if you only have one proper column to attack. You’ll get your 2nd column by doing this skill. The second way is to extend two more attacks this turn. Which is a great way for pushing.
In premium, this skill can extend 2 Skull Dragon attacks after reriding with Bad Bounty’s skill. These turns become more consistent on 2 VG attacks and enabling multi attack with RGs. Reminds me of Blue Wave restanding turns ha!
VC: AUTO 1/Turn, If 10+ in the drop zone, when a unit is sent from RC to drop zone, revive the unit by milling 2 cards and bottom decking a card from drop zone. If your deck size is 10 or less cards, you may SB1 instead of milling 2.
This skill is basically a retrain of Nightrose’s GB2 skill. This allows to do the similar plays that only Nightrose has access to. Pseudo Denial Griffin play for example or even extend an attack during your battle phase with a Skull Dragon or Ghost Ship.
One thing I wanted to address is the excessive milling. After a certain point, it’s dangerous because of potential deck out. That’s why I put the 10+ in the drop zone requirement and reduced a 1 card mill into a bottom deck one card from drop. We’re still losing cards from deck but at a 1 card less rate. Then once we hit 10 or less in the deck, that’s when you can change the mill 2 into a SB1.
Granblue is a clan that requires resource management. So having skills that can compliment with it really helps.
VC/RC: If 10+ in the drop zone, CONT, gets +10k/+Crit.
This seems random? A bit yes, but it comes from Twilight Nightrose. The stride gets +Crit if you call 3 or more. I also wanted to bring an applicable skill. Any VG or RG that gets +Crit and gains some power, can be utilized when the opponent is at 4 damage. There are plays with this strategy such as preventing giving the opponent an extra CB to use, guard earlier than expected because of extra Crit, preventing the opponent from activating Heals during their drive checks if you’re at 5 damage while you keep them at 4. Plus having an skill that works both on VC/RC is welcomed.
Even on Bad Bounty turns you can force them to stay at 4 damage after the reride.
Conclusion
A lot of excitement is happening now within the Granblue community! Everyone is now getting ready for the next support. As the reveals start for this new set, I will be doing articles as well! Till next time amigos, see ya!
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