Green Grande











  • TANK


  • Clear endgame Side EP “Mystification/Emblem” #05. Purchase in BP Shop



Show/Hide Special Moves



 SP-counter1  Retro Action Counter Attack. Drops into a defensive stance and counters incoming attacks with a backhand shield bash.

*Only activates upon receiving damage during start-up of attack (Projectiles & magic do not count).

  • GAUGE COST: 200
 SP-defense  Distant Shield  Increases Parry Defense & Grants Decreased Party SP use.

  • GAUGE COST: 250
 SP-counter4  Double Payback  Counter Attack. Multiplies damage received from incoming attack by 2 and sends that damage back at the target. Apparently there are limitations to the maximum amount of damage that this skill can do.

*Only activates upon receiving damage during start-up of attack (Projectiles & magic do not count).

  • GAUGE COST: 400




Show/Hide Incarnate Skills



 I-projectile2  Persec Wall: Through  Projectile Attack. Fires a slow moving Cross Shaped projectile that explodes on impact. Solid damage.

  • COOLDOWN: 10
 I-shield  Persec Wall  Temporarily Creates a rectangular area around Green Grandee. All allies in this area are immune to damage. All enemies in this area are paralyzed and cannot move.

*There are some exceptions to attacks.

  • COOLDOWN: 15




Show/Hide Healing & Buffs



 I-shout  Point Earning  Draw aggro from enemies within range. Effect & range increases with skill level.

*Has no effect in online play.

  • COOLDOWN: 180 Seconds
 DefUPSpdDOWN  Palladium   Increases Self Defense. Decreases Self Movement Speed.

  • Defense Increase:
    • Lv1 = 33%
    • Lv500 = 50%
    • Lv1000 = 67%
  • Movement Speed Decrease: 50%
  • Duration:
    • Lv1 = 20 Seconds
    • Lv500 = 40 Seconds
    • Lv1000 = 60 Seconds
  • COOLDOWN: 180 Seconds




Show/Hide Passive Skills



 Neo Acceleration  Allows the use of faster Accel Move & Super Jump techniques.
 Shield Style  Green Grandee’s unique fighting style.
 Increase Physical Defense  Decrease amount of damage received by physical attacks by 10%.
 Increase BP Drop  Increases the BP dropped by enemies by 10%.
 Increase Earth Attack  Increases damage of Earth based attacks by 10%.
 Increase Earth Resistance  Reduces damage received from Earth based attacks by 20%.
 Increase HP  Increases Max HP by 10%.
 Increase Special Gauge  Increases Max Special Gauge by 10%.
 Increase Special Gauge Regeneration  Increases the rate of gaining Special Gauge by 10%.
 Cooldown Time Decrease  Decreases the cooldown time of Sword Skills & Special Moves by 10%.
 Stamina Saver  Reduces the cost of stamina based actions by 20%.
 Increase Physical Defense+  Decrease amount of damage received by physical attacks by 10%.
 Increase Down Resistance  Increases resistance to DOWN and Stagger status ailments.
 Increase Attack  Increases physical damage dealt by weapons by 10%.
 Increase HP+  Increases Max HP by 30%.
 Switch Boost  Increases the power of Switch by 10%.
 Skill Connect Boost  Increases power of Skill Connect by 10%.
 Increase Earth Attack+  Increases damage of Earth based attacks by 20%.
 Increase Earth Resistance+  Reduces damage received from Earth based attacks by 36%.
 Increase Special Gauge+  Increases Max Special Gauge by 30%.
 Increase Special Gauge Regeneration+  Increases the rate of gaining Special Gauge by 30%.
[Lv1000] Cooldown Time Decrease+  Decreases the cooldown time of Sword Skills & Special Moves by 20%.
[Lv1050] Switch Extend  Increases the duration of the switch stun.
[Lv1100] Increase Rare Drop  Increases the rate of receiving a Rare Drop from an enemy (Most likely by 10%).
[Lv1200] Increase BP Drop+  Increases the BP dropped by enemies by 20%.



This section is written as an more in-depth extension to the AW & SAO Character Overview post and is meant to be used hand in hand with the General Leveling Guide. The purpose of this How-To-Play is to offer players of all levels a skeleton plan which enables them to build their characters up to their full potential. With that being said, it is indeed recommended that you do follow the steps described here.

Accel World characters need a solid team (In particular, a competent Buffer) in order for them to truly shine. They serve as mainly Elemental Attackers and should only typically be used when the team already has all of the key characters that make up Buffer, Debuffer and Healer.

I am aware that AW characters are PvP oriented but I don’t really care about PvP so this How-To-Play is written with co-op play mind.

-Equipment Selection-

Green Grande’s Main Element is Earth so he is highly compatible with Earth Engraved Stones and Enhanced Armaments that Increase Earth Abilities.

But since a AW characters rely on Elemental Damage for their main damage output, they can benefit greatly from simply using the appropriate Elemental Engraved Stones & Elemental Equipment for each corresponding Boss Weakness. It may appear as a hassle to constantly change equipment for every Boss Weakness but the difference is effectively Double Damagesince elemental damage is multiplied by 2 if a boss is weak to that element (Also, if a boss resists an element, that specific Elemental Damage will be reduced by 90%).

For information on which each Bosses weaknesses and resistances, there are Weak/Resist spreadsheets on the Boss Guides page.

In the event that a boss is indeed Resistant to all elements, pick the Engraved Stone and the Elemental Equipment that the team will most likely end up using. Example: a Team with Strea, Seven & Kirito will result in a definite use of Enhance Earth since there is no other Elemental Enhance in the team makeup.

**For some tips on how to select the appropriate Accessories for your character, consult the Selecting Equipment guide.

-AW Combat Guide-

AW characters cannot fly. On top of this, using Special Moves consumes the Special Gauge which is only filled by landing Square & Triangle attacks. This makes AW Combat a lot more complicated as you constantly have to be attacking to build the Special Gauge meter while at the same time trying to control your altitude. But don’t worry, a little bit of practice and picking up some good habits will help you become effective at combat as well as gain enjoyment from using these characters.

Building Special Gauge Meter:

When a fight starts, you will typically always have 0 meter. It would be ideal if there was a nearby mob monster you could smack around for meter gain but if there isn’t do not rush straight to the boss. If you rush straight to the boss you could become out of range of the SAO characters buffs with increase your strength tremendously. Patiently wait for your SAO teammates to cast all of their buff skills and once they are finished, Accel Move in for combat.

Spend the first few moments of the Boss fight restricting yourself to Square and Triangle attacks in order to build a good amount of meter. You can use your Incarnate Skills to punctuate your normal attacks but the purpose here is meter building, not damage output.

Triangle attacks build the most meter but don’t use them if you have below 50% stamina. If you run out of stamina, you will simply fall straight to the ground since you will become unable to Jump, Dash, Super Jump & Accel Move which are important for maintaining altitude.

Once you have around 60%+ meter, you can start using Special Moves rather aggressively and do Skill Connect combos into Incarnate Skills. Just keep in mind that you will be restricted to building meter if you completely exhaust your meter gauge. Because of this, it is recommended that you can get into the good rhythm of using short Skill Connect combos into Incarnate Skills and then building meter while the Incarnate Skills are on cooldown.

The reason why is a good idea to never completely exhaust your meter gauge is for CHRISTMAS. “Christmas” is what I call it when a boss is either DOWNED or does an attack with long duration and is rendered completely helpless for around 30 seconds. This is the time when everyone drops what they are doing and focuses completely on damage output. A lot of AW characters wait for Christmas so they can activate their Mega Buffs and deal high damage. So if you don’t have any meter when it’s Christmas, you will miss out on your biggest chance to deal maximum damage.

Controlling Altitude:

Majority of the Bosses in this game do in fact fly. Therefore it is extremely important for characters who cannot fly to know who to maintain a stable altitude where they feel comfortable and are in full control of the situation.

Your 4 main tools for controlling altitude are Square Attacks, Jumps, Super Jumps and Accel Moves.

Since all of the tools used for Vertical Movement consume a considerable amount of Stamina, there are times when you will just have to float in a safe place and use Square Attacks in order to maintain altitude while regenerating Stamina. Square Attacks don’t use any Stamina. So if you ever run out of Stamina, use Square attacks so that you don’t fall all the way to the ground.

For advanced players, would be ideal if you could land these Square Attacks on a Boss since you could build meter at the same time. If you spot an incoming attack you can simply Jump Cancel the Square Attack into a a quick Guard. If your timing is perfect, you can Instant Block the attack and go right back into Square Attacks without losing any altitude.

Jumps can be used to maintain altitude but be careful. If you use many jumps in quick succession you will rapidly drain your Stamina Gauge and fall right to the ground in failure. For this reason, you should train yourself to use basic jumps simply for maintaining your level of altitude as opposed to long distance upward movement.

Super Jumps and Accel Moves are the tools used to cover large amounts of distance. Quite often when you use one of these techniques, you can move a lot more than intended to and be caught off guard that you are now more displaced than you expected to be. This is especially the case with the Super Jump.

When you are in a boss fight and you have fallen considerably far underneath a boss, use the Accel Move in order to get back onto the Boss’ same Altitude level. Note that this will only work if you can still lock on to the boss. Do not use the Super Jump if you can still lock on to the boss unless you are prepared to elevate much higher than the boss. If you cannot lock on to the boss it means that you are really far below a boss and a Super Jump will be needed to put you into lock-on range.

But be careful since using an Accel Move from underneath a Boss puts you directly in front of the boss and you will be vulnerable its attacks.

-Video of Offensive Skills & Sample Play-
-Using Green Grande-

Accel World characters are built for combat. They do not have many buff skills so they do not have to worry about constantly casting buffs the way SAO characters do. Because of this, they have a lot of freedom in their playstyle and benefit a lot from being played aggressively. But keep in mind that there is a huge difference between playing Aggressively and playing Recklessly. AW characters don’t have free access to Healing Skills so you have to play with caution.

Green Grande is a traditional Tank character. He has a Defense/SP buff which augments Guarding and a Negation Zone type skill which crates a field that repels/paralyzes enemies but allows a safe area for allies to derp around in.

Offensively, He has a surprisingly strong homing projectile and 2 counters. His projectile is his bread and butter and you should use that move as frequently as possible while building meter for his counters.

His grade 1 counter skills is probably the best counter in the game if you ask me. (Dual Blade’s Cross Specula & Chrome Disaster’s Prediction Counter come close). It has quick activation time, solid damage and good range. The best part of this counter is that it is cheap and doesn’t have a cooldown. (Silver Crow has a no cooldown counter but you practically have to be kissing distance to land that).

His grade 4 counter, Double Paypack seems super interesting. It double’s the damage received and gives it back to the opposition. I tried equipping Enhances Armaments that increase the amount of damage received but I don’t think Double Payback’s damage was affected. Perhaps it only takes the raw damage with no buffs/ additional increases and doubles it. In that case, it would be a pretty lame grade 4 skill to be honest.

Think of it this way. If an Abaddon One-shot’s you with 22k HP. The Maximum damage you could be is around 44k. That’s extremely small damage when you think that Cyan Pile’s One Hand Tyr can hit for 2million damage (X_X)

In any case, take note that since Green Grande is counter based, he is somewhat useless against bosses that use Projectiles as their basic means of attack (Ahem. Melancolia).

-Using Buff Skills-

Accel World character buffs typically provide a larger increase than SAO buffs but have a considerably shorter duration. Since Buffs can be overwritten in this game I would like to emphasize that AW chara buffs do in fact overwrite SAO Buffs, but once the AW buff duration is over, they revert back to the SAO buffs. However, This doesn’t hold true when an AW buff changes the kind of element used when it comes to Element Enhance buffs (Same Element overwrites are still good though).

“Point Earning” can be only be used to control aggro offline. it has no use online so this skill isn’t really worth leveling in my opinion.

“Paladium” could be used when you have just eaten a strong attack and you are about to die. It can help if you need to pop an item Healing item but are afraid you will get hit. Just be aware that you will be unable to move for 60 seconds.


AW characters have no access to Healing Magic. Therefore, Healing Items become their main source of HP Recovery outside of relying on Healer teammates. Since they have few skills and end up having lots of free space in their Pallet, you can equip tons of Healing Items directly to their Pallet for quick healing access.

Since using a Healing Item leaves you vulnerable to attacks, its good form to first super jump as high as you can and then use an item while falling to the ground.

When you take damage with AW characters, don’t be a hero. Pop a quick HP Regen item and then continue fighting cautiously. If you have taken considerable damage, fall back to safety and use an Ancient Fruit (Full Recovery item) or a Pure Healing Crystal (Party HP 50% Recovery item).

It would be the best thing for you, as an AW character, if you had a healer who would care about you and heal you constantly. But don’t be a burden to the team. Understand that you don’t have free access to healing and don’t fight recklessly.

 -BK’s Opinion on Green Grande-

I think this character has the potential to fit well into a team as a utility character. He increases party defense and can create a safe zone for party members to do their thing.

The problem is that this game is so fast paced and most of the time your teammates are all over the place in online play. S much so that it would be extremely difficult to use Green Grande the way he was intended to be played.

He is definitely one of those characters like Chrome Disaster that are great at PvP but are kinda meh at co-op quests.

If you take away his counters and safe zone, he only has a single projectile attack.

Unappealing to say the least right?