User:Inabarama/Guides/One Turn Kill

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Efficient play in Granblue Fantasy often will require you to do as much damage as possible on your first turn to the enemy. In the best case scenario this will become a one turn kill (OTK), in which you beat the enemy in a single turn while preferably spending as little time as possible using skills and summons.

When in a fight, all damage is calculated the moment you press the Attack button. Refreshing the browser window immediately after that will skip all animations and direct you straight to the victory screen. In high-level play of Unite and Fight, you will need to fight the same enemy many hundreds of times, and skipping the animations after you have confirmed a win will save significant time overall.

Even if you cannot kill the enemy in a single attack, the same techniques can still bring benefits to other fights.

  • Doing enough damage at once can skip frustrating or dangerous triggers. (For example, Luminiera Omega's extreme damage resistance will not be triggered if you can remove over 50% of her health at once from the start of the fight.)
  • In fights with Blue Chests awarded depending on honor thresholds and many other players in the raid, doing as much damage at once in a single turn will help you guarantee getting that chest. This is particularly important in fights such as 30-person Co-Op Huanglong and Qilin (Raid) trains where a rare resource is required to participate and you only have a few seconds to meet honor thresholds before the enemy is defeated.


Charge Attacks

The usual method of performing an OTK is by getting all team members to 100% charge bar and all four members performing a charge attack.

Full Team Charge

Getting full charge bars can be achieved by multiple methods. Some methods will not gain full bar by themselves, and must be combined with others.

  • Starting the fight in Strike Time
    • The simplest method is attacking in Strike Time. With this, a full set of four charge attacks can be achieved with no user input whatsoever.
  • Boosting the whole team's charge bars through class skills
    • The Leader s 290201 01.jpg Mechanic class can use Status Activate.png ActivateActivate your companion.
      Gain full Status Power Cells 1.pngPower CellsCells that power your companion.
      Will be used up every turn while companion is active.
      Companion will shut down when none are left.
      .
      then Status Customized Action.png Customized ActionEffects change based on what Action Parts are equipped. whilst their bot has the special part "Energy Maneuver" to add 100% or more charge bar to all team members.
    • The Leader s 450301 01.jpg Relic Buster class can use Ability m 1416 3.png Engage AugmentsGain 5 Status 7086.pngMachine CellConsumed upon normal attacks and using skills (Can't be removed / Max: 5)
      Duration: Indefinite
      (Max: 5) and restore HP (Healing cap: 2000).
      (When HP is 50% or above: Also gain Status Strength.pngStrengthATK is greatly boosted based on how high HP is
      Strength: 45%-15%Duration: 3 turns
      .)
      At level 30:
      (When HP is below 50%: Also gain Status Jammed.pngJammedATK is greatly boosted based on how low HP is
      Strength: 30%-90%Duration: 3 turns
      .)
      then Ability m 1418 3.png Limit BurstAll allies gain Status Uplift.pngCharge Bar +Instantly boosts Charge Bar by
      , Status C.A. DMG Boosted (1 time).pngC.A. DMG Up (1 time)Charge attack DMG is boosted (1 time)
      Duration: Indefinite
      , and Status CA DMG Cap.pngC.A. DMG Cap Up (1 time)Charge attack DMG cap is boosted (1 time)
      Duration: Indefinite
      based on number of Status 7086.pngMachine CellConsumed upon normal attacks and using skills (Can't be removed / Max: 5)
      .
      (Consumes all Status 7086.pngMachine CellConsumed upon normal attacks and using skills (Can't be removed / Max: 5)
      .)
      to gain 100% Status Uplift.pngCharge Bar +Instantly boosts Charge Bar by
      , Status 1457.pngC.A. DMG Up (1 time)Charge attack DMG is boosted
      Duration: Indefinite
      , and Status CA DMG Cap.pngC.A. DMG Cap Up (1 time)Charge attack DMG cap is boosted
      Duration: Indefinite
      . Strictly superior to Leader s 290201 01.jpg Mechanic in terms of raw first-turn charge attack power. Ability m 1418 3.png Limit BurstAll allies gain Status Uplift.pngCharge Bar +Instantly boosts Charge Bar by
      , Status C.A. DMG Boosted (1 time).pngC.A. DMG Up (1 time)Charge attack DMG is boosted (1 time)
      Duration: Indefinite
      , and Status CA DMG Cap.pngC.A. DMG Cap Up (1 time)Charge attack DMG cap is boosted (1 time)
      Duration: Indefinite
      based on number of Status 7086.pngMachine CellConsumed upon normal attacks and using skills (Can't be removed / Max: 5)
      .
      (Consumes all Status 7086.pngMachine CellConsumed upon normal attacks and using skills (Can't be removed / Max: 5)
      .)
      can also be used with 0 Status 7086.pngMachine CellConsumed upon normal attacks and using skills (Can't be removed / Max: 5)
      if desired - which still gains you 25% bar, enough to combine with other techniques in some scenarios.
    • The Leader s 270301 01.jpg Rising Force class can spend Status Feedback.pngFeedbackMultiattack rate is boosted based on number of Feedback / Can withstand lethal DMG by consuming 3 Feedback when HP is 25% or above (Max: 3 / Leaves 1 HP / Can't be removed)
      with Ability Unleash the Fury.png Unleash the FuryElemental damage to a foe. Consume all Status Feedback.pngFeedbackMultiattack rate is boosted based on number of Feedback / Can withstand lethal DMG by consuming 3 Feedback when HP is 25% or above (Max: 3 / Leaves 1 HP / Can't be removed)
      on all allies.
      (Boost to DMG specs and charge bar based on the number of Status Feedback.pngFeedbackMultiattack rate is boosted based on number of Feedback / Can withstand lethal DMG by consuming 3 Feedback when HP is 25% or above (Max: 3 / Leaves 1 HP / Can't be removed)
      consumed.)
      . This, however, relies on starting with Status Feedback.pngFeedbackMultiattack rate is boosted based on number of Feedback / Can withstand lethal DMG by consuming 3 Feedback when HP is 25% or above (Max: 3 / Leaves 1 HP / Can't be removed)
      to use it on the first turn. Thus this can only be done wielding Weapon s 1040810900 note.jpg Helmholtz.
    • The Leader s 200201 01.jpg Alchemist class has the skill Ability m 69 3.png A Little Pick-Me-UpAll parties gain Status Uplift.pngCharge Bar +5%Instantly boosts Charge Bar by 5%
      Strength: 5%
      .
      to add 5% bar. Notably, this is a subskill, which means any class can use it to gain just a little extra charge bar once it's unlocked for Leader s 200201 01.jpg Alchemist.
    • The Leader s 270201 01.jpg Drum Master class can distribute its own charge bar to other team members and boost their charge bar gain with Ability NeverMissABeat.png Never Miss a BeatDistribute charge bar to all other allies. All other allies gain Status Uplift.png20% Charge Bar Gain UpCharge bar gain is boosted
      Strength: 20%
      . (Uses 30% of charge bar.)
      , as well as greatly boosting a single ally's charge bar with Ability Clucky Doodle-doo.png Resonate RhythmStatus Uplift.pngCharge Bar +40%Instantly boosts Charge Bar by 40%
      Strength: 40%
      to an ally.
      .
  • Calling a summon to add charge bar to all team members
    • Summon s 2040157000.jpg Huanglong (4★) can be called when used as a friend summon to instantly set all charge bars to 100%.
    • Four Beast summons ( Summon s 2040378000.jpg Baihu, Summon s 2040379000.jpg Qinglong, Summon s 2040377000.jpg Xuanwu, Summon s 2040376000.jpg Zhuque) have a 'Slight chance for all (X Element) allies to gain Instant Charge' call effect. This is upgraded to guaranteed when set as a main or friend summon.
    • Four Beast summons can be bought fully uncapped for the equivalent cost of 2/5 of a Gold Brick square.jpg Gold Brick and will be available to call first turn all the time in an appropriate element party. Summon s 2040157000.jpg Huanglong, costs only luck and time (and the Golden Beast Seal square.jpg Golden Beast Seal if hosting Huanglong and Qilin (Raid) yourself) but it will still have a six-turn cooldown when set as a main summon, and can only be called first turn as a friend summon.
    • Summon s 2040167000.jpg Bonito has a chance to set all charge bars to maximum when called, including ones that go to 200%. This is upgraded to guaranteed when set as a main or friend summon and fully uncapped. Summon s 2040167000.jpg Bonito is most often used in Water teams, but is occasionally used off-element when the team relies on having multiple 200% bar characters and the MC at full charge bar.
    • Certain summons can also contribute charge bar even as when set as subsummons. Summons such as Summon s 2040293000.jpg Macula Marius (Summer), Npc s 3040501000 01.jpg Uriel, Summon s 2040375000.jpg Kaguya (Summer), and Summon s 2040327000.jpg Sariel amongst others can be called first turn when included in a team of the same element, and all allies will gain Status Uplift.pngCharge Bar +30%Instantly boosts Charge Bar by 30%
      Strength: 30%
      .
  • Relying on a summon's Aura to boost initial charge bar
  • Weaker charge bar boosting auras include:
  • Being in a Crew with the Rallying Gong equipment to gain an initial 30% charge bar
  • Using character skills to add charge bar (Charge Boost or Charged)
    • Preferably you would use skills that add charge bar to the whole team, but some 200% bar characters have self-charge skills that may be necessary to use in order to get them to full charge bar capacity.
  • Using character passives to add initial charge bar to the team
    • Some characters skills such as Npc s 3040010000 01.jpg Charlotta Icon Support Skill.png Apostle of Justice5% boost to all allies' charge bars at battle start.
      (Takes effect even when Charlotta is a sub ally.)
      or Npc s 3030226000 01.jpg Arthur (Event)'s Icon Support Skill.png Knight of Kindness5% boost to Wind allies' charge bar at the start of battle.
      (Takes effect even when Arthur is a sub ally.)
      boost initial charge bar for the team, even when they are a sub ally.
    • Some characters boost same-element charge bars by a massive initial 40%, but this requires them to be a main and not sub ally.
      • Npc s 3040345000 01.jpg Illnott (Summer)'s Icon Support Skill.png Summer PrankWhen Illnott is a main ally at battle start: 40% boost to Earth allies' charge bars.
      • Npc s 3040073000 01.jpg Ferry (SSR)'s Icon Support Skill.png I'll Teach You a Lesson10% boost to ATKMultiplier: Perpetuity and 30% boost to DEF for Light allies.
        Big boost to all allies' ATKMultiplier: Normal Stamina based on how high Ferry's HP is.
        At level 90:
        When Ferry is a main ally at battle start:
        40% boost to Light allies' charge bars.
      • Npc s 3040438000 01.jpg Charlotta (Grand)'s Icon Support Skill.png Enforcer of JusticeWhen Charlotta is a main ally at battle start:
        40% boost to Wind allies' charge bars.
        All Wind allies gain Status 7507.pngNoble OrderATK is boosted / DEF is boosted / Debuff resistance is boosted (Can't be removed)
        Multiplier: PerpetuityDuration: 5 turns
        .
  • Using character skills to gain Charge Bar Gain Boosted
    • This may enable other boosts from skills or summon calls to hit the 100% mark where they otherwise wouldn't
  • Eternals get a free 10% bar from the Shield of Eternal Splendor once you have them all
  • Some characters such as Npc s 3040199000 01.jpg Yurius or Npc s 3040276000 01.jpg Kaede Takagaki boost their own charge bar if you put points into certain Character Extended Mastery Perks
  • Npc s 3030093000 01.jpg Malinda (Event) gets a charge boost if Npc s 3040057000 01.jpg Vania is in the party (Icon Support Skill.png Friendship10% boost to charge bar upon starting battle when VaniaAny version. is in the party.), though this is of limited use in normal fights.
  • Npc s 3040393000 01.jpg You always has a full charge bar on the first turn from Icon Support Skill.png Makings of KinshipStart battle with 100% boost to charge bar and 6 Status 7376.pngTender TiesATK and DMG cap are boosted based on number of Tender Ties / Take a lethal hit without being knocked out (Consumes 1 Tie / Leaves 1 HP) (Max: 6 / Can't be removed)
    Duration: Indefinite
    (Max: 6).
    (Boost to ATK and DMG cap based on number of Status 7376.pngTender TiesATK and DMG cap are boosted based on number of Tender Ties / Take a lethal hit without being knocked out (Consumes 1 Tie / Leaves 1 HP) (Max: 6 / Can't be removed)
    .
    Take a lethal hit without being knocked out [Consumes 1 Status 7376.pngTender TiesATK and DMG cap are boosted based on number of Tender Ties / Take a lethal hit without being knocked out (Consumes 1 Tie / Leaves 1 HP) (Max: 6 / Can't be removed)
    .])
    .
  • Npc s 3040445000 01.jpg Cendrillon always has a full charge bar on the first turn from Icon Support Skill.png Best Mascot in the Skies15% hit to HP and 20% hit to DEF.
    50% boost to C.A. damage and 30% boost to C.A. damage cap.
    100% boost to charge bar at battle start.
    .

Cascading Charge Bar

Certain team setups do not necessarily need all team members to be all the way to full bar before attacking. When each member of your team charge attacks, the remaining team members will gain 10% charge bar. So in a standard team where each member charge attacks once, the team member in position 4 need only have 70% bar when the attack button is pressed.

This can be especially helpful for characters with 200% bar, as getting them all the way to that amount may be difficult. If they are placed in the fourth slot they may be able to hit full capacity where they could not if placed in third or second slot.

  • Each charge attack from the same character will add another 10% bar to characters further down the line. That means if the character or MC attacks twice due to 200% bar or Status C.A. Reactivation.pngC.A. Reactivation (1 time)Charge attack reactivates (1 time)
    , they will add 20% bar instead of 10%.
  • Npc s 3040244000 01.jpg Shitori boosts her own charge bar on charge attack, so as long as she can charge attack once she doesn't necessarily need to be at 200% bar when it gets to her turn to do two charge attacks.
  • Certain characters can boost the charge bar of the team when they charge attack, either directly or through activating a skill that provides that boost. Eg. Npc s 3040343000 01.jpg Izmir (Yukata), Npc s 3040390000 01.jpg Yuni and Npc s 3040019000 01.jpg Arulumaya
  • Certain weapons boost the whole team's charge bar when the MC charge attacks with them. If the MC charge attacks twice due to Status C.A. Reactivation.pngC.A. Reactivation (1 time)Charge attack reactivates (1 time)
    etc, this boost will happen twice.
    • A common strategy is to use Leader s 300301 01.jpg Chrysaor's Status C.A. Reactivation.pngC.A. Reactivation (1 time)Charge attack reactivates (1 time)
      abilities along with a charge-boosting sword or katana to gain 40% bar for the rest of the team. The full strategy involves
      • 30% charge bar boost from crew
      • A summon with 30% charge bar boosting aura.
      • A weapon that boosts charge bar for the whole team on charge attack. This includes the Dark Opus light and dark weapons with the chain burst key, Weapon s 1040016500.jpg Windhose, Weapon s 1040020300.jpg Fediel's Spine, Weapon s 1040016000.jpg Gottfried, Weapon s 1040021000.jpg Lovely Ace, and Weapon s 1040909300 note.jpg Unsigned Kaneshige.
      • The charge-bar-boosting weapon in the Aux weapon grid slot for Chrysaor. If two copies are available, it can also be put in the main hand.
      • When going into the fight:
        • Use Ability Aurum Flow.png Aurum Flow300% elemental damage to a foe (Damage cap: ~630,000).
          Gain Status Uplift.pngCharge Bar +20%Instantly boosts Charge Bar by 20%
          Strength: 20%
          .
          When an auxiliary weaponA class specialty weapon of the same element as the main weapon, equipped in the top-left slot of the sub weapon section is equipped: Activates twice.
          to boost your MC's charge bar to 100% (as well as doing some free damage to the enemy)
        • Use Ability Dual Arts.png Dual ArtsGain Status C.A. Reactivation.pngC.A. ReactivationCharge attack reactivates
          Duration: 2 turns
          .
          (Can only be used when an auxiliary weaponA class specialty weapon of the same element as the main weapon, equipped in the top-left slot of the sub weapon section is equipped.)
          for two charge attacks
        • Use Ability Blade Swap.png Blade Swap IIGain Status Blade Swap.pngBlade Swap (1 time)Next charge attack switches to the auxiliary weapon's charge attack (1 time / Can't be removed)
          Duration: Indefinite
          , Status C.A. DMG Boosted (1 time).png20% C.A. DMG Up (1 time)Charge attack DMG is boosted (1 time)
          Strength: 20%Duration: Indefinite
          , and Status CA DMG Cap.png10% C.A. DMG Cap Up (1 time)Charge attack DMG cap is boosted (1 time)
          Strength: 10%Duration: Indefinite
          .
          (Can only be used when an auxiliary weaponA class specialty weapon of the same element as the main weapon, equipped in the top-left slot of the sub weapon section is equipped.)
          At level 30:
          Also gain Status Uplift.pngCharge Bar +30%Instantly boosts Charge Bar by 30%
          Strength: 30%
          .
          to ensure both charge attacks use the charge bar boosting weapon.
          • If you have a charge bar boosting weapon in the main hand and the aux slot, there is no need to do this as both your main charge attack and alternate charge attack will do the same boost.
      • In situations where you cannot defeat the enemy in one round of attacks, using this strategy with a Summon s 2040157000.jpg Huanglong or Summon s 2040392000.jpg Tsuchinoko friend summon will also allow you to summon on turn 2 and perform 5 charge attacks again, as Ability Dual Arts.png Dual ArtsGain Status C.A. Reactivation.pngC.A. ReactivationCharge attack reactivates
        Duration: 2 turns
        .
        (Can only be used when an auxiliary weaponA class specialty weapon of the same element as the main weapon, equipped in the top-left slot of the sub weapon section is equipped.)
        is active for two turns in a row.
      • An alternate version of this strategy uses a character that boosts their own charge bar by 10% or more at the start of a fight (eg an Eternal as mentioned above) in the second position. This allows you to skip Ability Blade Swap.png Blade Swap IIGain Status Blade Swap.pngBlade Swap (1 time)Next charge attack switches to the auxiliary weapon's charge attack (1 time / Can't be removed)
        Duration: Indefinite
        , Status C.A. DMG Boosted (1 time).png20% C.A. DMG Up (1 time)Charge attack DMG is boosted (1 time)
        Strength: 20%Duration: Indefinite
        , and Status CA DMG Cap.png10% C.A. DMG Cap Up (1 time)Charge attack DMG cap is boosted (1 time)
        Strength: 10%Duration: Indefinite
        .
        (Can only be used when an auxiliary weaponA class specialty weapon of the same element as the main weapon, equipped in the top-left slot of the sub weapon section is equipped.)
        At level 30:
        Also gain Status Uplift.pngCharge Bar +30%Instantly boosts Charge Bar by 30%
        Strength: 30%
        .
        as you will only need 30% boost instead of 40% in regular teams.


A team can be constructed that OTKs out of strike time using cascading charge bars and the following elements

  • A character that boosts their own charge bar by 10% or more at the start of a fight, placed in position two. This could be an Eternal with the Shield of Eternal Splendor or Npc s 3040199000 01.jpg Yurius amongst others.
  • Membership of a crew with the Rallying Gong
  • A main and friend summon, each with 30% bar boosting auras (such as Summon s 2040157000.jpg Huanglong)
  • A strong enough grid to kill with only three charge attacks instead of four

The character in position two will be boosted up to 100% bar naturally (30+30+30+10), and will cause position 3 and 4 to go from 90% bar to 100% after the first charge attack.

OTK Through Guaranteed Triple Attacks

An alternate method of performing a one-turn kill is through many regular attacks, buffed to an extreme level and repeated the maximum amount of times. Usually this involves

  • Guaranteed triple attacks for the whole team. This can come from using characters that have guaranteed triple attacks naturally, a character skill like Ability m 1736 3.png Divine WeaponGain Status TripleUp.pngGuaranteed TAGuaranteed triple attack regardless of Triple Attack Lowered debuffs
    Duration: 1 turn
    , Status Uplift.png20% Charge Bar Gain UpCharge bar gain is boosted
    Strength: 20%Duration: 1 turn
    and Status LightAtkUp.png50% Light ATK UpLight ATK is boosted
    Strength: 50%Duration: 1 turn Stacking: Special Buff
    .
    (When Vira has Status 6177.pngAegis MergeAegis Merge is active (Ends when there are no Bits or after 3 turns / Can't be removed / Can't be extended)
    :
    Affects all allies.)
    , a class skill like Ability Wasted Earth.png Lightning StrikeSpear-specialty allies gain Status TripleUp.pngGuaranteed TAGuaranteed triple attack regardless of Triple Attack Lowered debuffs
    Duration: 1 turn
    .
    Axe-specialty allies gain Status Adversity.png15% DMG AmplifiedDMG for one-foe attacks and counterattacks is amplified
    Strength: 15%Duration: 3 turns
    .
    , a summon call like Summon s 2040238000.jpg Death (SSR) or Summon s 2040177000.jpg Setekh, or a summon subaura like Summon s 2040402000.jpg Tiamat (Summer)
  • As strong a grid as possible
  • As many strong sources of Bonus Damage as possible
  • As many strong sources of Supplemental Damage as possible to attach to the regular attacks and bonus damage instances. Having Summon s 2040347000.jpg Belial as a subsummon is particularly strong here, and certain Hollowsky Weapons if they fit your team.
  • As many source of damage cap breaking for auto attacks as possible. Any Dark Opus Weapon should have its key switched to raise cap on auto attacks, assassin buffs should be applied - anything available to you should be used.
  • Turn-repeat buffs such as Status Routine Step.pngDouble StrikeAttacks twice each turn
    and Status Routine Step.pngTriple StrikeAttacks 3 times each turn
    . Fire teams have easy access to this through Summon s 2040244000.jpg The Sun (SSR).
  • Class-specific strategy

The basic strategy is simple - load as many buffs on the team as possible, use your class-specific technique if applicable, then attack for real.

Lockout

Performing charge attacks will prevent player attacks and skills from happening for a certain amount of time depending on the amount of charge attacks performed. This even carries over to the next fight.

In certain situations of

  • repetitive grind (such as EX+ in Unite and Fight)
  • when refreshing the browser to end the fight after an attack
  • using bookmark shortcuts to reach the fight start screen
  • with a fast connection

The player may be noticeably delayed from winning their next fight by lockout from the previous one.

Some players with very fast connections and teams strong enough to win with three charge attacks may wish to use a team member that doesn't charge attack at all. The lockout will be lessened this way. Npc s 3020073000 01.jpg Vikala (Event) is notable as she empowers the charge attacks of the rest of the Dark team whilst not attacking at all.

Damage Cap

Eventually your damage will become high enough that you will run into the Damage Cap. This applies to charge attacks, chain bursts and regular attacks, though players will mostly be concerned with charge attack caps. The Unite and Fight EX+ boss currently has enough health that overcoming damage cap limitations will be necessary for you to defeat it via OTK.

  • Overcoming the cap with extreme amounts of raw damage
    • The damage cap is a 'soft cap' when first hit, meaning that damage is merely subject to diminishing returns beyond that point. It only hits a hard cap at much higher damage levels. You can push somewhat beyond the damage cap through a combination of strong attack modifiers in your grid, strong ATK Up buffs on your characters, and strong DEF Down debuffs on the enemy.
  • Using cap-raising skills in your weapon grid.
  • Supplemental damage
    • Supplemental damage is not counted against damage caps. It can come from buffs or weapon skills. It can apply to all damage, or specifically to charge attacks (such as from Weapon s 1040711000.jpg Colomba or Weapon s 1040513400.jpg Galleon's Jaw)
    • Some characters provide the team with supplemental damage on charge attacks, such as Npc s 3040442000 01.jpg Ultimate Friday, Npc s 3040403000 01.jpg Elea and Npc s 3040036000 01.jpg Seofon
  • Buffs to raise or exceed the cap
    • Certain charge attacks or character skills can buff the team so they can overcome the damage cap. Buffs such as Status DamageCapUp.pngDMG Cap UpMaximum amount of DMG that can be dealt per hit is boosted
      , Assassin (Buff) (when their conditions are met), Status CA DMG Cap.pngC.A. DMG Cap Up (1 time)Charge attack DMG cap is boosted (1 time)
      , Status Adversity.pngDMG AmplifiedDMG for one-foe attacks and counterattacks is amplified
      , etc.
  • Using charge attacks with bonus damage or automatic skill activation
    • Certain weapons will deal additional bonus damage after a charge attack when wielded by the MC. Bonus damage is not included in charge attack damage cap calculations.
    • Some character charge attacks will automatically activate a damage skill for free, regardless of whether that damage skill is on cooldown. As it is a separate skill, it is on a separate damage cap. Examples include Npc s 3040247000 01.jpg Magisa (Holiday), Npc s 3040237000 01.jpg Siegfried (Fire), Npc s 3040151000 01.jpg Medusa (Valentine), amongst many others.
  • Performing multiple charge attacks with one character
    • Each charge attack has their cap dealt with separately. Two charge attacks will thus do a lot more damage than a single charge attack with double the strength. Can be achieved through
  • Guaranteeing extra damage at the end of the turn from counter-attacks
    • Some characters (or the MC depending on class) will activate a skill if they dodge the enemy attack. This may push your damage over the line to victory at the end of the turn.
    • Other characters (or the MC depending on class and main weapon) may require to be hit to initiate a counter.
    • In both these cases, A skill may be need to be activated first, and the character or MC will need to be targeted in order for the effect to trigger. This may make the OTK inconsistent if you cannot guarantee the targeting.
    • Summon s 2040411000.jpg Belial (Summer) give the whole team Status Counter DodgeDMG.pngDodge/Tank-and-Counter (1 time)Counters upon dodging one-ally attacks or taking DMG
      Strength: 300%Duration: 3 turnsCounter attacks grant 5% charge bar per hit.
      when equipped as a sub-summon. Be aware that Belial lowers party HP, and a knocked-out party member cannot counterattack. Be careful!
  • Activation of a triggered skill or damage whenever the enemy performs a special attack
    • Heavily damaging (but not killing) an enemy will often push them past a trigger point, and they will then perform a special attack.
    • Some characters automatically perform a damaging skill whenever the enemy performs a special attack, even if the character was not personally hit. Eg.Npc s 3040117000 01.jpg Vane (SSR) (Ability m 230 1.png Heroic Beat400% Water damage to a foe (Damage cap: ~420,000).
      Restore caster's HP (Healing cap: 1500).
      At level 90:
      Damage increased to 500%.
      Damage cap increased to ~500,000.
      Healing cap increased to 2500.
      Also remove 1 debuff from caster.
      ), Npc s 3040392000 01.jpg Narmaya (Yukata) (Ability m 1725 1.png Tranquil Crescent8-hit, 100% Light damage to a foe (Damage cap: ~67,500 per hit).
      Remove 1 buff.
      (Auto-activates when a foe uses a special attack.)
      )
    • This can also apply to some weapon skills. For example, Weapon s 1040809800.jpg Dante Alighieri's "Glacial Frostcage" will activate when wielded as main weapon and the enemy performs a special attack.
  • Extra damage when a character is placed in the backline and charge attacks are performed. Certain characters, when placed in the backline, will perform a skill damage hit after other character damage calculations are complete.
    • Some, such as Npc s 3040291000 01.jpg Silva (Summer) Icon Support Skill.png Ocean BulletWhen Sub Ally: 300% Bonus Earth damage to a foe upon the chain burst DiastrofismEarth-elemental chain burst of 4 or more chains. (Damage cap: ~600,000). require a certain chain burst to be triggered.
    • Others like Npc s 3040263000 01.jpg Lecia (Water) Icon Support Skill.png Backup FireWhen Sub Ally: Water damage to a foe upon Water chain burst activation.
      (Boost to damage specs based on number of chains.)
      , Npc s 3040371000 01.jpg Nobita Icon Support Skill.png Fastest Draw In the SkiesWhen Sub Ally: Light damage to a foe upon Light chain burst activation.
      (Boost to damage specs based on number of chains.)
      or a Leader s 170301 01.jpg Nighthound MC will attack so long as at least two charge attacks happen, and the hit will get stronger with more charge attacks in the chain.
    • Multiple backline characters will not stack with each other. EG Npc s 3040187000 01.jpg Silva (Light) Icon Support Skill.png Bullet BurstWhen Sub Ally: 300% bonus Light damage to a foe upon the chain burst AscensionLight-elemental chain burst of 4 or more chains. (Damage cap: ~580,000). and Npc s 3040371000 01.jpg Nobita Icon Support Skill.png Fastest Draw In the SkiesWhen Sub Ally: Light damage to a foe upon Light chain burst activation.
      (Boost to damage specs based on number of chains.)
      will not both activate if they are both in the backline - only the first character.
  • Automatic activations of certain MC skills.
    • Leader s 300301 01.jpg Chrysaor Ability m 2132 1.png Astrapste2-hit, 100% elemental damage to a foe (Damage cap: ~80,000 per hit).
      Inflict Status AttackDownStack.png10% ATK Down (Stackable / Max: 40%)ATK is lowered (Stackable)
      Strength: 10% (Max: 40%)Duration: 180 seconds
      and Status DefenseDownStack.png10% DEF Down (Stackable / Max: 40%)DEF is lowered (Stackable)
      Strength: 10% (Max: 40%)Duration: 180 seconds
      .
      Gain Status Uplift.pngCharge Bar +20%Instantly boosts Charge Bar by 20%
      Strength: 20%
      .
      (Activates upon chain burst activation. Number of hits increased based on number of chains [Max: 10 hits].)
      - activates automatically on a chain burst when equipped. Better damage with larger chains.
  • Extra effects when the MC charge attacks.
    • Npc s 3040392000 01.jpg Narmaya (Yukata) Icon Support Skill.png Scenic SeclusionWhen Light MC uses a charge attack:
      555,555 Plain damage to a foe. MC gains Status Uplift.pngCharge Bar +10%Instantly boosts Charge Bar by 10%
      Strength: 10%
      .
      (Takes effect even when Narmaya is a sub ally.)
      will cause a plain damage hit of 555,555 when the MC charge attacks, even if she is in the backline. As this is activated when the MC charge attacks, and not on chain burst, it will not interfere with skill damage hits triggered on a chain burst.
  • Passive character boosts to team charge attack damage and charge attack cap
  • Passive character boosts to chain bursts

Characters

Character selection is important for OTK as well. Characters should preferably have as many of the following qualities as possible

  • A way to do multiple charge attacks in one turn, be it from a skill or from an extended charge bar
  • A charge attack that has
    • Debuffs to enemy DEF Down if the MC has not taken care of that already
    • Buffs to the rest of the team
    • An unusually high charge attack damage cap (such as Npc s 3030182000 01.jpg Lyria (Event), the uncapped Eternals, or any character whose charge attack is listed as doing 'Unworldly' damage)
    • Bonus damage on charge attack
  • DEF down debuffs that land 100% of the time if you need that, as Ability m 44 4.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.
    can be unreliable
  • Counter damage in case the enemy survives and attacks

Characters that buff or debuff on charge attack should be placed in as leftmost a position as possible to ensure the maximum amount of other characters benefit from the buff or debuff.

Other Element-Specific Notes

Label Element Fire.png

Label Element Water.png

  • Though not always required, the easiest way to get OTK capability in Water is the use of Summon s 2040167000.jpg Bonito at 4★, with as many 200% bar characters as possible - including a Leader s 220301 01.jpg Kengo or Leader s 270301 01.jpg Rising Force MC. With Npc s 3040147000 01.jpg Vajra, Npc s 3040307000 01.jpg Mirin (Holiday), and a Leader s 220301 01.jpg Kengo or Leader s 270301 01.jpg Rising Force MC, you will charge attack seven times from a single button press.

Label Element Dark.png

  • Picking Summon s 2040003000.jpg Bahamut as a friend summon will allow you to use its extremely strong charge-attack boosting call on the first turn.

Label Element Wind.png

  • If Summon s 2040411000.jpg Belial (Summer) is equipped as a subsummon, the automatic Status Supplemental DMG Taken.pngSupplemental DMGDMG taken is supplemented (Can't be removed)
    Duration: 3 turns
    debuff will trigger Npc s 3040166000 01.jpg Katzelia's passive Icon Support Skill.png Performance of the JudgeWhen Status Refrain of Biding.pngRefrain of BidingAll wind allies' DEF and multiattack rate are boosted / Charge bars of allies other than Katzelia lower at end of turn (Can't be removed)
    is in effect:

    Refresh effect to Wind allies (Healing cap: 1000).
    All Wind allies gain Status WindATKUpStack.png10% Wind ATK Up (Stackable / Max: 50%)Wind ATK is boosted (Stackable)
    Strength: 10% (Max: 50%)Duration: Indefinite
    at turn start.
    (Status Refrain of Biding.pngRefrain of BidingAll wind allies' DEF and multiattack rate are boosted / Charge bars of allies other than Katzelia lower at end of turn (Can't be removed)
    no longer consumes allies' charge bars.)
    and provide the team a significant attack boost for free if he is in the backline.

Weapons and Grids

Main Weapon

Your MC's main weapon is a core part of your OTK team. The main factor is the weapon's charge attack. It should do one or more of the following:

  • Bonus damage on charge attack, so as to overcome the damage cap. This can be found on several weapons, but the easiest to get are the Sephira Weapons
  • Debuff the enemy with DEF Down
  • Boost the rest of the team (such as providing a Attack Up effect to the whole party)
  • (In almost all circumstances) Have a strong attack modifier weapon skill
  • An Unworldly damage charge attack if possible (Weapon s 1040020800.jpg Rise of Justice, Weapon s 1040418200.jpg Theater of Temperance etc)

Grid Weapons

Weapons in your grid should be focused around some combination of the following attributes

  • Raw attack strength and attack multipliers
  • Damage cap breaking, especially charge attack cap.
  • Boosts specifically to charge attack damage
  • The above two combined into one skill
  • Supplemental damage to charge attacks (such as from Weapon s 1040711000.jpg Colomba or Weapon s 1040513400.jpg Galleon's Jaw)
  • Stamina weapon skills. Your team will always start at 100% health, thus at least one stamina multiplier should be included if possible.
    • As an alternate option, emnity skills may be chosen if
      • you have access to an enmity enabling character on your team like Npc s 3040092000 01.jpg Zooey (Grand)
      • you use any weapons with the 'Bloodshed' skill (such as Weapon s 1040306900.jpg Blossom Axe or Weapon s 1040911400.jpg Black Dragon's Maw)). This skill automatically lowers HP at the start of a fight, so several of these weapons in combination with emnity skills can provide a significant power boost.

As a special note, Dark Opus Weapons using the Chain of Temptation square.jpg Chain of Temptation and its many powerful buffs can be so useful that it is worth including a Dark Opus with Chain of Temptation square.jpg Chain of Temptation that is not the same element as the party.

Using an off-element Opus can save time and expense from repeatedly gathering Cunning Devil's Horn square.jpg Cunning Devil's Horn and Tears of the Apocalypse square.jpg Tears of the Apocalypse. Instead of using up the items to buy new keys/chains to switch an on-element Opus's 'Guiding Gospel' skill back and forth, it can be enough to simply switch between an on-element Opus with one skill (usually for longer battles) and an off-element Opus with the Chain of Temptation square.jpg Chain of Temptation.

(This is, of course, assuming you do not have both on-element Opuses for your team. If you do, you can simply swap between those instead.)

Weapons That Normally Come With Drawbacks

Certain weapon downsides such as self-damage (eg Weapon s 1040410100.jpg Fire of Prometheus) and weapon strength weakening after several turns (Preemptive X Blade skills) can be ignored, as you will not taking additional turns beyond the first attack, and thus the downsides over time will never come into play. Strong weapons with these ignorable downsides include

Critical Hits and Damage Consistency

Critical hit focused grids that normally rely on having two skill-boosting summons (Omega X Omega or Optimus X Optimus) will become inconsistent if attempting to use Summon s 2040157000.jpg Huanglong or other friend summons for their call or charge-boosting aura. To fix this

  • Add extra critical hit weapons to reach 100% critical rate
  • Switch to a different grid based on non-critical-hit weapons for consistent damage.

Additional Resources

User 'Traveller' has a massive comparison grid for each element and character. Each element's guide is usually updated before the Unite and Fight favouring that element starts.