Soldier
About classes | Class list | Skill list | Extended Mastery | Master Level
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Class Data | |||||||||||||||
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Class line | ![]() ![]() |
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Description | Use the physique and skills honed on the harshest battlefields to wear down your enemies. | ||||||||||||||
Style | ![]() |
Specialty | ![]() ![]() |
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Prerequisites | ![]() ![]() ![]() Rewards ![]() Change the ![]() Clear Chapter 63 Story: Boundless Joy | ||||||||||||||
Level BonusesLevel bonuses are earned with levels 1, 5, 10, 15, and 20. |
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Completion Bonuses | ![]() |
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Class Weapon | ![]() |
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Release date | 2019-05-27 | Other sites | ![]() (Japanese wiki) ![]() ![]() |
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Support Skills | |||||||||||||||
Seasoned Survivalist | Bonus effect for one-foe attacks based on bullet type loaded into main weapon's current barrel. 10% boost to one-foe attack DMG cap.[1] |
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One-Person Army | 3% boost to ATKNormal multiplier (Max: 30%) and dodge rate (Max: 15%) based on number of turns passed.[1] | ||||||||||||||
Quick Reload | Unlocks at Master Level 20: Discard remaining bullets and reload upon using charge attack. |
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Recommended Subskills | |||||||||||||||
Extended Mastery Skills: |
Master Level BonusesRequirements to unlock Master Levels
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Total Master Level Bonuses | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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New Support Skill: Quick Reload Skill Upgrade: Three-Round Burst |
Contents
Skills
Icon | Skill Name | Effect | C/DCooldown in Turns | DurDuration in Turns or Seconds | SubSubskill usable on other classes | LVLClass level required | Notes |
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Three-Round Burst | Gain ![]() Duration: 1 turn and instantly perform a normal attack without using up a turn. (Consumes bullets.) At level 30: Also gain ![]() Strength: 20%Duration: 1 turn [1]. |
4T | 1T | No | 1 | ![]() buffs will not activateVerification needed. upon casting. Cannot be activated if MC has no bullets. |
Extended Mastery Skills
Icon | Skill Name | Effect | C/DCooldown | DurDuration | EMPCost in EMP | Notes |
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Open Fire | Deal one-foe attacks until all bullets are consumed. | 7T | - | 35 | |
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Fortitude | Gain ![]() Strength: 10%Multiplier: SeraphicDuration: 5 turns, ![]() Strength: 7%-20%Duration: 5 turns, and ![]() Strength: 70% chance of dealing 50% more damage.Duration: 5 turns.[1]. |
8T | 5T | 30 | |
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Guerrilla Tactics | Gain ![]() Strength: 50%Duration: 2 turns, ![]() Strength: 30%Duration: 2 turns and ![]() Strength: ~250,000 per hitDuration: 2 turns. (Damage cap: ~1,000,000.)[1] |
5T | 2T | 20 |
Gameplay Notes
Open Fire
- Bullets are used in 2 volleys when necessary. 4 bullets become 2 double attacks instead of a triple attack and a single attack, while 5 bullets result in a double attack followed by a triple attack.
- Assassin buffs are consumed by the first volley.
Bullets
- Main article: Bullets
Gunslinger and Soldier load Bullets into their main weapons to augment their abilities. A bullet's damage and effects (if any) depends on what you have crafted and loaded. Each gun has its own number of bullet slots and restrictions on bullet types.
Bullets are crafted, loaded, and unloaded through the Bullet menu, which can be accessed three ways:
- Through the top-left corner of the Party screen (if your class is set to Gunslinger/Soldier, and displays your main weapon's menu).
- Through the bottom-left corner on MC's portrait on the Classes screen (if your class is set to Gunslinger/Soldier, and displays your main weapon's menu).
- By selecting the desired gun on the Inventory screen. (Works regardless of your current class.)
Bullets can be unloaded and added to a different gun. Multiple copies of the same gun will have the same loadout. If a gun's upgrade will cause it to change names (for example, Ten-Wolf Gun to
Ten-Wolf Gun Sterling), the bullets will not carry over—make sure to unload it before making the upgrade.
In Battle:
- Every hit in a normal attack uses one bullet, in the same sequence they are loaded in. You can only attack as many times as you have bullets remaining.
- If a slot does not have a bullet loaded, that slot will use a standard 50 ATK bullet during battle.
- Once you run out of bullets, you will have to reload on the next turn (or through
John Doe
Defender of the Peace Massive Dark damage to a foe.
GainCharge Bar +30%Instantly boosts Charge Bar by 30%
Strength: 30%.
Reload bullets.'s C.A. effect). - If the targeted enemy is defeated during a multiattack, the next enemy in that wave will be targeted by remaining attacks.
- Charge attacks don't consume bullets and can be performed even without them.
Crafting Bullets
Parabellum
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90 ATK Hits all: No |
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100 ATK Hits all: No |
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110 ATK Hits all: No ATK: 110 |
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130 ATK Hits all: No |
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150 ATK Hits all: No | ||
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60 ATK Hits all: No Chance to gain ![]() Duration: Indefinite. |
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80 ATK Hits all: No Chance to gain ![]() Duration: Indefinite. |
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80 ATK Hits all: No Chance to gain ![]() Duration: Indefinite and ![]() Duration: Indefinite. |
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80 ATK Hits all: No ~50 chance to gain ![]() Strength: ?% (Max: 40%)Duration: Indefinite. ~50 chance to gain ![]() Strength: ?% (Max: 30%)Duration: Indefinite.[2][3] | |||
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90 ATK Hits all: No Chance to burn a foe |
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90 ATK Hits all: No Chance to poison a foe |
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70 ATK Hits all: No Chance to put a foe to sleep |
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70 ATK Hits all: No Chance to inflict ![]() on a foe. |
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50 ATK Hits all: No Chance to gain 500-damage ![]() Strength: 500Duration: 1.5 turnsApplied during the attack phase. On the next turn, it'll have 1 turn remaining.. |
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80 ATK Hits all: No ~25% chance to inflict ![]() Duration: 0.5 turnsLocal status effectApplied during the attack phase. On the next turn, it'll have 0 turns remaining. on a foe.[4] |
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80 ATK Hits all: No All allies gain ![]() Strength: 1000 HPDuration: 1.5 turnsApplied during the attack phase. On the next turn, it'll have 1 turn remaining.. |
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ATK: 100 Chance to raise foe's ![]() Duration: Indefinite lvl by 1 (Max: 10) |
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ATK: 100 Chance to raise foe's ![]() Duration: Indefinite lvl by 1 (Max: 10) |
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ATK: 100 Chance to raise foe's ![]() Duration: Indefinite lvl by 1 (Max: 10) |
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ATK: 100 Chance to raise foe's ![]() Duration: Indefinite lvl by 1 (Max: 10) |
Rifle
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60 ATK Hits all: No Chance to inflict ![]() Duration: 180 seconds. |
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80 ATK Hits all: No Chance to inflict ![]() Duration: 180 seconds. |
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100 ATK Hits all: No Chance to inflict ![]() Duration: 180 seconds. |
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130 ATK Hits all: No Chance to inflict ![]() Duration: 180 seconds. |
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150 ATK Hits all: No 95%Verification needed. chance to inflict ![]() Strength: 5% (Max: 25%)Duration: 180 seconds.[5][3] |
![]() 50 ATK Hits all: No Chance to gain ![]() Duration: Indefinite. Chance to inflict ![]() Duration: 180 seconds on foe. |
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75 ATK Hits all: No Chance to gain ![]() Duration: Indefinite. Chance to inflict ![]() Duration: 180 seconds on foe. |
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105 ATK Hits all: No Chance to gain ![]() Strength: 7% (Max: 25%)Duration: Indefinite. Chance to inflict ![]() Strength: 10% (Max: 15%)Duration: 180 seconds on foe. | ||
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50 ATK Hits all: No Chance to boost critical hit rate / Possible hit to caster's double attack rate (Stackable) |
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70 ATK Hits all: No Chance to boost critical hit rate / Possible hit to caster's double attack rate (Stackable) |
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70 ATK Hits all: No Chance to boost critical hit rate / Possible hit to caster's double attack rate (Stackable) | ||
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30 ATK Hits all: No Chance to gain ![]() Duration: Indefinite. |
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50 ATK Hits all: No Chance to gain ![]() Duration: Indefinite. |
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80 ATK Hits all: No Gain ![]() Strength: 10% (Max: 50%)Duration: Indefinite.[6] | ||
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80 ATK Hits all: No ~50% chance to gain ![]() Strength: 10% (Max: 50%)Duration: Indefinite.[7] |
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100 ATK Hits all: No ~70% chance to gain ![]() Strength: 10% (Max: 50%)Duration: Indefinite. Gain ![]() Strength: 4% (Max: 20%)Duration: Indefinite.[8][9][3] | |||
![]() ATK: 200 Surpasses DMG cap by 50% |
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ATK: 200 Surpasses DMG cap by 50% / ~20% chance to inflict ![]() Strength: 50% DEF Down / Boost to DMG taken cap: 100,000Duration: 1 turn Local status effect on foe |
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ATK: 250 Surpasses DMG cap by 50% / ~20% chance for all allies to gain a random Fruit of Treachery ![]() Duration: 2 turns ![]() Duration: 2 turns ![]() Duration: 2 turns ![]() Duration: 2 turns buff |
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ATK: 300 Surpasses DMG cap / 999,999 Plain DMG to all foes / Consume all bullets |
Cartridge
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50 ATK Hits all: Yes Chance to inflict ![]() on all foes. |
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90 ATK Hits all: Yes Chance to inflict ![]() on all foes. |
![]() 35 ATK Hits all: Yes |
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50 ATK Hits all: Yes |
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70 ATK Hits all: Yes |
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105 ATK Hits all: Yes |
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120 ATK Hits all: Yes | |
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50 ATK Hits all: Yes Chance to inflict ![]() on all foes. |
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90 ATK Hits all: Yes Chance to inflict ![]() on all foes. |
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90 ATK Hits all: Yes Self-inflict ![]() Duration: Indefinite. |
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135 ATK Hits all: Yes Self-inflict ![]() Duration: Indefinite. | ||||
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50 ATK Hits all: Yes Chance to inflict ![]() on all foes. |
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90 ATK Hits all: Yes Chance to inflict ![]() on all foes. |
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50 ATK Hits all: Yes Possible hit to DEF for all foes (Stackable) |
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75 ATK Hits all: Yes Possible hit to DEF for all foes (Stackable) | ||||
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50 ATK Hits all: Yes Chance to inflict ![]() on all foes. |
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90 ATK Hits all: Yes Chance to inflict ![]() on all foes. |
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200 ATK Hits all: No Hit to caster's DEF / Hit to caster's double attack rate (Stackable) |
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300 ATK Hits all: No Hit to caster's DEF / Hit to caster's double attack rate (Stackable) | ||||
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50 ATK Hits all: Yes Chance to inflict ![]() on all foes. |
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90 ATK Hits all: Yes Chance to inflict ![]() on all foes. |
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50 ATK Hits all: Yes Hit to foe's multiattack rate |
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80 ATK Hits all: Yes Inflict ![]() Strength: 50%Duration: 180 seconds and ![]() Strength: 50%Duration: 180 seconds on all foes.[10] | ||||
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50 ATK Hits all: Yes Chance to inflict ![]() on all foes. |
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90 ATK Hits all: Yes Chance to inflict ![]() on all foes. |
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60 ATK Hits all: Yes ~80% chance to gain ![]() Strength: 15%Duration: 2 turns | |||||
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90 ATK Hits all: Yes ~50% chance for each ally to gain ![]() Strength: 5% of foe's max HP (Damage cap: 50,000)Duration: 2.5 turnsApplied during the attack phase. On the next turn, it'll have 2 turns remaining..[11][12] | |||||||
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ATK: 140 Hits all: Yes Chance to gain ![]() Duration: Indefinite and ![]() Duration: Indefinite. | |||||||
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ATK: 140 Hits all: Yes Chance to progress battle turn by 1 | |||||||
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ATK: 140 Hits all: Yes Chance to gain ![]() Strength: 20% ATK Up, 20% DEF Up, 5% of damage dealt (Healing cap: 1000)Multiplier: NormalDuration: 3 turnsVerification needed. |
Aetherial
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80 ATK Hits all: No Chance to gain ![]() Duration: Indefinite. |
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100 ATK Hits all: No Chance to gain ![]() Duration: Indefinite. |
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120 ATK Hits all: No Gain ![]() Strength: 10% (Max: 30%)Duration: Indefinite.[13] |
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65 ATK Hits all: No Chance for each ally to gain ![]() Duration: Indefinite. |
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100 ATK Hits all: No Chance for each ally to gain ![]() Duration: Indefinite. |
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120 ATK Hits all: No All allies gain ![]() Strength: 5% (Max: 25%)Duration: Indefinite.[14] |
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120 ATK Hits all: No Deals 10% amplified DMG when at elemental advantage. |
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80 ATK Hits all: No Chance to gain ![]() Duration: Indefinite. |
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100 ATK Hits all: No Chance to gain ![]() Duration: Indefinite. |
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120 ATK Hits all: No Gain ![]() Strength: 10% (Max: 30%)Duration: Indefinite. |
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65 ATK Hits all: No Chance for each ally to gain ![]() Duration: Indefinite. |
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100 ATK Hits all: No Chance for each ally to gain ![]() Duration: Indefinite. |
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120 ATK Hits all: No All allies gain ![]() Strength: 5% (Max: 25%)Duration: Indefinite. |
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120 ATK Hits all: No Deals 10% amplified DMG when at elemental advantage. |
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80 ATK Hits all: No Chance to gain ![]() Duration: Indefinite. |
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100 ATK Hits all: No Chance to gain ![]() Duration: Indefinite. |
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120 ATK Hits all: No Gain ![]() Strength: 10% (Max: 30%)Duration: Indefinite.[15] |
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65 ATK Hits all: No Chance for each ally to gain ![]() Duration: Indefinite. |
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100 ATK Hits all: No Chance for each ally to gain ![]() Duration: Indefinite. |
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120 ATK Hits all: No All allies gain ![]() Strength: 5% (Max: 25%)Duration: Indefinite. |
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120 ATK Hits all: No Deals 10% amplified DMG when at elemental advantage. |
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80 ATK Hits all: No Chance to gain ![]() Duration: Indefinite. |
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100 ATK Chance to gain ![]() Duration: Indefinite. |
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120 ATK Hits all: No Gain ![]() Strength: 10% (Max: 30%)Duration: Indefinite. |
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65 ATK Hits all: No CChance for each ally to gain ![]() Duration: Indefinite. |
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100 ATK Hits all: No Chance for each ally to gain ![]() Duration: Indefinite. |
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120 ATK Hits all: No All allies gain ![]() Strength: 5% (Max: 25%)Duration: Indefinite. |
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120 ATK Hits all: No Deals 10% amplified DMG when at elemental advantage. |
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80 ATK Hits all: No Chance to gain ![]() Duration: Indefinite. |
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100 ATK Hits all: No Chance to gain ![]() Duration: Indefinite. |
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120 ATK Hits all: No Gain ![]() Strength: 10% (Max: 30%)Duration: Indefinite. |
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65 ATK Hits all: No Chance for all allies to gain ![]() Duration: Indefinite. |
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100 ATK Hits all: No Chance for all allies to gain ![]() Duration: Indefinite. |
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120 ATK Hits all: No All allies gain ![]() Strength: 5% (Max: 25%)Duration: Indefinite. |
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120 ATK Hits all: No Deals 10% amplified DMG when at elemental advantage. |
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80 ATK Hits all: No Chance to gain ![]() Duration: Indefinite. |
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100 ATK Hits all: No Chance to gain ![]() Duration: Indefinite. |
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120 ATK Hits all: No Gain ![]() Strength: 10% (Max: 30%)Duration: Indefinite. |
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65 ATK Hits all: No Chance for all allies to gain ![]() Duration: Indefinite. |
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100 ATK Hits all: No Chance for all allies to gain ![]() Duration: Indefinite. |
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120 ATK Hits all: No All allies gain ![]() Strength: 5% (Max: 25%)Duration: Indefinite.[16] |
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120 ATK Hits all: No Deals 10% amplified DMG when at elemental advantage. |
Icon | Name | ATK | Hits All | Description | EMP | Cost |
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Iron Bullet | 90 |
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Rapid Bullet | 60 | Chance to gain ![]() Duration: Indefinite. |
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Flame Bullet | 90 | Chance to land Burn effect to a foe |
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Poison Bullet | 90 | Chance to land Poison effect to a foe |
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Sleep Bullet | 70 | Chance to land Sleep effect to a foe |
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Shield Bullet | 50 | Chance to gain ![]() Strength: 500Duration: 1.5 turnsApplied during the attack phase. On the next turn, it'll have 1 turn remaining.. |
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Charm Bullet | 70 | Chance to inflict ![]() on a foe. |
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Full Metal Jacket | 60 | Chance to inflict ![]() Duration: 180 seconds. |
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Exploder | 50 | Chance to gain ![]() Duration: Indefinite. Chance to inflict ![]() Duration: 180 seconds on foe. |
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Piercer | 50 | Chance to boost MC's critical hit rate and lower double attack rate (Stackable) |
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Silver Bullet | 30 | Chance to gain ![]() Duration: Indefinite. |
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Shotshell | 35 | Yes | |||
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Strike Shell | 90 | Yes | Self-inflict ![]() Duration: Indefinite. |
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Fire Cylinder | 50 | Yes | Chance to inflict ![]() on all foes. |
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Water Cylinder | 50 | Yes | Chance to inflict ![]() on all foes. |
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Earth Cylinder | 50 | Yes | Chance to inflict ![]() on all foes. |
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Wind Cylinder | 50 | Yes | Chance to inflict ![]() on all foes. |
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Light Cylinder | 50 | Yes | Chance to inflict ![]() on all foes. |
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Dark Cylinder | 50 | Yes | Chance to inflict ![]() on all foes. |
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Guard Breaker | 50 | Yes | Chance to lower all foes' DEF (Stackable) |
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Slug Shot | 200 | Hit to MC's double attack rate and DEF (Stackable) |
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Sticky Shell | 50 | Yes | Hit to all foes' multiattack rate |
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Ifrit Point | 80 | Chance to gain ![]() Duration: Indefinite. |
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Cocytus Point | 80 | Chance to gain ![]() Duration: Indefinite. |
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Vohu Manah Point | 80 | Chance to gain ![]() Duration: Indefinite. |
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Sagittarius Point | 80 | Chance to gain ![]() Duration: Indefinite. |
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Corow Point | 80 | Chance to gain ![]() Duration: Indefinite. |
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Diablo Point | 80 | Chance to gain ![]() Duration: Indefinite. |
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Agni Point | 65 | Chance for each ally to gain ![]() Duration: Indefinite. |
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Neptune Point | 65 | Chance for each ally to gain ![]() Duration: Indefinite. |
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Titan Point | 65 | Chance for each ally to gain ![]() Duration: Indefinite. |
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Zephyrus Point | 65 | Chance for each ally to gain ![]() Duration: Indefinite. |
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Iron Bullet II | 100 | ![]() ★☆☆ |
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Iron Bullet III | 110 | ![]() ★★☆ |
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Iron Bullet IV | 130 | ![]() ★★★ |
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Iron Bullet V | 150 | ![]() ★☆☆ |
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Rapid Bullet II | 80 | Chance to gain ![]() Duration: Indefinite. |
![]() ★☆☆ |
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Rapid Bullet III | 80 | Chance to gain ![]() Duration: Indefinite and ![]() Duration: Indefinite. |
![]() ★★☆ |
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Rapid Bullet IV | 80 | ~50 chance to gain ![]() Strength: ?% (Max: 40%)Duration: Indefinite. ~50 chance to gain ![]() Strength: ?% (Max: 30%)Duration: Indefinite.[2][3] |
![]() ★★☆ |
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Paralyze Bullet | 80 | ~25% chance to inflict ![]() Duration: 0.5 turnsLocal status effectApplied during the attack phase. On the next turn, it'll have 0 turns remaining. on a foe.[4] |
![]() ★★★ |
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Healing Bullet | 80 | All allies gain ![]() Strength: 1000 HPDuration: 1.5 turnsApplied during the attack phase. On the next turn, it'll have 1 turn remaining.. |
![]() ★★★ |
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Blazing Bullet | 100 | Chance to raise foe's ![]() Duration: Indefinite lvl by 1 (Max: 10). |
? |
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Toxic Bullet | 100 | Chance to raise foe's ![]() Duration: Indefinite lvl by 1 (Max: 10). |
? |
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Thundering Bullet | 100 | Chance to raise foe's ![]() Duration: Indefinite lvl by 1 (Max: 10). |
? |
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Freezing Bullet | 100 | Chance to raise foe's ![]() Duration: Indefinite lvl by 1 (Max: 10). |
? |
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Full Metal Jacket II | 80 | Chance to inflict ![]() Duration: 180 seconds. |
![]() ★☆☆ |
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Full Metal Jacket III | 100 | Chance to inflict ![]() Duration: 180 seconds. |
![]() ★★☆ |
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Full Metal Jacket IV | 130 | Chance to inflict ![]() Duration: 180 seconds. |
![]() ★★★ |
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Full Metal Jacket V | 150 | 95%Verification needed. chance to inflict ![]() Strength: 5% (Max: 25%)Duration: 180 seconds.[5][3] |
![]() ★☆☆ |
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Exploder II | 75 | Chance to gain ![]() Duration: Indefinite. Chance to inflict ![]() Duration: 180 seconds on foe. |
![]() ★☆☆ |
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Exploder III | 105 | Chance to gain ![]() Strength: 7% (Max: 25%)Duration: Indefinite. Chance to inflict ![]() Strength: 10% (Max: 15%)Duration: 180 seconds on foe.[3] |
![]() ★★☆ |
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Piercer II | 70 | Chance to boost MC's critical hit rate and lower double attack rate (Stackable) | ![]() ★☆☆ |
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Piercer III | 70 | Chance to boost MC's critical hit rate and lower double attack rate (Stackable) | ![]() ★★☆ |
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Silver Bullet II | 50 | Chance to gain ![]() Duration: Indefinite. |
![]() ★☆☆ |
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Silver Bullet III | 80 | Gain ![]() Strength: 10% (Max: 50%)Duration: Indefinite.[6] |
![]() ★★★ |
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Gold Bullet | 80 | ~50% chance to gain ![]() Strength: 10% (Max: 50%)Duration: Indefinite.[7] |
![]() ★★☆ |
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Gold Bullet II | 100 | ~70% chance to gain ![]() Strength: 10% (Max: 50%)Duration: Indefinite. Gain ![]() Strength: 4% (Max: 20%)Duration: Indefinite.[8][9][3] |
![]() ★★★ |
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Expert Model: Paradise Lost | 200 | Surpasses DMG cap by 50%[17] | ![]() ★★★ |
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Expert Model: Chaos Legion | 200 | Surpasses DMG cap by 50% / ~20% chance to inflict ![]() Strength: 50% DEF Down / Boost to DMG taken cap: 100,000Duration: 1 turn Local status effect on foe[17] |
![]() ★★★ |
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Expert Model: Anagenesis | 250 | Surpasses DMG cap by 50% / ~20% chance for all allies to gain a random Fruit of Treachery![]() Duration: 2 turns ![]() Duration: 2 turns ![]() Duration: 2 turns ![]() Duration: 2 turns buff[17][18] |
![]() ★★★ |
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Expert Model: Genesis Nova | 300 | Surpasses DMG cap / 999,999 Plain DMG to all foes / Consume all bullets | ![]() ★★★ |
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Shotshell II | 50 | Yes | ![]() ★☆☆ |
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Shotshell III | 70 | Yes | ![]() ★★☆ |
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Shotshell IV | 105 | Yes | ![]() ★★★ |
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Shotshell V | 120 | Yes | ![]() ★☆☆ |
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Strike Shell II | 135 | Yes | Self-inflict ![]() Duration: Indefinite. |
![]() ★☆☆ |
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Fire Cylinder II | 90 | Yes | Chance to inflict ![]() on all foes. |
![]() ★☆☆ |
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Water Cylinder II | 90 | Yes | Chance to inflict ![]() on all foes. |
![]() ★☆☆ |
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Earth Cylinder II | 90 | Yes | Chance to inflict ![]() on all foes. |
![]() ★☆☆ |
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Wind Cylinder II | 90 | Yes | Chance to inflict ![]() on all foes. |
![]() ★☆☆ |
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Light Cylinder II | 90 | Yes | Chance to inflict ![]() on all foes. |
![]() ★☆☆ |
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Dark Cylinder II | 90 | Yes | Chance to inflict ![]() on all foes. |
![]() ★☆☆ |
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Guard Breaker II | 75 | Yes | Chance to lower all foes' DEF (Stackable) | ![]() ★☆☆ |
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Slug Shot II | 300 | Hit to MC's double attack rate and DEF (Stackable) | ![]() ★☆☆ |
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Sticky Shell II | 80 | Yes | Inflict ![]() Strength: 50%Duration: 180 seconds and ![]() Strength: 50%Duration: 180 seconds on all foes.[10] |
![]() ★★☆ |
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Chaser Shell | 60 | Yes | ~80% chance to gain ![]() Strength: 15%Duration: 2 turns |
![]() ★★★ |
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Enhancing Shell | 90 | Yes | ~50% chance for each ally to gain ![]() Strength: 5% of foe's max HP (Damage cap: 50,000)Duration: 2.5 turnsApplied during the attack phase. On the next turn, it'll have 2 turns remaining..[11][12] |
![]() ★★★ |
|
![]() |
Catastrophe Cylinder | 140 | Yes | Chance to gain ![]() Duration: Indefinite and ![]() Duration: Indefinite. |
![]() ★★★ |
|
![]() |
Akashic Cylinder | 140 | Yes | Chance to progress battle turn by 1 | ![]() ★★★ |
|
![]() |
Cosmos Cylinder | 140 | Yes | Chance to gain ![]() Strength: 20% ATK Up, 20% DEF Up, 5% of damage dealt (Healing cap: 1000)Multiplier: NormalDuration: 3 turnsVerification needed. |
![]() ★★★ |
|
![]() |
Ifrit Point II | 100 | Chance to gain ![]() Duration: Indefinite. |
![]() ★☆☆ |
| |
![]() |
Ifrit Point III | 120 | Gain ![]() Strength: 10% (Max: 30%)Duration: Indefinite.[13] |
![]() ★★☆ |
| |
![]() |
Cocytus Point II | 100 | Chance to gain ![]() Duration: Indefinite. |
![]() ★☆☆ |
| |
![]() |
Cocytus Point III | 120 | Gain ![]() Strength: 10% (Max: 30%)Duration: Indefinite. |
![]() ★★☆ |
| |
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Vohu Manah Point II | 100 | Chance to gain ![]() Duration: Indefinite. |
![]() ★☆☆ |
| |
![]() |
Vohu Manah Point III | 120 | Gain ![]() Strength: 10% (Max: 30%)Duration: Indefinite.[15] |
![]() ★★☆ |
| |
![]() |
Sagittarius Point II | 100 | Chance to gain ![]() Duration: Indefinite. |
![]() ★☆☆ |
| |
![]() |
Sagittarius Point III | 120 | Gain ![]() Strength: 10% (Max: 30%)Duration: Indefinite. |
![]() ★★☆ |
| |
![]() |
Corow Point II | 100 | Chance to gain ![]() Duration: Indefinite. |
![]() ★☆☆ |
| |
![]() |
Corow Point III | 120 | Gain ![]() Strength: 10% (Max: 30%)Duration: Indefinite. |
![]() ★★☆ |
| |
![]() |
Diablo Point II | 100 | Chance to gain ![]() Duration: Indefinite. |
![]() ★☆☆ |
| |
![]() |
Diablo Point III | 120 | Gain ![]() Strength: 10% (Max: 30%)Duration: Indefinite. |
![]() ★★☆ |
| |
![]() |
Agni Point II | 100 | Chance for each ally to gain ![]() Duration: Indefinite. |
![]() ★☆☆ |
| |
![]() |
Agni Point III | 120 | All allies gain ![]() Strength: 5% (Max: 25%)Duration: Indefinite.[14] |
![]() ★★★ |
| |
![]() |
Agni Point IV | 120 | Deals 10% amplified DMG when at elemental advantage.[17] | ? |
| |
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Neptune Point II | 100 | Chance for each ally to gain ![]() Duration: Indefinite. |
![]() ★☆☆ |
| |
![]() |
Neptune Point III | 120 | All allies gain ![]() Strength: 5% (Max: 25%)Duration: Indefinite. |
![]() ★★★ |
| |
![]() |
Neptune Point IV | 120 | Deals 10% amplified DMG when at elemental advantage.[17] | ? |
| |
![]() |
Titan Point II | 100 | Chance for each ally to gain ![]() Duration: Indefinite. |
![]() ★☆☆ |
| |
![]() |
Titan Point III | 120 | All allies gain ![]() Strength: 5% (Max: 25%)Duration: Indefinite. |
![]() ★★★ |
| |
![]() |
Titan Point IV | 120 | Deals 10% amplified DMG when at elemental advantage.[17] | ? |
| |
![]() |
Zephyrus Point II | 100 | Chance for each ally to gain ![]() Duration: Indefinite. |
![]() ★☆☆ |
| |
![]() |
Zephyrus Point III | 120 | All allies gain ![]() Strength: 5% (Max: 25%)Duration: Indefinite. |
![]() ★★★ |
| |
![]() |
Zephyrus Point IV | 120 | Deals 10% amplified DMG when at elemental advantage.[17] | ? |
| |
![]() |
Zeus Point | 65 | Chance for all allies to gain ![]() Duration: Indefinite. |
![]() ★☆☆ |
| |
![]() |
Zeus Point II | 100 | Chance for all allies to gain ![]() Duration: Indefinite. |
![]() ★★☆ |
| |
![]() |
Zeus Point III | 120 | All allies gain ![]() Strength: 5% (Max: 25%)Duration: Indefinite. |
![]() ★★★ |
| |
![]() |
Zeus Point IV | 120 | Deals 10% amplified DMG when at elemental advantage.[17] | ? |
| |
![]() |
Hades Point | 65 | Chance for all allies to gain ![]() Duration: Indefinite. |
![]() ★☆☆ |
| |
![]() |
Hades Point II | 100 | Chance for all allies to gain ![]() Duration: Indefinite. |
![]() ★★☆ |
| |
![]() |
Hades Point III | 120 | All allies gain ![]() Strength: 5% (Max: 25%)Duration: Indefinite.[16] |
![]() ★★★ |
| |
![]() |
Hades Point IV | 120 | Deals 10% amplified DMG when at elemental advantage.[17] | ? |
|
See these Google Spreadsheets for crafting material details:
Bullets before Soldier's implementation: https://docs.google.com/spreadsheets/d/1be94_B6KpWWv03M0i8rPRg_1Hf6movQ6rReE7AONDv0/edit#gid=1011556769
Bullets after Soldier's implementation: https://docs.google.com/spreadsheets/d/1kiEdxiO_Uy-y0dvHAKl9MMFj3PNegyxMrIkC6lQ9W54/edit?usp=sharing
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. |
Soldier is an all-in-one attacker, debuffer, and buffer that requires a large investment cost—the materials needed for bullet crafting—to run optimally but is well worth the effort.
Notable Main Weapons
Before Master Level 20
John Doe, the Class Champion Weapon, is in almost all circumstances the main weapon used with this class. Its ability to reload bullets on Charge Attack is invaluable for the class' playstyle, and any other weapon will require you to waste either a skill slot or a turn for reloading.
John Doe Emblems:
- Gunslinger's Humanity - Dodging a lethal attack can be useful, but the effect can be acquired elsewhere, such as from Titan calls.
- Gunslinger's Divinity - The absolute standout option, providing 760K damage every turn as long as you can avoid being hit, and that's before any Supplemental Damage or skill cap up is considered. Users may have trouble with bosses that have high multi-attack rates and/or all-ally attacks. For best results, bring some method of redirecting attacks away from the MC.
- Gunslinger's Devilry - Bonus damage can be strong, but requires manual reloading or charge bar acceleration from another source to gain the full effect of the buff. Bonus damage can also be relatively easily acquired from other sources such as summon calls or character abilities.
For another weapon to even begin to be considered, it must pass all the following tests:
- Can I afford losing a turn to reloading, and/or a skill slot to
Lock 'n' LoadDiscard remaining bullets and reload.? Is the charge attack effect on the new gun powerful enough to compensate?
- Is it really worth losing the enormous damage from the Divinity Emblem? Can something else about this new gun replace it, like a high damage modifier or special weapon skill?
- Does the gun have six bullet slots, and a bullet layout worth investing materials in?
Very few guns in the game even come close to meeting these standards. Guns below may be worth considering in some circumstances (especially if you do not have a John Doe in that element currently and do not have the resources to build one), but always remember
John Doe is the best choice for almost all situations.
Flamma Orbis - Has a similar effect to the Divinity emblem, with the same trigger effect of not being hit that turn. Deals 600K damage in one go instead of Divinity's split 720K damage, so does not work as well with Supplemental Damage. Has a 23.0% boost to ATK for the whole team vs
John Doe's MC-only 20%. The
Mirror ImageNext one-to-one attack received will be ineffective
(Effect removed on next all-foe all-ally attack)
on charge attack helps protect the team and ensure the end-of-turn nuke goes off in fights whereJohn Doe may have trouble reliably activating it. Bullet layout is focused almost entirely on quickly ramping up Elemental Attack, and your only real debuff capability comes from Full Metal Jackets and Exploders. The boost to skill damage specs for the whole team is also worth considering if you have a skill-damage heavy team composition.
Arachne ⚠️This weapon is acquired from the Premium Draw. It will require the use of duplicate copies or Damascus Ingots to uncap to its full potential. It may be difficult to get this weapon in the first place, and will be expensive to bring to its full power. Consider whether you can use a farmable replacement instead. - The "Femme Fatale" skill gives a chance to stack Def Down on every attack, effectively acting like an extra Full Metal Jacket bullet effect for every bullet slot. Loses significant damage in comparison to
John Doe with the Divinity Emblem due to no replacement for the nuke and only a passable attack modifier.
DrainNormal attack and C.A. DMG dealt is partially absorbed to HP
andDelayReduce a foe's filled charge diamonds by 1
on charge attack will be helpful against some enemies. Only gains its full strength at 4 stars, and is not worth spending Damascus Ingots on. Consider use if you happen to have acquired 4 copies and need an alternate dark gun.Galleon's Jaw - Has exactly the same bullet layout as a
John Doe, as well as the same charge bar boost on charge attack. Loses personal damage due to no Divinity Emblem equivalent, but adds significantly to team damage by boosting charge attack damage by 25% for the whole team, as well as supplementing charge attack damage by up to 400K for each team member. Also applies an effect similar to Gold Bullets, but to the entire team after each charge attack instead of how Gold Bullets apply it to just the MC. A decent option if you have a charge-attack focused Earth team with methods of accelerating the team's Charge Bar.
Railgun - The all-Cartridge layout allows for some interesting tactics not possible on other guns
Akashic Cylinder in all bullet slots allows for extreme acceleration of Progression weapon skill effects like those found on
Harsiesis and
Sacred Standard
Far Away - The all-Parabellum layout allows for some different strategies than other guns
- Mixing
Freezing Bullet and
Thundering Bullet will rapidly degrade the enemy's multiattack capability
- Mixing
Blazing Bullet and
Toxic Bullet will rapidly build up to 200K-per-turn damage-over-time effect
- Mixing
Partly Powerful Popgun /
Hraesvelgr - The all-Rifle layout allows for some different strategies than other guns
- Filling the gun with
Full Metal Jacket V will rapidly stack defense debuffs on the enemy.
Exploder III can also be mixed in early slots to provide some stackable attack for the MC.
- These guns can equip more Expert Series rifle bullets than any other gun. All these rifle bullets surpass the damage cap by 50%, so one of these guns full of Expert Series bullets will do extreme damage on autoattacks if you have the weapon grid to support it.
Partly Powerful Popgun's charge attack
Cork ShotUnworldly Fire damage to a foe (Damage cap: 2,550,000).
MC can't attack next turn.
After 4★:
Also inflictWide OpenFoe's DMG taken is boosted (Ends after 6 hits)
Strength: 30%Duration: 0.5 turnsLocal status effectApplied during the attack phase.
On the next turn, it'll have 0 turns remaining. for 0.5 turns., though very strong, leaves the user unable to move the next turn. It may be worth takingLock 'n' LoadDiscard remaining bullets and reload. even if you are using this gun at Master Level 20 and avoiding using the charge attack.
Hraesvelgr has sharp multi-attack restrictions to compensate for its extreme autoattack power. These can be worked around through use of
Three-Round BurstGain
Guaranteed TAGuaranteed triple attack regardless of Triple Attack Lowered debuffs
Duration: 1 turn and instantly perform a normal attack without using up a turn. (Consumes bullets.)
At level 30:
Also gain20% DMG AmplifiedDMG for one-foe attacks and counterattacks is amplified
Strength: 20%Duration: 1 turn . andOpen FireDeal one-foe attacks until all bullets are consumed..
- Filling the gun with
Other guns can be viewed sorted by bullet count and arrangement at Bullets#Gun List but are generally not recommended.
After Master Level 20
The acquisition of the skill Quick Reload significantly increases the flexibility of the class, as now every gun gains the ability to reload on charge attack like John Doe.
John Doe's charge attack can now be effectively considered as reduced to simply "Gain
Charge Bar +30%Instantly boosts Charge Bar by 30%
Strength: 30%".
Since all guns now effectively have John Doe's charge attack reload effect, many other guns may now be considered for use as a main weapon. Many gun charge attacks may now be superior to
John Doe's for different team compositions. (
John Doe with the Divinity Emblem is still a decent choice for main weapon due to the high skill damage potential.)
Guns with six bullet slots are still preferred. However, if you charge attack often enough (eg. through use of Charge Bar Gain UpCharge bar gain is boosted
or Charged +Instantly boosts Charge Bar by
Unaffected by charge bar gain effects) you may even be able to get away with a five-bullet gun. Since charge attacking reloads the gun, you may simply may never have to attempt to 'fire' the missing sixth bullet in the first place. Guns with four bullets or less will still continue to be impractical for regular use.
Recommended John Doe Loadout
The following are bullets commonly used in John Doe.
Slot | Type | Bullet | ATK | Effect | Notes | |
---|---|---|---|---|---|---|
1 | Cartridge | ![]() |
![]() Enhancing Shell |
90 | ~50% chance for each ally to gain ![]() Strength: 5% of foe's max HP (Damage cap: 50,000)Duration: 2.5 turnsApplied during the attack phase. On the next turn, it'll have 2 turns remaining.. |
|
Cylinder II ![]() ![]() ![]() ![]() ![]() ![]() |
90 | Chance to inflict Elemental DEF Down (Stackable)![]() ![]() ![]() ![]() ![]() ![]() on all foes. |
Cheaper than Enhancing Shell and allows MC to fill the DEF Down role on their own (with Full Metal Jacket), but loses out in damage to Enhancing Shell. | |||
2 | Rifle | ![]() |
![]() Gold Bullet II |
100 | ~70% chance to gain ![]() Strength: 10% (Max: 50%)Duration: Indefinite. Gain ![]() Strength: 4% (Max: 20%)Duration: Indefinite. |
|
![]() Full Metal Jacket V |
150 | 95%Verification needed. chance to inflict ![]() Strength: 5% (Max: 25%)Duration: 180 seconds. |
||||
3 | Parabellum | ![]() |
![]() Iron Bullet V |
150 | None | |
4 | Parabellum | ![]() |
![]() Healing Bullet |
80 | All allies gain ![]() Strength: 1000 HPDuration: 1.5 turnsApplied during the attack phase. On the next turn, it'll have 1 turn remaining.. |
Only if healing is needed. Otherwise use Iron Bullet V. |
5 | Aetherial | ![]() |
Primal Point III ![]() ![]() ![]() ![]() ![]() ![]() |
120 | All allies gain 5% Elemental ATK Boosted (Stackable)![]() Strength: 5% (Max: 25%)Duration: Indefinite ![]() Strength: 5% (Max: 25%)Duration: Indefinite ![]() Strength: 5% (Max: 25%)Duration: Indefinite ![]() Strength: 5% (Max: 25%)Duration: Indefinite ![]() Strength: 5% (Max: 25%)Duration: Indefinite ![]() Strength: 5% (Max: 25%)Duration: Indefinite (Max: 25%). |
|
6 | Aetherial | ![]() |
Resources
- Reddit Class Discussion (2019-07-12)
- Reddit Class Discussion (2022-05-11) (post-Master Level Update)
References
- ↑ 1.0 1.1 1.2 1.3 1.4 Gamewith, https://xn--bck3aza1a2if6kra4ee0hf.gamewith.jp/article/show/149396
- ↑ 2.0 2.1 ULTZZ - Rapid Bullet IV, https://twitter.com/ULTZZ/status/1135153247784558592
- ↑ 3.0 3.1 3.2 3.3 3.4 3.5 3.6 Kamigame, https://kamigame.jp/グラブル/ゲーム知識/バレットまとめ.html
- ↑ 4.0 4.1 ULTZZ - Paralyze Bullet, https://twitter.com/ULTZZ/status/1138107390216163328
- ↑ 5.0 5.1 ULTZZ - Full Metal Jacket V, https://twitter.com/ULTZZ/status/1134804289451249665
- ↑ 6.0 6.1 ULTZZ - Silver Bullet III, https://twitter.com/ULTZZ/status/1133354019739455488
- ↑ 7.0 7.1 Kobito opencv - Gold Bullet, https://twitter.com/kobito_opencv/status/1133694738668765184
- ↑ 8.0 8.1 Kobito opencv - Gold Bullet II, https://twitter.com/kobito_opencv/status/1135107730593669120
- ↑ 9.0 9.1 ULTZZ - Gold Bullet II, https://twitter.com/ULTZZ/status/1135075454107377664
- ↑ 10.0 10.1 https://twitter.com/ULTZZ/status/1138103242812903424
- ↑ 11.0 11.1 Kobito opencv - Enhancing Shell, https://twitter.com/kobito_opencv/status/1133694737414647809
- ↑ 12.0 12.1 ULTZZ - Enhancing Shell, https://twitter.com/ULTZZ/status/1135175211555336192
- ↑ 13.0 13.1 Kobito opencv - Ifrit Point III, https://twitter.com/kobito_opencv/status/1133694736064057345
- ↑ 14.0 14.1 Kobito opencv - Agni Point III, https://twitter.com/kobito_opencv/status/1133694734507974657
- ↑ 15.0 15.1 ULTZZ - Vohu Manah Point III, https://twitter.com/ULTZZ/status/1133374908036145153
- ↑ 16.0 16.1 ULTZZ - Hades Point III, https://twitter.com/ULTZZ/status/1133371524033929216
- ↑ 17.0 17.1 17.2 17.3 17.4 17.5 17.6 17.7 17.8 GameWith, Bullets, https://グランブルーファンタジー.gamewith.jp/article/show/216867
- ↑ Twitter @K18Uu, Anagenesis Bullet Proc Chance, https://twitter.com/K18Uu/status/1596568890058113024