BASE DA/TAThis class's base double attack rate and triple attack rate.Classes with support skills that grant guaranteed multiattacks may have very high values.
4% DA / 1% TA
Style
SpecialtyThe MC gains 20% more ATK from weapons of this type in your grid.
SaluteWhen your party is completely knocked out, you may salute other parties in the raid to grant them a boost to stats. The boost is based on the class of the MC.Salute values are unknown and is considered to not make a significant difference in most cases.
gbf-wiki (Japanese wiki)GameWithKamigameHuiji Wiki (Chinese wiki)GBF Asset LookupGBF Animation Player
Command the power of the tetra-elements to overwhelm your opponents with ever-changing magic.
Support SkillsDoes not work as a sub ally unless explicitly stated.
Icon
Name
Effect
Obtained
Black Enhanced Spellweaving エンチャントスペル
Increase MC's Element ATK UpElement ATK is boosted Element ATK Up buff based on weapon element effect by 50%Multiplier: Additive. (E.g. 20% Fire ATK UpFire ATK is boosted Strength: 20% becomes 70% Fire ATK UpFire ATK is boosted Strength: 70%)..[1]
Lvl 1
Elemental Charge エレメンタルチャージ
Add 1 Magic CircleFire CircleA magic circle possessing the power of fire (Max: 2 / Can't be removed)
Water CircleA magic circle possessing the power of water (Max: 2 / Can't be removed)
Earth CircleA magic circle possessing the power of earth (Max: 2 / Can't be removed)
Wind CircleA magic circle possessing the power of wind (Max: 2 / Can't be removed)
Light CircleA magic circle possessing the power of light (Max: 2 / Can't be removed)
Dark CircleA magic circle possessing the power of dark (Max: 2 / Can't be removed) of main weapon's element upon charge attack (Max: 2 for each element).
Lvl 1
Spell Geyser スペルガイザー
Add 2 Magic CirclesFire CircleA magic circle possessing the power of fire (Max: 2 / Can't be removed)
Water CircleA magic circle possessing the power of water (Max: 2 / Can't be removed)
Earth CircleA magic circle possessing the power of earth (Max: 2 / Can't be removed)
Wind CircleA magic circle possessing the power of wind (Max: 2 / Can't be removed)
Light CircleA magic circle possessing the power of light (Max: 2 / Can't be removed)
Dark CircleA magic circle possessing the power of dark (Max: 2 / Can't be removed) of random elements at battle start.
Master Lvl 20
Base Skills
Icon
Name
Effect
Cooldown
Duration
SubSubskill usable on other classes
Obtained
Runeweaving エレメンタルキャスト
Call forth the power of the tetra-elements to cast a spell. At level 30: Also gain Charge Bar +30%Instantly boosts Charge Bar by 30% Strength: 30%.
5 turns Lvl 30: 4 turns
-
No
Lvl 1
Extended Mastery Skills
Icon
Name
Effect
Cooldown
Duration
EMPCost in EMP
Mana Burst マナバースト
Big damage to all foes based on caster's Magic CirclesFire CircleA magic circle possessing the power of fire (Max: 2 / Can't be removed)
Water CircleA magic circle possessing the power of water (Max: 2 / Can't be removed)
Earth CircleA magic circle possessing the power of earth (Max: 2 / Can't be removed)
Wind CircleA magic circle possessing the power of wind (Max: 2 / Can't be removed)
Light CircleA magic circle possessing the power of light (Max: 2 / Can't be removed)
Dark CircleA magic circle possessing the power of dark (Max: 2 / Can't be removed) (Damage cap: ~1,160,000).[1]
6T
-
15
Dragon Break ドラゴンブレイク
All allies gain 10% x (Magic CirclesFire CircleA magic circle possessing the power of fire (Max: 2 / Can't be removed)
Water CircleA magic circle possessing the power of water (Max: 2 / Can't be removed)
Earth CircleA magic circle possessing the power of earth (Max: 2 / Can't be removed)
Wind CircleA magic circle possessing the power of wind (Max: 2 / Can't be removed)
Light CircleA magic circle possessing the power of light (Max: 2 / Can't be removed)
Dark CircleA magic circle possessing the power of dark (Max: 2 / Can't be removed) ) Bonus DMGDeals bonus DMG for one-foe one-ally attacks Strength: 10% x (Magic CirclesFire CircleA magic circle possessing the power of fire (Max: 2 / Can't be removed)
Water CircleA magic circle possessing the power of water (Max: 2 / Can't be removed)
Earth CircleA magic circle possessing the power of earth (Max: 2 / Can't be removed)
Wind CircleA magic circle possessing the power of wind (Max: 2 / Can't be removed)
Light CircleA magic circle possessing the power of light (Max: 2 / Can't be removed)
Dark CircleA magic circle possessing the power of dark (Max: 2 / Can't be removed) ) (Max: 80%)Duration: 1 turn (Max: 80%).[1] (Consumes all Magic CirclesFire CircleA magic circle possessing the power of fire (Max: 2 / Can't be removed)
Water CircleA magic circle possessing the power of water (Max: 2 / Can't be removed)
Earth CircleA magic circle possessing the power of earth (Max: 2 / Can't be removed)
Wind CircleA magic circle possessing the power of wind (Max: 2 / Can't be removed)
Light CircleA magic circle possessing the power of light (Max: 2 / Can't be removed)
Dark CircleA magic circle possessing the power of dark (Max: 2 / Can't be removed) .)
8T
1T
25
Spell Boost スペルブースト
Set Magic CirclesFire CircleA magic circle possessing the power of fire (Max: 2 / Can't be removed)
Water CircleA magic circle possessing the power of water (Max: 2 / Can't be removed)
Earth CircleA magic circle possessing the power of earth (Max: 2 / Can't be removed)
Wind CircleA magic circle possessing the power of wind (Max: 2 / Can't be removed)
Light CircleA magic circle possessing the power of light (Max: 2 / Can't be removed)
Dark CircleA magic circle possessing the power of dark (Max: 2 / Can't be removed) currently on caster to 2. 2-turn cut to RuneweavingCall forth the power of the tetra-elements to cast a spell. At level 30: Also gain Charge Bar +30%Instantly boosts Charge Bar by 30% Strength: 30%.'s cooldown. (Consumes 30% of charge bar.)
7T
-
40
Ultimate Mastery Skills
Icon
Name
Effect
Cooldown
Duration
MaterialsMaterials consumed to learn
Multiplying Magic スウェルマジック
Gain Multiplying Magic1 or more Magic Circles of each element: Deals triple attacks / 3-hit DMG to a random target upon each normal attack Adds 1 Magic Circle of a random element at end of turn / Adds 1 Magic Circle of each element every 7 turns 1 or more Fire Circles: ATK is boosted 1 or more Water Circles: DEF is boosted 1 or more Earth Circles: C.A. DMG and C.A. DMG cap are boosted 1 or more Wind Circles: Deals bonus superior elemental DMG upon normal attacks 1 or more Light Circles: Maximum amount of DMG that can be dealt per hit is boosted 1 or more Dark Circles: DMG dealt is supplemented (Can't be removed) Duration: Indefinite. (Can't be recast.)
24-hit elemental damage to random foes. Restore all allies' HP (Healing cap: 10000). Remove all debuffs from all allies. (Consumes 1 Magic CircleFire CircleA magic circle possessing the power of fire (Max: 2 / Can't be removed)
Water CircleA magic circle possessing the power of water (Max: 2 / Can't be removed)
Earth CircleA magic circle possessing the power of earth (Max: 2 / Can't be removed)
Wind CircleA magic circle possessing the power of wind (Max: 2 / Can't be removed)
Light CircleA magic circle possessing the power of light (Max: 2 / Can't be removed)
Dark CircleA magic circle possessing the power of dark (Max: 2 / Can't be removed) of each element.)
Total Stat Bonuses These bonuses only apply to this class.
Skill Bonuses
ATK +4000 HP +3000 TA +14%
New Support Skill: Spell Geyser Skill Upgrade:RuneweavingCall forth the power of the tetra-elements to cast a spell. At level 30: Also gain Charge Bar +30%Instantly boosts Charge Bar by 30% Strength: 30%.
Ultimate Mastery Level Bonuses These bonuses only apply to this class. Requirements to unlock Ultimate Mastery
Does not stack with other support skills that increase Element ATK Up effects, such as Shiva's Venerable DevaIncrease the effect of buffs on allies that boost Fire ATK by an additional 30%. (Excludes 'stackable' buffs.) At level 95: When Fire ATK is boosted: Also boost all allies' damage cap by 10%.. Only the highest boost takes effect.
Spell Combo Explanations
Upon tapping RuneweavingCall forth the power of the tetra-elements to cast a spell. At level 30: Also gain Charge Bar +30%Instantly boosts Charge Bar by 30% Strength: 30%. a menu appears with buttons for each of the tetra-elements. Select any two symbols (including the same element twice) to produce effects based on the element and order of the selected seals. For instance, tapping and then will cast "Flame Saber", giving the MC Instant ChargeInstantly sets Charge Bar to 100% Unaffected by Charge Bar Gain status effects. No effect when afflicted with Shorted debuffs or when Charge Bar is above 100%.. However, reversing the order to then produces "Freezing Shackles", which inflicts Water damage and ColdcageCan't attack Local status effect against a foe.
Combinations may generate Magic CirclesFire CircleA magic circle possessing the power of fire (Max: 2 / Can't be removed)
Water CircleA magic circle possessing the power of water (Max: 2 / Can't be removed)
Earth CircleA magic circle possessing the power of earth (Max: 2 / Can't be removed)
Wind CircleA magic circle possessing the power of wind (Max: 2 / Can't be removed)
Light CircleA magic circle possessing the power of light (Max: 2 / Can't be removed)
Dark CircleA magic circle possessing the power of dark (Max: 2 / Can't be removed) as part of their effects.
Combinations consume Magic CirclesFire CircleA magic circle possessing the power of fire (Max: 2 / Can't be removed)
Water CircleA magic circle possessing the power of water (Max: 2 / Can't be removed)
Earth CircleA magic circle possessing the power of earth (Max: 2 / Can't be removed)
Wind CircleA magic circle possessing the power of wind (Max: 2 / Can't be removed)
Light CircleA magic circle possessing the power of light (Max: 2 / Can't be removed)
Dark CircleA magic circle possessing the power of dark (Max: 2 / Can't be removed) to amplify their effects if their conditions are met.
Spell Combo
First Rune
Second Rune
Effects Conditional Additional EffectEqual amount of magic circles will be consumed if the condition is fulfilled.
Duration
Burning Blade
Fire damage to a foe and gain Fire CircleA magic circle possessing the power of fire (Max: 2 / Can't be removed) .Fire CircleA magic circle possessing the power of fire (Max: 2 / Can't be removed) : All allies gain 30% Fire ATK UpFire ATK is boosted Strength: 30%Duration: 3 turnsStacking: Charge Attack and ??% / 30% ArmoredChance of lowering DMG taken Strength: ??% chance of taking 30% less damage.Duration: 3 turns.
3T
Cyclonic Blade
Wind damage to a foe and gain Wind CircleA magic circle possessing the power of wind (Max: 2 / Can't be removed) .Wind CircleA magic circle possessing the power of wind (Max: 2 / Can't be removed) : All allies gain 30% Wind ATK UpWind ATK is boosted Strength: 30%Duration: 3 turnsStacking: Charge Attack, 50% Skill DMG UpSkill DMG is boosted Strength: 50%Duration: 3 turns and 20% Skill DMG Cap UpMaximum amount of skill DMG that can be dealt per hit is boosted Strength: 20%Duration: 3 turns.
3T
Earthen Blade
Earth damage to a foe and gain Earth CircleA magic circle possessing the power of earth (Max: 2 / Can't be removed) .Earth CircleA magic circle possessing the power of earth (Max: 2 / Can't be removed) : All allies gain 30% Earth ATK UpEarth ATK is boosted Strength: 30%Duration: 3 turnsStacking: Charge Attack, 40% DA UpDouble attack rate is boosted Strength: 40%Duration: 3 turns and 15% TA UpTriple attack rate is boosted Strength: 15%Duration: 3 turns.
3T
Aquatic Blade
Water damage to a foe and gain Water CircleA magic circle possessing the power of water (Max: 2 / Can't be removed) .Water CircleA magic circle possessing the power of water (Max: 2 / Can't be removed) : All allies gain 30% Water ATK UpWater ATK is boosted Strength: 30%Duration: 3 turnsStacking: Charge Attack, Elemental SwitchOne of the following based on the element inferior to your main weapon's element: Fire SwitchElemental DMG from foes turns into fire DMG Duration: 3 turns Wind SwitchElemental DMG from foes turns into wind DMG Duration: 3 turns Earth SwitchElemental DMG from foes turns into earth DMG Duration: 3 turns Water SwitchElemental DMG from foes turns into water DMG Duration: 3 turns Light SwitchElemental DMG from foes turns into light DMG Duration: 3 turns Dark SwitchElemental DMG from foes turns into dark DMG Duration: 3 turns, and 20% Elemental DMG LoweredOne of the following based on the element inferior to your main weapon's element: 20% Fire DMG LoweredFire DMG is lowered Strength: 20%Duration: 3 turnsFire DEF Up. Not a Damage Cut. Reduces Fire damage taken on a multiplier separate from Damage Cuts. 20% Wind DMG LoweredWind DMG is lowered Strength: 20%Duration: 3 turnsWind DEF Up. Not a Damage Cut. Reduces Wind damage taken on a multiplier separate from Damage Cuts. 20% Earth DMG LoweredEarth DMG is lowered Strength: 20%Duration: 3 turnsEarth DEF Up. Not a Damage Cut. Reduces Earth damage taken on a multiplier separate from Damage Cuts. 20% Water DMG LoweredWater DMG is lowered Strength: 20%Duration: 3 turnsWater DEF Up. Not a Damage Cut. Reduces Water damage taken on a multiplier separate from Damage Cuts. 20% Light DMG LoweredLight DMG is lowered Strength: 20%Duration: 3 turnsLight DEF Up. Not a Damage Cut. Reduces Light damage taken on a multiplier separate from Damage Cuts. 20% Dark DMG LoweredDark DMG is lowered Strength: 20%Duration: 3 turnsDark DEF Up. Not a Damage Cut. Reduces Dark damage taken on a multiplier separate from Damage Cuts. based on the element inferior to your main weapon's element.
3T
Thunderous Blade
Light damage to a foe and gain Light CircleA magic circle possessing the power of light (Max: 2 / Can't be removed) .Light CircleA magic circle possessing the power of light (Max: 2 / Can't be removed) : All allies gain 30% Light ATK UpLight ATK is boosted Strength: 30%Duration: 3 turnsStacking: Charge Attack and Mirror Image (2 times)Next one-to-one attack received will be ineffective (Effect removed on next all-foe all-ally attack) .
3T
Shadowy Blade
Dark damage to a foe and gain Dark CircleA magic circle possessing the power of dark (Max: 2 / Can't be removed) .Dark CircleA magic circle possessing the power of dark (Max: 2 / Can't be removed) : All allies gain 30% Dark ATK UpDark ATK is boosted Strength: 30%Duration: 3 turnsStacking: Charge Attack, 50% C.A. DMG Up (1 time)Charge attack DMG is boosted (1 time) Strength: 50%Duration: 3 turns and 25% C.A. DMG Cap Up (1 time)Charge attack DMG cap is boosted (1 time) Strength: 25%Duration: 3 turns.
3T
Flaming Saber
Gain Instant ChargeInstantly sets Charge Bar to 100% Unaffected by Charge Bar Gain status effects. No effect when afflicted with Shorted debuffs or when Charge Bar is above 100%..Fire CircleA magic circle possessing the power of fire (Max: 2 / Can't be removed) : All allies gain ??% / ~30% Critical Hit Rate UpAttacks made with elemental superiority have a chance to deal boosted DMG Strength: ??% chance of dealing ~30% more damage.Duration: 3 turns.
3T
Freezing Shackles
Water damage to a foe.Water CircleA magic circle possessing the power of water (Max: 2 / Can't be removed) : Inflict ColdcageCan't attack Duration: 2 turnsLocal status effect.
2T
Energizing Gust
All allies gain RevitalizeRecover HP each turn. Boost to charge bar if HP is full. Strength: 5% of max HP (Healing cap: 700) or 10% charge barDuration: 3 turns.Wind CircleA magic circle possessing the power of wind (Max: 2 / Can't be removed) : Gain 10% UpliftedCharge bar is boosted on every turn Strength: 10%Duration: 2 turns.
2T
Blackened Sand
Earth damage to a foe.Earth CircleA magic circle possessing the power of earth (Max: 2 / Can't be removed) : Inflict Accuracy LoweredAttacks and special attacks have a chance to miss Duration: 2 turnsLocal status effect.
2T
Lava Shield
All parties gain 70% Debuff Res. UpDebuff resistance is boosted Strength: 70%Duration: 2 turns.
2T
Aqueous Breeze
Restore all parties' HP. (Healing cap: 2500 [1250 for other parties].)
Searing Wind
All allies gain 15% Charge Bar Gain UpCharge bar gain is boosted Strength: 15%Duration: 3 turns. Gain Readying Skill (Multiattack Up)All allies' multiattack rate will be boosted upon foe's special attack activation Duration: 3 turns (Effect activates when a foe uses a special attack. All allies gain Guaranteed TAGuaranteed triple attack regardless of Triple Attack Lowered debuffs Duration: 1 turn upon activation).
3T
Icy Draft
Inflict 15% Elemental ATK DownOne of the following based on the element superior to your main weapon's element: 15% Fire ATK DownFire ATK is lowered Strength: 15%Duration: 180 seconds 15% Wind ATK DownWind ATK is lowered Strength: 15%Duration: 180 seconds 15% Water ATK DownWater ATK is lowered Strength: 15%Duration: 180 seconds 15% Earth ATK DownEarth ATK is lowered Strength: 15%Duration: 180 seconds 15% Light ATK DownLight ATK is lowered Strength: 15%Duration: 180 seconds 15% Dark ATK DownDark ATK is lowered Strength: 15%Duration: 180 seconds on a foe based on the element superior to your main weapon's element.
180s
Elemental Break
Inflict 30% Element DEF DownElement DEF Down debuff based on weapon element Strength: 30%Duration: 180 seconds on a foe based on your main weapon's element.
180s
Cleanse Soul
Remove 1 debuff from all allies. All allies gain 15% Debuff Success BoostedDebuff success rate is boosted Strength: 15%Duration: 3 turns.
+200% damage per Magic CircleFire CircleA magic circle possessing the power of fire (Max: 2 / Can't be removed)
Water CircleA magic circle possessing the power of water (Max: 2 / Can't be removed)
Earth CircleA magic circle possessing the power of earth (Max: 2 / Can't be removed)
Wind CircleA magic circle possessing the power of wind (Max: 2 / Can't be removed)
Light CircleA magic circle possessing the power of light (Max: 2 / Can't be removed)
Dark CircleA magic circle possessing the power of dark (Max: 2 / Can't be removed) , up to 1000%.[1]
Multiplying Magic
Multiplying Magic1 or more Magic Circles of each element: Deals triple attacks / 3-hit DMG to a random target upon each normal attack Adds 1 Magic Circle of a random element at end of turn / Adds 1 Magic Circle of each element every 7 turns 1 or more Fire Circles: ATK is boosted 1 or more Water Circles: DEF is boosted 1 or more Earth Circles: C.A. DMG and C.A. DMG cap are boosted 1 or more Wind Circles: Deals bonus superior elemental DMG upon normal attacks 1 or more Light Circles: Maximum amount of DMG that can be dealt per hit is boosted 1 or more Dark Circles: DMG dealt is supplemented (Can't be removed) grants the following effects:[1][2]
When 1 or more Fire CircleA magic circle possessing the power of fire (Max: 2 / Can't be removed) is in effect: 30% ATKMultiplier:Perpetuity Up.
When 1 or more Water CircleA magic circle possessing the power of water (Max: 2 / Can't be removed) is in effect: 100% DEF Up.
When 1 or more Earth CircleA magic circle possessing the power of earth (Max: 2 / Can't be removed) is in effect: 50% C.A. DMG Up and 30% C.A. DMG Cap Up.
When 1 or more Light CircleA magic circle possessing the power of light (Max: 2 / Can't be removed) is in effect: 20% DMG Cap Up.
When 1 or more Dark CircleA magic circle possessing the power of dark (Max: 2 / Can't be removed) is in effect: Supplemental damage effect (Damage cap: 50,000).
When 1 or more Magic Circles of each element is in effect: Guaranteed triple attacks, normal attacks deals 3-hit damage to random foes.
At end of turn: Gain 1 Magic Circle of a random element. Gain 1 Magic Circle of each element every 7 turns.
Circle of Coalescence
Circle of Coalescence
Icon
Effect
Duration
Coalescence: Recovery
Remove 2 buffs from all foes. Restore all allies' HP (Healing cap: 2000). 2-turn cut to debuff durations. (Consumes Fire CircleA magic circle possessing the power of fire (Max: 2 / Can't be removed) and Water CircleA magic circle possessing the power of water (Max: 2 / Can't be removed) .)
-
Coalescence: Protection
All allies gain VeilDebuffs will be nullified (1 time) Duration: Indefinite"Veil" is an unofficial name used by the wiki for this status effect. Its actual in-game name is "Immune.", Unchallenged (1 time)Next DMG received will be ineffective Duration: Indefinite, and Dispel Cancel (1 time)Buffs can't be removed or shortened (1 time) Duration: Indefinite. (Consumes Wind CircleA magic circle possessing the power of wind (Max: 2 / Can't be removed) and Earth CircleA magic circle possessing the power of earth (Max: 2 / Can't be removed) .)
-
Coalescence: Enhancement
All allies gain Guaranteed TAGuaranteed triple attack regardless of Triple Attack Lowered debuffs Duration: 2 turns, 100% / 20% Critical Hit Rate UpAttacks made with elemental superiority have a chance to deal boosted DMG Strength: 100% chance of dealing 20% more damage.Duration: 2 turns, 15% DMG Cap UpMaximum amount of DMG that can be dealt per hit is boosted Strength: 15%Duration: 2 turns, and 20% DMG AmplifiedDMG for normal attacks and counterattacks is amplified Strength: 20%Duration: 2 turns.[1] (Consumes Light CircleA magic circle possessing the power of light (Max: 2 / Can't be removed) and Dark CircleA magic circle possessing the power of dark (Max: 2 / Can't be removed) .)
2T
Quadruple Hex
Heals before removing debuffs.
The 24 hits are divided into 3 sets, each with different damage multipliers and caps.[3]
This section contains subjective remarks about this class. Relevancy of information and recommended weapons can quickly change over time. Use substantial discretion before heavily investing resources.
Overview
Runeslayer is one of the more complicated classes in Granblue. It possesses a unique class skill that allows for a diverse array of skill effects through its rune system. Although this may seem daunting, in practice, only a handful of combinations are commonly used.
Unfortunately, the class seldom sees use, even with its Ultimate Mastery.
Skill Overview
Class Skill
Skill
Priority
Comments
RuneweavingCall forth the power of the tetra-elements to cast a spell. At level 30: Also gain Charge Bar +30%Instantly boosts Charge Bar by 30% Strength: 30%.
Certain combinations can be used to acquire specific Magic CirclesFire CircleA magic circle possessing the power of fire (Max: 2 / Can't be removed)
Water CircleA magic circle possessing the power of water (Max: 2 / Can't be removed)
Earth CircleA magic circle possessing the power of earth (Max: 2 / Can't be removed)
Wind CircleA magic circle possessing the power of wind (Max: 2 / Can't be removed)
Light CircleA magic circle possessing the power of light (Max: 2 / Can't be removed)
Dark CircleA magic circle possessing the power of dark (Max: 2 / Can't be removed) that can be used for skills like Multiplying MagicGain Multiplying Magic1 or more Magic Circles of each element: Deals triple attacks / 3-hit DMG to a random target upon each normal attack Adds 1 Magic Circle of a random element at end of turn / Adds 1 Magic Circle of each element every 7 turns 1 or more Fire Circles: ATK is boosted 1 or more Water Circles: DEF is boosted 1 or more Earth Circles: C.A. DMG and C.A. DMG cap are boosted 1 or more Wind Circles: Deals bonus superior elemental DMG upon normal attacks 1 or more Light Circles: Maximum amount of DMG that can be dealt per hit is boosted 1 or more Dark Circles: DMG dealt is supplemented (Can't be removed) Duration: Indefinite. (Can't be recast.), Circle of CoalescenceCast a spell. (Effect changes based on spell selected.) or Quadruple Hex24-hit elemental damage to random foes. Restore all allies' HP (Healing cap: 10000). Remove all debuffs from all allies. (Consumes 1 Magic CircleFire CircleA magic circle possessing the power of fire (Max: 2 / Can't be removed)
Water CircleA magic circle possessing the power of water (Max: 2 / Can't be removed)
Earth CircleA magic circle possessing the power of earth (Max: 2 / Can't be removed)
Wind CircleA magic circle possessing the power of wind (Max: 2 / Can't be removed)
Light CircleA magic circle possessing the power of light (Max: 2 / Can't be removed)
Dark CircleA magic circle possessing the power of dark (Max: 2 / Can't be removed) of each element.).
Extended Mastery
Skill
Priority
Comments
Mana BurstBig damage to all foes based on caster's Magic CirclesFire CircleA magic circle possessing the power of fire (Max: 2 / Can't be removed)
Water CircleA magic circle possessing the power of water (Max: 2 / Can't be removed)
Earth CircleA magic circle possessing the power of earth (Max: 2 / Can't be removed)
Wind CircleA magic circle possessing the power of wind (Max: 2 / Can't be removed)
Light CircleA magic circle possessing the power of light (Max: 2 / Can't be removed)
Dark CircleA magic circle possessing the power of dark (Max: 2 / Can't be removed) (Damage cap: ~1,160,000).
Low
A damage skill with no additional utility.
Dragon BreakAll allies gain 10% x (Magic CirclesFire CircleA magic circle possessing the power of fire (Max: 2 / Can't be removed)
Water CircleA magic circle possessing the power of water (Max: 2 / Can't be removed)
Earth CircleA magic circle possessing the power of earth (Max: 2 / Can't be removed)
Wind CircleA magic circle possessing the power of wind (Max: 2 / Can't be removed)
Light CircleA magic circle possessing the power of light (Max: 2 / Can't be removed)
Dark CircleA magic circle possessing the power of dark (Max: 2 / Can't be removed) ) Bonus DMGDeals bonus DMG for one-foe one-ally attacks Strength: 10% x (Magic CirclesFire CircleA magic circle possessing the power of fire (Max: 2 / Can't be removed)
Water CircleA magic circle possessing the power of water (Max: 2 / Can't be removed)
Earth CircleA magic circle possessing the power of earth (Max: 2 / Can't be removed)
Wind CircleA magic circle possessing the power of wind (Max: 2 / Can't be removed)
Light CircleA magic circle possessing the power of light (Max: 2 / Can't be removed)
Dark CircleA magic circle possessing the power of dark (Max: 2 / Can't be removed) ) (Max: 80%)Duration: 1 turn (Max: 80%). (Consumes all Magic CirclesFire CircleA magic circle possessing the power of fire (Max: 2 / Can't be removed)
Water CircleA magic circle possessing the power of water (Max: 2 / Can't be removed)
Earth CircleA magic circle possessing the power of earth (Max: 2 / Can't be removed)
Wind CircleA magic circle possessing the power of wind (Max: 2 / Can't be removed)
Light CircleA magic circle possessing the power of light (Max: 2 / Can't be removed)
Dark CircleA magic circle possessing the power of dark (Max: 2 / Can't be removed) .)
Medium
A good source of Bonus DMGDeals bonus DMG for one-foe one-ally attacks .
Can be very useful in normal attack focused burst rotations.
Spell BoostSet Magic CirclesFire CircleA magic circle possessing the power of fire (Max: 2 / Can't be removed)
Water CircleA magic circle possessing the power of water (Max: 2 / Can't be removed)
Earth CircleA magic circle possessing the power of earth (Max: 2 / Can't be removed)
Wind CircleA magic circle possessing the power of wind (Max: 2 / Can't be removed)
Light CircleA magic circle possessing the power of light (Max: 2 / Can't be removed)
Dark CircleA magic circle possessing the power of dark (Max: 2 / Can't be removed) currently on caster to 2. 2-turn cut to RuneweavingCall forth the power of the tetra-elements to cast a spell. At level 30: Also gain Charge Bar +30%Instantly boosts Charge Bar by 30% Strength: 30%.'s cooldown. (Consumes 30% of charge bar.)
Low
Provides a way to reduce RuneweavingCall forth the power of the tetra-elements to cast a spell. At level 30: Also gain Charge Bar +30%Instantly boosts Charge Bar by 30% Strength: 30%.'s cooldown and increase exisiting Magic CirclesFire CircleA magic circle possessing the power of fire (Max: 2 / Can't be removed)
Water CircleA magic circle possessing the power of water (Max: 2 / Can't be removed)
Earth CircleA magic circle possessing the power of earth (Max: 2 / Can't be removed)
Wind CircleA magic circle possessing the power of wind (Max: 2 / Can't be removed)
Light CircleA magic circle possessing the power of light (Max: 2 / Can't be removed)
Dark CircleA magic circle possessing the power of dark (Max: 2 / Can't be removed) .
Multiplying MagicGain Multiplying Magic1 or more Magic Circles of each element: Deals triple attacks / 3-hit DMG to a random target upon each normal attack Adds 1 Magic Circle of a random element at end of turn / Adds 1 Magic Circle of each element every 7 turns 1 or more Fire Circles: ATK is boosted 1 or more Water Circles: DEF is boosted 1 or more Earth Circles: C.A. DMG and C.A. DMG cap are boosted 1 or more Wind Circles: Deals bonus superior elemental DMG upon normal attacks 1 or more Light Circles: Maximum amount of DMG that can be dealt per hit is boosted 1 or more Dark Circles: DMG dealt is supplemented (Can't be removed) Duration: Indefinite. (Can't be recast.) is often a better way to increase Magic CirclesFire CircleA magic circle possessing the power of fire (Max: 2 / Can't be removed)
Water CircleA magic circle possessing the power of water (Max: 2 / Can't be removed)
Earth CircleA magic circle possessing the power of earth (Max: 2 / Can't be removed)
Wind CircleA magic circle possessing the power of wind (Max: 2 / Can't be removed)
Light CircleA magic circle possessing the power of light (Max: 2 / Can't be removed)
Dark CircleA magic circle possessing the power of dark (Max: 2 / Can't be removed) while also providing additional benefits.
Can be clunky to use due to its cost and the way the skill works.
Ultimate Mastery
Skill
Priority
Comments
Multiplying MagicGain Multiplying Magic1 or more Magic Circles of each element: Deals triple attacks / 3-hit DMG to a random target upon each normal attack Adds 1 Magic Circle of a random element at end of turn / Adds 1 Magic Circle of each element every 7 turns 1 or more Fire Circles: ATK is boosted 1 or more Water Circles: DEF is boosted 1 or more Earth Circles: C.A. DMG and C.A. DMG cap are boosted 1 or more Wind Circles: Deals bonus superior elemental DMG upon normal attacks 1 or more Light Circles: Maximum amount of DMG that can be dealt per hit is boosted 1 or more Dark Circles: DMG dealt is supplemented (Can't be removed) Duration: Indefinite. (Can't be recast.)
Medium
Provides MC with a significant buff based on which Magic CirclesFire CircleA magic circle possessing the power of fire (Max: 2 / Can't be removed)
Water CircleA magic circle possessing the power of water (Max: 2 / Can't be removed)
Earth CircleA magic circle possessing the power of earth (Max: 2 / Can't be removed)
Wind CircleA magic circle possessing the power of wind (Max: 2 / Can't be removed)
Light CircleA magic circle possessing the power of light (Max: 2 / Can't be removed)
Dark CircleA magic circle possessing the power of dark (Max: 2 / Can't be removed) are active.
A good source for passive Magic Circle generation.
Provides a variety of useful effects however requires certain Magic CircleFire CircleA magic circle possessing the power of fire (Max: 2 / Can't be removed)
Water CircleA magic circle possessing the power of water (Max: 2 / Can't be removed)
Earth CircleA magic circle possessing the power of earth (Max: 2 / Can't be removed)
Wind CircleA magic circle possessing the power of wind (Max: 2 / Can't be removed)
Light CircleA magic circle possessing the power of light (Max: 2 / Can't be removed)
Dark CircleA magic circle possessing the power of dark (Max: 2 / Can't be removed) combinations.
Can be somewhat clunky to use as you may not have the Magic Circles you need to produce the effect you desire.
Quadruple Hex24-hit elemental damage to random foes. Restore all allies' HP (Healing cap: 10000). Remove all debuffs from all allies. (Consumes 1 Magic CircleFire CircleA magic circle possessing the power of fire (Max: 2 / Can't be removed)
Water CircleA magic circle possessing the power of water (Max: 2 / Can't be removed)
Earth CircleA magic circle possessing the power of earth (Max: 2 / Can't be removed)
Wind CircleA magic circle possessing the power of wind (Max: 2 / Can't be removed)
Light CircleA magic circle possessing the power of light (Max: 2 / Can't be removed)
Dark CircleA magic circle possessing the power of dark (Max: 2 / Can't be removed) of each element.)
Medium
A powerful damage skill that also provides strong sustain.
Useful in longer content where the Magic Circle requirement can be met.
Hidden UtopiaMassive Elemental damage to a foe. MC gains Reflective SealDeals elemental DMG to all foes at end of turn (Can't be removed) Duration: 1.5 turnsApplied during the attack phase. On the next turn, it'll have 1 turn remaining.. (Elemental damage to all foes at end of turn)
Tetrastreamer is not recommended as a main weapon. The weapon skills it provides are not enough for it to be a competitive option.
Tetra's NatureWhen main weapon (MC only): Add 1 random Magic Circle at end of turn
Tetra's HumanityWhen main weapon: 10% Bonus Elemental Damage effect to allies whose elemental ATK is boosted.
Tetra's DivinityBoost to multiattack rate based on number of Magic Circles granted to MC (MC only)
Tetra's DevilryWhen main weapon: 1-turn cut to skill cooldown (MC only)