Advanced Grids

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Advanced Grids is a comprehensive guide for experienced players looking to optimize their weapon grids for various content. Early game players should start with Basic Grids and Sierokarte's Knickknack Academy to build a foundational grids before exploring this page. Players are assumed to be at least rank 151 and above.

Got a question?
Check out the Advanced Grids FAQ! If you're looking to submit a setup, also have a look through the Manual of Style before doing so.

Element Subpages

The following subpages provide comprehensive advice on grid weapons, team configurations, and grid compositions to explore. As not every setup may match your available weapons, characters, or summons, it's important to test these configurations using your own resources. This process of experimentation is essential for finding the most effective strategies for your gameplay.

2026-10-05: Added Painkiller and new Fire Odious weapons Fienddagger of Prosperity Verboten
Karmasword of Prosperity Verboten
.
2026-10-05: Updated Omega/Odious Water tables.
2026-9-03: Added Bodhicitta Hammer.
2026-7-31: Added new Water Odious weapons Deepstrings of Mortality Verboten
Fiendspear of Mortality Verboten
.
2026-6-02: Added Nebula Gauntlets and updated Optimus Fire tables.
2026-5-03: Added new Light and Dark Odious weapons with tentative values.
2026-4-29: All Omega Burst Setup sections have been rewritten

Finding Reference Material

Often the best way to start creating a setup for a specific fight is to see what your fellow players are doing. While Advanced Grids aims to collect a good amount of setups for reference, there's only so many that can reasonably fit within the wiki's standards.

The most common starting place for researching alternatives is YouTube. You can use the generator below to help with the Japanese text for searching.

Search Term Generator
Content
Element
Class
"Granblue"
Omega
Blue Chest
Full Auto
Solo
Honors

Notes

  • Use Honors for finding specific Blue Chest setups (e.g., a Revans raid setup would specify 4m for 4 million honors).
  • The Solo field is primarity used for high difficulty / 6-man raids. Using it on lower raids may give inconsistent results.
  • The Element field can be ignored if the selected raid does not involve different player elements.
Other resources to check...
Note: The above websites are not affiliated with the Granblue Fantasy Wiki, nor were the grids contained within tested by wiki staff.

Building Different Types of Grids

Since there is a limited amount of room in your grid, it is important to adjust it depending on what characters are in your party and what type of content you are bringing them to. Listed below are common ways grids can optimize their damage output.

Players should note that Optimus weapons should not be used in Omega grids unless otherwise specified.

Weapon Skill Calculator

Check Weapon Skills for a list of weapon skill values.

Aura Boost Selection
Total Aura Boost: 0.00%
Total Weapon Skill Value: 0.00 (%)

Common Grid Components

Check the tabs below to see more details on the different components that make up a grid.


Aura Boost & Exalto

Aura boosting is often an essential part of building optimized grids due to the 280% threshold present on certain weapon skills. This can be achieved through the use of summon auras & sub auras, character passives and the Exalto weapon skill.

Exalto weapons boost the aura of Omega, Odious, or Optimus weapon skills. For example, Colossus Cane Ira will boost Omega Fire weapon skills, Fienddagger of Prosperity Verboten will boost Odious Fire weapon skills, and Overrider will boost Optimus Fire weapon skills.

Exalto Weapons

Omega Exalto Weapons

Colossus Cane Ira

Leviathan Gaze Mare

Yggdrasil C.B. Arbos

Tiamat Bolt Aura

Luminiera Bolt Credo

Celeste Grace Ater

20% per Weapon (Max: 100%) - 5 copies

Optimus Exalto Weapons

Overrider

Rubea Stiria

Bloodwrought Coral

Kaguya's Folding Fan

Efes

Causality Driver

30% per Weapon (Max: 90%) - 3 copies

Odious Exalto Weapons

Fienddagger of P.V.

Fiendspear of M.V.

Unreleased

Unreleased

Unreleased

Unreleased

25% per Weapon (Max: 100%) - 4 copies

Additional Aura Boost Sources

All sources below stack with each other within the same element.

Character Passives

Michael

Gabriel

Uriel

Raphael

Sandalphon

Sariel

20% boost to Omega and Optimus skills.


Chichiri

Uruki

Shushuku

Ami

Pijiu

Koku

10% boost to Omega skills ONLY.

Sub Aura Summons

Wilnas (Summon)

Wamdus (Summon)

Galleon (Summon)

Ewiyar (Summon)

Lu Woh (Summon)

Fediel (Summon)

Up to 40% boost to Optimus skills ONLY.


Wedges of the Sky

30% boost to Omega skills ONLY.

Aura Boost Thresholds

Stacking Exalto weapons is often used as a means to reach the 280% aura boost requirements from items such as Dark Rapture Zero Pendulums Pendulum of Extremity
Pendulum of Sagacity
Pendulum of Supremacy
and Versusia Anklets Anklet of Oblivion
Anklet of Ascendance
Anklet of Maximality
on single-sided setups.

Single-sided Omega example:

+
icon.jpg
|Transcendence Lvl 5
+
icon.jpg
= 280%
(20% × 4 = 80%) 170% 30%


+ +
icon.jpg
|Transcendence Lvl 5
+
icon.jpg
= 280%
(20% × 3 = 60%) 20% 170% 30%

Single-sided Optimus example:

+ +
icon.jpg
|Transcendence Lvl 5
+
icon.jpg
= 290%
(30% × 2 = 60%) 20% 170% 40%
+
icon.jpg
|Transcendence Lvl 5
+
icon.jpg
= 280%
(30% × 3 = 90%) 170% ≥20%

Ways To Increase Damage Output

Utilizing weapons that allow damage to exceed the damage cap is a core aspect of building optimized grids. This is primarily done through weapon skills that provide the following:

  • DMG Cap Up / DMG Cap Up (Special)
  • Supplemental Damage
  • DMG Amplify

This section covers sources that provide the above bonuses to all types of damage. For sources that specifically affect normal attack, skill damage and charge attack, refer to the corresponding tabs.

DMG Cap

The simplest way to increase damage output is by increasing general DMG cap. This bonus stacks up to a maximum of 20% and any excess will be converted into DMG Cap Penetration via the Overskills system. Keep in mind that increasing DMG Cap is only beneficial if you are hitting the damage cap.

There are many sources that provide DMG Cap and meta weapon options will often also provide other desirable modifiers as well.

Notable Farmable DMG Cap Sources

Colossus Cane Ira

Leviathan Gaze Mare

Yggdrasil C.B. Arbos

Tiamat Bolt Aura

Luminiera Bolt Credo

Celeste Grace Ater
Celestial Weapons
Notable Premium DMG Cap Sources

Crimson Scale

Gospel of Water & Sky

Pillardriver

Piercing Galewing

Harmonia

Pain and Suffering

DMG Cap (Special)

Special DMG Cap functions identically as regular DMG Cap, but uses a separate frame and has its own independent maximum of 20%. This means that grids using both regular DMG Cap and Special DMG Cap can have up to effectively 40% DMG Cap Up. Like regular DMG Cap, any excess will be converted into DMG Cap Penetration via the Overskills system.

Notable Farmable DMG Cap (Special) Sources

Karmasword of P.V.

Deepstrings of M.V.
Notable Premium DMG Cap (Special) Sources

Lord of Flames

Calamitous Aquashade

Landslide Scepter

Claíomh Solais Díon

Imperious Fury

Bodhicitta Hammer

Eternal Signature

General Supplemental DMG

General supplemental damage adds a flat amount of damage to all damage sources. As a result, it is especially effective for setups with many damage instances, such as normal attack focused teams that stack Bonus DMGDeals bonus DMG for one-foe one-ally attacks
or for setups with a lot of multi-hit skill damage.

Different weapons provide various skills that all fall under general supplemental damage. These effects stack with one another up to a maximum of 100,000. The most common skills are listed below:

  • Pact: 50,000 unconditional supplemental damage
  • Craft: 20,000 supplemental damage only applied on critical hits
  • Persistence: Up to 30,000 staminaScales based on how high a character's HP is-based supplemental damage
  • Fortitude: Up to 60,000 enmityScales based on how low a character's HP is-based supplemental damage
Q: What makes Pact weapons so good?
Not only do they provide 7% Damage Cap Up, their unconditional 50,000 supplemental damage means that allies will always get the boost regardless of HP or critical hit rate. This can then stack up to the max of 100,000 with only 2 copies leaving the rest of the grid open for other useful weapons!
Notable Farmable Supplemental Sources

Benbenet

Extinction Blade

Wamdus's Cnidocyte

Ished

Solomon's Axe Militis

Abu Simbel

Mandjet

Harsiesis

Abydos

Ramsund Militis
Notable Premium Supplemental Sources

Crimson Scale

Gospel of Water & Sky

Pillardriver

Piercing Galewing

Harmonia

Pain and Suffering

DMG Amplify

The DMG Amplify modifier applies a percentage increase to your final damage. This bonus is additive with any other weapons or effects that provide damage amplification such as Arcarum Summons and the Seraphic-ATK modifier found on Seraphic Weapons, Ultima Weapons and Destroyer Weapons.

Notable Farmable DMG Amp. Sources

Demonspear of P.V.

Demonsword of M.V.

Lusterbow of D.V.

Gougelance of L.V.

Blightrifle of K.V.

Spiritcleaver of S.V.

Lvl 230+ Dark Opus

Ways To Increase Normal Attack DMG

Increasing Normal Attack DMG is achieved mostly through weapon skills that provide the following:

  • Normal Attack DMG Cap Up
  • Normal Attack Bonus DMG (commonly referred to as Echo)
  • Normal Attack Supplemental DMG
  • Normal Attack Amplify

Normal Attack DMG Cap Up

Normal Attack DMG Cap Up stacks up to a maximum of 20%.

Notable Farmable N.A. Cap Sources

Mortality Bow

Claw o.t Dragonsl...

Concordia

Forsaken Agastia
Notable Premium N.A. Cap Sources

Bridekeeper

Normal Attack Bonus DMG

Some weapon skills may provide allies with Bonus DMG (commonly referred to as echoes) to normal attacks. All weapons that grant Bonus DMG provide Bonus DMG corresponding to the weapon's element, with the exception of Destroyer Weapons. Depending on the weapon, this effect may only activate under specific conditions. If there multiple weapons provide Bonus DMG of the same element, only the highest value will apply.

Unlike C.A. Bonus DMG and Skill Bonus DMG, Normal Attack Supplemental DMG is added to each instance of Normal Attack Bonus DMG, making these two modifiers particularly valuable for normal attack setups.

Notable N.A. Bonus DMG Sources

Chain of Falsehood

Sol Remnant

Destroyer Weapons
Notable Premium N.A. Bonus DMG Sources

Overrider

Heldenhymne

Causality Driver

Normal Attack Supplemental DMG

Normal Attack Supplemental (N.A. Supp.) and N.A. Supp. (Sp.) function identically, with each stacking independently up to maximum of 100,000. Because this amount is added to each normal attack damage instance, it is particularly effective in setups that stack Bonus DMGDeals bonus DMG for one-foe one-ally attacks
or utilize Flurry. Normal Attack Supplemental DMG can be used alongside General Supplemental DMG, further enhancing this playstyle.

Notable Farmable N.A. Supplemental (Sp.) Sources

Anklet of Oblivion
Notable Premium N.A. Supplemental Sources

Nebula Gauntlets

Bridekeeper

Canifortis

Executioner

Normal Attack Amplify

Normal Attack Amplify (N.A. Amp.) and N.A. Amp. (Sp.) function identically with each stacking independently up to a maximum of 30% and 20% respectively. This modifier applies a percentage increase to your final normal attack damage, before supplemental damage is added. This bonus is additive with any other weapons or effects that provide damage amplification such as Arcarum Summons and the Seraphic-ATK modifier found on Seraphic Weapons, Ultima Weapons and Destroyer Weapons.

Notable Farmable N.A. Amp. Sources
Notable Farmable N.A. Amp. (Sp.) Sources

Pendulum of Extremity
Notable Premium N.A. Amp. (Sp.) Sources

Nebula Gauntlets

Bloodwrought Coral

Kag's Fold. Fan

Canifortis

Executioner

Ways To Increase Skill DMG

Increasing Skill DMG is achieved mostly through weapon skills that provide the following:

  • Skill DMG Cap Up
  • Skill DMG Supplemental
  • Skill Bonus DMG (commonly referred to as Echo)
  • Skill DMG Amplify

Skill DMG Cap Up

Skill DMG Cap and Skill DMG Cap (Sp.) function identically with each stacking independently up to a maximum of 100% and 60% respectively.

Notable UnboostableWeapons that have skills that cannot be boosted by any summon aura. Skill DMG Cap Sources

β Pendulum

Gauph Key β

Anklet of Ascendance

Mortality Bow

Lagrange

Claw o.t Dragonsl...

Spada di Vento
Notable Boostable Skill DMG Cap Sources

Magma Rush

Knight of Ice

World Ender

Radiant Rinne

Symmetria

Skeletal Eclipse

Boosted by Optimus aura.


Colossus Bomber Ira

Tiamat Edge Aura

Celeste Saber Ater

Boosted by Omega aura.



Cyclestaff of Mortality Verboten

Boosted by Odious aura.

Notable Farmable Skill DMG Cap (Sp.) Sources

Pendulum of Sagacity
Notable Premium Skill DMG Cap (Sp.) Sources

Sennen Goji

Aetherial Maverick

Skill DMG Supplemental

Skill DMG Supplemental (Skill DMG Supp.) and Skill Supp. (Sp.) function identically, stacking independently of each other. Skill DMG Supp. stacks up to a maximum of 100,000. Because this amount is added to each instance of skill damage, it is most effective on characters that deal multi-hit skill damage. Skill DMG Supplemental can be used alongside General Supplemental DMG, further enhancing this playstyle.

Notable UnboostableWeapons that have skills that cannot be boosted by any summon aura. Skill Supplemental Sources

Sennen Goji

Aetherial Maverick

White Sword of Splendor
Premium Weapons

Ewiyar's Beak

Agonize
Farmable Weapons
Notable Boostable Skill Supplemental Sources

Magma Rush

Knight of Ice

World Ender

Radiant Rinne

Symmetria

Skeletal Eclipse

Boosted by Optimus aura.


Colossus Bomber Ira

Tiamat Edge Aura

Celeste Saber Ater

Boosted by Omega aura.



Cyclestaff of Mortality Verboten

Boosted by Odious aura.

Notable Skill Supplemental (Sp.) Sources

Anklet of Ascendance

Bonus Skill DMG

Rigor is a weapon skill that adds an additional instance of skill damage whenever skill damage is dealt to a foe. This extra instance deals a percentage of the total skill damage inflicted. For example, with 10% Rigor, if a skill deals 6 hits of 1,000,000 damage, an additional skill hit of 600,000 damage will be triggered.

Notable Bonus Skill DMG Sources

White Sword of Splendor

Skill DMG Amplify

Skill DMG Amplify (Skill Amp.) and Skill Amp (Sp.) function identically, stacking independently of each other. Skill Amp (Sp.) stacks up to a maximum of 20%. This modifier applies a percentage increase to your final skill damage. This bonus is additive with any other weapons or effects that provide damage amplification such as Arcarum Summons and the Seraphic-ATK modifier found on Seraphic Weapons, Ultima Weapons and Destroyer Weapons.

Notable Farmable Skill Amp. Sources
Notable Farmable Skill Amp. (Sp.) Sources

Pendulum of Sagacity
Notable Premium Skill Amp. (Sp.) Sources

Sennen Goji

Aetherial Maverick

Ways To Increase Charge Attack DMG

Increasing Charge Attack DMG is achieved mostly through weapon skills that provide the following:

  • Charge Attack DMG Cap Up
  • Special Charge Attack DMG Cap Up
  • Charge Attack Supplemental DMG
  • Charge Attack Bonus DMG (commonly referred to as Echo)
  • Charge Attack DMG Amplify
  • Chain Burst Cap Up
  • Chain Burst DMG Amplify

Charge Attack DMG Cap Up

Charge Attack DMG Cap Up stacks up to a maximum of 100%.

Notable UnboostableWeapons that have skills that cannot be boosted by any summon aura. C.A. DMG Cap Sources

γ Pendulum

Gauph Key γ

Anklet of Maximality

Al-Abad

Harakhte

Lagrange

Sette di Spade

Spada di Vento

Concordia

Forsaken Agastia
Notable Boostable C.A. DMG Cap Sources

Purifying Thunderbolt

Shimmering Bloom

Bab-Bell Rendezvous

Sky Ace

Impossible Diagram

Boosted by Optimus aura.

While this chain can be used in Optimus grids, optimal grids will tend to utilize other weapons with the Glory skill instead.

Tyros Zither

Abyss Spine

Ygg. Bark Bracer

Boosted by Omega aura.



Deathcannon of Prosperity Verboten

Boosted by Odious aura.

Special Charge Attack DMG Cap Up

Special C.A. DMG Cap Up allows charge attacks to exceed the hard damage cap of 13.1 or 6.6 million present in most Impossible Raids. This bonus stacks up to a maximum of 30%. It is important to note that this boost to damage cap only applies if the hard cap has been reached. Therefore, to benefit from this weapon skill, the grid must have substantial C.A. DMG boosting sources.

Notable Farmable Special C.A. DMG Cap Sources

γ Pendulum

Schrodinger

Sette di Spade
Notable Premium Special C.A. DMG Cap Sources

Partly Powerful Popgun

Fediel Float

Bab-Bell Rendezvous

Impossible Diagram

Eleventh Fang o.t Pack

Charge Attack Supplemental DMG

Charge Attack Supplemental (C.A. Supp.) and C.A. Supp. (Sp.) function identically, stacking independently of each other. C.A. Supp. stacks up to a maximum of 1,000,000.

Notable Farmable C.A. Supplemental Sources

Anklet of Maximality

Al-Abad

Galleon's Jaw

Harakhte

Deathcannon of Pros. Ver.

Schrodinger
Notable Premium C.A. Supplemental Sources

Shimmering Bloom

Equilibrium Tannenwand

Charge Attack Bonus DMG

Some weapon skills may grant Bonus DMG to charge attacks. This modifier adds an extra instance of damage that deals a percentage of the total charge attack damage inflicted.

Notable Farmable C.A. Bonus DMG Sources

Destroyer Weapons
Notable Premium C.A. Bonus DMG Sources

Ebony Retribution

Staff o.t Med. Master

Charge Attack DMG Amplify

Charge Attack Amplify (C.A. Amp.) and C.A. Amp (Sp.) function identically, stacking independently of each other. This modifier applies a percentage increase to your final charge attack damage. This bonus is additive with any other weapons or effects that provide damage amplification such as Arcarum Summons and the Seraphic-ATK modifier found on Seraphic Weapons, Ultima Weapons and Destroyer Weapons.

Notable Farmable C.A. Amp. Sources
Notable Farmable C.A. Amp. (Sp.) Sources

Pendulum of Supremacy
Notable Premium C.A. Amp. (Sp.) Sources

Ebony Retribution

Staff o.t Med. Master

Chain Burst DMG Cap Up

Chain Burst DMG Cap Up stacks up to a maximum of 100%.

Notable Farmable C.B. Cap Sources

Δ Pendulum

Chain of Glorification

Gauph Key Δ

Ygg. Bark Bracer

Deathcannon of Pros. Ver.
Notable Premium C.B. Cap Sources

Partly Powerful Popgun

Fediel Float

Bab-Bell Rendezvous

Sky Ace

Impossible Diagram

Eleventh Fang o.t Pack

Chain Burst DMG Amplify

Charge Burst Amplify is a modifier that applies a percentage increase to your final Chain Burst damage. This bonus is additive with any other weapons or effects that provide damage amplification such as Arcarum Summons and the Seraphic-ATK modifier found on Seraphic Weapons, Ultima Weapons and Destroyer Weapons.

Notable Farmable C.B. Amp. Sources

Pendulum of Supremacy
Notable Premium C.B. Amp. Sources

Ebony Retribution

Staff o.t Med. Master

100% Critical Hit Rate Grids

Critical damage is one way grids can increase their overall damage output. While critical hits do not raise the damage cap, they can help reach existing damage caps more consistently. Additionally, some weapon skills may only activate on critical hits.

It is important to note that critical hit rate from the grid does NOT stack additively with other sources like character skills or EMP. For example, having 80% grid crit and 20% crit from EMPs does not mean that you have 100% critical hit rate. Instead, each instance is calculated separately. See Critical Damage for further information.

All types of damage can critically hit, however critical hits can only occur against elements that are weak to your element, as well as against Null element foes.

For consistency, crit grids will often focus on reaching 100% critical rate. By default, critical hits deal 50% increased damage and this value can be increased through the Overskills system.

Crit grids can often be quite restrictive to build as they require numerous weapon slots to achieve a reliable critical hit rate.

Here's a tip!
Players can check a grids current critical hit rate with the in-game grid skill boost info menu or by manually calculating it with numbers from the Weapon Skills page.
* Note: The in-game estimated damage calculator will not apply critical hit damage unless your critical hit rate is 100%.

Achieving 100% Crit

The typical crit calculation is as follows:

(Combined Weapon Crit Rate) x (1 + (Combined Summon Aura Boost))

Example 1:
This example uses double sided 5★ aura boost from Tiamat which allows for more grid customization but limits the summon options.

Critical Weapons Aura Boost
+ ×
icon.jpg
+
icon.jpg
= 100.7%
(10% + 10% + 6.5%) = 26.5% 1 + (140% + 140%) = 380%

Example 2:
This example uses a single Lvl 250 Tiamat which requires quite a few grid weapons, but frees up the main/support summon to run something with more utility.

Critical Weapons Aura Boost
+
×
icon.jpg
|Transcendence Lvl 5
+
= 102.3%
(10% + 10% + 6.5% + 6.5%) = 33.0% 1 + (170% + 20% + 20%) = 310%

Critical Hit Weapons

Notable Omega Crit Weapons

Ancient Auberon

Last Storm Harp

Pillar of Flame

Celeste Saber Ater

Forbidden Agastia
Notable Optimus Crit Weapons

Overrider

Phoenix's Torch

Purifying Thunderbolt

Gold Beak

Rubea Stiria

Galilei's Insight

Taisai Spirit Bow

Felinovus

Heldenhymne

Forbidden Silence

Efes

Vacation Toolbox

White Sword of Spelndor
Notable UnboostedWeapons that have crit skills that are not boosted by any summon aura. Crit Weapons

Wamdus's Cnidocyte

Critical Amplify Weapons

Critical Amplify is a modifier that applies a percentage increase to all types of damage when the attack is a critical hit. This bonus is additive with any other weapons or effects that provide damage amplification such as Arcarum Summons and the Seraphic-ATK modifier found on Seraphic Weapons, Ultima Weapons and Destroyer Weapons.

Notable Crit Amplify Weapons

Rubea Stiria

Heldenhymne

Efes

How to Choose Your Main and Support Summon

Nearly all setups will default to bringing at least one Weapon Skill boosting summon as many weapons have skills that scale significantly with these auras. The choice of the second summon is often determined by whether the setup requires a specific Call or Aura effect from an Elemental ATK% Summon, most commonly a Providence Summon.

Aura boosting summons typically go well with:

Weapon Skill Boosting Summons
% boost to (elemental) weapon skills
Elemental Summons
% boost to all elemental ATK
Main Only
Main Only
Main Only
Transcendence Lvl 1
Transcendence Lvl 1

Other things to consider include summons that provide a unique utility even if their ATK boost is lower. Listed below are some examples of these cases:

Summon Notes

Qilin
  • Provides the ability to reset all allies' skills on call.
    • When set as support summon, this summon can be called on turn 1.
  • Boosts skill damage and cap up.

Huanglong
  • Provides the party with 30% charge bar meter at battle start.
  • Boosts charge attack damage.

Kaguya (Summon)
At 4★ uncap:
  • 30% boost to item drop rate and EXP gain.
  • Strong boost to multiattack rate which is useful for hitting guaranteed MA for certain setups.
Transcendence Lvl 5

Lucifer
  • 150% boost to Elemental ATK
  • Automatically clears a debuff after enemy special attacks at Lvl 230
  • 50% boost to max HP at Lvl 250

Transitioning to an Optimus "Primal" Grid

All content in the game is clearable with Omega grids.
Building Optimus is not a required step in progression.

Why Transition to an Optimus Grid?

  • You simply enjoy an element and how it plays.
  • A properly built Optimus grid will outperform Omega grids.
    • This can make certain content "easier" to tackle due to the higher damage output and increase in survivability.
    • While Optimus grids have a higher power ceiling than Omega grids, a well built Omega grid will almost always outperform a poorly made Optimus grid. Before considering transitioning to Optimus, you should verify that you own all the necessary pieces to truly make it shine, otherwise it will just be a waste of resources.

The Cost of Transitioning

Both Omega and Optimus grids are continuously updated as the game's meta shifts and new weapons and characters are introduced. For Optimus grids, this is particularly significant as you may need multiple copies of a weapon obtainable only from the gacha. It is strongly recommended to only focus on one, maybe two, elements to make the level of investment manageable. Investing in multiple Optimus grids is uncommon among players, as it requires a combination of luck and high monetary investment.

Uncap materials are very limited and a single Optimus grid can consume the majority of an account's available Damascus Ingots. Expanding into additional Optimus grids (or even updating the existing Optimus grid with newly-released weapons) will quickly require farming Gold Bricks.

It is recommended to have most or all of the grid pieces and summons ready before uncapping any with Damascus Ingots, Gold Bricks, and Sunlight Stones. Otherwise, a new grid piece may release in the meantime that may make an older piece redundant.

Poor Reasons to Transition to an Optimus Grid

  • You want to skip farming an Omega grid.
    • New content releases all of the time, and grids are constantly evolving. Building an Optimus grid is not a one-and-done task and will still require farming of some sort, whether that be due to the release of new farmable weapons or Gold Bricks to uncap gacha weapons.
  • You already have most or all of the pieces for an Optimus grid.
    • Simply having pieces for a grid does not mean you have to invest into it.
    • Having Grand weapons does not necessarily mean an Optimus grid will outperform an Omega grid.
    • Even if the resulting grid is technically stronger, it is important to consider whether the improvement justifies the significant investment cost for you.

Remember that these are simply guidelines meant to help you progress as efficiently as possible. Ultimately, players are free to play the game however they choose, and its important to recognize that not everyone shares the same priorities or aims for the same level of grid optimization.

Dark Opus Weapons


Dark Opus weapons are an integral part of all weapon grids once fully upgraded as they are incredibly efficient grid pieces while also having the flexibility to change their weapon skills to suit the content they're used in. A 5★ uncapped Dark Opus is a very substantial power increase for any grid due to the variety and strength of the pendulums and chains available.

At rank 170, players will gain access to the Lucilius (Hard) and Belial (Raid) fights. Defeating Lucilius is required to uncap Dark Opus Weapons to 5★ and the raid also drops Tears of the Apocalypse, which are needed to purchase Pendulums. These can be equipped in the Dark Opus weapon's third skill slot.

Belial drops Cunning Devil's Horn, which can be exchanged for specialty Chains. These chains can also be equipped in the Dark Opus weapon's third skill slot as an alternative to Pendulums.

Omega Boosted (Renunciation)
Optimus Boosted (Repudiation)

Choosing Pendulums and Chains

It's important to note that Pendulums and Chains are consumable and will need to be repurchased if another weapon skill is desired.

Weapon Recommended Keys

Dark Opus
(Any)
2nd Slot
β Pendulum
50% boost to all allies' skill DMG cap

β Pendulum
(Lvl 120 required)
3rd Slot
Pendulum of Strength
Big boost to weapon element allies' ATK based on how high HP is

Pendulum of Strength
(Lvl 200 required)

The 2nd key slot gives a damage cap up weapon skill based on the key selected. Any of these options are good, just be sure to pick whichever is not already equipped on your Ultima weapon.

Key Cap Up Notes

N.A. CapAlso called "One-Foe Attack" or "Normal Attack"
  • 10% Normal Attack DMG cap
  • A universal Pendulum that is utilized frequently.
  • Additionally provides a small boost to multiattack rate when Transcended.

Skill Cap
  • 50% Skill DMG cap
  • A universal Pendulum that is utilized frequently.
  • When equipped as a mainhand, this pendulum will deal a large skill damage hit upon charge attacks.

C.A. CapCharge Attack
  • 50% Charge Attack DMG cap
  • A key that sees less usage due to many setups specializing into more normal attack or skill damage focused teams.
  • When equipped as a mainhand, this pendulum will provide 20% Charge Bar Gain UpCharge bar gain is boosted
    Strength: 20%Duration: 2.5 turnsApplied during the attack phase.
    On the next turn, it'll have 2 turns remaining.
    upon charge attacks. This may see use in certain teams that need to reach certain charge bar thresholds.

C.B. CapChain Burst
  • 50% Chain Burst DMG cap
  • A niche key that sees limited usage in certain Charge Attack or OTK teams.
  • When equipped as a mainhand, this pendulum will provide Charge Bar +10%Instantly boosts Charge Bar by 10%
    Strength: 10%
    upon charge attacks. This may see use in certain teams that need to reach certain charge bar thresholds.

Below are the most commonly used 3rd skill keys. For the full list of available keys, see #Guiding Gospel.

Key Nickname Notes
Stamina
  • Adds the Stamina weapon skill to the weapon.
  • A strong option for players who have not yet unlocked Dark Rapture Zero Pendulums.
Echo Key
  • Provides a 20% Passive Bonus Damage effect to all allies regardless of element and Double StrikeAttacks twice each turn
    on its charge attack in exchange for a 100% hit to charge bar gain.
  • The core piece to many burst setups by using the Dark Opus weapon as mainhand and using skills like  Splitting SpiritConvert caster's HP to charge bar3% charge bar for every 250 HP consumed, up to 100% charge bar.
    (Consumes up to 50% of current HP.)
    and charge bar gain boosting skills to continuously give Double StrikeAttacks twice each turn
    to allies.
Freyr Key
  • Provides various buffs50% ATK UpATK is boosted
    Strength: 50%Multiplier: NormalDuration: 4 turns

    50% DEF UpDEF is boosted
    Strength: 50%Duration: 4 turns

    10% DMG Cap UpMaximum amount of DMG that can be dealt per hit is boosted
    Strength: 10%Duration: 4 turns

    35% DA UpDouble attack rate is boosted
    Strength: 35%Duration: 4 turns

    25% TA UpTriple attack rate is boosted
    Strength: 25%Duration: 4 turns

    20% Dodge Rate UpChance to dodge DMG and debuffs
    Strength: 20%Duration: 4 turns

    20% Debuff Success BoostedDebuff success rate is boosted
    Strength: 20%Duration: 4 turns

    80% Skill DMG UpSkill DMG is boosted
    Strength: 80%Duration: 4 turns

    20% C.A. DMG UpCharge attack DMG is boosted
    Strength: 20%Duration: 4 turns

    30% C.B. DMG UpChain burst DMG is boosted
    Strength: 30%Duration: 4 turns

    20% C.B. DMG Cap UpChain Burst DMG Cap Boosted
    Strength: 20%Duration: 4 turns

    Veil (1 time)Debuffs 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."

    Dispel Cancel (1 time)Buffs can't be removed or shortened (1 time)
    Duration: Indefinite
    at the start of battle for 4 turns in exchange for a 30% hit to allies' max HP.
  • Ideal for short burst setups.
  • This effect applies to all allies regardless of element, so some players may use an off-element Dark Opus to save on trade materials.
  • This chain is sometimes called "Freyr chain" or "Freyr key" due to its similarity to the buffs gained from Freyr (Summon).
Glory
  • Adds the Glory weapon skill to the weapon.
  • Great for any charge attack focused setups that utilize an aura boost.
Majesty
  • Adds the Majesty weapon skill to the weapon.
  • Only recommended if extra HP is needed.

Dark Opus Transcendence

Omega Boosted (Renunciation)
Transcendence Lvl 5
Transcendence Lvl 5
Transcendence Lvl 5
Transcendence Lvl 5
Transcendence Lvl 5
Transcendence Lvl 5
Optimus Boosted (Repudiation)
Transcendence Lvl 5
Transcendence Lvl 5
Transcendence Lvl 5
Transcendence Lvl 5
Transcendence Lvl 5
Transcendence Lvl 5

Uncap Upgrades and Changes

Dark Opus Transcendence upgrades one of the strongest weapons in the game even further. Each step provides a small boost to its power, mostly focusing on aura-boosted skills. Because of this, fully uncapping the opposing Opus to the type of grid you run has less priority (e.g., Optimus Fire players don't need to fully uncap Scythe of Renunciation).

Star Level Key MaterialsImportant uncap materials that have limited availability or are difficult to obtain otherwise. Upgrades
Lvl 210
Lvl 220 ×20
  • Upgrades the 1st skill's Big Majesty (20%) → Big II Majesty (22%).
Lvl 230
  • Upgrades the 1st skill's Big II Majesty → Apotheosis which adds an aura-boostable 1.75% general damage amplification.
Lvl 240
  • Doubles the 2nd skill's additional effect gained from Lvl 210.
Lvl 250

Zero Pendulums

Key Function Effects Notes

Pendulum of Extremity
N.A. Amp
  • 40% EX ATK
  • 7% DMG cap
  • 25% DA/TA
  • 10% normal attack amplify
  • All effects require at least 280% Optimus, Omega or Odious aura boost to activate.
    • The "type" of Dark Opus does not matter as long as an aura boost meets the requirements.
    • Example: Sword of Renunciation, the Omega Opus, will still give the boost even if the grid has 280% Optimus aura boost.

Pendulum of Sagacity
Skill Amp
  • 40% EX ATK
  • 7% DMG cap
  • 30% skill DMG cap
  • 10% skill DMG amplify

Pendulum of Supremacy
C.A. Amp
  • 40% EX ATK
  • 7% DMG cap
  • 100% chain burst DMG amplify
  • 100% Fated Chain DMG amplify
  • 10% C.A. DMG amplify

Celestial Weapons

Celestial Weapons are an incredibly potent weapon slot due to their combination of powerful offensive and defensive modifiers. Uniquely, the weapons will provide further bonuses to characters whose weapon proficiencies match the Celestial weapon. The Celestial weapon type should be adjusted based on your party's proficiencies or for Voltage II synergy if your party's proficiencies are too spread out.

Celestial Weapons can be acquired through Unite and Fight events. All Nightmare difficulty raids have a chance to drop these weapons however, Nightmare Lvl 90 is the preferred method as you are able to stack Drop Rate Boosting effects while still being able to defeat the battle quickly.

Although the weapon dropped from the raid is random, each can be reduced for Crystallized Core ×15. This can then be used in the Shop to purchase another Celestial Weapon for the same cost. As long as you are not reducing a weapon you bought from the shop, there is no harm in reducing a 0★ Celestial Weapon if you are in need of extra Crystallized Cores.

How to 4★ Uncap a Celestial Weapon

To 4★ uncap a Celestial Weapon, you will need Crystallized Core ×45 and 20 of the corresponding Star fragments (e.g. Seven-Star Fragment ×20). Since this requires reducing Revenant Weapons, there are a certain number of steps needed before you are able to do so:

  1. Recruit the respective Eternal (e.g. Seofon for Gateway-Star Sword).
  2. Level the Eternal to lvl 80.
  3. Defeat the Eternal in their Fate Episode.

5★ Uncap

Celestial Weapons can be further uncapped to 5★ using additional materials, most notably Crystallized Core ×80 and 20 of the corresponding Star fragments (e.g. Seven-Star Fragment ×20). Once uncapped, the weapon can be equipped in the additional slots for Party Set Extra teams.

Furthermore, the weapon can be Awakened to either Attack, Skill DMG or C.A..

Awakening gives the weapons the ability to adapt to whatever the team may need. However, extra care should be given when selecting an Awakening type as it requires Crystallized Core ×170, and changing the Awakening type will reset its Awakening level.

Obtain Priority

The priorities given for each weapon below primarily take into account the amount of relevant characters that match the respective weapon proficiency. Any additional factors that impact the priority will be listed.

Celestial Weapons
Weapon
Possesses a strong C.A. effect however not many bow classes can utilize it effectively.
Priority ★★★★・
High
★・・・・
Low
★★★★・
High
★・・・・
Low
★★★★★
High
Weapon
Can be utilized effectively in Soldier setups.
Priority ★★★・・
Medium
★★★★★
High
★★★・・
Medium
★★・・・
Low
★★★・・
Medium

Awakening Recommendations

Below are commonly used awakening types for Celestial Weapons. However, since awakening requires Crystallized Core ×170 and changing the Awakening type resets its Awakening level, extra caution should be taken when awakening a weapon.

Celestial Weapons
Weapon
Awakening - -
Weapon
Awakening

New World Foundation Weapons











All New World Foundation Weapons provide an EX ATK modifier, DMG Cap in Arcarum and an additional effect unique to each weapon when equipped as a main weapon. These modifiers are enhanced when uncapped to 5★ and they also gain a general 5% DMG cap that is available outside of Arcarum. Furthermore, the main weapon restriction is lifted for the additional effect.

New World Foundation weapons are a necessary step in Uncapping an Evoker. As such, the weapon's priority is based mostly on the corresponding Evoker's priority.

World Weapons

The materials required for the World Weapons can be acquired from the The World solo fight in Replicard Sandbox or from the raid version unlocked at rank 170, The World (Raid).

While each World Weapon can be Awakened, unlike other Weapon Series, World Weapons only possess one Awakening type.

All World weapons possess a damage amplification modifier, limited to a certain damage type, and available only to characters with certain weapon proficiencies.

Weapon Awakening Type of DMG Amplified Weapon Proficiencies Affected

Worldscathing Leon

Attack
Normal Attack Damage

Worldstorming Aetos

Skill DMG
Skill Damage

Worldbreaking Tauros

Skill DMG
Skill Damage

Worldvexing Angelos

Attack
Normal Attack Damage

Worldforging Moros

C.A.
Charge Attack Damage

Revans Weapons

At rank 200, players will gain access to Revans Raids. The Revans Weapons these raids drop can be further strengthened through the Weapon Awakening system.

It's important to note that the Weapon Awakening level will reset if switching to a different awakening type. Additional materials will be needed again if another Awakening type is desired.

Standard Revans Weapons
280% Aura Boost Revans Weapons

Awakening Revans

The bonuses that Weapon Awakening provides for Revans Weapons are particularly significant compared to other weapon series. Many Revans weapons depend on their Awakening effects to be a competitive grid option and can feel underwhelming if used without them.

  • Attack provides a Normal modifier attack boost.
  • Defense can be a good source of HP and DEF for any setups that require more survivability.
  • Special can provide additional forms of DMG Cap.
Lvl Attack Defense Special
2 Might +2% HP +3% ATK +50
3 Might +2% DEF 3% HP +10
4 Might +2% HP +4% C.A. DMG Cap +2%
5 ATK +100 HP +4% DMG Cap +1%
6 Might +3% DEF +3% ATK +50
7 Might +3% HP +6% HP +10
8 Might +3% HP +6% ATK +50
9 Might +3% DEF +3% C.A. DMG Cap +3%
10 ATK +100 HP +8% DMG Cap +2%
11 Might +4% HP +8% HP +15
12 Might +4% DEF +3% ATK +50
13 Might +4% HP +8% HP +15
14 Might +5% HP +8% C.A. DMG Cap +2%
15 ATK +300 DEF +3% DMG Cap +2%
Total Might +35%Multiplier: Normal
ATK +500
DEF +15%
HP +55%
C.A. DMG Cap +7%
DMG Cap +5%
HP +50
ATK +200

Should you Mk II Forge?


Mk II forging Revans weapons is incredibly costly and requires farming multiple different Revans raids, so players should prioritize which weapons to upgrade.

  • Attack further improves the raw attack of the weapon making them extremely efficient gridpieces for raw damage.
  • Defense provides a relatively minor increase in suvivability. Not fully necessary unless your team needs the extra boost.
  • Special provides even more types of DMG Cap, making them an efficient gridpiece when DMG Cap is desired.

Be sure to check out each individual elemental page to see which weapons and which Awakenings are used frequently.

Stats gained with Mk II Awakening

Below is a table of each additional stat gained per awakening level after Mk II forging:

Lvl Attack Defense Special
16 Elemental ATK +2% Debuff Resistance +2% C.A. DMG Cap +3%
17 EX Might +5% Elemental Reduc. +2% Skill DMG Cap +2%
18 Elemental ATK +3% Debuff Resistance +3% Normal Attack DMG Cap +2%
19 EX Might +5% Elemental Reduc. +3% Skill DMG Cap +3%
20 Elemental ATK +10% Healing Cap +5% Normal Attack DMG Cap +2%
Total EX Might +10%
Elemental ATK +15%
Debuff Resistance +5%
Healing Cap +5%
Elemental Reduc. +5%
C.A. DMG Cap +3%
Skill DMG Cap +5%
Normal Attack DMG Cap +4%

Mk II Forge Cost

While Mk II awakening provides particularly potent effects, they cost a significant amount of resources to do so. Uncapping and awakening a Mk I Revans weapon will require 125 of the respective Revans material (e.g. Automagod Plating), while rebuilding and fully awakening a Mk II weapon will require an additional 650 materials. You will also need 80 mats from two other Revans raids.

Forging Mk II Revans
Needed Lvl: 150
Skill Lvl: 15


×500 ×500 ×50
×200 ×80 ×80


Lvl 20 Awakening Cost
Awk. Lvl 15


×450
Forging Mk II Weapons
Needed Lvl: 150
Skill Lvl: 15


×500 ×500 ×50
×200 ×80 ×80


Lvl 20 Awakening Cost
Awk. Lvl 15


×450
Forging Mk II Revans
Needed Lvl: 150
Skill Lvl: 15


×500 ×500 ×50
×200 ×80 ×80


Lvl 20 Awakening Cost
Awk. Lvl 15


×450
Forging Mk II Revans
Needed Lvl: 150
Skill Lvl: 15


×500 ×500 ×50
×200 ×80 ×80


Lvl 20 Awakening Cost
Awk. Lvl 15


×450
Forging Mk II Revans
Needed Lvl: 150
Skill Lvl: 15


×500 ×500 ×50
×200 ×80 ×80


Lvl 20 Awakening Cost
Awk. Lvl 15


×450
Forging Mk II Revans
Needed Lvl: 150
Skill Lvl: 15


×500 ×500 ×50
×200 ×80 ×80


Lvl 20 Awakening Cost
Awk. Lvl 15


×450

Ultima Weapons

Your First Ultima Weapon

Ultima Weapons are a unique weapon series that can equip different keys to gain different effects. From the Heart of the Sun event, players received a free 5★ uncapped Ultima weapon which is usually reserved for rank 200+ players who can clear Super Ultimate Bahamut. Players can also receive a free Atma Weapon from What Makes the Sky Blue III: 000 which can be upgraded into an Ultima Weapon. It's important to choose your free weapon and its keys wisely.

Below are recommended Ultima configurations that are widely utilized:

Recommended
Weapon Type
Recommended Element Recommended Keys

Ultima Staff
1st Slot
Gauph Key of Strength
Big boost to allies' ATK based on how high HP is
(Only affects this weapon type specialty allies. ATK boost is based on weapon skill level)

Gauph Key of Strength
2nd Slot
Gauph Key α
10% Boost to one-foe attack DMG cap

Gauph Key α
(N.A. Cap)
3rd Slot
Gauph Key Tria
Amplify all allies' superior elemental DMG by 25%

Gauph Key Tria
(Lvl 200 required)

Ultima Sword

The element of the Ultima Weapon only matters when it is equipped as a main weapon. The recommended elements listed above were selected due to the lack of relevant or budget farmable options for the corresponding weapon type and element.

What Weapon Type Affects

Your Ultima weapon type only affects the boost it gives on its first key slot as well as its ability to be used as a main weapon. This boost can largely be ignored in early game setups. For more advanced setups, players may craft different Ultima Weapon types to min-max their damage output for key characters.

Choosing an Ultima Weapon Type

When deciding on which Ultima Weapon type to make, it's always best to consider what would benefit the teams that you use the most. Each player has different teams and characters available to them so there is no single "correct" choice.

The element selected for the weapon is largely irrelevant as Ultima Weapons are rarely used as main weapons. If you need some general guidance, refer to the chart below.

Hover over special icons to show specific usage cases.

Ultima Type Commonly Used In Recommended Element

Ultima Sword


Ultima Dagger
N/A Not recommended.

Ultima Spear


Ultima Axe

Ultima Staff


Ultima Type Commonly Used In Recommended Element

Ultima Gun
Can be used in Street King and Tien setups
Used primarily in high-end Hraesvelgr burst setups.

Ultima Claw
Can be used in Luchador burst


Ultima Bow
N/A Not recommended.

Ultima Harp
Can be used in Rising Force charge attack setupsCan be used in Mariachi setups as an auxillary weapon

Ultima Blade


Primarily used in Narmaya (Grand) burst setups.

Choosing Gauph Keys

Leveling your Ultima Weapon to lvl 200 is very important, as it will gain access to its 3rd Gauph Key slot which is the most impactful part of this weapon. Once this key slot is unlocked, be sure to equip the Gauph Key Tria. This gives the weapon a very powerful Seraphic-type ATK boost, even stronger than a fully upgraded Seraphic Weapons when fighting at elemental advantage.

It's important to note that Gauph Keys are consumable and will need to be repurchased if another weapon skill is desired.



Gauph Key Tria
Amplify all allies' superior elemental DMG by 25%


As mentioned previously, the 1st key slot only boosts allies that match the weapon type of the Ultima Weapon being used. While it is nice when the team's weapon proficiencies match up, it shouldn't be forced.

Key Nickname Notes
Stamina

Recommended!

  • A universal Gauph Key that provides high value in many situations.
Multiattack
  • Great for setups that don't need the extra raw damage provided by the Stamina Key and want more multiattack consistency.
  • Used frequently in high difficulty raids where "Triple Attack × times" omens are common.

The 2nd key slot gives a damage cap up weapon skill based on the key selected. Any of these options are good, just be sure to pick whichever is not already equipped on your Dark Opus weapon. This weapon skill will affect all allies regardless of their weapon proficiency and the Ultima Weapon's forged element.

Key Cap Up Notes

N.A. CapNormal Attack
  • 10% Normal Attack DMG cap
  • A universal key that is utilized frequently.

Skill Cap
  • 50% Skill DMG cap
  • A universal key that is utilized frequently.

C.A. CapCharge Attack
  • 50% Charge Attack DMG cap
  • A key that sees less usage due to many setups specializing into more normal attack or skill damage focused teams.

C.B. CapChain Burst
  • 50% Chain Burst DMG cap
  • A niche key that sees limited usage in certain Charge Attack or OTK teams.

The 3rd key slot is the most impactful and defines what the weapon is used for. This weapon skill will affect all allies regardless of their weapon proficiency and the Ultima Weapon's forged element.

Key Nickname Notes
Seraphic

Recommended!

Healing
  • Increases all allies' healing cap by 50%.
  • Mostly used in high difficulty endgame raids when more sustain is required.
Charge Bar Gain
  • Boost to all allies' charge bar gain by 10%.
  • Used in setups that require extra charge bar gain to charge attack more consistently.
Damage Cap Up
  • Boost to all allies' DMG cap by 10%.
  • This key is used less frequently due to the prevelance of DMG cap on many meta-relevant weapons.

For further information on these Gauph Keys, see: Gate of Omnipotence.

Draconic Weapons Provenance







Upon reforging Draconic Weapons into their Provenance forms, these weapons gain a number of benefits. They can be equipped alongside Dark Opus Weapons and can also be equipped in the additional weapon slots for Party Set Extra teams. This provides additional flexibilty in weapon choices when building a grid.

Provenance Forge Cost

Forging Draconic Provenance
Needed Lvl: 200
Skill Lvl: 20


×1000 ×1000 ×15
Unique drop only obtained from the
Hexachromatic Hierarch raid.
×10 ×100 ×20
×1 × ×

Provenance Telumas

Below is a table of the available Telumas that can be additionally equipped to fully forged Draconic weapons. For more information on trading for these items, see: Draconic Weapons#Six Pillars' Judgment.

It's important to note that Telumas are consumable and will need to be repurchased if another weapon skill is desired.

Key Nickname Notes
Amp Key
  • Amplifies DMG by 10% against null-element foes for allies matching the weapon's element.
  • This effect stacks with Grand Order's sub aura.
HP Key
  • Adds a flat 10,000 to the final HP of allies matching the weapon's element.
  • A niche effect that can be used to meet activation requirements that depend on a high max HP value such as:
  • Typically, the standard elemental DMG reduction Telumas will function similarly when used for defensive purposes.

Destroyer Weapons







Destroyer Weapons create the foundation for fully optimized setups due to the massive offensive and defensive potential they offer. Similar to Dark Opus Weapons, Destroyer Weapons feature a weapon skill that can be changed by equipping different Anklets depending on the team's needs.

The most unique aspect of the Destroyer Weapons is its ability to grant the team with Bonus Destruction DMG to normal and charge attacks. At 3★, this bonus is only applied to MC but from 4★ onwards, it will affect the entire team. Not only is this effect a large damage increase, but it is also relevant for V2 Raid where hit count omens are prevalent.

Anklets

At 4★, the weapon can be equipped with an Anklet, granting extremely powerful bonuses to MC. Once the weapon is uncapped to 5★, these effects are extended to the entire party. There are three types of Anklets, each focused on a different damage type. Every Anklet provides 30% reduced damage taken from the superior element, similar to the Elemental Telumas Inferno Teluma
Abyss Teluma
Crag Teluma
Tempest Teluma
Aureole Teluma
Malice Teluma
found on Draconic Weapons. However more importantly, all Anklets grant a 30% Seraphic-type ATK boost, surpassing the effect of Gauph Key Tria on Ultima Weapons.

All anklets require a total aura boost of 280% or higher to activate, making it crucial for optimized setups to meet this threshold.

Key Damage Type Effects Notes
Normal Attacks
  • Increases normal attack damage cap by 10%
  • Supplements normal attack damage (Damage cap: 20,000)

Activates only when an elemental weapon skill enhancement has a boost of 280% or above.

Skill Damage
  • Increases skill damage cap by 50%
  • Supplements skill damage (Damage cap: 30,000)
Charge Attacks
  • Increases charge attack damage cap by 50%
  • Supplements charge attack damage (Damage cap: 300,000)

Can I use Destroyer Weapons at 3★ or 4★?

Equipping a 3★ Destroyer Weapons is hard to justify, as its effects are specific to MC.

At 4★, Destroyer Weapons can be an upgrade depending on which gridpiece it replaces. The teamwide Bonus Destruction DMG to normal and charge attacks can effectively function as a form of cap up. Since the Anklet only affects MC at 4★, an Ultima Weapon with Gauph Key Tria cannot yet be replaced, making grid space a key consideration.

In Party Set Extra teams, Destroyer Weapons can be placed in the additional slots, which may make equipping a 4★ Destroyer Weapon an easier choice.

Weapon AX Skills

Some weapons can come with random Weapon AX Skills. They do not provide significant bonuses and are largely a min-max feature. However, there is a priority in terms of which AX skill to aim for.

HP

Weapon AX skills In nearly all scenarios, a max roll Stamina +3 will perform the best for damage when compared to all other AX skills. A max roll ATK +3.5% will perform better than a Stamina +1 but will be surpassed by a Stamina +2.

Additionally, Multiattack can be useful in reaching certain TA thresholds.

Be sure to farm all 4 copies of a weapon before uncapping it, in case a copy with a better AX skill drops. Please read the full article's section on the inheritance system for information on how to transfer AX skills between copies of a weapon.

Weapon Awakening

Weapon Awakening is a unique mechanic that adds additional boosts to the weapon depending on the type of awakening. Each weapon series has a different set of stat boosts for each awakening style. For information on what exact stats each awakening gives, please see the full article. Below is a rough suggestion of which awakening to pick for each series however be sure to check out their respective elements' pages for more information on individual awakening recommendations and quantities.

It's important to note that the Weapon Awakening level will reset if switching to a different awakening type. Additional materials will be needed again if another Awakening type is desired.

Series Priority Notes
Ennead Weapons ★★★★・
★★・・・
★・・・・
  • A majority of the Ennead weapons do not come with an ATK modifier, so Attack is strongly suggested.
Revans Weapons ★★★★★
★★★★★
★★★・・
  • Revans weapons Awakening provide significantly more stats compared to other weapon series. Specific recommendations and quantities can be found on the respective elements' pages.
  • Forging Mk II Revans weapons will give it 5 more levels of awakening however the cost to do so is quite high. For this reason, Attack and Special should be prioritized for Mk II over Defense.
Class Champion Weapons ★★★★・
★★・・・
  • Row V Class Champion Weapons have the ability to be Awakened.
  • Typically, Attack awakening is selected as the weapons do not come with an ATK modifier.
  • Defense can be used for niche setups when extra survivability is needed, usually raid solos.
Celestial Weapons N/A
N/A
N/A
  • Celestial Weapon Awakenings provide particularly potent stats, each centered around a damage type.
  • All Awakening types are situationally powerful however they only affect characters that share the same proficiency as the weapon.
  • Due to the amount of materials needed, extra care should be given when selecting an Awakening type as its potency will heavily depend on your party composition.
Exo Weapons ★★★★★
★・・・・
  • Strong mainhand weapons due to their potent Attack awakening boosts.
  • Special awakened copies can serve as decent filler for less developed grids, however Attack should be prioritized first.
Proven Weapons ★★・・・
・・・・・
★★★★・
  • Weapons with Elemental Arts weapon skills Ushumgal
    Clarion
    Daggerpeak
    Daur da Blao
    Phantom Fangs
    Bismarck
    (Boost to Skill DMG Cap) synergize well with both Special and Attack.
    • Two Special awakened copies can cap the grid's Skill DMG Cap Up when used alongside a Dark Opus Weapon's β Pendulum.
    • Attack awakening can be used if more raw damage is desired.
  • Other Proven weapons have unique uses and will have different Awakening priorities. For details, see each individual element's page for information on their usage, or lack thereof.

Other Raids and Weapons

As players progress in rank, they will unlock additional raids and weapon series. However, many of these are less commonly used compared to weapons listed above.

ATK/HP Boosting Bahamut Weapons







HP/Multiattack Boosting Bahamut Weapons





  • Bahamut weapons provide various boosts such as ATK, HP and multiattack to allies that match the required races.
  • They are a good source of Normal ATK for beginner to intermediate grids and can be an an accessible option for additional weapon slots in Party Set Extra teams.
  • Bahamut weapons are seldom used in optimized grids.

Hollowsky Weapons






  • Hollowsky weapons provide a conditional General DMG supplemental skill to allies with the specified weapon specialties.
  • Due to its overly strict activation conditions and lower overall values, they are completely overshadowed by

or Ennead Weapons that provide General Supplement DMG.

  • Hollowsky weapons are seldom used in optimized grids.

4★ Cosmos Weapons











  • Cosmos weapons boost the base ATK and HP of other weapons in the grid that share its weapon type.
  • Cosmos weapons are seldom used in optimized grids.

Draconic Weapons







  • Draconic Weapons are a strong defensive weapon, but their biggest tradeoff is that they cannot be equipped alongside Dark Opus Weapons. Therefore they can be a consideration if more defense is desired over offense
  • They should ONLY be used at 5★ with the 3rd skill unlocked using Telumas.
  • Draconic weapons can be futher enhanced through Draconic Weapons Provenance, allowing the weapons to be equipped alongside Dark Opus weapons.

Astral Weapons







  • 5★ Astral Weapons provide a strong EX ATK modifier and a specific damage cap skill, which can be useful for intermediate grids.
  • However, since Astral weapons require materials that are used to recruit an Evoker, they are generally not worth crafting, as all except Sol Remnant are seldom used in optimized grids.

Sephira Weapons











  • All Sephira weapons provide an Omega attack modifier alongside an additional weapon skill that only takes effect in Arcarum: The World Beyond and Replicard Sandbox.
  • These weapons can be considered filler pieces for the additional weapon slots in Party Set Extra teams until you acquire better grid options.
  • Sephira weapons are seldom used in optimized grids.

Militis Weapons













  • All Militis weapons provide a Voltage II modifier that matches the weapon itself.
  • The second weapon skill varies per weapon and is often the determining factor in whether the weapon is utilized in optimised setups.
  • Check the respective Advanced Grids element page for further details.

Xeno Militis Weapons







  • Tetra ElementFire, Water, Earth and Wind Xeno Militis weapons provide a Majesty modifier and a scaling DEF boost. They are sometimes chosen as a defensive option for the additional weapon slots in Party Set Extra teams.
  • Light and Dark Xeno Militis are not utilized frequently due to their more restrictive requirements.
  • Check the respective Advanced Grids element page for further details.

Additional Resources

Other Grid Resources