Charge Attack

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Attack Types: Normal Attack | Charge Attack
Other Damage: Plain Damage | Bonus Damage | Critical Hits | 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) 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:

  • How many times the character normal attacks.
  • 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 square.jpg 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.

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 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 skills may also cost charge bar in order to be used.


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. 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.

Main Character

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:[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

Help 2 2 6.png

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 completely ignores DEF. This can be used to defeat high-defense foes in some raids. For instance, against Baal (Raid), the bottom Spymur only has 10 million health, but high DEF. If the raid manages to hit the damage cap on every chain burst, it will take six bursts to defeat this Spymur without ever directly attacking it.
  • Keep in mind Status Effects when looking to create a chain burst, as anything that prevents or may prevent a character from acting can trigger, and there is even a specific effect that just prevents charge attack usage. However, Blind will not affect Charge Attacks.
  • Chain Bursts always occur at the very end of the attack phase, even if the last party member in the lineup doesn't use a Charge Attack (or one that doesn't contribute to the chain). Therefore its not possible to create two chain bursts.
  • Despite their direct connection to charge attacks, effects boosting charge attack attributes do not affect the Chain Burst specs. Instead, there are effects specifically boosting Chain Bursts separately.
  • Likewise, a number of characters have unique interactions with Chain Bursts specifically, such as activating buff skills.

Enemy Special Attacks

Help 2 2 9.png

Enemies use a different system for charge attacks. Most turns that an enemy acts, it fills a charge diamond (sometimes referred to as an ougi bead). When all the counters are full, the enemy will perform a special attack on its next turn, barring extenuating circumstances (mainly if the enemy is in Break mode, or if a HP or state trigger takes priority).

The amount of charge diamonds varies between enemies, with some having none, some having up to six, while most will have between 1 and 3. Basic enemies often only have one special attack, while more complex bosses may have ten or more available.

While most special attacks will deal considerable amounts of damage, some do not deal any damage but instead have other significant effects, such as granting powerful buffs to the enemy using it, or severely debuffing allies.

What charge attacks an enemy with more than one charge attack will use can depend on several factors. Triggers (see below) will generally take priority, otherwise, if conditions allow for several possible attacks, the enemy will chose one at random.

While in Overdrive mode, the charge attacks are usually more powerful and most enemies will retain a charge diamond after using one. Note, however, that not all enemies have a mode bar. Some bosses can also instantly fill their charge diamonds when entering Overdrive.

Enemies do not fill charge diamonds when in Break mode or afflicted by certain status effects such as Status Petrified.pngPetrifiedStops enemy's charge diamonds from filling.
or Status Paralysis.pngParalysisCan't attack
. Keep in mind that a petrified enemy with full charge diamonds can still launch its special attack, whereas a broken or paralyzed enemy cannot. Status Charm.pngCharmedAttacks are slightly limited
will waste the charge attack if it prevents the enemy from acting with full charge diamonds, though it will not prevent diamonds from being filled.

The number of charge diamonds on the counter can change in battle, Status Gravity.pngGravitySpecial attack max charge turn is extended
can temporarily add one while some bosses will change their totals in certain phases, often losing one or more towards the end of the fight.

The enemy version of Status Uplift.pngUpliftedCharge bar is boosted on every turn
will fill 2 diamonds per turn, if possible.

Enemy Charge Diamonds and Triggers

Sometimes, reducing the enemy to a certain HP threshold, having/applying certain status effects, or having enough turns pass will provoke an automatic charge attack. These are known as triggers and take priority over any other action the boss takes that turn. Triggers can never be prevented by Status Charm.pngCharmedAttacks are slightly limited
but can be delayed by Status Paralysis.pngParalysisCan't attack
. Triggers are most often a charge attack the boss already possesses, but some triggers (usually status-based) may be unique moves. Enemy charge attacks cast as triggers may differ in effect or damage compared to a normal cast. Trigger charge attacks also ignore Break and may ignore status effects that would prevent them from using charge attacks normally. Any such effect can also only delay the Trigger attack 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 fight normally begins with a triggered Aegis Merge, but once reduced to under 50% HP the boss will not use Aegis Merge on new players. It will instead cast its 50% HP Blades of Light and then attack normally.

Charge diamond behavior with triggers depends on the trigger. It is sometimes possible to "skip" an enemy special attack by forcing a trigger at full diamonds, but some moves may preserve diamonds.

Some triggers will simply fill up the charge diamonds, resulting in a regular charge attack.


  1. Weapons Charge Attack