Full Auto is a game setting that allows party members to automatically use certain skills before attacking, instead of only performing one-foe attacks and charge attacks (Semi Auto).
While Auto is active, a small oval button (yellow for Full, blue for Semi) will appear on the bottom left side of the battle interface. Clicking on it toggles Auto on and off. Auto can also be toggled from the battle loading screen; see the Related Settings section.
Skills in Full Auto
Understanding which skills will or won't be used is key to assembling Full Auto teams.
|Used in FA?||Yes||Yes||Yes||No||No|
Other reasons why a skill is skipped in Full Auto:
- The skill has a 0-turn cooldown
- It requires selecting an ally (e.g. ) 's
- A prerequisite has not been met (e.g. ) 's
During battle, skills are used in order of Yellow > Blue > Red, from left to right.
You cannot set a custom skill order, but you can manually select skills to prioritize them in the skill queue even while Full Auto is on. Likewise, summon calls are not used by Full Auto, but they can manually queued. You can also manually select Attack to start the attack phase once the queue is empty; skills that were not manually queued will not be used until the next turn.
Note that skills with no cooldown upon cast, such as or 's , are not the same as 0-turn cooldown skills. Skills with no cooldown cannot be recast after one use, but they will still be used in Full Auto when possible.'s
Adjusting Auto Settings
Full Auto settings can be changed two ways: globally (changes default for all quests) or by individual battle.
Change global settings:
- Go to Battle Settings
- Scroll down to Auto Settings (last entry under General Battle Settings and above Raid/Co-op Settings)
- Choose Full if desired (default is Semi)
Change individual quest settings:
- Enter the desired quest
- Click on the upper-right Menu button
- Click on Semi/Full to change to the desired setting
Pre-Battle Auto Attack (One-Touch Auto): Allows players to toggle auto on/off during battle loading and transition screens. Turning this on is extremely useful for farming raids that don't rely on honors contribution. (Joining raids to land a single hit then moving onto another raid is known among players as "leeching" or "wanpan," short for "one-punch.")
Turning on Pre-Battle Auto Attack:
- Go to Quest Settings
- Scroll all the way to the bottom for Pre-Battle Auto Attack
- Select One-Touch
Battle Screen Settings: These settings adjust what is displayed on the battle screen. Notably, during the start of the turn, the Elements diagram (which is displayed by default) takes up the space where the Auto button is during the attack phase, so hiding the Elements diagram can be useful in case you miss Pre-Battle Auto Attack or want to turn off Auto Attack.
Change battle screen settings (applied to all battles):
- Enter any quest and click on the upper-right Menu button
- Click on Screen and turn off Elements Diagram, then click Save Changes
Optimizing for Full Auto
Since the introduction of Full Auto, building Full Auto teams has become a common point of discussion among players, particularly when it comes to farming repetitive events such as Unite and Fight or monthly story events.
There are two main types of Full Auto teams:
- One-Turn Kill (OTK), which focuses on building a team that can clear battles in as little time as possible.
- Solo optimization, which focuses on clearing more difficult content while leaving the game on Full Auto.
Full Auto One-Turn Kill teams build around getting enough damage to kill the enemy in one turn while using as few skills as possible. Fewer skills means less skill animations, thus less time spent between entering the quest and reaching the victory screen.
Because Full Auto will use all available skills, this creates a niche for characters that will use less skills—and creates situations where certain characters do not want their skill fate episodes cleared to maintain maximum Full Auto OTK optimality. (For example: provides no benefit for OTK, costs 20% charge bar, and will always be used by Full Auto.)'s
|Story Events, Very Hard (Raid)||~6,000,000HP varies with each event, but generally stays around this number|
|Story Events, Extreme (Raid)||~10,000,000HP varies with each event, but generally stays around this number|
|Unite and Fight, Extreme||15,555,555|
|Unite and Fight, Extreme+||21,000,000|
Trial Battles are a useful way to test your OTK teams. Extreme Lignoid+ is best for EX+ OTK teams, while the other Lignoids are useful for seeing your party's maximum one-turn damage.
- Common OTK Team Setups
The following are common recommendations, but are not representative of all OTK setups. The "ideal" OTK team also varies based on element and the player's main weapon availability.
Most players will adjust their OTK teams for the content they're fighting. It's easier to cut corners on story event raids, which have less HP, and get away with not capping DEF Down (cutting skills like Miserable Mist) and using SR/R characters that have less Full Auto-able skills. Unite and Fight raids, however, have much less leeway depending on the player's grid.
|Explanation||Build for pre-HL players, or those who don't have a proper setup for Chrysaor teams. Typically inferior in terms of damage output, but serves as a useful starting point while players become stronger.|
|Subskill(s)||or none, depending on the enemy|
|Main Weapon||Any on-element Gun|
|Notable Main/Support Summons||None (use best available summon—see Basic Grids for common options)|
|Notes||Requiresas the Action Part for 100% charge bar on Turn 1.|
|Explanation||Typical option for HL players, focusing on large charge attack damage and MC's ability to C.A. twice in one turn thanks to.|
|Subskill(s)||+ + Flex (usually or none, depending on the enemy)|
|Main Weapon||Main Weapon: Flex|
Auxiliary Weapon: Sabre/Katana that grants party-wide on C.A. OR any weapon that increases damage output in some way (such as party-wide buffs or bonus damage on C.A.)
|Notable Main/Support Summons||(3★) for an extra 30% charge bar at battle start|
Full Auto Solo teams are designed to be able to tackle harder content alone, with minimal input from the player. These teams are more complex to build, as the player has to consider the content the team is being brought to; whether things like Dispel, or healing will be needed and how frequently, what kinds of gimmicks the boss has, MC's class availability based on main weapon options, etc.,