Charge Attack

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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


Location of Charge Bars in the battle UI.

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.

The toggle button for Charge Attacks

Charge Bar

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 Full Elixir 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.

After a charge attack, that character's charge bar drains to 0%.

When a character receives damage, they will gain [(Damage Taken / Maximum HP) * 0.5]% charge bar.

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., C.A. SealedCan't use charge attack
) without also preventing normal attacks.

200% Maximum Charge Bar

Most characters and classes with 200% charge bar maximum limit (e.g., Jin (Wind), Eahta, Kengo, Samurai, etc.), 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 use one charge attack at 200% (e.g., Colossus).

C.A. Reactivation

Damage

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.

Additionally, charge attacks only count as one hit of damage regardless of the animation. Bonus damage effects as a result of the charge attack counts as a separate hit (e.g. Charlotta, Siegfried).

Charge attacks have a hard damage cap of 13.1 million, but is reduced to 6.6 million in most Impossible Raids. 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. The only way charge attack damage can exceed this hard damage cap is through sources of Special C.A. Damage Cap Up found in the Universal Guidebook in Replicard Sandbox, weapon skills, character skills, and character EMPs.

BlindedAttacks have a slight chance to miss
does not affect charge attack accuracy.

Main Character

Like regular characters, the Main Character's charge attack has a soft damage cap of 1.685 million damage. The MC's charge attack element, effects, and damage multiplier are based on the equipped main weapon. In most cases, SSR weapons use the following values:[1]

Weapon Type Uncap Damage Multiplier
Premium Draw 0★ to 2★ 400%
3★ 450%
4★ 500%
Omega 0★ to 2★ 350%
3★ 400%
4★ 450%
5★ 550%
Event 0★ to 2★ 350%
3★ 400%
4★ 450%
Revenant 3★ 450%
Sterling 450%
Awakened 500%
Proving Ground 4★ 500%
Xeno 4★ 450%
5★ 550%
Astral 4★ 450%
5★ 500%
Beast 3★ 450%
4★ 500%
5★ 550%
Seraphic 0★ to 2★ (SR) 300%
3★ (SR) 350%
3★ (SSR) 400%
4★ 450%
Class Champion 3★ 450%
4★ 500%
5★ 550%
Bahamut Nova 400%
4★ (Coda) 450%
5★ (Coda) 500%
Ultima Atma 500%
3★ (Ultima) 550%
4★ (Ultima) 600%
5★ (Ultima) 650%
Hollowsky 3★ 450%
4★ 500%
Dark Opus 4★ 500%
5★ 550%
Rose Crystal 3★ 450%
Primal & Olden Primal 0★ to 2★ 400%
3★ 450%
Epic 0★ to 2★ 500%
3★ 550%
4★ 600%
Regalia 0★ to 2★ 450%
3★ 500%
4★ 550%

Chain Burst

When multiple damaging charge attacks are done in a single turn, there is an extra burst of damage dealt 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, Nehan) 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 (e.g. Aglovale's  Absolute ZeroAll allies gain Water ATK UpWater ATK is boosted
    Duration: 3.5 turnsStacking: Support SkillApplied during the attack phase.
    On the next turn, it'll have 3 turns remaining.
    upon chain burst activation. (Effect enhanced based on number of chains.)
    (Takes effect even when Aglovale is a sub ally.)
    ). The character may not necessarily need to be part of the chain burst depending on the effect.

List of Elemental Chain Bursts

Element Chain Name
Fire 2 Red Detonation
3 Crimson Corruption
4+ Prominence Flare
Water 2 Blue Detonation
3 Ice Illumination
4+ Absolute Zero
Earth 2 Earth Detonation
3 Quaking Pulverization
4+ Diastrofism
Wind 2 Air Detonation
3 Tempest
4+ Galeburst
Light 2 Light Detonation
3 Lightnic Eradication
4+ Ascension
Dark 2 Chaos Detonation
3 Oblivion Fall
4+ Tide of Chaos

Over Burst

  • An Over Burst is a chain burst of 5 or more chains of any element.

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.

Charge Diamonds

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.

While in Overdrive mode, the special attacks are usually more powerful. Some bosses can also instantly fill their charge diamonds upon entering Overdrive. Note that not all foes have a mode bar.

Foes do not fill charge diamonds when in Break mode or afflicted with certain status effects such as PetrifiedStops enemy's charge diamonds from filling.
or ParalysisCan't attack
. A foe with PetrifiedStops enemy's charge diamonds from filling.
and full charge diamonds can still cast its special attack, whereas a foe in Break mode or ParalyzedCan't attack
foe cannot. CharmedAttacks are slightly limited
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 debuff GravitySpecial attack max charge turn is extended
can temporarily add one diamond while it is in effect.

UpliftedCharge diamonds fill more quickly
Local status effect
will fill up to 2 diamonds per turn.

Triggers

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 CharmedAttacks are slightly limited
    , but can be delayed by ParalysisCan't attack
    .
  • 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.

References

  1. gbf-wiki.com Weapons Charge Attack http://gbf-wiki.com/index.php?%C9%F0%B4%EF%B1%FC%B5%C1