Full Auto

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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.

Border Color Yellow Blue Red Green Purple
Example Ability Rage.png Ability Miserable.png Ability m 33 1.png Ability HealAll.png Ability Chaos.png
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. Npc s 3040071000 01.jpg Andira's Ability Barrier.png Sage of EternityGrant an ally Status Shield.pngShield (2500)Next ATK received will be ineffective for a fixed amount
    Strength: 2500Duration: 3 turns
    for 3 turns and Status AggroUpArrow.pngHostility UpMore likely to be attacked (Can't be removed)
    Strength: ∞Duration: 1 turn 100% chance to be targeted by all foes.
    for 1 turn.
    At level 75:
    Shield endurance increased to Status Shield.pngShield (3500)Next ATK received will be ineffective for a fixed amount
    Strength: 3500Duration: 3 turns
    .
    At level 90:
    Shield endurance further increased to Status Shield.pngShield (4000)Next ATK received will be ineffective for a fixed amount
    Strength: 4000Duration: Indefinite
    and now has indefinite duration.
    Also grants Status Bonus Damage.png30% Bonus Wind DMGDeals bonus wind DMG for one-foe one-ally attacks (Ends upon taking DMG)
    Strength: 30%Duration: Until hit
    (Ends upon taking damage).
    )
  • A prerequisite has not been met (e.g. Npc s 3040246000 01.jpg Meteon (Holiday)'s Ability Nitro Boost.png Nitro BoostGain Status Nitro Boost.pngNitro BoostDeals triple attacks / Critical hit rate and skill DMG specs are boosted / Immune to debuffs (Can't be removed)
    Duration: 5 turns
    .
    (Consumes 2 Status Comet 1.pngCometLvl rises upon using charge attack (Max: 2 / Can't be removed)
    lvls.)
    )

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.

Adjusting Auto Settings

Full Auto settings can be changed two ways: globally (changes default for all quests) or by individual battle.

Change global settings:

  1. Go to Battle Settings
  2. Scroll down to Auto Settings (last entry under General Battle Settings and above Raid/Co-op Settings)
  3. Choose Full if desired (default is Semi)

Change individual quest settings:

  1. Enter the desired quest
  2. Click on the upper-right Menu button
  3. Click on Semi/Full to change to the desired setting

Related Settings

Pre-Battle Auto Attack

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:

  1. Go to Quest Settings
  2. Scroll all the way to the bottom for Pre-Battle Auto Attack
  3. 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):

  1. Enter any quest and click on the upper-right Menu button
  2. 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.

One-Turn Kill

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: Npc s 3040180000 01.jpg Tsubasa's Ability Going Kamikaze.png Going KamikazeAll allies gain Status DoubleUp.pngGuaranteed DAGuaranteed double attack regardless of Double Attack Lowered debuffs
Duration: 2 turns
and Status TripleUp.png20% TA UpTriple attack rate is boosted
Strength: 20%Duration: 2 turns
.
(Consumes 20% of charge bar.)
provides no benefit for OTK, costs 20% charge bar, and will always be used by Full Auto.)

Common damage thresholds for events
Quest Boss HP
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.

Class 290201 gu square.jpg Mechanic
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) Ability Miserable.png Miserable MistInflict Status AttackDown.png25% ATK DownATK is lowered
Strength: 25%Base Accuracy: 80%Duration: 180 secondsStacking: Dual
and Status DefenseDown.png25% DEF DownDEF is lowered
Strength: 25%Base Accuracy: 80%Duration: 180 secondsStacking: Dual
on all foes.
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 Requires Energy Maneuver square.jpg Energy Maneuver as the Action Part for 100% charge bar on Turn 1.
Class 300301 sw square.jpg Chrysaor
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 Status C.A. Reactivation.pngC.A. ReactivationCharge attack reactivates
.
Subskill(s) Ability Dual Arts.png Dual ArtsGain Status C.A. Reactivation.pngC.A. ReactivationCharge attack reactivates
Duration: 2 turns
.
(Can only be used when an auxiliary weaponA sabre or katana of the same element as the main weapon equipped in the top-left slot of the sub weapon section is equipped.)
+ Ability Aurum Flow.png Aurum Flow300% elemental damage to a foe (Damage cap: ~630,000).
Gain Status Uplift.pngCharge Bar +20%Instantly boosts Charge Bar by 20%
Strength: 20%
.
When an auxiliary weaponA sabre or katana of the same element as the main weapon equipped in the top-left slot of the sub weapon section is equipped: Activates twice.
+ Flex (usually Ability Miserable.png Miserable MistInflict Status AttackDown.png25% ATK DownATK is lowered
Strength: 25%Base Accuracy: 80%Duration: 180 secondsStacking: Dual
and Status DefenseDown.png25% DEF DownDEF is lowered
Strength: 25%Base Accuracy: 80%Duration: 180 secondsStacking: Dual
on all foes.
or none, depending on the enemy)
Main Weapon Main Weapon: Flex
Auxiliary Weapon: Sabre/Katana that grants party-wide Status Uplift.pngCharge Bar +Instantly boosts Charge Bar by
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 Summon s 2040157000.jpg HuanglongMain Aura50% boost to all Elemental ATK. All allies start battle with +30% charge bar. 30% boost to Charge Attack damage. (3★) for an extra 30% charge bar at battle start
Notes
  • Requires the crew skill Rallying Gong Lv3 (+30% charge bar at battle start), or manually using Huanglong's call for Instant Charge.
  • Party composition depends on your auxiliary's charge attack effect:
    • If it grants party-wide charge bar, you won't need any other Charge Boosts. (MC will grant 40% charge bar to the rest of the party.)
    • If it doesn't, you will need some other form(s) of Charge Boost so that second position has at least 80% charge bar at the start of the attack phase, third position has at least 70%, and fourth position has at least 60%.

Solo

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 Status Gravity.pngDelayReduce a foe's charge diamonds by 1
, 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.

Resources