Weapon Master

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About classes | Class list | Skill list | Extended Mastery


Weapon Master gran sprite.png Weapon Master gran icon.jpg Weapon Master djeeta icon.jpg Weapon Master djeeta sprite.png
Class Data
Class line Class 100001 sw icon.pngFighterClass 100101 sw icon.pngWarriorClass 100201 sw icon.pngWeapon MasterClass 100301 sw icon.pngBerserker
Description Arm party members with real damage-dealing know-how.
Style Label Type Attack.png Specialty Label Weapon Sabre.png Label Weapon Axe.png
Prerequisites CP square.jpg CP ×300
Lvl 20 Warrior and Kung Fu Artist
Level BonusesLevel bonuses are earned with levels 1, 5, 10, 15, and 20.
Lvl 1Icon Bonus Attack.png ATK +900   Total:
Icon Bonus Attack.png ATK +4500
Lvl 5Icon Bonus Attack.png ATK +900
Lvl 10 Icon Bonus Attack.png ATK +900
Lvl 15Icon Bonus Attack.png ATK +900
Lvl 20Icon Bonus Attack.png ATK +900
Master Bonuses Icon Bonus Attack.png ATK +3%
Class Weapon Avenger square.jpg Avenger
Support Skills
Assault Step Boost to double attack rate
Toughness Boost to max HP
Base Multiattack Rates
Base DA RateIncluding Support Skills/Level Bonuses Base TA RateIncluding Support Skills/Level Bonuses
Recommended Extended Mastery Perks
Attack, HP, Charge Attack Damage, Double Attack
Recommended Subskills
  • Miserable Mist: Massive increase to effective damage and survivability
  • Self Reflection: Effective use of excess charge bar; see assessment
  • Pandemonium: Further charge bar generation
  • Double Trouble III: Guaranteed triple attack and (with Axe) DA/TA debuff

Skills

Icon Skill Name Effect C/DCooldown in Turns DurDuration in Turns or Seconds SubSubskill usable on other classes LVLClass level required Notes
Ability Burst.png Full Arsenal II Gain C.A. Instant StandbyInstantly sets Charge Bar to 100%

Unaffected by Charge Bar Speed status effects.
No effect when afflicted by Shorted debuffs.
No effect when Charge Bar is above 100%.
and Status AttackUp.png25% ATK UpATK is boosted

Strength: 25%
Duration: 1 turns
.
5T 1T No 1
Ability Rampage.png Rampage Gain Status DoubleUp.png20% DA UpDouble attack rate is boosted

Strength: 20%
Duration: 3 turns
and Status TripleUp.png10% TA UpTriple attack rate is boosted

Strength: 10%
Duration: 3 turns
.
6T 3T Yes 5
Ability Rage.png Rage III All parties gain Status AttackUp.png30% ATK UpATK is boosted

Strength: 30%
Duration: 3 turns
.
5T 3T Yes 15 Affects all players.

Extended Mastery Skills

Icon Skill Name Effect C/DCooldown DurDuration EMPCost in EMP Notes
Ability Rage.png Brave Soul Gain Status Strength.pngStrengthATK is greatly boosted based on how high HP is

Duration: 3 turns
.
7T 3T 10 For every 1 Max HP increase ATKNormal modifier by 0.0025%-0.0075% depending on %HP, capping at 20,000 Max HP. At 20,000 Max HP, a minimum ATKNormal modifier bonus of 50% at 1 HP up to a maximum of 150% at full HP.[1]
Ability Critical.png Power Raise Gain Status CriticalUp.png50% / 50% Critical Hit Rate UpDMG is slightly boosted for critical hits

Strength: 50% chance of dealing 50% more damage.
Duration: 3 turns
.
7T 3T 8

Assessment

Primarily useful as a charge bar battery when Superstar or (Spear) Double Trouble III are not options, or for intentionally staggering charge attacks for character such as Korwa. For new players, the ATK +3% Master Bonus justifies the CP investment, but not before classes with more important subskills are unlocked.

  • Ability Burst.png Full Arsenal II
    Gain C.A. Instant StandbyInstantly sets Charge Bar to 100%

    Unaffected by Charge Bar Speed status effects.
    No effect when afflicted by Shorted debuffs.
    No effect when Charge Bar is above 100%.
    and Status AttackUp.png25% ATK UpATK is boosted

    Strength: 25%
    Duration: 1 turns
    .
    is the main draw of the class, effectively granting 10% charge bar all allies in addition to the charge attack itself. It pairs excellently with mainhand weapons with powerful charge attack effects, such as Sword of Michael, but loses much of its value for teams that rely on chain bursts or must otherwise wait for the entire party to fill their charge bars.
  • Ability Rampage.png Rampage
    Gain Status DoubleUp.png20% DA UpDouble attack rate is boosted

    Strength: 20%
    Duration: 3 turns
    and Status TripleUp.png10% TA UpTriple attack rate is boosted

    Strength: 10%
    Duration: 3 turns
    .
    helps catch up with the party after using Ability Burst.png Full Arsenal II
    Gain C.A. Instant StandbyInstantly sets Charge Bar to 100%

    Unaffected by Charge Bar Speed status effects.
    No effect when afflicted by Shorted debuffs.
    No effect when Charge Bar is above 100%.
    and Status AttackUp.png25% ATK UpATK is boosted

    Strength: 25%
    Duration: 1 turns
    .
    , but is usually overshadowed by Double Trouble III as a subskill.
  • Ability Rage.png Rage III
    All parties gain Status AttackUp.png30% ATK UpATK is boosted

    Strength: 30%
    Duration: 3 turns
    .
    generally provides less effective damage than Ability Miserable.png Miserable Mist
    Inflict Status AttackDown.png25% ATK DownATK is lowered

    Strength: 25%
    Base Accuracy: 80%
    Duration: 180 seconds
    Dual-sided
    and Status DefenseDown.png25% DEF DownDEF is lowered

    Strength: 25%
    Base Accuracy: 80%
    Duration: 180 seconds
    Dual-sided
    on all enemies.
    or Ability ArmorBreak.png Defense Breach
    Elemental DMG to one enemy and inflict
    Status DefenseDown.png20% DEF DownDEF is lowered

    Strength: 20%
    Base Accuracy: 80%
    Duration: 180 seconds
    Single-sided
    .
    and has much more downtime, but can't miss. It also gains value in multiplayer content, where all parties benefit and foes will likely be debuffed already.
  • Weapon Master makes excellent use of the Ability Meditation.png Self Reflection
    Gain
    Status AttackUp.png60% ATK UpATK is boosted

    Strength: 60%
    Multiplier: Normal
    Duration: 1 turns
    ,
    Status CriticalUp.png??% / 50% Critical Hit Rate UpDMG is slightly boosted for critical hits

    Strength: ??% chance of dealing 50% more damage.
    Duration: 1 turns
    and remove all debuffs from self. (Uses 30% of charge bar)
    subskill (especially when the Lv3 Rallying Gong crew skill is active), as Ability Burst.png Full Arsenal II
    Gain C.A. Instant StandbyInstantly sets Charge Bar to 100%

    Unaffected by Charge Bar Speed status effects.
    No effect when afflicted by Shorted debuffs.
    No effect when Charge Bar is above 100%.
    and Status AttackUp.png25% ATK UpATK is boosted

    Strength: 25%
    Duration: 1 turns
    .
    counteracts the charge cost.

Overall, Weapon Master is rarely the best choice without an exceptional mainhand weapon or particular setup, but provides enough passive bonuses to rise above some of the more niche Row III classes.

  • Neither Extended Mastery Skill are worth buying due to their long cooldowns and their general inferiority to many other subskills.
Class Navigation
I FighterKnightPriestWizardThiefEnhancerGrapplerRangerHarpistLancer
II WarriorSentinelClericSorcererRaiderArcana DuelerKung Fu ArtistArcherBardDragoon
III Weapon MasterHoly SaberBishopHermitHawkeyeDark FencerOgreSidewinderSuperstarValkyrieGladiator
IV BerserkerSpartanSageWarlockBandit TycoonChaos RulerLuchadorNighthoundElysianApsarasChrysaor
EX I AlchemistNinjaSamuraiSword MasterGunslingerMysticAssassinDrum MasterDancerMechanic
EX II DoctorRuneslayerKengoGlorybringerSoldierNekomancer

References[edit]

  1. Great Sundome http://greatsundome.hatenablog.com/entry/2015/10/11/175521