Runeslayer
About Classes | Class List | Class Skills | Extended Mastery | Master Level | Ultimate Mastery
Style | |
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SpecialtyThe MC gains 20% more ATK from weapons of this type in your grid. | |
CCWClass Champion Weapon | Tetrastreamer |
Unlock Requirements |
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CP ×3,000 Ninja Distinction ×20 Martial Magic ArtistComplete the quest Curbing the Collapse Rewards Crystal ×50 - Clear Chapter 3 (117) Quest: Curbing the Collapse Change the Muramasa's Element Clear Chapter 63 Story: Boundless Joy |
ID | 210301 |
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NameJP | 魔法戦士 |
Release Date | 2018-05-17 |
Other Sites | gbf-wiki (Japanese wiki)GameWithKamigame |
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. | |||
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Icon | Name | Effect | Obtained |
Black Enhanced Spellweaving | 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 |
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Elemental Charge | 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 level: 2.) |
Lvl 1 |
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Spell Geyser | 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 | ||||||
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Icon | Name | Effect | Cooldown | Duration | SubSubskill usable on other classes | Obtained |
Runeweaving | 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 | |||||
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Icon | Name | Effect | Cooldown | Duration | EMPCost in EMP |
Mana Burst | 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 | Consume 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) to grant all allies 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%.) (Cannot be used without 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) .)[1] |
8T | 1T | 25 | |
Spell Boost | 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 | |||||
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Icon | Name | Effect | Cooldown | Duration | MaterialsMaterials consumed to learn |
Multiplying Magic | 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.) |
- | - |
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Circle of Coalescence | Cast a spell. (Effect changes based on spell selected.) | 8T | 2T |
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Quadruple Hex | 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.) |
10T | - |
Level Bonuses | |||||||||||||
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Total Stat Bonuses These bonuses only apply to this class. | Completion Bonuses Unlocked at level 20. These bonuses are applied while as any class. | ||
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DA +24% TA +10% |
Boost to main weapon's ATK when main weapon is a melee +3% |
Master Level Bonuses Requirements to unlock Master Levels
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Total Stat Bonuses These bonuses only apply to this class. | Skill Bonuses | ||
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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
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Gameplay Notes
Black Enhanced Spellweaving
- 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 |
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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. |
3T |
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 Wind CircleA magic circle possessing the power of wind (Max: 2 / Can't be removed)
is in effect: 20% Bonus Superior Elemental DMG effect. - 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.
- When 1 or more Fire CircleA magic circle possessing the power of fire (Max: 2 / Can't be removed)
Circle of Coalescence
Circle of Coalescence | Icon | Effect | Duration |
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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)Effects that remove buffs will be nullified (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 one-foe 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 |
Facsimile Compatibility
Icon | Skill | Copyable? |
---|---|---|
Runeweaving | No | |
Mana Burst | No | |
Dragon Break | No | |
Spell Boost | No | |
Multiplying Magic | No | |
Circle of Coalescence | No | |
Quadruple Hex | No |
Resources
- Reddit Class Discussion (2019-09-14)
- Reddit Class Discussion (2022-07-20) (post-Master Level Update)
- Reddit Class Discussion (2023-08-03) (post-Ultimate Mastery Update)
Assessment
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 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 learning its many functions can be daunting, in practice, only a handful of combinations are commonly employed. Runeslayer often sees use in Full Auto, heavily-invested endgame raid setups, and specific burst rotations.
Skill Overview
Class Skill
Skill | Priority | Comments |
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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%. |
Default |
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Extended Mastery
Skill | Priority | Comments |
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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 |
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Dragon BreakConsume 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) to grant all allies 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%.) (Cannot be used without 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) .) |
High |
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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 |
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Ultimate Mastery
Skill | Priority | Comments |
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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.) |
High |
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Circle of CoalescenceCast a spell. (Effect changes based on spell selected.) |
Medium |
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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 |
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Notable Main Weapon Options
Below is a curated list of weapons which work well as main weapons. This list is not exhaustive and does not include every useful option, instead specifically including weapons that have a charge attack effect or main weapon exclusive skills that synergize with how the class tends to be utilized.
Feel free to explore and experiment with weapons available to you.
For practical examples, refer to the Basic Grids or Advanced Grids pages, which showcase these weapons and others in action.
Class Champion Weapon Overview
Weapon | Info | Comments |
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Tetrastreamer |
Hidden UtopiaMassive Dark 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.. (Dark 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. Better alternatives are listed below. |
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) |
Farmable Options
Weapon | Element | Source | Charge Attack | Comments |
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Kiss of The Devil |
Treasure Trade: New World Foundation Weapons |
HellfireMassive Fire damage to a foe. Gain 50% Skill DMG Cap UpMaximum amount of skill DMG that can be dealt per hit is boosted Strength: 50%Duration: 1.5 turnsApplied during the attack phase. On the next turn, it'll have 1 turn remaining. and 200% Skill DMG UpSkill DMG is boosted Strength: 200%Duration: 1.5 turnsApplied during the attack phase. On the next turn, it'll have 1 turn remaining.. After 4★: Effect increased to 60% Skill DMG Cap UpMaximum amount of skill DMG that can be dealt per hit is boosted Strength: 60%Duration: 1.5 turnsApplied during the attack phase. On the next turn, it'll have 1 turn remaining. and 250% Skill DMG UpSkill DMG is boosted Strength: 250%Duration: 1.5 turnsApplied during the attack phase. On the next turn, it'll have 1 turn remaining.. After 5★: Effect increased to 70% Skill DMG Cap UpMaximum amount of skill DMG that can be dealt per hit is boosted Strength: 70%Duration: 1.5 turnsApplied during the attack phase. On the next turn, it'll have 1 turn remaining. and 300% Skill DMG UpSkill DMG is boosted Strength: 300%Duration: 1.5 turnsApplied during the attack phase. On the next turn, it'll have 1 turn remaining.. |
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Heat of The Sun |
Treasure Trade: New World Foundation Weapons |
Coronal EjectionMassive Fire damage to a foe. 50% chance to gain Double StrikeAttacks twice each turn Duration: 1.5 turnsApplied during the attack phase. On the next turn, it'll have 1 turn remaining.. Remove 1 debuff from all allies. After 5★: Upgraded to 100% chance to gain Double StrikeAttacks twice each turn Duration: 1.5 turnsApplied during the attack phase. On the next turn, it'll have 1 turn remaining.. |
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Wrathfire Longblade |
Special Quest: Xeno Ifrit Clash |
Hidden Edge Immolation450%Massive Fire damage to a foe. All allies gain 25% ATK UpATK is boosted Strength: 25%Multiplier: NormalDuration: 3.5 turnsApplied during the attack phase. On the next turn, it'll have 3 turns remaining. and 5% DMG Cap UpMaximum amount of DMG that can be dealt per hit is boosted Strength: 5%Duration: 3.5 turnsApplied during the attack phase. On the next turn, it'll have 3 turns remaining.. After 5★: Damage increased to 550%Massive. All allies also gain Supplemental DMG (30,000)DMG dealt is supplemented Strength: 30,000Duration: 3.5 turnsApplied during the attack phase. On the next turn, it'll have 3 turns remaining.. |
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Gauntlet of Proudearth |
Weapon Series: Seraphic Weapons |
Uriel BomberMassive Earth damage to a foe. All allies gain 20% Earth ATK UpEarth ATK is boosted Strength: 20%Duration: 3.5 turnsApplied during the attack phase. On the next turn, it'll have 3 turns remaining. and 20% Water DMG LoweredWater DMG is lowered Strength: 20%Duration: 3.5 turnsWater DEF Up. Not a Damage Cut. Reduces Water damage taken on a multiplier separate from Damage Cuts.Applied during the attack phase. On the next turn, it'll have 3 turns remaining.. |
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Dark Opus (Dark) |
Treasure Trade: Dark Opus Weapons |
Apocalyptic PainMassive Dark damage to a foe. / All allies gain Oblivion CrestDark magic is amplified (Max: 5 / Can't be removed) Duration: Indefinite. Additional effect based on the pendulum. |
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Premium Draw Options
WARNING! Players should not uncap weapons in this list using Damascus Ingots, Gold Bricks or duplicates until they reach a point in their progression to fully understand their value. |
Weapon | Element | Source | Charge Attack | Comments |
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Creepy Claws |
Seasonal Draw: Halloween Premium Draw |
Tricky Moon StrikeMassive Wind damage to a foe. All allies gain 35% DA UpDouble attack rate is boosted Strength: 35%Duration: 2.5 turnsApplied during the attack phase. On the next turn, it'll have 2 turns remaining. and 35% TA UpTriple attack rate is boosted Strength: 35%Duration: 2.5 turnsApplied during the attack phase. On the next turn, it'll have 2 turns remaining.. After 4★: All allies also gain 15% Bonus Wind DMGDeals bonus wind DMG for one-foe one-ally attacks Strength: 15%Duration: 2.5 turnsApplied during the attack phase. On the next turn, it'll have 2 turns remaining.. |
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Gold Moon Options
WARNING! Weapons in this section require a significant Gold Moon investment. The player should be absolutely positive before making the purchase. |
Weapon | Element | Source | Charge Attack | Comments |
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Golden Fists of Ura |
Trade Moons: Gold Moon ×150 |
Ura's WardUnworldly Light damage to a foe (Damage cap: ~2,550,000). Gain SubstituteReceives foe attack in place of an ally (Excludes all-foe all-ally attacks) Duration: 0.5 turnsApplied during the attack phase. On the next turn, it'll have 0 turns remaining.Verification needed. until end of turn. After 4★: Also gain ?% / 80% ArmoredChance of lowering DMG taken Strength: ?% chance of taking 80% less damage.Duration: 0.5 turnsApplied during the attack phase. On the next turn, it'll have 0 turns remaining.. |
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