Attack Types: Normal Attack | Charge Attack
Other Damage: Plain Damage | Bonus Damage | Critical Damage | Supplemental Damage
Damage Formula: Basic Concepts | Detailed Formula | Damage Cap | Examples and Guidelines
Charge attacks ("ougi" in Japanese and abbreviated as "C.A." in English) are powerful attacks used by characters with 100% charge bar. A charge attack automatically replaces a normal attack when the charge attack button is set to Auto.
The Main Character's charge attack is based off the Main Weapon equipped in the weapon grid.
To prevent charge attacks from being used, toggle the charge attack button to Hold during battle. You can toggle the Auto button after launching your attack, but your turn was already calculated when you tapped "Attack," so any charge attacks that would go off will still go off.
- This section is about character charge bars. For the charge bar status effect, see Charge Boost.
A character's charge bar fills at these times:
- When the character normal attacks. Multiattacks gain more bar, both counting seperately and an extra boost (see below)
- When they receive damage (higher damage charges more).
- When another party member does a charge attack and the character has not done a charge attack in that attack phase.
- When a skill, buff, or summon call raises charge bar.
- When a is consumed.
- When you join or start certain raid battles during your Crew's Strike Time, all party members begin battle with a full bar. There is also a crew skill that boosts the starting charge bar for all battles.
- Some support skills can also raise the starting charge bar at the start of battle, either for the character themselves or for certain allies.
Party members who use a charge attack fill the charge bars of other members by 10% unless that character already used a charge attack on the same turn.
Double attacks give a bonus of 2% and triple attacks give a bonus of 7%. A single attack therefore generates 10% charge bar, a double attack 22% and a triple attack 37%. This bonus is affected by charge bar gain effects.
When a character receives damage, they will gain
[(Damage Taken / Maximum HP) * 0.5]% charge bar.
After a charge attack, that character's charge bar drains to 0%. For most characters with 200% charge bar maximum limit (e.g. Jin (Wind)), if the charge bar is over 100% but less than 200%, only 100% is subtracted after the charge attack is performed, so any leftover is retained. However, if the charge bar is 100% or more after the first charge attack, the character will perform an additional charge attack. Some characters however will use a more powerful charge attack if they have 200% bar at the start, or may even only be able to charge attack at 200% at all.
Some skills may also cost charge bar in order to be used.
Some characters also have additional requirements for their charge attack. If they aren't met, they will simply attack normally and retain the charge bar until they can actually use it. The same applies to characters afflicted by Status Effects that prevent them from using charge attacks (i.e) without also preventing normal attacks.
Character charge attacks have a default soft damage cap of 1.685 million damage. Some characters natively have higher damage cap such as the Eternals after their 5★ Uncap (2.02 million damage), or Lyria (Event) (2.15 million damage). Most SSR characters have a charge attack damage multiplier of 450%, increasing to 500% after their 5★ Uncap if applicable. Some exceptions exist and are noted on the individual character's page.
Charge attacks have a hard damage cap of 13.1 million. Regardless of how many effects that increase the damage cap are applied, damage exceeding this value is reduced to an insignificantApproximately 0.01% (verification needed) number.
does not affect charge attack accuracy.
Like regular characters, the Main Character's charge attack has a soft damage cap of 1.685 million damage. Its Element, effects and damage multiplier are, however, tied to the weapon used as main hand. In most cases, SSR weapons use the following values:
|Weapon Type||Uncap||Damage Multiplier|
|Premium Draw||0★ to 2★||400%|
|Omega||0★ to 2★||350%|
|Event||0★ to 2★||350%|
|Seraphic||0★ to 2★ (SR)||300%|
|Primal & Olden Primal||0★ to 2★||400%|
|Epic||0★ to 2★||500%|
|Regalia||0★ to 2★||450%|
When multiple characters make damaging charge attacks in a single turn, they deal an extra burst of damage to all foes. This is called a chain burst and its strength depends on the number and power of individual charge attacks. The chain burst's element is the same as the first charge attack. Chain bursts have a soft damage cap of 1.685 million damage.
- Charge attacks beyond the fourth one don't affect the chain burst.
- Characters whose charge attacks do not deal damage (e.g. Korwa) will not contribute to a chain burst.
- Chain burst damage ignores DEF.
- Chain bursts occur after the last main ally's turn, even if that ally does not contribute to the chain. Only one chain burst can occur per turn.
- Although charge attack damage dealt affects chain burst damage, boosts to charge attack specs do not affect the chain burst specs. Instead, there are effects that boost chain burst specs separately.
- Some characters have unique interactions after performing a chain burst, such as activating support skills.
List of Elemental Chain Bursts
|4+||Tide of Chaos|
Foe Special Attacks
Foes use a different system to perform special attacks. A foe's special attack can deal damage, apply status effects, or some combination thereof. Most foes generally have one to three special attacks, while more complex bosses may have ten or more.
The special attack used depends on several factors. Triggers will generally take priority. Otherwise, if conditions allow for several possible attacks, the foe will choose one at random.
After most foe actions, charge diamond is filled (referred to as CTCharge Turn in Japanese). When all diamonds are filled, the foe will perform a special attack on its next turn, barring extenuating circumstances (such as if the foe is in Break mode, or if an HP or state trigger takes priority).
Foes may have 0 to 6 charge diamonds, but most will have between 1 to 3.
Foes do not fill charge diamonds when in Break mode or afflicted with certain status effects such as or . A foe with and full charge diamonds can still cast its special attack, whereas a foe in Break mode or foe cannot. can prevent full charge diamond attacks, but it will not prevent diamonds from being filled.
A foe's total number of charge diamonds can change during battle. The debuffcan temporarily add one diamond while it is in effect.
will fill up to 2 diamonds per turn.
Triggers refer to certain conditions that determine a foe's actions. Trigger conditions include, but is not limited to: reducing a foe's HP to a certain threshold, having/inflicting certain status effects, having enough turns pass, etc.
- Triggers take priority over full charge diamond special attacks.
- Triggers can never be prevented by , but can be delayed by .
- Some special attacks that occur due to a trigger may differ in effect compared to when used with full charge diamonds.
- Triggered special attacks ignore Break and may ignore status effects that would prevent them from using special attacks normally. Any such effect can only delays the trigger until the boss is able to attack again.
- If the boss has multiple HP-based triggers, only the last one applies. An example of this is Luminera Omega. The battle normally begins with a triggered Aegis Merge, but once reduced to under 50% HP the boss will not use Aegis Merge. It will instead cast its 50% HP Blades of Light, essentially "skipping" the Aegis Merge trigger.
Triggered special attacks may or may not preserve charge diamonds. This charge diamond behavior depends on the boss or trigger.
Some triggers can simply fill up all of the foe's charge diamonds.
- gbf-wiki.com Weapons Charge Attack http://gbf-wiki.com/index.php?%C9%F0%B4%EF%B1%FC%B5%C1