Garland (Dissidia 012)
| General | Starter Guide | Combos | Strategy | Frame Data |
|---|---|---|---|---|
| Matchups | Builds | Match Videos | Gallery | Resources |
| Info | |
|---|---|
| Name | Garland (ガーランド) |
| Original game | Final Fantasy |
| Base ATK (LV100) | 111 (High) |
| Base DEF (LV100) | 112 (High) |
| Run Speed | 10.5 (Very Slow) |
| Dash Speed | 81 (Below Average) |
| Fall Speed | 77 (Above Average) |
| Fall Speed Ratio After Dodge | 41 (Below Average) |
| Fastest BRV | 13F (Deathblow, Highbringer high ver.) |
| Fastest HP | 39F (Earthquake) |
| 1-Hit HP | Yes (Cyclone, Blaze) |
| HP Links | Yes (Combos only) |
| Command Block | No |
| Weapon | Axes, Greatswords, Katanas, Spears |
| Armor | Gauntlets, Heavy Armor, Helms, Light Armor, Shields |
| Exclusive weapons | Ogrekiller, Viking Axe, Gigant Axe |
| Unlock | |
| Alignment | Chaos |
| Voice Actor (JP) | Kenji Utsumi |
| Voice Actor (ENG) | Christopher Sabat |
Overview
Garland is a defensive close / mid-range character. His strengths are defined by his braveries that are good at whiff punishing and accumulating EX and bravery.
On the ground, Garland pokeswith Deathblow to fill assist gauge safely and threaten anyone approaching him from the air. Garland can use Lance Charge and HP attacks to break guards and catch ground dodges. Deathblow's short recovery also lets Garland adjust his attack timing, making his ground defense rather ambiguous.
Garland's air combat focuses on vertical positioning. Twist Drill anti-airs opponents, Bardiche comes down with high damage potential, Cyclone provides area denial and Chain Cast is an evasive, vertical whiff punisher.
Garland has above average base ATK and DEF stats. His LV100 exclusive weapon Gigant Axe is best in class for EX and damage builds. His other attributes are a bit lacking, though; He has below average movement speed, no practical solo HP links and floaty air dodges. Dodging is fairly risky for Garland, as his self-defense options afterwards are slow and high commitment. His aerial offensive is somewhat limited due to his staple braveries having specific angles and notable blind spots, particularly in front of Garland. This can cause issues when creating offense head-on. Fast air dodge fall speed and command blocks can limit Garland's options as well.
Garland has been considered a low tier character, but his representation from 2020 onwards present a case for higher position. His grounded defense shuts down many close-range aerial approaches, and most hits lead to lots of bravery and EX. Garland's win condition is defined by his full EX gauge and high bravery stack, where he can end matches with one EX Revenge 5x Bardiche combo. He can exploit the opponent's positioning as a defender on the ground, but his aerial offense is much more linear and restricted by comparison. Garland's long-term strategy is strong, but it always requires multiple hits and resources to guarantee a win.
| Strengths | Weaknesses |
|---|---|
|
|
Bravery Attacks
Ground
Round Edge
| Short | Long | ||
|---|---|---|---|
| Base Damage | 45 (7, 8, 30) | 45 (7, 8, 9, 2, 2, 2, 15) | |
| Startup Frame | 23F | 23F | |
| Damage Type | Physical | Physical | |
| Priority | Melee Low Melee Mid (2nd hit) |
Melee Low, Melee Mid (2nd hit) Melee High (3rd hit) | |
| EX Force | 30 | 90 | |
| Effects | Wall Rush | Chase | |
| Cancels | Dodge | Dodge | |
| Assist Gain (Hit) | |||
| CP (Mastered) | 30 (15) | ||
| [Close] Broad sword sweep. Change combo with input timing. |
Unlocked at level 1 |
Mastered at 100 AP | |
Three sword swipes with two different follow-ups. Press circle
before the third swipe for a wall rush finisher, or press circle
after it for a chase finisher. Garland's movement can be controlled freely during the first two swipes.
Round Edge is a high commitment attack, which is mainly used after block staggers or to catch opponents by surprise. It is risky to use due to its long startup and animation length. Garland cannot dodge until the first three slashes are done. However, this move also provides notable reward on hit thanks to the precise Deathblow follow-ups; Bravery damage, EX and assist gauge are all great for Garland. Even without Deathblow follow-ups, Round Edge still provides assist combos, above average base damage and EX on the long finisher.
Round Edge is not very safe or effective as a neutral tool. It is quite slow and has little coverage against opponent's defensive options. The second and third round slashes have higher priority which can work sometimes, but given the overall speed, this is easier for opponents to anticipate. Since Garland stops moving by the third slash, its high priority can be difficult to use against moving opponents. It is recommended to use this move with caution.
When locked off, Garland can move in any direction on the ground with Round Edge.
Lance Charge
| Base Damage | 30 (2 x 5, 5, 15) | |
|---|---|---|
| Startup Frame | 31F | |
| Damage Type | Physical | |
| Priority | Melee Mid | |
| EX Force | 30 | |
| Effects | Wall Rush | |
| Cancels | Dodge | |
| Assist Gain (Hit) | ||
| CP (Mastered) | 30 (15) | |
| [Mid] High-speed sword thrust. Vertically limited, good range. |
Unlocked at level 8 |
Mastered at 100 AP |
Lance Charge is a staple move for Garland. It's a very strong ground-to-ground bravery for its speed, mid priority and assist combos on hit. This is a midrange gap closer and a whiff punisher that goes in a straight line. It's quite effective when used in tandem with Deathblow, such as against blocks, low priority attacks and ground dodges.
Lance Charge staggers regular blocks, and it can follow up with a ground wall rush even if it was blocked. The ground wall rush finisher sets up high damaging Kuja assist combos, so Lance Charge's reward is pretty high with meter. It can punish landing lag and counter opponents after a successful backwards / sideways blodge. Lance Charge travels pretty quickly once active and the range extends slightly past the weapon visuals. It can be a difficult move to punish at ground level due to its short recovery and mid priority
However, this move is quite linear. It loses to fast sideways and upward movement, and higher priority in general. If Lance Charge misses, Garland is left airborne. He is vulnerable to attacks from above and fast assists, and his air dodge can put him in an even worse situation. It will not see much use in aerial focused matchups either, such as against Sephiroth.
Deathblow
| Base Damage | 15 | |
|---|---|---|
| Startup Frame | 13F | |
| Damage Type | Physical | |
| Priority | Melee Low | |
| EX Force | 60 | |
| Effects | - | |
| Cancels | Dodge, Block, Attack, Movement | |
| Assist Gain (Hit) | ||
| CP (Mastered) | 30 (15) | |
| [Mid] Swift upwards sword swipe. Low accuracy, quick strike. |
Unlocked at level 1 |
Mastered at 100 AP |
One of Garland's strongest bravery attacks. It's a safe poke, anti-air and a combo starter. The active frames are long, the tracking is strong and it recovers quickly, which make this a difficult move to contest. Deathblow is great for filling assist gauge and threatening nearby opponents. Garland does not have to dodge to make this move safe, which is very rare in this game. On hit, it combos into jump > Twist Drill, assist and generates lots of EX Force as a result.
Deathblow is a must-have for close-range ground combat. It ties Garland's defensive gameplay together very well. Even so, it is important to mix things up, so the opponent doesn't catch Garland at a bad time. It still loses to higher priority attacks and well timed blocks. And because it's a ground move, it does little to contest halo camping. It does make it easier to fight with full assist gauge, though.
Highbringer
| Low | High | ||
|---|---|---|---|
| Base Damage | 24 (5, 19) | 24 (5, 2, 2, 15) | |
| Startup Frame | 17F | 13F | |
| Damage Type | Physical | Physical | |
| Priority | Melee Low | Melee Low | |
| EX Force | 90 | 30 | |
| Effects | Chase | Wall Rush | |
| Cancels | Dodge | Dodge | |
| Assist Gain (Hit) | |||
| CP (Mastered) | 30 (15) | ||
| [Mid] Swing sword upwards. Change combo with input timing. |
Unlocked at level 32 |
Mastered at 100 AP | |
Highbringer functions as a poke, post-block punisher and an assist combo starter. It is best used as an secondary ground bravery, particularly for aspiring players learning Garland. Highbringer is an uppercut with two built-in follow-up attacks. For low version, tap Circle
twice for a chase ender and 90 EX. For high version, hold Circle
to become airborne and then tap again for wall rush attack.
Highbringer is quite fast, and it is more beginner friendly for assist combos compared to Deathblow. Both low and high versions can anti-air, and the hit stun and wall rush allow a variety of assist combo routes. The first slash also looks and acts very similarly to Deathblow, so Highbringer often goes uncontested.
However, this attack is is outclassed by Deathblow at higher levels of play. It has much longer recovery, so dodges are needed for long term safety. Highbringer does not lead to the consistent Twist Drill follow-ups, so the reward on hit is weaker and more reliant on assist gauge. The high version has more requirements for notable reward such as short reaction time, assist and sometimes wall rush. It also leaves Garland airborne even if it misses, where he has to avoid getting caught after a dodge.
As a side note, Highbringer (High) first hit can also be dodge cancelled early on hit. However, if Highbringer (Low) first hit connects, the dodge cancel cannot be done as quickly.
Thundaga (ground)
| Base Damage | each (10) | |
|---|---|---|
| Startup Frame | 51F | |
| Damage Type | Magical | |
| Priority | Ranged Low | |
| EX Force | 0 | |
| Effects | - | |
| Cancels | Dodge, Block, Attack | |
| Assist Gain (Hit) | ||
| CP (Mastered) | 30 (15) | |
| [Long] Call down lightning strikes that home in on opponent. |
Unlocked at level 19 |
Mastered at 100 AP |
Three bolts spawn on the opponent in a sequence, and push the opponent away. Thundaga is a long range poke, that is mostly used to interrupt opponents. It bypasses solid objects and lingering projectiles, but the damage is low and it needs wall for combos. Garland is vulnerable to attacks during the animation, but the recovery is rather short for a move like this. It can be difficult to whiff punish from a distance. Just watch out for opponent's Free Air Dash and assist.
Thundaga is not used in competitive play often due to its low damage, EX generation and situational combos.
About the wall combos: If opponent is against a wall, the bolts can combo into each other. Garland can follow up with Flare, Chain Cast and even air bravery assists. The upward knockback's direction is also based on where the player's camera is facing.
Aerial
Twin Swords
| Base Damage | 30 (7, 8, 15) | |
|---|---|---|
| Startup Frame | 21F | |
| Damage Type | Physical | |
| Priority | Melee Low | |
| EX Force | 30 | |
| Effects | Wall Rush | |
| Cancels | Dodge | |
| Assist Gain (Hit) | ||
| CP (Mastered) | 30 (15) | |
| [Mid] Swipe with twin blades. Approaches foe; limited height. |
Unlocked at level 1 |
Mastered at 100 AP |
Garland's dedicated advancing air bravery. Twin Swords' main strength lies in having some tracking in all directions, which makes it more consistent as a counter attack after blocks.
Twin Swords suffers from a 3-slot bravery dilemma, where it is outclassed by Twist Drill, Chain Cast and Bardiche in utility and reward. It covers a range that other braveries don't do as consistently, but it's flawed in many other ways. It's fast, but not fast enough to be always unreactable. The animation is long and every hit is low priority, which risks getting blocked or whiff punished. The overall range is average and the tracking period is brief. Twin Swords also has to wall rush for assist combos, which further skews the risk / reward ratio against Garland. It is risky to use in neutral overall.
Chain Cast
| Base Damage | 15 (7, 8) | |
|---|---|---|
| Startup Frame | 45F | |
| Damage Type | Physical | |
| Priority | Melee Low | |
| EX Force | 90 | |
| Effects | Chase | |
| Cancels | Dodge | |
| Assist Gain (Hit) | ||
| CP (Mastered) | 30 (15) | |
| [Mid] Swing chain. Low accuracy, but effective against any height. |
Unlocked at level 1 |
Mastered at 100 AP |
Garland positions himself above in relation to the opponent for two vertical attacks. This is an air combo starter, air-to-ground whiff punisher and Garland's primary defensive option after air dodges. It is not invincible, but the movement can help him evade slower dodge punish attempts. On hit, Garland can dodge cancel and combo into Twist Drill for a total of 180 EX (almost 20 % of an EX bar). Chain Cast's consistent damage output, meter generation and applications in the neutral make it an appealing choice for a third bravery slot along with Bardiche and Twist Drill. It is pretty slow and telegraphed though, so it can be blocked or dodged easily.
Chain Cast has enough hit stun to make empty chase attempts safer on average, although it is not entirely safe to use in all instances. It can also hit behind the opponent's block, though exact conditions are unclear. Being significantly below or above the opponent helps, though.
The hitbox has some oddities. It has gaps and possibly slight deadzones between the chain itself and the tip. Before reaching proper down-forward hitbox there may be a gap just below level height. It could have a small deadzone right in front of Garland as well. This requires further research.
Bardiche
| Base Damage | 30 | |
|---|---|---|
| Startup Frame | 23F | |
| Damage Type | Physical | |
| Priority | Melee Low | |
| EX Force | 0 | |
| Effects | Wall Rush | |
| Cancels | Dodge | |
| Assist Gain (Hit) | ||
| CP (Mastered) | 30 (15) | |
| [Dive] Mighty axe swing. Great for attacking from above. |
Unlocked at level 4 |
Mastered at 100 AP |
Garland's iconic crushing swing. A staple in Garland's kit due to its speed, average whiff recovery and infamous damage output. It can be used to build assist gauge on whiff and punish long recovery attacks below Garland. Bardiche is primarily run for its reward on hit, namely ground wall rush assist combos and EX Revenge. The high base damage makes Garland one of the best users of wall rush bravery enhancements (primarily
Booster).
Outside of combos, Bardiche's reward is lacking with no EX, short assist confirm window and no automatic Sneak Attack activation. Its other applications in the neutral are also weak due to it exclusively tracking downwards, having a small hitbox and flawed mixup options to support it. It is a loud, telegraphed and relatively slow to start low priority move on a character whose other downward attacks are all slower than 40 frames.
Despite these flaws, Bardiche is commonly used because the damage output is high enough to outweigh the cons.
Twist Drill
| Base Damage | 30 (4 x 2, 8, 14) | |
|---|---|---|
| Startup Frame | 21F | |
| Damage Type | Physical | |
| Priority | Melee Low | |
| EX Force | 90 | |
| Effects | Chase | |
| Cancels | Dodge | |
| Assist Gain (Hit) | ||
| CP (Mastered) | 30 (15) | |
| [Rise] Upwards lunge with sword. Great for attacking from below. |
Unlocked at level 28 |
Mastered at 100 AP |
Another staple bravery. Twist Drill is a fast anti-air attack with good combo potential, damage and EX output. Twist Drill primarily tracks opponents above Garland, and it is used as a whiff punisher or an occasional poke. It has enough range to connect after Deathblow for 180 EX (almost 20 % of the gauge).
Twist Drill has lots of hitstun. It is one of the few moves in the game that provide a safe empty chase anywhere. This is great for both assist combos and taking EX force reliably. A late dodge cancel window and empty chase are both viable starters for Garland's commonly used assists. While Garland is safe after an empty chase, he can still lose to fast attacks and command blocks if he tries to push his advantage immediately. Challenging recovery attack pokes depends on the matchup and stage positioning as well; Chasing at a corner can leave Garland closer to the opponent than usual, which is more dangerous for him.
Twist Drill's whiff recovery is long enough for it to be punishable on reaction. It has a blind spot above Garland's head, and it's only effective at dodge punishing from below. If the opponent has a good read on Garland, they can even use an air BRV assist to shut down Twist Drill.
Even so, Twist Drill is a staple in Garland's air combat. The disjointed hitbox allows him to poke through projectiles and traps, such as Ultimecia charged Knight's Lance. The first part can be dodge cancelled early enough to contest The Emperor's Dreary Cells, and the startup speed can be difficult to react to without practice.
Twist Drill can also hit behind the opponent's block at the right distance and angle, below the opponent.
Thundaga (midair)
| Base Damage | each (10) | |
|---|---|---|
| Startup Frame | 51F | |
| Damage Type | Magical | |
| Priority | Ranged Low | |
| EX Force | 0 | |
| Effects | - | |
| Cancels | Dodge, Block, Attack | |
| Assist Gain (Hit) | ||
| CP (Mastered) | 30 (15) | |
| [Long] Call down lightning strikes that home in on opponent. |
Unlocked at level 25 |
Mastered at 100 AP |
Same as the ground version, except it can be done anywhere in the air. A valid option against mages and characters with poor mobility, though it's main application is still interrupting opponents.
HP Attacks
Ground
Earthquake
| Base Damage | 18 (8, 2 x 5) | |
|---|---|---|
| Startup Frame | 39F | |
| Damage Type | Physical (axe) Magical (rocks) | |
| Priority | Melee High (axe) Unblockable (rocks) | |
| EX Force | 36 | |
| Effects | Wall Rush | |
| Cancels | Dodge | |
| Assist Gain (Hit) | ||
| CP (Mastered) | 30 (15) | |
| [Close] Split ground with axe. Steals bravery, then takes HP. |
Unlocked at level 1 |
Mastered at 130 AP |
Earthquake is a decent mixup against aggressive ground opponents in close range. It tracks well, has strong knockback and the unblockable rocks ignore LV2 Assist Change entirely. Earthquake can anti-air forward ground dodges, particularly with the axe slam. The rocks can anti-air as well. This is an effective move when used sparingly.
Because the rocks act independently, Earthquake can be used to clash with Melee High attacks, such as Tifa's Rolling Blaze or Squall's Revolver Drive and punish them for it. If it trades, the situation is also often in Garland's favor. Earthquake is difficult to punish without mid range attacks or assist, but use it with caution. Aerial attacks can still hit Garland. He often has to dodge to reduce the recovery, which is risky. And assist is the primary way to make it safer on whiff as well. That can be expensive for Garland despite his ground neutral capability.
Blaze (ground)
| Base Damage | - | |
|---|---|---|
| Startup Frame | 59F | |
| Damage Type | - | |
| Priority | Ranged High | |
| EX Force | each (9) | |
| Effects | - | |
| Cancels | Dodge | |
| Assist Gain (Hit) | ||
| CP (Mastered) | 30 (15) | |
| [Long] Shoot multiple fireballs that chase opponent. |
Unlocked at level 16 |
Mastered at 130 AP |
Homing fireballs that can be dodged with well placed dodge. The ground version is not used often, since he already has relatively complete kit on the ground.
Blaze has a bad deadzone in front of Garland, and each fireball can inflict meter depletion on hit. These are traits that carry over to its aerial version, which sees much more use in competitive play.
Tsunami
| Base Damage | 12 (2 x 6) | |
|---|---|---|
| Startup Frame | 45F | |
| Damage Type | Physical | |
| Priority | Melee High | |
| EX Force | 96 | |
| Effects | - | |
| Cancels | Dodge | |
| Assist Gain (Hit) | ||
| CP (Mastered) | 30 (15) | |
| [Mid] Hurl chain sword. Vertically limited, very accurate. |
Unlocked at level 36 |
Mastered at 130 AP |
Tsunami is a tracking, high risk, high reward option against ground dodges. It is also a post-dodge defensive option thanks to the swift upward movement during startup. Tsunami catches ground dodges consistently, and leads to assist combos on hit. That makes this move something of an instigator when assist gauge is available.
Against opponents without command blocks, doing Tsunami and reacting with an assist can be effective for a checkmate interaction. Tsunami can also hit aerial opponents who are close to Garland at the time of impact. Lastly, if Garland staggers an opponent with a blodge (backwards / sideway dodge), Tsunami is guaranteed.
If Tsunami misses, Garland is vulnerable to counter attacks for a few seconds. Assist is needed to offset this drawback, but Garland must be sure the opponent is going to strike back.
Aerial
Blaze (midair)
| Base Damage | - | |
|---|---|---|
| Startup Frame | 59F | |
| Damage Type | - | |
| Priority | Ranged High | |
| EX Force | each (9) | |
| Effects | - | |
| Cancels | Dodge | |
| Assist Gain (Hit) | ||
| CP (Mastered) | 30 (15) | |
| [Long] Shoot multiple fireballs that chase opponent. |
Unlocked at level 1 |
Mastered at 130 AP |
Blaze is a secondary long range harassment tool, often used with Cyclone for safe zoning. The projectiles track towards the opponent, and they all focus on a singular point of impact. This reduces their screen presence, but each fireball can hit the opponent. That is notable, because each fireball activates the meter depletion effect with Battle Hammer
and the like.
Despite the projectiles' speed and relatively brief duration, it is possible to reflect one of them back at Garland. That is rarely a concern for Garland though. A more common downside to Blaze is the lack of protection around Garland once the projectiles have been fired; There is enough time to hit Garland out of Blaze after firing the projectiles, but before he can act again. Using Blaze without protection from Cyclone (or even assist) can lead to unfavorable trades with opponent's assist (Blaze hits, opponent's assist breaks Garland), or assist punishes.
Blaze is a staple for Garland, despite not having strong neutral applications. It has a low hit rate at high level play, but also low risk when used sparingly from a distance. It supports Garland at a range where he doesn't have much presence, and if his opponent struggles to deal with Cyclone, it makes Blaze that much more prominent.
If the opponent has Auto Assist Lock On equipped, and the opponent escapes an assist combo as Garland uses Blaze, the projectiles won't track to the opponent. They will disperse instead.
Cyclone
| Base Damage | - | |
|---|---|---|
| Startup Frame | 51F | |
| Damage Type | - | |
| Priority | Ranged High | |
| EX Force | each (60) | |
| Effects | Absorb | |
| Cancels | Dodge | |
| Assist Gain (Hit) | ||
| CP (Mastered) | 30 (15) | |
| [Close] Call forth tornado. Slow speed, homing ability. |
Unlocked at level 12 |
Mastered at 130 AP |
Cyclone is used as a passive defensive tool, assist combo extender or a safer combo finisher after assist. It has good reward on hit thanks to its EX generation and hit stun - It combos into assists on hit, and even Garland can follow up if Cyclone hits late. Cyclone plays an important role in optimizing Garland's air combos for EX, namely at the ceiling and / or after EX Revenge.
Cyclone consists of two Ranged High projectiles that linger for a moment. But they don't protect Garland from all angles. Disjointed attacks such as Sephiroth's Sudden Cruelty and Aerith's Seal Evil can hit Garland out of it. Advancing high priority moves such as Cloud's Braver and Squall's Rough Divide can also power through Cyclone. Because Garland cannot act again early and or take advantage of Cyclone for long, it is not suited for building offensive momentum.
However, Cyclone can exploit certain shortcomings: Characters without Aerith assist, projectiles, command blocks, disjointed hitbox or a relatively fast advancing Melee High attack. In these cases, Cyclone provides a consistent defensive barrier for Garland.
Flare
| Base Damage | 15 | |
|---|---|---|
| Startup Frame | 47F | |
| Damage Type | Physical | |
| Priority | Melee High | |
| EX Force | 30 | |
| Effects | Wall Rush | |
| Cancels | Dodge | |
| Assist Gain (Hit) | ||
| CP (Mastered) | 30 (15) | |
| [Mid] Strike with greatsword, causing large explosion on hit. |
Unlocked at level 22 |
Mastered at 130 AP |
Garland's primary HP attack after blocking and finishing assist combos. It tracks the opponent, though it's bad at turning around shortly before moving. The knockback has high wall rush potential, which adds more damage consistently after bravery breaks.
Flare's active frames are very brief and as such, it is not effective at punishing early blocks and catching aerial dodges with Evasion Boost. It also has plenty of recovery frames, which leave Garland vulnerable to attacks for a moment.
If Flare makes contact, Garland will transition into the second hit that deals HP damage. This is true whether the opponent escapes with LV1 Assist Change afterwards or he clashes with a lower priority melee move. It doesn't have particularly strong tracking and Garland can be hit during the animation. Cyclone and Blaze can make up for this weakness, but Flare remains a staple in Garland's arsenal regardless. It is his only consistent aerial HP for block counters.
EX Mode: Class Change!
Effects:
- Regen
- Critical Boost
- Indomitable Resolve
Garland's EX mode is conventionally strong due to his damage output. The threat of his high damaging EX Revenge combos also complements his EX mode, which depletes the opponent's assist gauge upon activation. There aren't many unique perks here, but because Garland can fill his EX gauge effectively through combos, he can get more opportunities to close out matches with it.
Indomitable Resolve
[Active while attacking] Even while taking damage, attacks can be performed without flinching.
Rare instance of super armor in Dissidia 012. During an attack animation, Garland will not flinch from any attack that does not inflict HP damage. This can be good as a surprise attack, and it can also work in a pinch against characters with HP links (Cyclone, anyone?), but remember that EX mode does not alter Garland's attack properties; He can still be blocked.
EX Burst: Soul of Chaos
| {Base Damage (Initial) | Base Damage (Remainder) | Type |
|---|---|---|
| 12, 12 (24) | 4x3, 3x4, 16, 16, 5x4 (100 total) | Physical |
| An attack terrible enough to shake the heavens. Repeatedly press circle to add strength to the attack. | ||
Soul of Chaos requires filling the gauge by repeatedly pressing circle
. It's not the strongest EX Burst in the game, but well above average in power thanks to Garland's high base ATK, good initial hits and bravery stacking with a full EX gauge.
Combos
Main article: Garland (Combos)
Solo
Garland has a handful of solo combos, but his most practical ones start with Deathblow or Chain Cast. Both can lead to Twist Drill for plenty of damage and EX, which is great for Garland.
EX Revenge
Garland gets access to some of his strongest combos during EX Revenge, including the notorious Bardiche combo. With EX Revenge, Garland becomes very dangerous to interact with due to its damage potential.
Assist
Garland has a well-rounded combo game with few competitive assists. He can start assist combos with most of his moves and any wall rush he gets. This is great for learning the character, but the combos also scale well with builds and a little bit of execution; Garland is capable of doing lots of bravery damage with Bardiche during ground assists, and Chain Cast solo combos generate lots of EX for Garland. Both are great for him, as a full EX gauge is a fantastic win condition.
Main article: Garland Combos (Kuja Assist)
Kuja does just about everything Garland would want from assist. Combos off of Garland's most important moves, great holding potential for Bardiche fillers and sets up Chain Cast combos for damage and EX.
Builds
Hybrid (Damage)
| Stats | |
|---|---|
| HP | 9644 |
| CP | 450 |
| BRV | 956 (1147 initial) |
| ATK | 182 |
| DEF | 184 |
| LUK | 60 |
| Max Booster | x3.5 |
| Equipment | |
|---|---|
| Assist | Kuja |
| Weapon |
Gigant Axe |
| Hand |
Lufenian Dirk |
| Head |
Lufenian Hairpin |
| Body |
Lufenian Vest |
| Accessory 1 | |
| Accessory 2 | |
| Accessory 3 | |
| Accessory 4 | |
| Accessory 5 | |
| Accessory 6 | |
| Accessory 7 | |
| Accessory 8 | |
| Accessory 9 | |
| Accessory 10 | |
| Summon |
Rubicante |
| Bravery attacks | |
|---|---|
| Ground | Aerial |
| HP attacks | |
| Ground | Aerial |
indicates a "Gear" extra ability or the use of Equip Glitch. The total Capacity Point cost assumes the equip glitch is done.
Substitutes Basic: Booster for Battle Hammer (assist depletion) or Dismay Shock (EX depletion).
A strong, versatile build. High bravery damage output, enhanced EX absorption and an initial boost for meter and bravery help Garland reach a full EX bar and a subsequent OHKO faster. Use this build as your default.
Equip Master Guardsman for over 10,000 health.
EX Revenge
| Stats | |
|---|---|
| HP | 9644 |
| CP | 450 |
| BRV | 957 (1148 initial) |
| ATK | 180 |
| DEF | 185 |
| LUK | 60 |
| Max Booster | x2.7 |
| Equipment | |
|---|---|
| Assist | Kuja |
| Weapon |
Rhongomiant |
| Hand |
Prytwen |
| Head |
Dragon Sallet |
| Body |
Wygar |
| Accessory 1 | |
| Accessory 2 | |
| Accessory 3 | |
| Accessory 4 | |
| Accessory 5 | |
| Accessory 6 | |
| Accessory 7 | |
| Accessory 8 | |
| Accessory 9 | |
| Accessory 10 | |
| Summon |
Rubicante |
| Bravery attacks | |
|---|---|
| Ground | Aerial |
| HP attacks | |
| Ground | Aerial |
indicates a "Gear" extra ability or the use of Equip Glitch. The total Capacity Point cost assumes the equip glitch is done.
A dedicated EX Revenge build.
Against a Tidus with 184 DEF, a critical hit Bardiche can inflict 600+ bravery damage. It is possible to accumulate 5000 bravery during EX Revenge alone. Add two more Bardiches during a Kuja assist combo into a Flare and it amounts to about 7000 HP damage total. One way to mitigate damage from this combo is by equipping the extra ability Disable Sneak Attack.
Assist
Garland Assist Data
| Type | Attack | Startup Frames | Position | Spawn's Near | Base Damage | Effects |
|---|---|---|---|---|---|---|
| BRV | Round Edge | 23F | Ground | Opponent | 2 x 4, 6, 16 (30) | Wall Rush |
| BRV | Bardiche | 23F | Air | Opponent | 30 | Wall Rush |
| HP | Tsunami | 45F | Ground | Opponent | 2 x 6 (12) | Chase |
| HP | Cyclone | 51F | Air | Opponent | - | Chase |
Assist Overview
Garland is one of the weaker assists in the game. His holds are short, so he relies on wall rush for damage and combo opportunities. Bardiche is fast and it avoids LV2 Assist Change staggers easily if it hits in neutral, but it leaves very little time to follow up. Tsunami has high coverage on grounded opponents and leads to Assist Chase, but it also has high assist cost. Cyclone covers space, but it is difficult to combo into.
Generally speaking Garland assist does not see much use in competitive play, because he does not enable HP attacks consistently anywhere, or complement most characters' strengths otherwise.
Synergies
Garland works with most competitive assists.
- Kuja
- Kuja is the strongest assist for Garland, because he maximizes Garland's strengths on hit. Great combo potential, high damage output and retains whiff punish capability. Air BRV sets up Chain Cast combos in the air for lots of EX, while ground BRV holds the opponent for two damaging Bardiche fillers. Garland can stack bravery and EX gauge to force a checkmate situation, but Kuja's Force Symphony can help in Chase sequences. The main thing to watch out for is confirming Kuja ground BRV after Bardiche, as there is not much time to react. If opponent escapes from an assist combo early, Garland has to forgo the extra Bardiches to avoid an easy Assist Lock.
- Sephiroth
- Sephiroth assist has less damaging and versatile combo routes, but he attacks faster on the ground and has wider hitboxes. He is great for whiff punishing on the ground specifically. Bardiche ground combos are also easier to react with Sephiroth ground BRV. Bardiche fillers are still possible on the ground, and even in the air with air BRV assist. The strong pushback on Sephiroth's finishers makes Chain Cast follow-ups much less practical. Twist Drill, Bardiche and Flare still work though. That means Garland gets way less EX compared to Kuja assist, but still does competitive BRV damage with Sephiroth. And of course, Sephiroth cannot bypass LV2 Assist Change staggers as consistently as Kuja can.
- Aerith
- Aerith lets Garland avoid LV2 Assist Change staggers consistently at the cost of damage and whiff punish capability. Twist Drill and Chain Cast combo into Seal Evil consistently with empty chase, and long range Blaze completes the synergy. This can lead to stronger meter depletion, and Aerith still lets Garland get lots of EX with Chain Cast combos afterwards. Garland rarely needs Aerith to be competitive, but it is possible to use her for double assist combos with Cyclone if needed. If Garland lands Earthquake, Aerith does Cure because Garland is on the ground.
- Tidus
- Tidus assist provides one of the fastest air BRVs for whiff punishes and a slower ground BRV for extended ground combos. If Garland needs The Emperor to stop doing Dreary Cells, Tidus gets the job done. The ground BRV is also nice for people who want to practice Garland's solo ground combos. Garland does not benefit much from Tidus assist otherwise, even though the air BRV combos are functional.
References
Navigation
Wiki Roadmap (012 Garland)
Please edit this page's roadmap template when relevant additions and changes are made.
29,07 % done
| Page | Completed | In progress | To-do | Score |
|---|---|---|---|---|
| General | Add images for attacks (from PSP if possible). | / 86 | ||
| Pros / Cons | Done. | Elaborate on bravery damage, whiff punishment and bad movement. | ? / ? | |
| Overview / Character Data | Done. | Review overview. | 2 / 2 | |
| Bravery Attacks | Ability info, overviews and images. | 5 / 5 | ||
| HP Attacks | Ability info, overviews and images. | 5 / 5 | ||
| EX Mode | Basic info, EX mode effects and EX burst overview. Images. | 3 / 3 | ||
| Combos | Solo combos, most Kuja assist combos. | Add Kuja assist ceiling combo. EX Revenge combos. Add Sephiroth, Tidus and Aerith assist combos and video examples of them. | 6 / 7 | |
| Builds | 2 example build. | Create dedicated build page. Leave only 1 build in Garland's main page. More niche builds. Add build overviews, attack loadouts and substitutes as seen on Cloud's page. | 2 / 10 | |
| Assist | Assist data and recommended assists added. | Add an overview for Tidus assist and Garland when used as an assist. | 2 / 3 | |
| Matchups | Create the page, add matchup analysis and tips against every character. | 0 / 32 | ||
| Frame Data | Create the page. A concise PvP guide with core concepts and bare essentials explained concisely. Roughly 25 % of character's total page content. | 0 / 1 | ||
| Starter Guide | 0 / 8 | |||
| Strategy | Create the page and add basic offensive and defensive strategies. Use Jecht and Squall pages as examples. | 0 / 10 |
















