Runeslayer

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About Classes | Class List | Class Skills | Extended Mastery | Master Level | Ultimate Mastery


EX 2 Class
Runeslayer
 

 

ID 210301
NameJP 魔法戦士
Release Date 2018-05-17
Other Sites gbf-wiki
(Japanese wiki)
GameWithKamigame
Command the power of the tetra-elements to overwhelm your opponents with ever-changing magic.
Support SkillsDoes not work as a sub ally unless explicitly stated.
Icon Name Effect Obtained
Black Enhanced Spellweaving Increase MC's Element ATK UpElement ATK is boosted
Element ATK Up buff based on weapon element
effect by 50%Multiplier: Additive.
(E.g. 20% Fire ATK UpFire ATK is boosted
Strength: 20%
becomes 70% Fire ATK UpFire ATK is boosted
Strength: 70%
).
.[1]
Lvl 1
Elemental Charge Add 1 Magic CircleFire CircleA magic circle possessing the power of fire (Max: 2 / Can't be removed)

Water CircleA magic circle possessing the power of water (Max: 2 / Can't be removed)

Earth CircleA magic circle possessing the power of earth (Max: 2 / Can't be removed)

Wind CircleA magic circle possessing the power of wind (Max: 2 / Can't be removed)

Light CircleA magic circle possessing the power of light (Max: 2 / Can't be removed)

Dark CircleA magic circle possessing the power of dark (Max: 2 / Can't be removed)
of main weapon's element upon charge attack. (Max level: 2.)
Lvl 1
Spell Geyser Add 2 Magic CirclesFire CircleA magic circle possessing the power of fire (Max: 2 / Can't be removed)

Water CircleA magic circle possessing the power of water (Max: 2 / Can't be removed)

Earth CircleA magic circle possessing the power of earth (Max: 2 / Can't be removed)

Wind CircleA magic circle possessing the power of wind (Max: 2 / Can't be removed)

Light CircleA magic circle possessing the power of light (Max: 2 / Can't be removed)

Dark CircleA magic circle possessing the power of dark (Max: 2 / Can't be removed)
of random elements at battle start.
Master Lvl 20
Base Skills
Icon Name Effect Cooldown Duration SubSubskill usable on other classes Obtained
Runeweaving Call forth the power of the tetra-elements to cast a spell.
At level 30:
Also gain Charge Bar +30%Instantly boosts Charge Bar by 30%
Strength: 30%
.
5 turns
Lvl 30:
4 turns
- No Lvl 1
Extended Mastery Skills
Icon Name Effect Cooldown Duration EMPCost in EMP
Mana Burst Big damage to all foes based on caster's Magic CirclesFire CircleA magic circle possessing the power of fire (Max: 2 / Can't be removed)

Water CircleA magic circle possessing the power of water (Max: 2 / Can't be removed)

Earth CircleA magic circle possessing the power of earth (Max: 2 / Can't be removed)

Wind CircleA magic circle possessing the power of wind (Max: 2 / Can't be removed)

Light CircleA magic circle possessing the power of light (Max: 2 / Can't be removed)

Dark CircleA magic circle possessing the power of dark (Max: 2 / Can't be removed)
(Damage cap: ~1,160,000).[1]
6T - 15
Dragon Break Consume all Magic CirclesFire CircleA magic circle possessing the power of fire (Max: 2 / Can't be removed)

Water CircleA magic circle possessing the power of water (Max: 2 / Can't be removed)

Earth CircleA magic circle possessing the power of earth (Max: 2 / Can't be removed)

Wind CircleA magic circle possessing the power of wind (Max: 2 / Can't be removed)

Light CircleA magic circle possessing the power of light (Max: 2 / Can't be removed)

Dark CircleA magic circle possessing the power of dark (Max: 2 / Can't be removed)
to grant all allies 10% x (Magic CirclesFire CircleA magic circle possessing the power of fire (Max: 2 / Can't be removed)

Water CircleA magic circle possessing the power of water (Max: 2 / Can't be removed)

Earth CircleA magic circle possessing the power of earth (Max: 2 / Can't be removed)

Wind CircleA magic circle possessing the power of wind (Max: 2 / Can't be removed)

Light CircleA magic circle possessing the power of light (Max: 2 / Can't be removed)

Dark CircleA magic circle possessing the power of dark (Max: 2 / Can't be removed)
) Bonus DMGDeals bonus DMG for one-foe one-ally attacks
Strength: 10% x (Magic CirclesFire CircleA magic circle possessing the power of fire (Max: 2 / Can't be removed)

Water CircleA magic circle possessing the power of water (Max: 2 / Can't be removed)

Earth CircleA magic circle possessing the power of earth (Max: 2 / Can't be removed)

Wind CircleA magic circle possessing the power of wind (Max: 2 / Can't be removed)

Light CircleA magic circle possessing the power of light (Max: 2 / Can't be removed)

Dark CircleA magic circle possessing the power of dark (Max: 2 / Can't be removed)
)
(Max: 80%)Duration: 1 turn
. (Max: 80%.) (Cannot be used without Magic CirclesFire CircleA magic circle possessing the power of fire (Max: 2 / Can't be removed)

Water CircleA magic circle possessing the power of water (Max: 2 / Can't be removed)

Earth CircleA magic circle possessing the power of earth (Max: 2 / Can't be removed)

Wind CircleA magic circle possessing the power of wind (Max: 2 / Can't be removed)

Light CircleA magic circle possessing the power of light (Max: 2 / Can't be removed)

Dark CircleA magic circle possessing the power of dark (Max: 2 / Can't be removed)
.)[1]
8T 1T 25
Spell Boost Set Magic CirclesFire CircleA magic circle possessing the power of fire (Max: 2 / Can't be removed)

Water CircleA magic circle possessing the power of water (Max: 2 / Can't be removed)

Earth CircleA magic circle possessing the power of earth (Max: 2 / Can't be removed)

Wind CircleA magic circle possessing the power of wind (Max: 2 / Can't be removed)

Light CircleA magic circle possessing the power of light (Max: 2 / Can't be removed)

Dark CircleA magic circle possessing the power of dark (Max: 2 / Can't be removed)
currently on caster to 2.
2-turn cut to  RuneweavingCall forth the power of the tetra-elements to cast a spell.
At level 30:
Also gain Charge Bar +30%Instantly boosts Charge Bar by 30%
Strength: 30%
.
's cooldown.
(Consumes 30% of charge bar.)
7T - 40
Ultimate Mastery Skills
Icon Name Effect Cooldown Duration MaterialsMaterials consumed to learn
Multiplying Magic Gain Multiplying Magic1 or more Magic Circles of each element: Deals triple attacks / 3-hit DMG to a random target upon each normal attack
Adds 1 Magic Circle of a random element at end of turn / Adds 1 Magic Circle of each element every 7 turns
1 or more Fire Circles: ATK is boosted
1 or more Water Circles: DEF is boosted
1 or more Earth Circles: C.A. DMG and C.A. DMG cap are boosted
1 or more Wind Circles: Deals bonus superior elemental DMG upon normal attacks
1 or more Light Circles: Maximum amount of DMG that can be dealt per hit is boosted
1 or more Dark Circles: DMG dealt is supplemented
(Can't be removed)
Duration: Indefinite
. (Can't be recast.)
- -
Circle of Coalescence Cast a spell. (Effect changes based on spell selected.) 8T 2T
Quadruple Hex 24-hit elemental damage to random foes.
Restore all allies' HP (Healing cap: 10000).
Remove all debuffs from all allies.
(Consumes 1 Magic CircleFire CircleA magic circle possessing the power of fire (Max: 2 / Can't be removed)

Water CircleA magic circle possessing the power of water (Max: 2 / Can't be removed)

Earth CircleA magic circle possessing the power of earth (Max: 2 / Can't be removed)

Wind CircleA magic circle possessing the power of wind (Max: 2 / Can't be removed)

Light CircleA magic circle possessing the power of light (Max: 2 / Can't be removed)

Dark CircleA magic circle possessing the power of dark (Max: 2 / Can't be removed)
of each element.)
10T -
Level Bonuses
Lvl 1 DA +8%
Lvl 5 TA +5%
Lvl 10 DA +8%
Lvl 15 TA +5%
Lvl 20 DA +8%
Total Stat Bonuses These bonuses only apply to this class. Completion Bonuses Unlocked at level 20.
These bonuses are applied while as any class.
DA +24%
TA +10%
Boost to main weapon's ATK when main weapon is a melee +3%
Master Level Bonuses Requirements to unlock Master Levels
Lvl 1 - Lvl 16 TA +2%
Lvl 2 ATK +400 Lvl 17 ATK +400
Lvl 3 HP +300 Lvl 18 HP +300
Lvl 4 TA +2% Lvl 19 ATK +400
Lvl 5 ATK +400 Lvl 20 New Support Skill
Lvl 6 HP +300 Lvl 21 ATK +400
Lvl 7 ATK +400 Lvl 22 HP +300
Lvl 8 HP +300 Lvl 23 TA +2%
Lvl 9 ATK +400 Lvl 24 HP +300
Lvl 10 TA +2% Lvl 25 TA +2%
Lvl 11 ATK +400 Lvl 26 HP +300
Lvl 12 HP +300 Lvl 27 ATK +400
Lvl 13 TA +2% Lvl 28 HP +300
Lvl 14 ATK +400 Lvl 29 TA +2%
Lvl 15 HP +300 Lvl 30 Upgrade Skill 1
Total Stat Bonuses These bonuses only apply to this class. Skill Bonuses
ATK +4000
HP +3000
TA +14%
New Support Skill: Spell Geyser
Skill Upgrade:  RuneweavingCall forth the power of the tetra-elements to cast a spell.
At level 30:
Also gain Charge Bar +30%Instantly boosts Charge Bar by 30%
Strength: 30%
.
Ultimate Mastery Level Bonuses These bonuses only apply to this class.
Requirements to unlock Ultimate Mastery
Lvl 1 ATK +2500 Lvl 4 TA +7%
Lvl 2 HP +2500 Lvl 5 Skill DMG +12%
Lvl 3 DA +7% Lvl 6 Skill DMG Cap +5%

Gameplay Notes

Black Enhanced Spellweaving

  • Does not stack with other support skills that increase Element ATK Up effects, such as Shiva's  Venerable DevaIncrease the effect of buffs on allies that boost Fire ATK by an additional 30%. (Excludes 'stackable' buffs.)
    At level 95:
    When Fire ATK is boosted: Also boost all allies' damage cap by 10%.
    . Only the highest boost takes effect.

Spell Combo Explanations

Upon tapping  RuneweavingCall forth the power of the tetra-elements to cast a spell.
At level 30:
Also gain Charge Bar +30%Instantly boosts Charge Bar by 30%
Strength: 30%
.
a menu appears with buttons for each of the tetra-elements. Select any two symbols (including the same element twice) to produce effects based on the element and order of the selected seals. For instance, tapping and then will cast "Flame Saber", giving the MC Instant ChargeInstantly sets Charge Bar to 100%
Unaffected by Charge Bar Gain status effects.
No effect when afflicted with Shorted debuffs or when Charge Bar is above 100%.
. However, reversing the order to then produces "Freezing Shackles", which inflicts Water damage and ColdcageCan't attack
Local status effect
against a foe.

  • Combinations may generate Magic CirclesFire CircleA magic circle possessing the power of fire (Max: 2 / Can't be removed)

    Water CircleA magic circle possessing the power of water (Max: 2 / Can't be removed)

    Earth CircleA magic circle possessing the power of earth (Max: 2 / Can't be removed)

    Wind CircleA magic circle possessing the power of wind (Max: 2 / Can't be removed)

    Light CircleA magic circle possessing the power of light (Max: 2 / Can't be removed)

    Dark CircleA magic circle possessing the power of dark (Max: 2 / Can't be removed)
    as part of their effects.
  • Combinations consume Magic CirclesFire CircleA magic circle possessing the power of fire (Max: 2 / Can't be removed)

    Water CircleA magic circle possessing the power of water (Max: 2 / Can't be removed)

    Earth CircleA magic circle possessing the power of earth (Max: 2 / Can't be removed)

    Wind CircleA magic circle possessing the power of wind (Max: 2 / Can't be removed)

    Light CircleA magic circle possessing the power of light (Max: 2 / Can't be removed)

    Dark CircleA magic circle possessing the power of dark (Max: 2 / Can't be removed)
    to amplify their effects if their conditions are met.
Spell Combo First Rune Second Rune Effects
Conditional Additional EffectEqual amount of magic circles will be consumed if the condition is fulfilled.
Duration
Burning Blade Fire damage to a foe and gain Fire CircleA magic circle possessing the power of fire (Max: 2 / Can't be removed)
.
Fire CircleA magic circle possessing the power of fire (Max: 2 / Can't be removed)
: All allies gain 30% Fire ATK UpFire ATK is boosted
Strength: 30%Duration: 3 turnsStacking: Charge Attack
and ??% / 30% ArmoredChance of lowering DMG taken
Strength: ??% chance of taking 30% less damage.Duration: 3 turns
.
3T
Cyclonic Blade Wind damage to a foe and gain Wind CircleA magic circle possessing the power of wind (Max: 2 / Can't be removed)
.
Wind CircleA magic circle possessing the power of wind (Max: 2 / Can't be removed)
: All allies gain 30% Wind ATK UpWind ATK is boosted
Strength: 30%Duration: 3 turnsStacking: Charge Attack
, 50% Skill DMG UpSkill DMG is boosted
Strength: 50%Duration: 3 turns
and 20% Skill DMG Cap UpMaximum amount of skill DMG that can be dealt per hit is boosted
Strength: 20%Duration: 3 turns
.
3T
Earthen Blade Earth damage to a foe and gain Earth CircleA magic circle possessing the power of earth (Max: 2 / Can't be removed)
.
Earth CircleA magic circle possessing the power of earth (Max: 2 / Can't be removed)
: All allies gain 30% Earth ATK UpEarth ATK is boosted
Strength: 30%Duration: 3 turnsStacking: Charge Attack
, 40% DA UpDouble attack rate is boosted
Strength: 40%Duration: 3 turns
and 15% TA UpTriple attack rate is boosted
Strength: 15%Duration: 3 turns
.
3T
Aquatic Blade Water damage to a foe and gain Water CircleA magic circle possessing the power of water (Max: 2 / Can't be removed)
.
Water CircleA magic circle possessing the power of water (Max: 2 / Can't be removed)
: All allies gain 30% Water ATK UpWater ATK is boosted
Strength: 30%Duration: 3 turnsStacking: Charge Attack
, Elemental SwitchOne of the following based on the element inferior to your main weapon's element:
Fire SwitchElemental DMG from foes turns into fire DMG
Duration: 3 turns

Wind SwitchElemental DMG from foes turns into wind DMG
Duration: 3 turns

Earth SwitchElemental DMG from foes turns into earth DMG
Duration: 3 turns

Water SwitchElemental DMG from foes turns into water DMG
Duration: 3 turns

Light SwitchElemental DMG from foes turns into light DMG
Duration: 3 turns

Dark SwitchElemental DMG from foes turns into dark DMG
Duration: 3 turns
, and 20% Elemental DMG LoweredOne of the following based on the element inferior to your main weapon's element:
20% Fire DMG LoweredFire DMG is lowered
Strength: 20%Duration: 3 turnsFire DEF Up. Not a Damage Cut.
Reduces Fire damage taken on a multiplier
separate from Damage Cuts.

20% Wind DMG LoweredWind DMG is lowered
Strength: 20%Duration: 3 turnsWind DEF Up. Not a Damage Cut.
Reduces Wind damage taken on a multiplier
separate from Damage Cuts.

20% Earth DMG LoweredEarth DMG is lowered
Strength: 20%Duration: 3 turnsEarth DEF Up. Not a Damage Cut.
Reduces Earth damage taken on a multiplier
separate from Damage Cuts.

20% Water DMG LoweredWater DMG is lowered
Strength: 20%Duration: 3 turnsWater DEF Up. Not a Damage Cut.
Reduces Water damage taken on a multiplier
separate from Damage Cuts.

20% Light DMG LoweredLight DMG is lowered
Strength: 20%Duration: 3 turnsLight DEF Up. Not a Damage Cut.
Reduces Light damage taken on a multiplier
separate from Damage Cuts.

20% Dark DMG LoweredDark DMG is lowered
Strength: 20%Duration: 3 turnsDark DEF Up. Not a Damage Cut.
Reduces Dark damage taken on a multiplier
separate from Damage Cuts.
based on the element inferior to your main weapon's element.
3T
Thunderous Blade Light damage to a foe and gain Light CircleA magic circle possessing the power of light (Max: 2 / Can't be removed)
.
Light CircleA magic circle possessing the power of light (Max: 2 / Can't be removed)
: All allies gain 30% Light ATK UpLight ATK is boosted
Strength: 30%Duration: 3 turnsStacking: Charge Attack
and Mirror Image (2 times)Next one-to-one attack received will be ineffective
(Effect removed on next all-foe all-ally attack)
.
3T
Shadowy Blade Dark damage to a foe and gain Dark CircleA magic circle possessing the power of dark (Max: 2 / Can't be removed)
.
Dark CircleA magic circle possessing the power of dark (Max: 2 / Can't be removed)
: All allies gain 30% Dark ATK UpDark ATK is boosted
Strength: 30%Duration: 3 turnsStacking: Charge Attack
, 50% C.A. DMG Up (1 time)Charge attack DMG is boosted (1 time)
Strength: 50%Duration: 3 turns
and 25% C.A. DMG Cap Up (1 time)Charge attack DMG cap is boosted (1 time)
Strength: 25%Duration: 3 turns
.
3T
Flaming Saber Gain Instant ChargeInstantly sets Charge Bar to 100%
Unaffected by Charge Bar Gain status effects.
No effect when afflicted with Shorted debuffs or when Charge Bar is above 100%.
.
Fire CircleA magic circle possessing the power of fire (Max: 2 / Can't be removed)
: All allies gain ??% / ~30% Critical Hit Rate UpAttacks made with elemental superiority have a chance to deal boosted DMG
Strength: ??% chance of dealing ~30% more damage.Duration: 3 turns
.
3T
Freezing Shackles Water damage to a foe.
Water CircleA magic circle possessing the power of water (Max: 2 / Can't be removed)
: Inflict ColdcageCan't attack
Duration: 2 turnsLocal status effect
.
2T
Energizing Gust All allies gain RevitalizeRecover HP each turn. Boost to charge bar if HP is full.
Strength: 5% of max HP (Healing cap: 700) or 10% charge barDuration: 3 turns
.
Wind CircleA magic circle possessing the power of wind (Max: 2 / Can't be removed)
: Gain 10% UpliftedCharge bar is boosted on every turn
Strength: 10%Duration: 2 turns
.
2T
Blackened Sand Earth damage to a foe.
Earth CircleA magic circle possessing the power of earth (Max: 2 / Can't be removed)
: Inflict Accuracy LoweredAttacks and special attacks have a chance to miss
Duration: 2 turnsLocal status effect
.
2T
Lava Shield All parties gain 70% Debuff Res. UpDebuff resistance is boosted
Strength: 70%Duration: 2 turns
.
2T
Aqueous Breeze Restore all parties' HP. (Healing cap: 2500 [1250 for other parties].)
Searing Wind All allies gain 15% Charge Bar Gain UpCharge bar gain is boosted
Strength: 15%Duration: 3 turns
. Gain Readying Skill (Multiattack Up)All allies' multiattack rate will be boosted upon foe's special attack activation
Duration: 3 turns
(Effect activates when a foe uses a special attack. All allies gain Guaranteed TAGuaranteed triple attack regardless of Triple Attack Lowered debuffs
Duration: 1 turn
upon activation).
3T
Icy Draft Inflict 15% Elemental ATK DownOne of the following based on the element superior to your main weapon's element:
15% Fire ATK DownFire ATK is lowered
Strength: 15%Duration: 180 seconds

15% Wind ATK DownWind ATK is lowered
Strength: 15%Duration: 180 seconds

15% Water ATK DownWater ATK is lowered
Strength: 15%Duration: 180 seconds

15% Earth ATK DownEarth ATK is lowered
Strength: 15%Duration: 180 seconds

15% Light ATK DownLight ATK is lowered
Strength: 15%Duration: 180 seconds

15% Dark ATK DownDark ATK is lowered
Strength: 15%Duration: 180 seconds
on a foe based on the element superior to your main weapon's element.
180s
Elemental Break Inflict 30% Element DEF DownElement DEF Down debuff based on weapon element
Strength: 30%Duration: 180 seconds
on a foe based on your main weapon's element.
180s
Cleanse Soul Remove 1 debuff from all allies. All allies gain 15% Debuff Success BoostedDebuff success rate is boosted
Strength: 15%Duration: 3 turns
.
3T
  • Sources: GameWith[1], Kamigame[2]

Multiplying Magic

  • Multiplying Magic1 or more Magic Circles of each element: Deals triple attacks / 3-hit DMG to a random target upon each normal attack
    Adds 1 Magic Circle of a random element at end of turn / Adds 1 Magic Circle of each element every 7 turns
    1 or more Fire Circles: ATK is boosted
    1 or more Water Circles: DEF is boosted
    1 or more Earth Circles: C.A. DMG and C.A. DMG cap are boosted
    1 or more Wind Circles: Deals bonus superior elemental DMG upon normal attacks
    1 or more Light Circles: Maximum amount of DMG that can be dealt per hit is boosted
    1 or more Dark Circles: DMG dealt is supplemented
    (Can't be removed)
    grants the following effects:[1][2]
    • When 1 or more Fire CircleA magic circle possessing the power of fire (Max: 2 / Can't be removed)
      is in effect: 30% ATKMultiplier: Perpetuity Up.
    • When 1 or more Water CircleA magic circle possessing the power of water (Max: 2 / Can't be removed)
      is in effect: 100% DEF Up.
    • When 1 or more Earth CircleA magic circle possessing the power of earth (Max: 2 / Can't be removed)
      is in effect: 50% C.A. DMG Up and 30% C.A. DMG Cap Up.
    • When 1 or more Wind CircleA magic circle possessing the power of wind (Max: 2 / Can't be removed)
      is in effect: 20% Bonus Superior Elemental DMG effect.
    • When 1 or more Light CircleA magic circle possessing the power of light (Max: 2 / Can't be removed)
      is in effect: 20% DMG Cap Up.
    • When 1 or more Dark CircleA magic circle possessing the power of dark (Max: 2 / Can't be removed)
      is in effect: Supplemental damage effect (Damage cap: 50,000).
    • When 1 or more Magic Circles of each element is in effect: Guaranteed triple attacks, normal attacks deals 3-hit damage to random foes.
    • At end of turn: Gain 1 Magic Circle of a random element. Gain 1 Magic Circle of each element every 7 turns.

Circle of Coalescence

Circle of Coalescence Icon Effect Duration
Coalescence: Recovery Remove 2 buffs from all foes.
Restore all allies' HP (Healing cap: 2000).
2-turn cut to debuff durations.
(Consumes Fire CircleA magic circle possessing the power of fire (Max: 2 / Can't be removed)
and Water CircleA magic circle possessing the power of water (Max: 2 / Can't be removed)
.)
-
Coalescence: Protection All allies gain VeilDebuffs will be nullified (1 time)
Duration: Indefinite"Veil" is an unofficial name used by the wiki for this status effect. Its actual in-game name is "Immune."
, Unchallenged (1 time)Next DMG received will be ineffective
Duration: Indefinite
, and Dispel Cancel (1 time)Effects that remove buffs will be nullified (1 time)
Duration: Indefinite
.
(Consumes Wind CircleA magic circle possessing the power of wind (Max: 2 / Can't be removed)
and Earth CircleA magic circle possessing the power of earth (Max: 2 / Can't be removed)
.)
-
Coalescence: Enhancement All allies gain Guaranteed TAGuaranteed triple attack regardless of Triple Attack Lowered debuffs
Duration: 2 turns
, 100% / 20% Critical Hit Rate UpAttacks made with elemental superiority have a chance to deal boosted DMG
Strength: 100% chance of dealing 20% more damage.Duration: 2 turns
, 15% DMG Cap UpMaximum amount of DMG that can be dealt per hit is boosted
Strength: 15%Duration: 2 turns
, and 20% DMG AmplifiedDMG for one-foe attacks and counterattacks is amplified
Strength: 20%Duration: 2 turns
.[1]
(Consumes Light CircleA magic circle possessing the power of light (Max: 2 / Can't be removed)
and Dark CircleA magic circle possessing the power of dark (Max: 2 / Can't be removed)
.)
2T

Facsimile Compatibility

Icon Skill Copyable?
Runeweaving No
Mana Burst No
Dragon Break No
Spell Boost No
Multiplying Magic No
Circle of Coalescence No
Quadruple Hex No

Resources

Assessment

This section contains subjective remarks about this class.
Relevancy of information and recommended weapons can quickly change over time.
Use substantial discretion before heavily investing resources.

Overview

Runeslayer is one of the more complicated classes in Granblue. It possesses a unique class skill that allows for a diverse array of skill effects through its rune system. Although learning its many functions can be daunting, in practice, only a handful of combinations are commonly employed. Runeslayer often sees use in Full Auto, heavily-invested endgame raid setups, and specific burst rotations.

Skill Overview

Class Skill

Skill Priority Comments
 
RuneweavingCall forth the power of the tetra-elements to cast a spell.
At level 30:
Also gain Charge Bar +30%Instantly boosts Charge Bar by 30%
Strength: 30%
.
Default
  • Runelayer's signature skill.
  • Provides many different effects. See Runeslayer#Spell Combo Explanations for more info.
  • Certain combinations can be used to acquire specific Magic CirclesFire CircleA magic circle possessing the power of fire (Max: 2 / Can't be removed)

    Water CircleA magic circle possessing the power of water (Max: 2 / Can't be removed)

    Earth CircleA magic circle possessing the power of earth (Max: 2 / Can't be removed)

    Wind CircleA magic circle possessing the power of wind (Max: 2 / Can't be removed)

    Light CircleA magic circle possessing the power of light (Max: 2 / Can't be removed)

    Dark CircleA magic circle possessing the power of dark (Max: 2 / Can't be removed)
    that can be used for skills like  Multiplying MagicGain Multiplying Magic1 or more Magic Circles of each element: Deals triple attacks / 3-hit DMG to a random target upon each normal attack
    Adds 1 Magic Circle of a random element at end of turn / Adds 1 Magic Circle of each element every 7 turns
    1 or more Fire Circles: ATK is boosted
    1 or more Water Circles: DEF is boosted
    1 or more Earth Circles: C.A. DMG and C.A. DMG cap are boosted
    1 or more Wind Circles: Deals bonus superior elemental DMG upon normal attacks
    1 or more Light Circles: Maximum amount of DMG that can be dealt per hit is boosted
    1 or more Dark Circles: DMG dealt is supplemented
    (Can't be removed)
    Duration: Indefinite
    . (Can't be recast.)
    ,  Circle of CoalescenceCast a spell. (Effect changes based on spell selected.) or  Quadruple Hex24-hit elemental damage to random foes.
    Restore all allies' HP (Healing cap: 10000).
    Remove all debuffs from all allies.
    (Consumes 1 Magic CircleFire CircleA magic circle possessing the power of fire (Max: 2 / Can't be removed)

    Water CircleA magic circle possessing the power of water (Max: 2 / Can't be removed)

    Earth CircleA magic circle possessing the power of earth (Max: 2 / Can't be removed)

    Wind CircleA magic circle possessing the power of wind (Max: 2 / Can't be removed)

    Light CircleA magic circle possessing the power of light (Max: 2 / Can't be removed)

    Dark CircleA magic circle possessing the power of dark (Max: 2 / Can't be removed)
    of each element.)
    .

Extended Mastery

Skill Priority Comments
 
Mana BurstBig damage to all foes based on caster's Magic CirclesFire CircleA magic circle possessing the power of fire (Max: 2 / Can't be removed)

Water CircleA magic circle possessing the power of water (Max: 2 / Can't be removed)

Earth CircleA magic circle possessing the power of earth (Max: 2 / Can't be removed)

Wind CircleA magic circle possessing the power of wind (Max: 2 / Can't be removed)

Light CircleA magic circle possessing the power of light (Max: 2 / Can't be removed)

Dark CircleA magic circle possessing the power of dark (Max: 2 / Can't be removed)
(Damage cap: ~1,160,000).
Low
  • A damage skill with no additional utility.
 
Dragon BreakConsume all Magic CirclesFire CircleA magic circle possessing the power of fire (Max: 2 / Can't be removed)

Water CircleA magic circle possessing the power of water (Max: 2 / Can't be removed)

Earth CircleA magic circle possessing the power of earth (Max: 2 / Can't be removed)

Wind CircleA magic circle possessing the power of wind (Max: 2 / Can't be removed)

Light CircleA magic circle possessing the power of light (Max: 2 / Can't be removed)

Dark CircleA magic circle possessing the power of dark (Max: 2 / Can't be removed)
to grant all allies 10% x (Magic CirclesFire CircleA magic circle possessing the power of fire (Max: 2 / Can't be removed)

Water CircleA magic circle possessing the power of water (Max: 2 / Can't be removed)

Earth CircleA magic circle possessing the power of earth (Max: 2 / Can't be removed)

Wind CircleA magic circle possessing the power of wind (Max: 2 / Can't be removed)

Light CircleA magic circle possessing the power of light (Max: 2 / Can't be removed)

Dark CircleA magic circle possessing the power of dark (Max: 2 / Can't be removed)
) Bonus DMGDeals bonus DMG for one-foe one-ally attacks
Strength: 10% x (Magic CirclesFire CircleA magic circle possessing the power of fire (Max: 2 / Can't be removed)

Water CircleA magic circle possessing the power of water (Max: 2 / Can't be removed)

Earth CircleA magic circle possessing the power of earth (Max: 2 / Can't be removed)

Wind CircleA magic circle possessing the power of wind (Max: 2 / Can't be removed)

Light CircleA magic circle possessing the power of light (Max: 2 / Can't be removed)

Dark CircleA magic circle possessing the power of dark (Max: 2 / Can't be removed)
)
(Max: 80%)Duration: 1 turn
. (Max: 80%.) (Cannot be used without Magic CirclesFire CircleA magic circle possessing the power of fire (Max: 2 / Can't be removed)

Water CircleA magic circle possessing the power of water (Max: 2 / Can't be removed)

Earth CircleA magic circle possessing the power of earth (Max: 2 / Can't be removed)

Wind CircleA magic circle possessing the power of wind (Max: 2 / Can't be removed)

Light CircleA magic circle possessing the power of light (Max: 2 / Can't be removed)

Dark CircleA magic circle possessing the power of dark (Max: 2 / Can't be removed)
.)
High
  • A good source of Bonus DMGDeals bonus DMG for one-foe one-ally attacks
    .
  • Can be very useful in normal attack focused burst rotations.
 
Spell BoostSet Magic CirclesFire CircleA magic circle possessing the power of fire (Max: 2 / Can't be removed)

Water CircleA magic circle possessing the power of water (Max: 2 / Can't be removed)

Earth CircleA magic circle possessing the power of earth (Max: 2 / Can't be removed)

Wind CircleA magic circle possessing the power of wind (Max: 2 / Can't be removed)

Light CircleA magic circle possessing the power of light (Max: 2 / Can't be removed)

Dark CircleA magic circle possessing the power of dark (Max: 2 / Can't be removed)
currently on caster to 2.
2-turn cut to  RuneweavingCall forth the power of the tetra-elements to cast a spell.
At level 30:
Also gain Charge Bar +30%Instantly boosts Charge Bar by 30%
Strength: 30%
.
's cooldown.
(Consumes 30% of charge bar.)
Low
  • Provides a way to reduce  RuneweavingCall forth the power of the tetra-elements to cast a spell.
    At level 30:
    Also gain Charge Bar +30%Instantly boosts Charge Bar by 30%
    Strength: 30%
    .
    's cooldown and increase exisiting Magic CirclesFire CircleA magic circle possessing the power of fire (Max: 2 / Can't be removed)

    Water CircleA magic circle possessing the power of water (Max: 2 / Can't be removed)

    Earth CircleA magic circle possessing the power of earth (Max: 2 / Can't be removed)

    Wind CircleA magic circle possessing the power of wind (Max: 2 / Can't be removed)

    Light CircleA magic circle possessing the power of light (Max: 2 / Can't be removed)

    Dark CircleA magic circle possessing the power of dark (Max: 2 / Can't be removed)
    .
  •  Multiplying MagicGain Multiplying Magic1 or more Magic Circles of each element: Deals triple attacks / 3-hit DMG to a random target upon each normal attack
    Adds 1 Magic Circle of a random element at end of turn / Adds 1 Magic Circle of each element every 7 turns
    1 or more Fire Circles: ATK is boosted
    1 or more Water Circles: DEF is boosted
    1 or more Earth Circles: C.A. DMG and C.A. DMG cap are boosted
    1 or more Wind Circles: Deals bonus superior elemental DMG upon normal attacks
    1 or more Light Circles: Maximum amount of DMG that can be dealt per hit is boosted
    1 or more Dark Circles: DMG dealt is supplemented
    (Can't be removed)
    Duration: Indefinite
    . (Can't be recast.)
    is often a better way to increase Magic CirclesFire CircleA magic circle possessing the power of fire (Max: 2 / Can't be removed)

    Water CircleA magic circle possessing the power of water (Max: 2 / Can't be removed)

    Earth CircleA magic circle possessing the power of earth (Max: 2 / Can't be removed)

    Wind CircleA magic circle possessing the power of wind (Max: 2 / Can't be removed)

    Light CircleA magic circle possessing the power of light (Max: 2 / Can't be removed)

    Dark CircleA magic circle possessing the power of dark (Max: 2 / Can't be removed)
    while also providing additional benefits.
  • Can be clunky to use due to its cost and the way the skill works.

Ultimate Mastery

Skill Priority Comments
 
Multiplying MagicGain Multiplying Magic1 or more Magic Circles of each element: Deals triple attacks / 3-hit DMG to a random target upon each normal attack
Adds 1 Magic Circle of a random element at end of turn / Adds 1 Magic Circle of each element every 7 turns
1 or more Fire Circles: ATK is boosted
1 or more Water Circles: DEF is boosted
1 or more Earth Circles: C.A. DMG and C.A. DMG cap are boosted
1 or more Wind Circles: Deals bonus superior elemental DMG upon normal attacks
1 or more Light Circles: Maximum amount of DMG that can be dealt per hit is boosted
1 or more Dark Circles: DMG dealt is supplemented
(Can't be removed)
Duration: Indefinite
. (Can't be recast.)
High
  • Provides MC with a significant buff based on which Magic CirclesFire CircleA magic circle possessing the power of fire (Max: 2 / Can't be removed)

    Water CircleA magic circle possessing the power of water (Max: 2 / Can't be removed)

    Earth CircleA magic circle possessing the power of earth (Max: 2 / Can't be removed)

    Wind CircleA magic circle possessing the power of wind (Max: 2 / Can't be removed)

    Light CircleA magic circle possessing the power of light (Max: 2 / Can't be removed)

    Dark CircleA magic circle possessing the power of dark (Max: 2 / Can't be removed)
    are active.
  • A good source for passive Magic Circle generation.
  • Useful for Full Auto and longer content.
 
Circle of CoalescenceCast a spell. (Effect changes based on spell selected.)
Medium
  • Provides a variety of useful effects however requires certain Magic CircleFire CircleA magic circle possessing the power of fire (Max: 2 / Can't be removed)

    Water CircleA magic circle possessing the power of water (Max: 2 / Can't be removed)

    Earth CircleA magic circle possessing the power of earth (Max: 2 / Can't be removed)

    Wind CircleA magic circle possessing the power of wind (Max: 2 / Can't be removed)

    Light CircleA magic circle possessing the power of light (Max: 2 / Can't be removed)

    Dark CircleA magic circle possessing the power of dark (Max: 2 / Can't be removed)
    combinations.
  • Can be somewhat clunky to use as you may not have the Magic Circles you need to produce the effect you desire.
 
Quadruple Hex24-hit elemental damage to random foes.
Restore all allies' HP (Healing cap: 10000).
Remove all debuffs from all allies.
(Consumes 1 Magic CircleFire CircleA magic circle possessing the power of fire (Max: 2 / Can't be removed)

Water CircleA magic circle possessing the power of water (Max: 2 / Can't be removed)

Earth CircleA magic circle possessing the power of earth (Max: 2 / Can't be removed)

Wind CircleA magic circle possessing the power of wind (Max: 2 / Can't be removed)

Light CircleA magic circle possessing the power of light (Max: 2 / Can't be removed)

Dark CircleA magic circle possessing the power of dark (Max: 2 / Can't be removed)
of each element.)
Medium
  • A powerful damage skill that also provides strong sustain.
  • Useful in longer content where the Magic Circle requirement can be met.


Notable Main Weapon Options

Below is a curated list of weapons which work well as main weapons. This list is not exhaustive and does not include every useful option, instead specifically including weapons that have a charge attack effect or main weapon exclusive skills that synergize with how the class tends to be utilized.

Feel free to explore and experiment with weapons available to you.

For practical examples, refer to the Basic Grids or Advanced Grids pages, which showcase these weapons and others in action.

Class Champion Weapon Overview

Weapon Info Comments

Tetrastreamer
 Hidden UtopiaMassive Dark damage to a foe.
MC gains Reflective SealDeals elemental DMG to all foes at end of turn (Can't be removed)
Duration: 1.5 turnsApplied during the attack phase.
On the next turn, it'll have 1 turn remaining.
. (Dark damage to all foes at end of turn)
Tetrastreamer is not recommended as a main weapon. The weapon skills it provides are not enough for it to be a competitive option. Better alternatives are listed below.
Tetra's NatureWhen main weapon (MC only): Add 1 random Magic Circle at end of turn
Tetra's HumanityWhen main weapon: 10% Bonus elemental Damage effect to allies whose elemental ATK is boosted.
Tetra's DivinityBoost to multiattack rate based on number of Magic Circles granted to MC (MC only)
Tetra's DevilryWhen main weapon: 1-turn cut to skill cooldown (MC only)

Farmable Options

Weapon Element Source Charge Attack Comments

Kiss of The Devil
Treasure Trade:
New World Foundation Weapons
 
HellfireMassive Fire damage to a foe.
Gain 50% Skill DMG Cap UpMaximum amount of skill DMG that can be dealt per hit is boosted
Strength: 50%Duration: 1.5 turnsApplied during the attack phase.
On the next turn, it'll have 1 turn remaining.
and 200% Skill DMG UpSkill DMG is boosted
Strength: 200%Duration: 1.5 turnsApplied during the attack phase.
On the next turn, it'll have 1 turn remaining.
.
After 4★:
Effect increased to 60% Skill DMG Cap UpMaximum amount of skill DMG that can be dealt per hit is boosted
Strength: 60%Duration: 1.5 turnsApplied during the attack phase.
On the next turn, it'll have 1 turn remaining.
and 250% Skill DMG UpSkill DMG is boosted
Strength: 250%Duration: 1.5 turnsApplied during the attack phase.
On the next turn, it'll have 1 turn remaining.
.
After 5★:
Effect increased to 70% Skill DMG Cap UpMaximum amount of skill DMG that can be dealt per hit is boosted
Strength: 70%Duration: 1.5 turnsApplied during the attack phase.
On the next turn, it'll have 1 turn remaining.
and 300% Skill DMG UpSkill DMG is boosted
Strength: 300%Duration: 1.5 turnsApplied during the attack phase.
On the next turn, it'll have 1 turn remaining.
.
  • The supplemental damage supplied by the weapon stacks with other commonly used sources up to a shared cap, which can make this weapon awkward to use. See Supplemental Damage for more info.
  • Supplemental damage provides more benefit to the Flurry effect provided by  Multiplying MagicGain Multiplying Magic1 or more Magic Circles of each element: Deals triple attacks / 3-hit DMG to a random target upon each normal attack
    Adds 1 Magic Circle of a random element at end of turn / Adds 1 Magic Circle of each element every 7 turns
    1 or more Fire Circles: ATK is boosted
    1 or more Water Circles: DEF is boosted
    1 or more Earth Circles: C.A. DMG and C.A. DMG cap are boosted
    1 or more Wind Circles: Deals bonus superior elemental DMG upon normal attacks
    1 or more Light Circles: Maximum amount of DMG that can be dealt per hit is boosted
    1 or more Dark Circles: DMG dealt is supplemented
    (Can't be removed)
    Duration: Indefinite
    . (Can't be recast.)
    .

Heat of The Sun
Treasure Trade:
New World Foundation Weapons
 
Coronal EjectionMassive Fire damage to a foe.
50% chance to gain Double StrikeAttacks twice each turn
Duration: 1.5 turnsApplied during the attack phase.
On the next turn, it'll have 1 turn remaining.
.
Remove 1 debuff from all allies.
After 5★:
Upgraded to 100% chance to gain Double StrikeAttacks twice each turn
Duration: 1.5 turnsApplied during the attack phase.
On the next turn, it'll have 1 turn remaining.
.

Wrathfire Longblade
Special Quest:
Xeno Ifrit Clash
 
Hidden Edge Immolation450%Massive Fire damage to a foe.
All allies gain 25% ATK UpATK is boosted
Strength: 25%Multiplier: NormalDuration: 3.5 turnsApplied during the attack phase.
On the next turn, it'll have 3 turns remaining.
and 5% DMG Cap UpMaximum amount of DMG that can be dealt per hit is boosted
Strength: 5%Duration: 3.5 turnsApplied during the attack phase.
On the next turn, it'll have 3 turns remaining.
.
After 5★:
Damage increased to 550%Massive.
All allies also gain Supplemental DMG (30,000)DMG dealt is supplemented
Strength: 30,000Duration: 3.5 turnsApplied during the attack phase.
On the next turn, it'll have 3 turns remaining.
.
  • Provides strong offensive buffs on C.A.
  • Deals additional fire damage to all foes if MC takes damage during the turn.

Gauntlet of Proudearth
Weapon Series:
Seraphic Weapons
 
Uriel BomberMassive Earth damage to a foe.
All allies gain 20% Earth ATK UpEarth ATK is boosted
Strength: 20%Duration: 3.5 turnsApplied during the attack phase.
On the next turn, it'll have 3 turns remaining.
and 20% Water DMG LoweredWater DMG is lowered
Strength: 20%Duration: 3.5 turnsWater DEF Up. Not a Damage Cut.
Reduces Water damage taken on a multiplier
separate from Damage Cuts.Applied during the attack phase.
On the next turn, it'll have 3 turns remaining.
.
  • An accessible option if lacking other better weapons.

Dark Opus (Dark)
Treasure Trade:
Dark Opus Weapons
 
Apocalyptic PainMassive Dark damage to a foe. / All allies gain Oblivion CrestDark magic is amplified (Max: 5 / Can't be removed)
Duration: Indefinite
.
Additional effect based on the pendulum.
  • With Chain of Falsehood, using  RuneweavingCall forth the power of the tetra-elements to cast a spell.
    At level 30:
    Also gain Charge Bar +30%Instantly boosts Charge Bar by 30%
    Strength: 30%
    .
    + or  Splitting SpiritConvert caster's HP to charge bar3% charge bar for every 250 HP consumed, up to 100% charge bar.
    (Consumes up to 50% of current HP.)
    enables burst setups to utilize teamwide Double StrikeAttacks twice each turn
    Duration: 0.5 turnsApplied during the attack phase.
    On the next turn, it'll have 0 turns remaining.
    from its charge attack despite the lowered charge bar gain.
  • Charge Attack effects can be altered depending on which Pendulum or Chain you have equipped. See #Guiding Gospel for more info.

Premium Draw Options

WARNING!
Players should not uncap weapons in this list using Damascus Ingots, Gold Bricks or duplicates until they reach a point in their progression to fully understand their value.
Weapon Element Source Charge Attack Comments

Creepy Claws
Seasonal Draw:
Halloween Premium Draw
 
Tricky Moon StrikeMassive Wind damage to a foe.
All allies gain 35% DA UpDouble attack rate is boosted
Strength: 35%Duration: 2.5 turnsApplied during the attack phase.
On the next turn, it'll have 2 turns remaining.
and 35% TA UpTriple attack rate is boosted
Strength: 35%Duration: 2.5 turnsApplied during the attack phase.
On the next turn, it'll have 2 turns remaining.
.
After 4★:
All allies also gain 15% Bonus Wind DMGDeals bonus wind DMG for one-foe one-ally attacks
Strength: 15%Duration: 2.5 turnsApplied during the attack phase.
On the next turn, it'll have 2 turns remaining.
.
  • Provides teamwide 15% Bonus Wind DMGDeals bonus wind DMG for one-foe one-ally attacks
    Strength: 15%Duration: 2.5 turnsApplied during the attack phase.
    On the next turn, it'll have 2 turns remaining.
    on C.A. which synergizes well with  Multiplying MagicGain Multiplying Magic1 or more Magic Circles of each element: Deals triple attacks / 3-hit DMG to a random target upon each normal attack
    Adds 1 Magic Circle of a random element at end of turn / Adds 1 Magic Circle of each element every 7 turns
    1 or more Fire Circles: ATK is boosted
    1 or more Water Circles: DEF is boosted
    1 or more Earth Circles: C.A. DMG and C.A. DMG cap are boosted
    1 or more Wind Circles: Deals bonus superior elemental DMG upon normal attacks
    1 or more Light Circles: Maximum amount of DMG that can be dealt per hit is boosted
    1 or more Dark Circles: DMG dealt is supplemented
    (Can't be removed)
    Duration: Indefinite
    . (Can't be recast.)
    's Flurry effect.

Gold Moon Options

WARNING!
Weapons in this section require a significant Gold Moon investment.
The player should be absolutely positive before making the purchase.
Weapon Element Source Charge Attack Comments

Golden Fists of Ura
Trade Moons:
Gold Moon ×150
 
Ura's WardUnworldly Light damage to a foe (Damage cap: ~2,550,000).
Gain SubstituteReceives foe attack in place of an ally
(Excludes all-foe all-ally attacks)
Duration: 0.5 turnsApplied during the attack phase.
On the next turn, it'll have 0 turns remaining.
Verification needed.
until end of turn.
After 4★:
Also gain ?% / 80% ArmoredChance of lowering DMG taken
Strength: ?% chance of taking 80% less damage.Duration: 0.5 turnsApplied during the attack phase.
On the next turn, it'll have 0 turns remaining.
.
  • Provides a substantial damage increase for longer, low button setups where  Multiplying MagicGain Multiplying Magic1 or more Magic Circles of each element: Deals triple attacks / 3-hit DMG to a random target upon each normal attack
    Adds 1 Magic Circle of a random element at end of turn / Adds 1 Magic Circle of each element every 7 turns
    1 or more Fire Circles: ATK is boosted
    1 or more Water Circles: DEF is boosted
    1 or more Earth Circles: C.A. DMG and C.A. DMG cap are boosted
    1 or more Wind Circles: Deals bonus superior elemental DMG upon normal attacks
    1 or more Light Circles: Maximum amount of DMG that can be dealt per hit is boosted
    1 or more Dark Circles: DMG dealt is supplemented
    (Can't be removed)
    Duration: Indefinite
    . (Can't be recast.)
    is employed.
  • Amplifies normal attack damage done by the party.

References