Talk:Frontier Gate/@comment-14.161.78.136-20150822162722/@comment-26455864-20150822165413

If you aren't using Grah as a lead, I would suggest taking him out of the squad. While he will help contribute more damage, survivability is a must for everything past the Jelly, in my opinion. Also, since he's only in his 5* form, he'll die very quickly. I would replace him with a taunter (either Deimos or Ultor. Ultor has a nice Angel Idol buff, but Deimos is tankier with his spheres, your choice).

If you're having trouble with the Grand Jelly, I'd suggest using someone's UBB when it's at ~51% HP and nuking it as close to 0 as possible. I would recommend Vernil's UBB so that even if you don't kill it, you're at least guarenteed to poison it when it attacks you.

You can replace Kikuri with Diana for Diana's BC/turn, which will replace Grah's BC/turn. However, this is up to you and purely preference based on whether you want better chance to curse and poison (for Granvalm and the Jelly, respectively).

You could also go double HP leads to help with the later stages. (Tridon and Deimos, Deimos and Bestie [I used this personally, and it seems to work pretty well], etc). If using Bestie, take out Kikuri/Diana and replace them with some sort of high damager or someone with a lot of utility. Colt can work well due to him having a crit buff and the BC/turn will help since you'll mainly be using Bestie's SBB.

Another thing is to pick a bonus that will help your units survive the attacks. The two I can think of are Final Hope and the Vitality Boost. While this won't help with the Grand Jelly, it will help with everything past it.

To sum it all up: Take out Grah because he's very, very weak in his 5* form. Try to nuke the Jelly since you're having trouble killing it, and double HP leads with a bonus that will help you survive can help, especially with the later stages.