Indigo Flame Stinger

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Indigo Flame Stinger
Can be uncapped to 4★
HP ATK C.A.×
Level 1 35 424 ??
Level 100 210 2537 450%
Level 150 254 3065 500%
Obtain
Character UnlockObtaining this weapon unlocks a character.
Drawing additional copies beyond the first will instead earn a Gold Moon.
You
Unlock Uncap
4★ Clear You's fate episode "Give Him Back"
ID 1040115800
JP Name 藍炎之刃
Release Date 2022-04-19
4★ Date 2022-07-20
Other Sites gbf-wiki
(Japanese wiki)
GameWithKamigameHuiji Wiki
(Chinese wiki)
A dagger sporting an indigo blade, its hue resembling that of a high temperature flame. The weapon's smith adorned the handle with a precious flower accessory in hopes that the wielder would find calm even on the battlefield.
Charge Attack
Full Bloom Fireflower Massive Light damage to a foe.
All allies gain Charge Bar +10%Instantly boosts Charge Bar by 10%
Strength: 10%
.
Additional effect at 4★:
All allies also gain 30% C.A. DMG UpCharge attack DMG is boosted
Strength: 30%Duration: 0.5 turnsApplied during the attack phase.
On the next turn, it'll have 0 turns remaining.
and 10% C.A. DMG Cap UpCharge attack DMG cap is boosted
Strength: 10%Duration: 0.5 turnsApplied during the attack phase.
On the next turn, it'll have 0 turns remaining.
for 0.5 turns.[1]
Weapon Skills
Zion's Mystery Big boost to light allies' C.A. DMG
Preemptive Light Blade Boost to light allies' ATK for first 8 turns of battle
▶ 120 Unlocks at level 120: Unlocks at level 120:
Glimmer's Quenching Supplement light allies' C.A. DMG based on how high their HP is
4★ Uncap
Rupies ×10,000
Base Reduction Materials
This weapon should not be reduced or used as fodder.

Gameplay Notes

Preemptive Light Blade

  • Light allies gain ATK UpATK is boosted
    Duration: 8 turns
    for 8 turns at the start of battle.
  • Cannot be boosted by summon aura.
  • Multiple "ATK Up for 8 turns" weapon skills of the same multiplier do not stack; the highest value takes effect.[2]
Skill Level ATK UpATK is boosted
Duration: 8 turns
1 5%
10 15%
15 20%

Glimmer's Quenching

  • Supplemental damage for Light allies' charge attacks.[3]
    • Strength is 5% of a foe's max HP.
    • Damage cap varies from 100,000 - 600,000 based on ally's current HP percentage.
    • Supplemental Damage Cap Formula: 500,000 × (Current HP / Maximum HP) + 100,000
      • Damage cap stacks up to 1,000,000 when equipping multiple copies.
      • Damage and cap is affected by Seraphic boost where applicable.

References