Team Building

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Team Building is a core system in Granblue Fantasy. Your party consists of the main character, 3 front line characters, 2 back line characters, 1 main weapon, 9 sub weapons (known colloquially as the "grid"), 1 main summon, and 4 sub-summons.

Each character, weapon, and summon has its own statistics and abilities to consider. Combining all these factors into a competent party is a very satisfying experience when you are able to take that party and see it slowly progress and improve, allowing you to take on harder and harder content.

※ This article is a general guideline. Specific grid compositions and optimal main character classes and main weapons may vary based on your party composition, main weapon options, and available summons. For a beginner's list of cookie-cutter grids to pursue, see Basic Grids.

Characters

A character's strength largely depends on your weapon grid and their synergy with other party members, rather than their individual stats. Because a player's character availability depends on what their Premium Draw pulls and what events or side stories they've cleared, it is impractical to recommend specific characters or party combinations here.

A few key points to consider while picking characters for your team:

  • Capping DEF Down: Learning how DEF Down Stacking works is extremely important. Many players will use Ability Miserable.png Miserable MistInflict Status AttackDown.png25% ATK DownATK is lowered
    Strength: 25%Base Accuracy: 80%Duration: 180 secondsStacking: Dual
    and Status DefenseDown.png25% DEF DownDEF is lowered
    Strength: 25%Base Accuracy: 80%Duration: 180 secondsStacking: Dual
    on all foes.
    (from the Row III class Dark Fencer) as a subskill on the Main Character for Status DefenseDown.png25% DEF DownDEF is lowered
    Strength: 25%Stacking: Dual
    . Because it is a "dual-sided" debuff, it will stack with other types of DEF Down until the -50% cap is reached.
  • Multiattack Buffs: Commonly referred to by players as DATA (Double Attack/Triple Attack). Having multiattack is vital—it means more attacks per turn, and less turns to your next Charge Attack. Characters who can multiattack more reliably should be placed before characters who can't; each character who uses their C.A. fills the charge bars of characters after them by 10%, allowing those characters to use their own C.A.s even if they weren't at 100% charge bar at the start of the turn.
    • In later-mid grids, grids can also gain multiattack options by slotting in certain weapons. Most notable are the Atma Weapons, which can use a Strife Key to boost DATA for all characters that have a proficiency in its weapon type.
  • Charge Attack Effects: Characters' Charge Attacks may have special effects, such as a party-wide buff or a buff for its user. Characters with party-wide buffs may want to be placed in the second or third slots so more characters will be immediately affected.
  • Synergy with one another: Taking note of each character's gimmicks and working around them is key to making team-building more fulfilling. Does someone have a stacking buff that dispels if they take damage? Slot in a tanky character who draws hostility towards themselves so the first character gets targeted less. If a character's kit revolves around constantly charge attacking, pairing them with characters that supply Status Uplift.pngCharge Bar +Instantly boosts Charge Bar by
    or Status Uplift.pngCharge Bar Gain UpCharge bar gain is boosted
    will help with that.

Weapons

See also: Basic Grids

A party's element is decided by the equipped main weapon; the types of main weapons that can be equipped are decided by the main character's Class. The remaining nine sub weapons (the grid) can be freely equipped and are not limited to the main weapon types.

Because Weapon Skills are far more important than an individual weapon's stats, grid progression relies on strengthening single-element grids, then working on other elements' grids as one gets stronger. While building early-game grids, first raise the skill levels on a newly-obtained weapon, then add it to your grid until you have enough (usually 5-6). After you have that base grid down, then you can uncap weapons with copies.

There are a few weapon series that will almost always have a place on your grid; most of these are crafted through Shop > Weapon Series:

  • Seraphic Weapons (early game): These weapons have one for each element and bring an extremely important boost to total damage against their effective element: 10% as an SR weapon, 20% as an SSR weapon. They can (and should) be added to the party even as SRs.
    • Dark and Light Seraphic weapons have steeper unlock and uncap requirements than the other four Seraphic Weapons, requiring the What Makes the Sky Blue II: Paradise Lost side story to be completed first.
    • Unlike most other weapons, Seraphic Weapons are solely uncapped through trading in materials in the Shop. While their levels will be raised by regular upgrading, each ★ cannot be raised through conventional means.
  • Bahamut Weapons (mid game): While these weapons are always Dark-element, their skills take effect based on character race rather than element, so they will find a place in every applicable team. Unknown and Primal characters will be buffed by any Bahamut Weapon, so it is encouraged to look at your overall teams to decide which one to craft.
    • The side story What Makes the Sky Blue will give players a free SSR Bahamut Weapon of their choice, instead of having to craft one from SR to SSR. It is highly encouraged to make your first Bahamut Weapon selection there, despite its relatively late main story unlock requirement. Most players recommend selecting Dagger of Bahamut Nova because Human is the most common race, with Erunes second (who will also be boosted upon upgrading the dagger to Coda).
  • Atma/Ultima Weapons (mid-late game): Like Bahamut Weapons, their skills are not based on element. They instead provide HP and ATK boosts based on a character's weapon proficiencies; a character with two proficiencies will be boosted by either (or both) Atma Weapons. (The main character's weapon proficiencies are based on class and are the same as the main hand weapons.)
    • Atma Weapons can gain an additional skill by trading for Gauph Keys. Only one key can be equipped at a time; the most common pick is the Strife Key for its multiattack rate boost.
    • Atma Weapons can be upgraded into Ultima Weapons, but this requires being High Level. Upon upgrading to Ultima, it can gain a second additional skill with an Ultima Key.
    • Due to the large amounts of Sword proficiency characters, Atma Sword is a common first pick. Other Atma weapon selections will heavily rely on your character composition.
  • Dark Opus Weapons (rank 120+): Extremely flexible weapon after its 4★ and 5★ uncaps. Each element has two variations of the weapon for its base skill: one has an Omega modifier while the other has a Normal modifier. Notice that it is possible for an Omega modifier 5★ Dark Opus weapon to be good in a Normal grid; due to the difficulty in obtaining one, players should carefully consider their options before committing to it.
    • Like Ultima Weapons, they have slots for two additional skills that can be unlocked using items after their uncaps. Although identical damage cap boosts will not stack (for example, if both Ultima and Dark Opus skills grant a 15% boost to CA DMG Cap, you only gain a 15% boost), the two weapons are not mutually exclusive and can be used to raise different damage caps.
  • Beast Weapons from the event Rise of the Beasts will vary in use. Fire, Water, Earth, and Wind all have two weapons with Normal modifiers two with Omega modifiers. Light and Dark both have one EX weapon each: Huanglong Gauntlet square.jpg Huanglong Gauntlet and Qilin Sword square.jpg Qilin Sword, and both have a second skill that reduces damage taken from their advantage element.
  • Xeno Weapons: These weapons have the one of the strongest EX modifiers in the game, as well as 4★ uncaps that make them even more powerful than regular EX weapons. However, the infrequent appearances and short duration of Xeno Clashes, can make them difficult to acquire for new and even mid-level players.
  • Astral Weapons (rank 150+): Even at 4★, Astral weapons offer the strongest EX modifier in the game, significantly stronger than Xeno weapons, as well as a cap-breaking option when used as a mainhand weapon (does not stack with similar keys from Dark Opus or Ultima weapons). At 5★, this bonus becomes available even if the weapon is not used as a mainhand, making them a powerful option in nearly any grid.

Summons

The main summon will be picked for its aura. For new players, an elemental ATK-boosting summon is ideal, but as players progress, switching their main summon to a weapon skill boosting summon is preferred. For example, in an Omega team, using a 3★ Omega summon will be preferable over a 50% Elemental Attack boost summon.

Sub summons, meanwhile, have much more freedom. The only benefit gained from matching their elements to the main weapon's is a 3-turn initial cooldown cut. Otherwise, unless they have a sub-summon aura, they are mainly being used for their call or for their stats.

For most battles, a Support Summon will be selected before fighting. The Support Summon's aura will affect your party unless otherwise stated, so it is best to choose a summon that complements your team. (For example, teams with an Omega main summon will usually pick an Elemental summon.)

Some notable summons:

  • Carbuncles are the only premium draw SR summons to see common use. A 3★ SR Carbuncle is much easier to obtain than its SSR equivalent (Epic Series), and have an extremely good call (50% Elemental ATK Up and 50% Elemental DMG Cut of its element). In certain difficult fights, players may equip up to three 3★ SR Carbuncles of the element they're fighting for the damage cut.
  • Summon s 2030026000.jpg White Rabbit and Summon s 2030079000.jpg Black Rabbit are staples for EXP farming in Shiny Slime Search!. While both are technically free, White Rabbit requires Rare Monster farming to trade for it in the Treasure Trade Shop, while Black Rabbit only has one copy obtainable from Arcarum: The World Beyond and needs to be uncapped with Moonlight Stones.
  • Summon s 2030051000.jpg Belle Sylphid is another commonly-used SR summon, used for Rare Monster farming. She is only obtained through Rare Monster drops. (With the addition of Rare Weapons for upgrading Siero's Shop in Unite and Fight token drawboxes, however, Belle Sylphid has fallen out of favor.)
  • Summon s 2040157000.jpg Huanglong and Summon s 2040158000.jpg Qilin are a set of farmable summons that are extremely useful at 3★.
  • Summons that can only be used once per battle (Genesis Series, Freyr, Typhon) often have very strong calls. Uncapping these with duplicates is usually inadvisable unless you have enough copies to 3★ at once. (Even then, depending on the summon, you might not want to do that.)
  • Non-ticketable summons almost always have extremely good auras and/or calls.
    • The Primarch Series all have sub-auras that raise the damage cap against their advantage element. (Note that this is not the same as Seraphic weapons, which boost final damage. However, they are still worthwhile for player progression.)
    • Summon s 2040003000.jpg Bahamut and Summon s 2040056000.jpg Lucifer are highly-regarded for their 4★ and 5★ calls. Although Sunlight Stones can be used to raise them to 3★, their uncaps beyond that require gathering the necessary the materials; there is no skipping through it.
    • The Optimus Series are the cornerstone of Primal grids and should not be reduced even if you have no immediate plans on building a Normal grid. There are weaker free substitutes in the Demi-Primal series obtained through What Makes the Sky Blue II: Paradise Lost, but you can only select one summon and it will still need Sunlight Stones to uncap.
    • New players commonly use Summon s 2040114000.jpg Kaguya for her autorevive; experienced players commonly use her for her boost to item drop rate (and, at 4★, her boost to EXP gain). "Double Kaguya" means a person is using Kaguya as both a main and support summon to maximize drop rate. Players without their own Kaguya can use an SR Rabbit as their main summon.
  • Arcarum Summons take a long time to uncap due to the Arcarum's time-limited nature; however, all the summons have sub-auras that may prove extremely useful. Although many of them have situational calls, The Sun (SR) and The Hanged Man (SR) are notable for being all-around strong summons.
    • At the end of the lengthy Arcarum Summon upgrade process are the Arcarum Evokers, so some players may want to pick their summons based on the Evoker of their interest.

For more information on general Summon tiering, see the appropriate links in the Resources section.

Omega Grids

Omega (Magna) grids make use of weapons and summons that are all farmable. Most new players are suggested to build these types of grids first, since there are no specific Premium Draw requirements to it.

The following are general guidelines for grid building progression. As the grid meta can shift greatly depending on new content and updates, these guidelines cover common advice given to players up to Omega II grids and is not a strict rule to follow.

(Last updated: March 17, 2019)

Progression

Early Game (Omega I/M1):

  • Early game grids depend on drops from Omega Raids. Every four chapters in the Main Quests up to Chapter 48, players will receive a free level 100 Omega SSR weapon as a completion reward; however, not all of those weapons are good. (See each element's respective Basic Grids for advice on them.)
  • Filler weapons and summons from early Side Stories can be used as placeholders. Most side stories give a level 100 copy of an SSR weapon upon story completion, and a 3★ level 1 copy of the summon. (Side stories with multiple weapons or summons will require you to farm the others.)
  • Before obtaining enough copies for a 3★ Omega Summon, using an Elemental summon may provide better damage.
  • After obtaining a 3★ Omega Summon, with enough skill leveled Omega weapons in the grid, using an Omega main summon and an Elemental support summon will bring better yields than Elemental x Elemental. See the Damage Formula page for details.
  • Start the Seraphic Weapon upgrade process as soon as possible.
  • See Basic Grids for more detailed examples.

Late Pre-High Level (M1):

  • Most Normal-skill side story weapons should be replaced by this point.
  • Xeno Weapons and Proving Grounds weapons should be farmed out whenever possible, preferably uncapped to 4★, to replace story event EX weapons.
    • Due to the limited availability and irregular scheduling of those events, they should be farmed out regardless of grid progression unless you are absolutely certain you will not need them.
  • Accumulated renown pendants should be used towards Celeste Claw Omega square.jpg Celeste Claw Omega or Luminiera Sword Omega square.jpg Luminiera Sword Omega, which have the lowest drop rates of the Omega weapons.
    • Unlike other M1 weapons, which should be skill leveled and placed into the grid before uncapping, Luminiera Swords should not be used until High Level, after its 4★ uncap and raised to level 120 for its second weapon skill.
  • Arcarum: The World Beyond should be unlocked at this point. Each Arcarum difficulty has an increasingly high SSR weapon drop rate, and can provide weapons desirable for your grids. Arcarum (Sephira) weapons may be used as grid placeholders if you have difficulty getting the right raid drops.
  • Upgrade the Seraphic Weapons whenever possible. The only uncap unavailable to pre-HL players is the SSR uncap, which requires Elemental Centrums from Omega I Impossible raids.
  • It is possible, but difficult, to complete an Atma Weapon at this stage by hosting Ultimate Bahamut (Raid).
  • Fire and Dark grids may begin including Ancient Ecke Sachs square.jpg Ancient Ecke Sachs ×5 and Weapon s 1040106400.jpg Ancient Cortana ×1 from Tier 1 Summon Raids. However, the drop rate on these raids is low and the only way to purchase them is with High Level Prestige Pendants. Completing a regular M1 grid is higher priority.
    • Fire is the only grid to make a full transition to an Ancient weapon due to the strength of crit and enmity skills found in Ancient Ecke Sachs. A 0★ AES can replace a 3★ Colossus Cane Omega square.jpg Colossus Cane Omega outside of 1-turn teams.
    • Some Water grids may include Ancient Auberon square.jpg Ancient Auberon, but it is less common. Ancient Nalakuvara square.jpg Ancient Nalakuvara, Weapon s 1040703400.jpg Ancient Bow of Artemis, and Ancient Perseus square.jpg Ancient Perseus are usually not used outside of 1-turn teams, where only one copy of the weapon would be used.
    • There are two types of T1 Summon weapons: regular (have a glow in surrounding the weapon its artwork) and Ancient (no glow). Ancient versions have Omega skills while regular versions have Normal skills. Make sure to distinguish them!

Early High Level (M1):

  • Light grids will transition from Luminiera Bolt Omega square.jpg Luminiera Bolt Omega to Luminiera Sword Omega square.jpg Luminiera Sword Omega. Some other Omega weapons can be raised to 4★, but they are not high priority due to upgrading costs.
  • Finish Seraphic Weapon upgrades.
  • Prestige pendant farming in early High Level is difficult, so spending it on Class Distinctions for Row IV and Extra II Classes is higher priority. Spare prestige can be used to purchase Ancient Ecke Sachs square.jpg Ancient Ecke Sachs from the pendant shop (2/month, 1000 prestige). You may also choose to save them for an eventual Omega II (M2) weapon.
  • Most of early High Level will still be spent farming regular Omega raids. Omega I Impossible raids are farmed for centrums and host crystals for Omega II raids, but are rarely farmed for weapon drops.

High Level (Omega II/M2):

  • After reaching rank 120, Impossible Omega II Raids (M2) and Lucilius (Raid) are unlocked. M2 weapons drop from host, MVP, or blue chests, and can also be bought with 4000 prestige pendants. Dark Opus weapons are acquired by trading drops from the Lucilius raid; note that Omega grids will always want the "Renunciation"-name weapons.
  • Typical M2 grids wildly differ in their use of M2 raid weapons. Fire barely uses any in favor of AES, while Earth almost completely replaces the original M1 grid. Like the Ancient weapons, M2 weapons usually have a weaker attack skill in exchange for different skills like HP, multi-attack, or Stamina.
  • Most M2 weapons will only be added to the grid after reaching 4★ because some weapon skills are only unlocked after being upgraded to level 120. The two common exceptions are your first Nibelung Horn square.jpg Nibelung Horn and Last Storm Harp square.jpg Last Storm Harp, which can both be added in at 0★ and then uncapped like M1 weapons.
  • Dark Opus weapons can take various places on a grid; for most grids, it will replace an M1 weapon.
  • Picking between 4★ Omega summon, 4★ M2 weapon, or 4★ Dark Opus weapon first is up to personal preference, but the summon is recommended due to affecting all your Omega weapons.
  • Completed M2 Earth and Wind grids will sometimes opt for Omega x Omega summons for 100% crit. Almost all other Omega teams will still prefer Omega x Elemental.

General Advice:

  • Remember to balance your weapon modifiers for maximum damage. The usual grid setup is 5-6 Omega, 2-3 Normal (this includes Bahamut Weapons, the Normal II Celestial Weapons, and Atma/Ultima Weapons), and 1-2 EX weapons. But due to the respective strengths of their Omega weapons, Wind teams usually contain 6 to 7, while Fire often does with just 5.
  • Although the guide earlier suggested using an Omega main summon and an Elemental support summon, they are interchangeable. If you have a strong Elemental main summon, it may be more convenient to use Omega support summons.
    • In some cases (particularly for summons that can only be used once per raid or other powerful ones like 4★ Bahamut or Lucifer), you may still want to use your own Omega main summon, use your elemental summon as a sub summon, and bring the same elemental summon as support so you have their call twice.
  • Note that in the "Summon combination" part of following paragraphs, summons like Summon s 2040185000.jpg Shiva (Summon) are usually interchangeable with ticketable elemental ATK summons like Summon s 2040304000.jpg Sylph, Flutterspirit of Purity since they have a comparable Main Aura. For the most part, the summon call of the non-ticketable option listed is stronger, but there can be situations where it's not the case.

Icon16Fire.png Colossus

Summon Combinations

Notable Omega Weapons

  • Colossus Cane Omega square.jpg Colossus Cane Omega (M1): Base weapon for Colossus Omega grids. It is often dropped in later-game grids for Ancient Ecke Sachs.
  • Sephira Emerald Dagger square.jpg Sephira Emerald Dagger and Sephira Emerald Fork square.jpg Sephira Emerald Fork (Arcarum): Suitable filler weapons. Both have better stats at 3★ than a 3★ Cane.
  • Ancient Ecke Sachs square.jpg Ancient Ecke Sachs (T1): Core weapon due to the three offensive modifiers. Four copies in a double Colossus team will result in 98.8% crit chance, but even if the crit chance is not maxed it still provides high damage overall.
  • Scimitar of Brahman square.jpg Scimitar of Brahman (M2): Filler/utility weapon, usually 1-2. Powerful health booster which also provides decent DA.
  • Weapon s 1040210400.jpg Trident of Brahman (M2): Utility weapon for Cane grids. Most useful when characters in your party are desperate for DATA. Having strong multiattackers like Grea or Therese will greatly devalue this weapon.
  • Hand of Brahman square.jpg Hand of Brahman (M2): Only relevant in a Melee-based team (e.g. Anila, Grea, Ghandagoza), and usually used as main weapon for its TA buff.
  • Weapon s 1040310700.jpg Scythe of Renunciation (Dark Opus): Extremely flexible weapon, especially after its 4★ uncap. Even at 3★, it easily replaces a Cane.
  • Weapon s 1040511400.jpg Summer's Mirage (RotB): Strong filler weapon. Even though Fire teams does not typically build around Charge Attack damage, it is still much better than Canes and the Sentence skill is always welcome.
  • Weapon s 1040313200.jpg Garnet Broadaxe (RotB): Niche weapon for Progression, useful in longer battles when running double Omega summons.
  • Weapon s 1040417900.jpg Nilakantha (M2): Utility weapon for Stamina modifier and HP.

Icon16Water.png Leviathan

Summon Combinations

  • Summon s 2040225000.jpg Europa (Summon) + Summon s 2040028000.jpg Leviathan Omega: Standard option.
  • Summon s 2040167000.jpg Bonito (4★) + Summon s 2040028000.jpg Leviathan Omega: Option for CA-based teams and short fights in general. Using this option to its fullest effect requires at least 3 water summons in your sub summons, as well as a 4★ Bonito.

Notable Omega Weapons

  • Leviathan Gaze Omega square.jpg Leviathan Gaze Omega (M1): Base weapon for Leviathan Omega grids.
  • Sephira Emerald Blaster square.jpg Sephira Emerald Blaster and Sephira Emerald Harp square.jpg Sephira Emerald Harp (Arcarum): Suitable filler weapons.
  • Ancient Auberon square.jpg Ancient Auberon (T1): Filler/utility weapon for HP. Can be used to reach 98.8% Crit chance with four copies when running two Leviathan summons, or three and one Winter's Frostnettle.
  • Tyros Zither square.jpg Tyros Zither (M2): Core weapon for CA-based teams (e.g. Vajra, Grea (Summer). and Kengo). 2-5 depending on team and context.
  • Tyros Scepter square.jpg Tyros Scepter (M2): Only relevant in a Staff-based team (e.g. Europa, Drang (Grand), Altair), used to further increase the team's Charge Attack cap.
  • Tyros Bow square.jpg Tyros Bow (M2): Utility weapon. Useful when characters in your party need multiattack.
  • Weapon s 1040415100.jpg Staff of Renunciation (Dark Opus): Extremely flexible weapon, especially after its 4★ uncap. Useful as a mainhand in Staff-based teams with Lily (5★) and Macula Marius, as both characters take advantage of the Staff's CA Status Deluge Crest.pngDeluge CrestWater magic is amplified (Max: 5 / Can't be removed)
    stacks.
  • Weapon s 1040111300.jpg Winter's Frostnettle (RotB): Strong weapon skills but only one can be obtained. Can be used alongside Ancient Auberon for additional Crit chance or Spirit of Mana for additional Enmity.
  • Weapon s 1040020500.jpg Aquamarine Hatchet (RotB): Niche weapon for Progression, useful in longer battles when running double Omega summons.
  • Weapon s 1040614100.jpg Spirit of Mana (M2): Similar to Winter's Frostnettle with stronger Enmity but weaker skills otherwise. Strong in parties that can effectively utilize Enmity.

Icon16Earth.png Yggdrasil

Summon Combinations

Notable Omega Weapons

  • Yggdrasil Crystal Blade Omega square.jpg Yggdrasil Crystal Blade Omega (M1): Fundamental for early-mid Yggdrasil Omega grids. They are usually completely replaced in late-game grids in favor of Nibelung Klinge and Nibelung Horn.
  • Yggdrasil Dewbranch Omega square.jpg Yggdrasil Dewbranch Omega (M1): Non-HL option for an HP filler weapon.
  • Sephira Emerald Blade square.jpg Sephira Emerald Blade and Sephira Emerald Duke square.jpg Sephira Emerald Duke (Arcarum): Suitable filler weapons. The Blade may see use as a main weapon with Sword Master/Glorybringer MC for Shiny Slime Search! teams.
  • Ancient Perseus square.jpg Ancient Perseus (T1): Provides a huge amount of attack and solid HP, but has the drawback of lowering Double Attack. Very reliant on team composition and/or grid composition, mostly seeing experimentation in teams intended for short term battles or teams that have a high Triple Attack rate (thus negating the Double Attack decrease).
  • Nibelung Klinge square.jpg Nibelung Klinge (M2): Core weapon for Omega II grids. A direct upgrade to Crystal Blade unless it was uncapped to 5★, but even then usually the HP is worth more than the small amount of additional attack.
  • Nibelung Horn square.jpg Nibelung Horn (M2): Core weapon for Omega II grids. Provides a very powerful Stamina multiplier in addition to a good amount of Critical Hit. When 3 of these are used with double Omega main auras, Critical Hit is guaranteed.
  • Yggdrasil Bow Omega square.jpg Yggdrasil Bow Omega (M1)/Nibelung Messer square.jpg Nibelung Messer (M2): Utility weapon for the Enmity modifier.
  • Weapon s 1040809500.jpg Harp of Renunciation (Dark Opus): Extremely flexible weapon, especially after its 4★ uncap.
  • Weapon s 1040213000.jpg Autumn's Transformation (RotB): Strong filler weapon for Critical Hit and Double Attack, but only one can be obtained.
  • Weapon s 1040113000.jpg Peridot Edge (RotB): Niche weapon for Progression, useful in longer battles when running double Omega summons.
  • Weapon s 1040020600.jpg Godsworn Edge (M2): Utility weapon for Enmity and multiattack.

Icon16Wind.png Tiamat

Summon Combinations

Notable Omega Weapons

  • Tiamat Bolt Omega square.jpg Tiamat Bolt Omega (M1): Fundamental of Tiamat Omega grids. Later-game grids will typically use 3 Bolts and 2-3 Last Storm Harps.
  • Tiamat Gauntlet Omega square.jpg Tiamat Gauntlet Omega (M1): An option when the playstyle of your team or the context (e.g. one-turn EX+ in Unite and Fight) doesn't use Enmity.
  • Sephira Emerald Sword square.jpg Sephira Emerald Sword and Sephira Emerald Bow square.jpg Sephira Emerald Bow (Arcarum): Suitable Omega skill filler weapons. The Sword, like the Sephira Blade, is a useful main weapon for Slime teams; however, the Blade also gives elemental advantage against Slime Swarms for players with less ways of dealing with them.
  • Ancient Nalakuvara square.jpg Ancient Nalakuvara (T1): A strong option when the context requires less than 8 turns. Only use 1 due to the exclusivity of the weapon's second skill.
  • Last Storm Harp square.jpg Last Storm Harp (M2): Core weapon for Omega II grids. Provides a very powerful Stamina multiplier in addition to a good amount of Critical Hit. Two Harps and either a third Harp or a Coruscant Crozier will guarantee Critical Hit with double Omega main auras.
  • Last Storm Blade square.jpg Last Storm Blade (M2): Niche utility weapon that's sometimes used for HP. Compared to similar limiting weapons in Omega II, Primal teams is not a thing but may become one later on. Decent mainhand for Glorybringer.
  • Weapon s 1040212600.jpg Spear of Renunciation (Dark Opus): Extremely flexible weapon, especially after its 4★ uncap.
  • Weapon s 1040809900.jpg Spring's Whisperings (RotB): An upgrade to Last Storm Blade, and the best HP filler for Wind Omega behind Dark Opus weapons.
  • Weapon s 1040513500.jpg Zircon Crossbow (RotB): Niche weapon for Progression, useful in longer battles when running double Omega summons.
  • Weapon s 1040418000.jpg Coruscant Crozier (M2): Utility weapon for additional HP. Can be used alongside two Last Storm Harps to max out Critical Hit chance.

Icon16Light.png Luminiera

Summon Combinations

Notable Omega Weapons

  • Luminiera Bolt Omega square.jpg Luminiera Bolt Omega (M1): Fundamental of early Luminiera Omega grids.
  • Luminiera Harp Omega square.jpg Luminiera Harp Omega (M1): Slightly worse than Bolt, but can be used as a substitute.
  • Luminiera Sword Omega square.jpg Luminiera Sword Omega (4★) (M1): Core weapon for Light Omega grids. Due to having both an Omega and Normal skill, you can use more of this weapon compared to other Omega weapons (up to 8). This also makes Bahamut Weapons in your grid less useful the more Swords you have.
  • Mittron's Bow square.jpg Mittron's Bow (M2): Utility weapon for the Stamina multiplier. Generally outclassed by Pillar of Flame, but one Bow can be used alongside two Pillars since it will max out the Critical Hit chance anyways and the dodge and counter skill has some value.
  • Weapon s 1040703400.jpg Ancient Bow of Artemis (T1): Strong weapon with both Attack and Enmity. Characters in Light who can proactively take advantage of Enmity are rare, but it is effective in battles where you may not be able to maintain high HP.
  • Mittron's Treasured Blade square.jpg Mittron's Treasured Blade (M2): Utility weapon for the Enmity multiplier. Generally outclassed by Ancient Artemis, though it also has a Small Critical Hit skill.
  • Weapon s 1040017100.jpg Sword of Renunciation (Dark Opus): Extremely flexible weapon, especially after its 4★ uncap. Replaces a Lumi Sword.
  • Weapon s 1040215200.jpg Pillar of Flame (M2): Core weapon for Omega II grids if you can obtain two 4★ copies. Provides a powerful Stamina multiplier in addition to a good amount of Critical Hit. Two Pillars and a Mittron's Bow will guarantee Critical Hit with double Omega main auras.

Icon16Dark.png Celeste

Summon Combinations

  • Summon s 2040003000.jpg Bahamut + Summon s 2040046000.jpg Celeste Omega: Standard option.
  • Summon s 2040046000.jpg Celeste Omega + Summon s 2040046000.jpg Celeste Omega: Consider this combination when you have at least 4 of 4★Weapon s 1040508900.jpg Abyss Gazes for the Critical Hit rate. Compared to similar builds in Wind and Earth, this option is not as strong due to the lower Critical Hit rate skill and the lack of modifier. Remember that when this option is used, sources of Dark ATK up outside of your Main aura becomes increasingly powerful. Examples include the Charge Attack of Npc s 3040209000 01.jpg Ferry (Grand), Npc s 3040111000 01.jpg Orchid's skill and Summon s 2040134000.jpg Anubis's call effect.

Notable Omega Weapons

  • Celeste Zaghnal Omega square.jpg Celeste Zaghnal Omega (M1): Used in early Celeste Omega grids, or in one-turn grids lacking methods of quickly reaching Enmity (such as Zooey (Grand), Jeanne d'Arc (Dark), or Beatrix).
  • Celeste Horn Omega square.jpg Celeste Horn Omega (M1): Slightly worse than Zaghnal, but can be used as a substitute.
  • Celeste Claw Omega square.jpg Celeste Claw Omega (M1): Fundamental for Enmity-focused grids. Very strong even at 0★ if used with Zooey (Grand), or characters that can knock down their own HP like Beatrix.
  • Sephira Emerald Reaper square.jpg Sephira Emerald Reaper (Arcarum): Suitable filler weapon.
  • Weapon s 1040106400.jpg Ancient Cortana (T1): Powerful utility weapon, offers a very strong multiattack buff compared to other Omega options. Each copy will reduce max HP by 10%, down to 70%, which is important to consider.
  • Weapon s 1040508900.jpg Abyss Gaze (M2): Core weapon for Critical Hit build. In general not as strong or popular as the Enmity build, but this can work well in a Stamina team with Doctor MC.
  • Weapon s 1040414200.jpg Abyss Spine (M2): Powerful utility weapon that offers ATK/HP and C.A. Cap Up, both of which are largely useful regardless of team composition. Core weapon for Charge Attack teams, which aren't as dominant as in Water but are on the rise (with characters like Clarisse (Valentine) and Nier).
  • Weapon s 1040911100.jpg Katana of Renunciation (Dark Opus): Extremely flexible weapon, especially after its 4★ uncap.
  • Weapon s 1040813100.jpg Zechariah (M2): Utility weapon for Stamina modifier and HP.

Primal Grids

Primal grids use Optimus Summons to boost weapons with Normal skills (e.g. Dark, Hatred and Oblivion for Dark).

These grids are usually more expensive to build than Omega ones, as Optimus Summons cannot be ticketed or even sparked, and many present-day Primal grids need high numbers of Vintage/Grand weapons to compete against Omega grids. This means that many valuable resources need to be used in building them, including Sunlight Stones and many Damascus Ingots.

Once finished, however, these grids are usually stronger than their Omega counterparts. Due to this, building Primal teams is something players should think about early on and dedicate appropriate resources towards.

Icon16Fire.png Agni

Summon Combinations

  • Summon s 2040094000.jpg Agni + Summon s 2040185000.jpg Shiva (Summon): Standard option.
  • Summon s 2040094000.jpg Agni + Summon s 2040094000.jpg Agni: This option is used to greatly enhance the normal skills. It should be considered when the player have a large number of Stamina weapons in their grid (at least 3, in general 4). However, this does lose one slot for Shiva's powerful call.
  • As always, Summon s 2040269000.jpg Demi Agni may be used to replace Agni if needed.

Notable Normal Weapons (Premium Draw)

  • Weapon s 1040502500.jpg Benedia (Grand): Filler weapon for Double Attack. If used with double Agni, 5 of them allow to reach 100% critical hit rate. Generally not recommended as it offers poor value compared to other Grand weapons.
  • Weapon s 1040906400.jpg Ixaba (Grand): Core weapon for Stamina grids.
  • Weapon s 1040709000.jpg Purifying Thunderbolt (Grand): Niche weapon for its Sentence skill. Endgame Fire teams focus less on Charge Attacks, but it may be worth using if you can max out the Crit chance.
  • Weapon s 1040812000.jpg Kerak (Grand): Strong choice for longer fights in double Agni setups due to the Progression skill as well as Majesty. Usually only one as the Progression bonus maxes out at 57% for one copy and only 75% for two.
  • Weapon s 1040612700.jpg Fist of Destruction (Grand): Utility weapon for Attack and Critical Hit, as well as small Trium.
  • Weapon s 1040600200.jpg Crimson Finger (Vintage): Utility weapon in Stamina grids for situations where high HP percentage cannot be maintained easily. Rarely used due to the high cost.
  • Weapon s 1040612400.jpg Deirdre's Heart / Weapon s 1040112600.jpg Gangsta Knife (Draw): Utility options for Garrison, mainly for high-difficulty content.

Notable Normal Weapons

  • Balmung square.jpg Balmung (Side Story): Filler weapon for HP and enmity.
  • Ecke Sachs square.jpg Ecke Sachs (T1): Solid filler weapon for Attack, Crit, and Enmity. Better for double Agni builds (mainly for Full Auto teams, where Shiva's call wouldn't be used anyways).
  • Erichthonius square.jpg Erichthonius (T2): Powerful utility weapon for multiattack.
  • Sword of Pallas square.jpg Sword of Pallas (T2)/Ray of Zhuque Regus square.jpg Ray of Zhuque Regus (RotB): Filler weapons for HP.
  • Weapon s 1040018900.jpg Chains of Caucasus (T3): Centerpiece of an alternate Enmity grid. 4 Chains + 2 Fire of Prometheus will provide a strong EX modifier from Grand Epic and self-damage for Enmity. Powerful but difficult to obtain enough to make the grid worthwhile, and not much stronger than an Ancient Ecke Sachs grid.
  • Fire of Prometheus square.jpg Fire of Prometheus (T3): Filler weapon that helps to enable Enmity.
  • Ray of Zhuque Malus square.jpg Ray of Zhuque Malus (RotB): Utility weapon for Damage Cap.
  • Weapon s 1040310600.jpg Scythe of Repudiation (Dark Opus): Extremely flexible weapon, especially after its 4★ uncap.

Icon16Water.png Varuna

Summon Combinations

  • Summon s 2040100000.jpg Varuna + Summon s 2040225000.jpg Europa (Summon): Standard option.
  • Summon s 2040100000.jpg Varuna + Summon s 2040167000.jpg Bonito: Option for Charge Attack based teams and short fights in general. Using this option to its fullest effect requires at least 3 Water sub summons, as well as a 4★ Bonito.
  • Summon s 2040100000.jpg Varuna + Summon s 2040100000.jpg Varuna: Used to greatly enhance Normal skills.
  • As always, Summon s 2040270000.jpg Demi Varuna may be used to replace Varuna instead.

Notable Normal Weapons (Premium Draw)

  • Weapon s 1040004600.jpg Murgleis (Grand): Utility weapon for multiattack.
  • Weapon s 1040708700.jpg Taisai Spirit Bow (Grand): For a double Varuna Crit build, only 2 Taisais and 1 Galilei's Insight (or another medium Crit weapon) are needed for 100% Crit, leaving some space in grid for other modifiers. Greatly recommended for teams that aren't centered around Charge Attacks.
  • Weapon s 1040211600.jpg Galilei's Insight (Grand): Utility weapon for Stamina and Critical Hit.
  • Weapon s 1040410000.jpg Blue Sphere (Grand): Core weapon for Charge Attack based grids.
  • Weapon s 1040912300.jpg Dayspring (Draw): Utility weapon for Enmity and Crit.

Notable Normal Weapons

  • Fimbul square.jpg Fimbul (Showdown): Utility weapon for Stamina modifier and HP.
  • Xuanwu Mace Malus square.jpg Xuanwu Mace Malus (RotB): Utility weapon for Damage Cap.
  • Weapon s 1040704800.jpg Dark Thrasher (Malice): Utility weapon for Garrison and Majesty. Mostly used for high difficulty raids.
  • Weapon s 1040415000.jpg Staff of Repudiation (Dark Opus): Extremely flexible weapon, especially after its 4★ uncap.

Icon16Earth.png Titan

Summon Combinations

  • Summon s 2040084000.jpg Titan + Summon s 2040205000.jpg Godsworn Alexiel: Standard option.
  • Summon s 2040084000.jpg Titan + Summon s 2040084000.jpg Titan: Used to greatly enhance Normal skills. An option for grids with a large number (2~3) of Stamina weapons. It also works well with Fandango skills to significantly raise their TA boost.
  • As always, Summon s 2040271000.jpg Demi Titan may be used to replace Titan if needed.

Notable Normal Weapons (Premium Draw)

  • Weapon s 1040504300.jpg AK-4A (Grand): A core weapon in many Titan grids, especially in ones that aren't centered around Enmity or Stamina. AK-4A's multiattack boost makes up for Earth's overall lack of it.
  • Weapon s 1040910000.jpg Ichigo Hitofuri (Grand): Core weapon for Stamina-based grids.
  • Weapon s 1040110600.jpg Mirror-Blade Shard (Grand): Filler weapon for Double Attack and HP. Rarely used outside of mainhand purposes.
  • Weapon s 1040312900.jpg Yahata's Naginata (Grand): Strong choice for longer fights in double Titan setups due to the Progression skill as well as Majesty. Usually only one as the Progression bonus maxes out at 57% for one copy and only 75% for two.
  • Weapon s 1040215300.jpg Cerastes (Grand): Usually used for Critical Hit chance in Caim teams, the Sentence skill may also be useful alongside characters who focus on Charge Attacks.
  • Weapon s 1040503400.jpg Stratomizer (Draw): Utility weapon for large Enmity modifier.
  • Weapon s 1040605700.jpg Ancient Bandages (Draw): Utility weapon for large Enmity as well as Garrison.

Notable Normal Weapons


Caim

As a sub ally, the Evoker Npc s 3040164000 01.jpg Caim provides a significant boost to stats if no weapon is used twice in the grid. This can allow for a powerful grid that requires less total Grand weapons and Damascus Ingots, and additionally benefits from 10% Cap Up. It is strongly recommended to have an Ichigo Hitofuri and AK-4A before considering this.

Icon16Wind.png Zephyrus

Summon Combinations

Notable Normal Weapons (Premium Draw)

  • Weapon s 1040105400.jpg Love Eternal (Grand): Core weapon for the high Attack modifier. Also a useful main weapon for its C.A. effect.
  • Weapon s 1040108200.jpg Reunion (Grand): Utility weapon for the high Attack modifier and HP.
  • Weapon s 1040212700.jpg Vortex of the Void (Grand): Utility weapon for Stamina and more HP. 1~2 are often seen in grids.
  • Weapon s 1040911500.jpg Sky Ace (Grand): Utility weapon for Sentence and more Attack and TA. Typically used in C.A.-centric teams with Seofon.
  • Weapon s 1040212200.jpg Spear of Assail (Vintage): Utility weapon for Enmity. Rarely used as the focus of a grid but useful to have in high-difficulty content.

Notable Normal Weapons

  • Qinglong Spear Malus square.jpg Qinglong Spear Malus (RotB): Utility weapon for Damage Cap Up.
  • Celeste Horn Omega square.jpg Celeste Horn Omega (M1): Not ideal, but can be used as Enmity mod filler.
  • Indra's Edge square.jpg Indra's Edge (T2): Utility weapon for Garrison. Useful in certain situations, like soloing high difficulty raids and Lucilius (Hard).
  • Weapon s 1040709200.jpg Unius (T3): 4 FLB Unius provide a large amount of Attack as well as a total of 64% EX modifier. Can be used to create a strong Zephyrus grid that requires few Grands, but generally less popular due to the time investment needed, as well as the relative strength of Tiamat grids.
  • Le Fay square.jpg Le Fay (T3): Offers a strong boost to multiattack and normal Attack in exchange for reducing max HP by 10%. Also provides an additional 16% EX modifier if used in a grid with 4 Unius.
  • Weapon s 1040111000.jpg Hatsoiiłhał (Malice): Utility weapon for enmity modifier and Charge Attack Damage Cap Up.
  • Weapon s 1040212500.jpg Spear of Repudiation (Dark Opus): Extremely flexible weapon, especially after its 4★ uncap.

Icon16Light.png Zeus

Summon Combinations

  • Summon s 2040080000.jpg Zeus + Summon s 2040056000.jpg Lucifer: Standard option.
  • Summon s 2040080000.jpg Zeus + Summon s 2040080000.jpg Zeus: Used to greatly enhance Normal skills. An option for players with at least 3~4 Stamina weapons in their grid.
  • As always, Summon s 2040273000.jpg Demi Zeus may be used to replace Zeus if needed.

Notable Normal Weapons (Premium Draw)

  • Weapon s 1040404300.jpg Gambanteinn (Grand): Utility weapon for multiattack. Less commonly-used now, but keep just in case.
  • Weapon s 1040309000.jpg Certificus (Grand): Powerful mainhand, also strong weapon for C.A. teams thanks to Sentence. Useful in harder content.
  • Weapon s 1040207000.jpg Eden (Grand): Core weapon for Stamina focused Zeus grids.
  • Weapon s 1040213400.jpg Sacred Standard (Grand): Utility weapon for multiattack and Progression. Particularly effective in double Zeus setups where the elemental bonus from Progression is stronger. Only used in difficult content.
  • Weapon s 1040112500.jpg Ivory Ark (Grand): Versatile weapon thanks to having three relevant bonuses in HP/ATK/Crit. 2 copies will allow around 90% Crit in a Zeus + Zeus team.
  • Weapon s 1040112200.jpg Taming Sari (Vintage): Utility weapon for damage cap.
  • Weapon s 1040508800.jpg Ruler of Fate (Draw): Niche weapon that can allow for very strong Charge Attacks. Usually 1~2 can fit in a grid alongside 2~3 Certificus.

Notable Normal Weapons

  • Sunset Fan square.jpg Sunset Fan (Showdown): Filler weapon for HP.
  • Luminiera Sword Omega square.jpg Luminiera Sword Omega (M1): A Lumi Sword Grid using Zeus' aura will already slightly higher damage than its Omega counterpart. However, spending Sunlight Stones for this is generally not worth it unless you plan to build a stronger Zeus grid later. Lumi Swords are also useful as filler/Omega modifiers if you have less Edens.
  • Huanglong Katana square.jpg Huanglong Katana (RotB): Provides much-needed Elemental ATK Up in a Zeus + Zeus setup. Needs the correct team composition to work (notably with Fif).
  • Huanglong Spear square.jpg Huanglong Spear (RotB): Powerful mainhand, especially in C.A.-centric setups.
  • Weapon s 1040703500.jpg Bow of Artemis (T1): Utility weapon for the Enmity grids. Useful when running Sleipnir Shoe square.jpg Sleipnir Shoe.
  • Sleipnir Shoe square.jpg Sleipnir Shoe (T2): Garrison skill source.
  • Weapon s 1040611700.jpg Adamantine Gauntlet (T3): Only useful in double Zeus. Requires at least 3 FLB copies.
  • Gungnir square.jpg Gungnir: Used in a 3 Adamantine Gauntlet grid to maintain high crit %.
  • Bow of Iliad square.jpg Bow of Iliad: Used in Adamantine Gauntlet grids. If you have 3 Gauntlets, run 2 Bows; for 4 Gauntlets, run 1 Bow.
  • Weapon s 1040017000.jpg Sword of Repudiation (Dark Opus): Extremely flexible weapon, especially after its 4★ uncap.

Icon16Dark.png Hades

Summon Combinations

  • Summon s 2040090000.jpg Hades + Summon s 2040003000.jpg Bahamut: Standard option.
  • Summon s 2040090000.jpg Hades + Summon s 2040090000.jpg Hades: Used to greatly enhance Normal skills. An option for players with a large number (min. 3~4) of Stamina/Enmity weapons in their grid. It's also fairly good with Unheil.
  • As always, Summon s 2040274000.jpg Demi Hades may be used to replace Hades if needed.

Notable Normal Weapons (Premium Draw)

  • Weapon s 1040008700.jpg Blutgang (Grand): Filler weapon for either Enmity or Stamina grids. A good mainhand option if long term sustain is needed.
  • Weapon s 1040108700.jpg Parazonium (Grand): Extremely powerful mainhand. Skills are borderline decent to put into a grid, but not optimal.
  • Weapon s 1040014300.jpg Fallen Sword (Grand): Core weapon for Stamina grids.
  • Weapon s 1040809100.jpg Unheil (Grand): Powerful utility weapon as both HP and C.A. DMG Up are relevant. Great mainhand for harp classes and C.A.-centric teams. As it has no ATK modifiers, it's generally the last addition to an already-powerful grid.
  • Weapon s 1040311600.jpg Bab-el-Mandeb (Grand): Versatile weapon thanks to having three relevant bonuses in HP/Attack/Crit. 3 copies (or 2 copies + 2 Blutgangs) will allow 100% Crit in a Hades + Hades team.
  • Weapon s 1040811800.jpg Sunya (Grand): Strong choice for longer fights in double Hades setups due to the Progression skill as well as Enmity. Usually only one as the Progression bonus maxes out at 57% for one copy and only 75% for two.
  • Weapon s 1040200700.jpg Gisla (Vintage): Core weapon for Enmity focused Hades grids.

Notable Normal Weapons

  • Cerberus Order square.jpg Cerberus Order (Showdown): Utility weapon for enmity grids with a powerful Trium modifier.
  • Diablo Bow square.jpg Diablo Bow (Showdowns): Filler weapon for HP.
  • Qilin Bow square.jpg Qilin Bow (RotB): Very high attack modifier (at the cost of lower max HP) and a boost to skill damage cap. In battles where you hit damage cap and HP is not an issue, this weapon should definitely be taken into consideration.
  • Hermanubis square.jpg Hermanubis (T3): Good mainhand and relevant skills. Use it if you don't have Parazonium or if you want to use Axe classes.
  • Weapon s 1040414600.jpg Majestas (Malice): Utility weapon for Garrison and Majesty. Mostly used for high difficulty raids.
  • Weapon s 1040911000.jpg Katana of Repudiation (Dark Opus): Extremely flexible weapon, especially after its 4★ uncap.


Resources

Parties

Grids

General / All Elements:

Fire:

Earth:

Wind:

Light:

Dark:

Summons