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Deichgraf is a type of enemy unit in Girls' Frontline 2: Exilium.
Variants[edit]
Deichgraf
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Originally a tank, it was crammed full of all sorts of fancy pie-in-the-sky heavy weapons, and it is said that it will become a wunderwaffe once all the kinks are ironed out. Emphasis on "once all the kinks are ironed out."
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”
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Weekly target in Boss Fight.
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Possible Weaknesses
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Stability Index
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Stability damage reduction
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60%
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Critical values
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0% critical chance (DMG×100%)
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Movement Points
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Skills
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Graf's Discipline I - Whiplash
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No attribute
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Range:
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Area of Effect:
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Graf's Discipline I - Wrath
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No attribute
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Range:
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Area of Effect:
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Cross Prison I
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No attribute
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Range:
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Area of Effect:
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Command
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No attribute
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Range:
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Area of Effect:
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Divine Blessing
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No attribute
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Range:
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Area of Effect:
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Armored Barrier
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No attribute
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Range:
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Area of Effect:
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Battle Traits
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Deep Blocker, Blast Zone, Reinforcement
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Deichgraf (second form)
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Possible Weaknesses
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Stability Index
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Stability damage reduction
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60%
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Critical values
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0% critical chance (DMG×100%)
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Movement Points
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Skills
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Graf's Discipline II
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No attribute
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Range:
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Area of Effect:
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Cross Prison II
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No attribute
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Range:
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Area of Effect:
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Hunt Patrol I
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No attribute
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Range:
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Area of Effect:
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Scrap Recycling I
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No attribute
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Range:
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Area of Effect:
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Blazing Directive
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No attribute
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Range:
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Area of Effect:
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Armored Wall I
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No attribute
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Range:
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Area of Effect:
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Battle Traits
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Deep Blocker, Blast Zone, Reinforcement
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Deichgraf (third form)
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Possible Weaknesses
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Stability Index
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Stability damage reduction
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60%
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Critical values
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0% critical chance (DMG×100%)
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Movement Points
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Skills
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Graf's Discipline III
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No attribute
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Range:
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Area of Effect:
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Cross Prison III
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No attribute
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Range:
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Area of Effect:
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Command II
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No attribute
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Range:
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Area of Effect:
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Hunt Patrol I
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No attribute
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Range:
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Area of Effect:
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Scrap Recovery II
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No attribute
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Range:
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Area of Effect:
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Judgment
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No attribute
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Range:
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Area of Effect:
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Armored Wall II
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No attribute
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Range:
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Area of Effect:
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Battle Traits
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Deep Blocker, Blast Zone, Reinforcement
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Deichgraf - Flamberge
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A conceptual weapon born from massive enhancements upon the original data clusters. Specialized for many targets, and strives to deliver the experience of a siege upon each and every enemy.
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”
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Boss in Gunsmoke Frontline - Decisive Battle.
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Possible Weaknesses
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Stability Index
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65
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Stability damage reduction
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60%
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Critical values
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0% critical chance (DMG×100%)
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Movement Points
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0
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Skills
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Blazing Judgment
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No attribute
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Basic Attack / Targeted
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0
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Range: Map
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Area of Effect: Target
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Selects the nearest Doll on the field, dealing targeted Physical damage equal to 80% of attack to them.
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Universal Judgment
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No attribute
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Active / Targeted
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0
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Range: Self
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Area of Effect: Map
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Rapid bombard every enemy unit on the field in succession, each dealing targeted Physical damage equal to 50% of attack.
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City Warden's Protection
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No attribute
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Active / Buff
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0
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Range: Self
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Area of Effect: Target
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Permanently gains 3 stacks of Edifice If Edifice is cleansed by an enemy, all enemy units permanently gain 1 stack of Siege.
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Sword of Damocles
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No attribute
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Active / AoE
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2
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Range: Map
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Area of Effect: 1 x 1
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Marks the nearest enemy target. At the start of the next turn, fires multiple rockets at the target, dealing AoE Physical damage equal to 90% of attack that ignores Cover. If the target's HP is above 65% after the attack, the attacker gains Guilty, Too, increasing damage taken by 30%. For every 10% of remaining HP of the target above 65%, the damage taken increases by an additional 5%. This effect lasts 2 turns.
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Scattered Cross Prison
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No attribute
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Active / AoE
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1
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Range: Self
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Area of Effect: --
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Deals AoE Physical damage equal to 20% of attack to all enemy targets in a 3x7 cross-shaped area around the user. For each enemy target hit, deals 2 points of fixed stability damage. If at least 6 enemy targets are hit, gains Tenacity for 2 turns.
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Immovable Fortress
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No attribute
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Passive / Buff
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0
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Range: Map
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Area of Effect: Target
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Reduces stability damage taken by 2 points. For every 1 point of stability, damage taken is reduced by 2%. After Stability Break, stability index will be fully restored after 2 turns.
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Battle Traits
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Deep Blocker, Blast Zone
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Strategies
Base form
The main gimmick of the Deichgraf fight is the Standard Armors spawning on the field every other turn. If the boss is allowed to hit these constructs, it will gain significant buffs. The Standard Armors can't be destroyed by player units, but they only stay on the field for one turn and can be destroyed by the Follower Goliaths that also spawn regularly.
The play is to position T-Dolls in front of the Standard Armor, or close enough to lure and allow themselves to be attacked by a Follower Goliath, so they tank a hit but deprive the Deichgraf of its buffs. Moreover, destroying Follower Goliaths will provide buffs and restore Stability to Dolls to make the fight shorter. When not defending a Standard Armor, T-Dolls should be left in the corners of the map to intercept incoming summons and keep away from the Deichgraf's cross-shaped attack. Also don't keep a weakened T-Dolls as the farthest unit from the boss, this is one of its targeting priorities.
Remember that it's possible to reach the maximum score for a weekly boss without actually beating it.
Second form
Flamberge
Gallery
Trivia
- Called tank in game files.