Weapon Skills

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Weapon skill.png
Weapon Skills are modifiers found on Rare and higher weapons. These skills give stat bonuses to certain types of characters, or provide other bonuses based on the skill.

Most weapon skills have 2 parts: the base skill, and the skill level. The base skill has a fixed effect, such as "% boost to allies' ATK," and the skill level amplifies the effect by increasing that base percentage. For weapons with maximum levels of 100 or lower, the maximum skill level is 10. For weapons with maximum levels of 150, the maximum skill level is 15. For most weapons, each skill level from 1-10 increases the base effect by 1%, while each skill level from 11-15 increases the base effect by less than 1%.

There are some skills that require the weapon to be a certain level. This naturally also requires the weapon to be uncapped enough for you to reach that level. Refer to individual weapon pages to determine if that weapon has such a skill. The skill level can be raised before that point.

Each party uses 1 main weapon and up to 9 sub weapons. This is colloquially referred to as the "weapon grid." The main weapon dictates the element and charge attack of your main character, but weapon skills on all weapons in your grid are always active (apart from a few exceptions specifically stating so) and will strengthen all applicable characters in your party.

Raising Weapon Skills[edit]

Raising weapon skill levels requires sacrificing other weapons with skills or Fury Pebbles/Fury Stones as upgrade fodder. When upgrading a weapon with another weapon with a skill and/or Fury items, the upgrade summary will state "Skill Level Rise Rate: X%." This is the chance your weapon will gain a skill level if you perform this upgrade. Depending on the weapon rarity and current skill level, different amounts of upgrade fodder is needed to reach a 100% chance.

Weapons with two skills with skill levels will have both skills increased at once at the same cost, even if one of the skills is inactive until a certain level.

To make calculations easier, the Granblue Fantasy community has assigned point values to common upgrade fodder and created a table of skill levels with the number of points needed to reach a 100% chance of upgrading a weapon's skill. Note that 100% is the highest rate you can get; using more points than necessary will not allow you to get more than 1 skill up per upgrade.

Fodder
(skill level 1)
Points
Rarity R.png 1
Rarity SR.png 4
Rarity SSR.png 40
Fury Pebble.jpg Fury Pebble 2
Fury Stone.jpg Fury Stone 4.8

A fodder weapon or Fury Pebble/Stone is worth as many points as its base form times its skill level, e.g. Yggdrasil Bark is normally worth 4 points, but an Yggdrasil Bark with skill level 3 (sk3) is worth 12 points. Uncapping or weapon level do not factor in at all and should be avoided for fodder.

For scenarios requiring 56-80 points (SSR sk7-10), it is more efficient to skill up a fodder SSR rather than to use base materials. A SSR sk2 is worth 80 points, but it only requires 1 SSR sk1 plus 2 SRs sk1 to create it. That means your base materials are worth only 48 points, but you are creating skill fodder worth 80 points.

In addition, since you can only select up to 20 weapons for a single skill-up attempt, its impossible to skill up with a 100% chance with SR fodder sk1 alone past 96 points, so skilling up fodder weapons is pretty much required at higher skill levels, especially for Bahamut & Seraphic weapons as outlined below.

To make a SSR sk3, you need a SSR sk1, 2 SR sk1 for the first skill up, and 4 SR sk1 for the second skill up. So you are putting in 64 points to make fodder worth 120 points. This does mean that going from SSR sk11->12, it's more efficient to skill up using 1 SSR sk2 and (2 SR sk1 or 1 SR sk2), but for the rest of the skill levels a SSR sk3 will be the most efficient course.

Points for
100% skill up
Level Rarity SR.png Rarity SSR.png Bahamut /
Seraphic
1→2 4 8 40
2→3 8 16 80
3→4 12+ 24+ 120
4→5 16 32 160
5→6 20 40 200
6→7 24 48+ 240
7→8 28 56+ 280
8→9 32 64 320
9→10 36 72 360
10→11 - 80 400
11→12 - 88 440
12→13 - 96 480
13→14 - 104 520
14→15 - 112 560
  • Note: The + indicates that attempting to level skill with the exact number of points may result in a 99% success rate. This can result in failure, so it is recommended to just find 1 more R weapon to reach 100%.
  • Example using this chart: To level up a SSR sk4, you need to feed it 32 points worth of fodder, which could be 8 SRs, or 6 SRs + 8 Rs, or 4 SRs + 16 Rs.

Bahamut & Seraphic Weapons[edit]

Bahamut Weapons and Rarity SSR.png Seraphic Weapons require 40 points, or 1 Rarity SSR.png, per skill level. So, knowing that it only requires 8 points per skill level to skill up a standard Rarity SSR.png, you can imagine how to make the skill up process less painful. However, depending on how many fodder Rarity SSR.png weapons you have available, certain combinations can be even more efficient than simply skilling up one SSR.

Current
Skill Level
Points Fodder Value
1 40 Rarity SSR.png x1 40
Rarity SR.png x10 40
Rarity SR.png sk2 x5 40
2 80 Rarity SSR.png x2 80
Rarity SSR.png sk2 =
Rarity SSR.png + Rarity SR.png x2
48
3 120 Rarity SSR.png x3 120
Rarity SSR.png sk3 =
Rarity SSR.png + Rarity SR.png x6
64
4 160 Rarity SSR.png x4 160
Rarity SSR.png sk2 x2 =
Rarity SSR.png x2 + Rarity SR.png x4
96
Rarity SSR.png sk4 =
Rarity SSR.png + Rarity SR.png x12
88
5 200 Rarity SSR.png x5 200
Rarity SSR.png sk3 + sk2 =
Rarity SSR.png x2 + Rarity SR.png x8
112
Rarity SSR.png sk5 =
Rarity SSR.png + Rarity SR.png x20
120
6 240 Rarity SSR.png x6 240
Rarity SSR.png sk2 x3 =
Rarity SSR.png x3 + Rarity SR.png x6
144
Rarity SSR.png sk3 x2 =
Rarity SSR.png x2 + Rarity SR.png x12
128
Rarity SSR.png sk6 =
Rarity SSR.png + Rarity SR.png x30
160
7 280 Rarity SSR.png x7 280
Rarity SSR.png sk3 + sk2 x2 =
Rarity SSR.png x3 + Rarity SR.png x10
160
Rarity SSR.png sk4 + sk3 =
Rarity SSR.png x2 + Rarity SR.png x18
152
Rarity SSR.png sk7 =
Rarity SSR.png + Rarity SR.png x42
208
8 320 Rarity SSR.png x8 320
Rarity SSR.png sk3 x2 + sk2 =
Rarity SSR.png x3 + Rarity SR.png x14
176
Rarity SSR.png sk4 x2 =
Rarity SSR.png x2 + Rarity SR.png x24
176
Rarity SSR.png sk8 =
Rarity SSR.png + Rarity SR.png x56
264
9 360 Rarity SSR.png x9 360
Rarity SSR.png sk3 + sk2 x3 =
Rarity SSR.png x4 + Rarity SR.png x14
216
Rarity SSR.png sk3 x3 =
Rarity SSR.png x3 + Rarity SR.png x18
192
Rarity SSR.png sk5 + sk4 =
Rarity SSR.png x2 + Rarity SR.png x32
208
Rarity SSR.png sk9 =
Rarity SSR.png + Rarity SR.png x72
328
10 400 Rarity SSR.png x10 400
Rarity SSR.png sk3 x2 + sk2 x2 =
Rarity SSR.png x4 + Rarity SR.png x20
240
Rarity SSR.png sk4 + sk3 x2 =
Rarity SSR.png x3 + Rarity SR.png x24
216
Rarity SSR.png sk5 + sk5 =
Rarity SSR.png x2 + Rarity SR.png x40
240
Rarity SSR.png sk10 =
Rarity SSR.png + Rarity SR.png x90
400
11 440 Rarity SSR.png x11 440
Rarity SSR.png sk3 x3 + sk2 =
Rarity SSR.png x4 + Rarity SR.png x24
256
Rarity SSR.png sk4 x2 + sk3 =
Rarity SSR.png x3 + Rarity SR.png x30
240
Rarity SSR.png sk6 + sk5 =
Rarity SSR.png x2 + Rarity SR.png x50
280
12 480 Rarity SSR.png x12 480
Rarity SSR.png sk3 x4 =
Rarity SSR.png x4 + Rarity SR.png x28
272
Rarity SSR.png sk4 x3 =
Rarity SSR.png x3 + Rarity SR.png x36
264
Rarity SSR.png sk6 x2 =
Rarity SSR.png x2 + Rarity SR.png x60
320
13 520 Rarity SSR.png x13 520
Rarity SSR.png sk4 + sk3 x3 =
Rarity SSR.png x4 + Rarity SR.png x34
296
Rarity SSR.png sk5 + sk4 x2 =
Rarity SSR.png x3 + Rarity SR.png x44
296
Rarity SSR.png sk7 + sk6 =
Rarity SSR.png x2 + Rarity SR.png x72
368
14 560 Rarity SSR.png x14 560
Rarity SSR.png sk4 x2 + sk3 x2 =
Rarity SSR.png x4 + Rarity SR.png x40
320
Rarity SSR.png sk5 x2 + sk4 =
Rarity SSR.png x3 + Rarity SR.png x52
328
Rarity SSR.png sk7 x2 =
Rarity SSR.png x2 + Rarity SR.png x84
416

So what we discover here is that, even though Rarity SSR.png sk5 is still very efficient (generates 200 points but only requires 120 to create), it is actually more efficient to use multiple SSRs to add up to a skill of 5 instead. However, this method relies on having access to many extra SSRs, so this information may or may not be useful to every player.

Summary and Tips[edit]

If you are having issues following the above explanation, you can remain largely efficient while leveling Bahamut Weapons (or Rarity SSR.png Seraphic Weapons) if you use the following general rules:

  • Always use Rarity SR.png that are sk 1 or sk2 to level up an Rarity SSR.png.
  • Using multiple sk2 Rarity SSR.png to level Bahamut Weapons is most efficient, but it remains efficient to use up to Sk5 if you need to for later levels if you don't have enough Rarity SSR.png weapons (never upgrade Rarity SSR.png fodder to sk8 or above).
  • Each level up on Bahamut Weapons requires as many Rarity SSR.png total skill levels as its own level to rank up. For example, sk5 Bahamut Weapons take 5 Rarity SSR.png skill levels to them to level to sk6. This means upgrading it would take
    • one sk5 Rarity SSR.png
    • or one sk3 Rarity SSR.png and one sk2 Rarity SSR.png
    • or five sk1 Rarity SSR.png
    • or some other combination that adds up to 5 total.
  • If any skill up is 99% chance, add Rarity R.png weapons to take it 100%. 4 Rarity R.png weapons are equivalent to 1 Rarity SR.png weapon. But in most situations due to space concerns, it is best to use 4 Rarity R.png weapons to level up an Rarity SR.png weapon to sk2 and use that.

Weapon Skill Types[edit]

There are 3 weapon skill types:

The three skill types modify their own multipliers and can be boosted by certain summons:

  • Normal skills are boosted by Premium Draw summons, specifically Agnis (fire), Varuna (water), Titan (earth), Zephyrus (wind), Zeus (light), and Hades (dark).
  • Omega skills are boosted by the element's respective Omega summon.
  • Mysterious skills, a type of Unknown from IDOLM@STER collab weapons, are boosted by the Ranko Kanzaki summon.

For more details on damage multipliers and team building strategy, see Damage Formula and Team Building.

Standard Weapon Skills[edit]

  • Attack Up
    • Skill Name: Might
    • Increases ATK by 0%/2%/5%/6%/8% (Small, Medium, Big, Big (Normal II), Massive). Each skill level increases the boost by 1% until level 10, and 0.4%/0.5%/0.6%/0.8%/1% after level 10.
Skill level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
Small 1% 2% 3% 4% 5% 6% 7% 8% 9% 10% 10.4% 10.8% 11.2% 11.6% 12%
Medium 3% 4% 5% 6% 7% 8% 9% 10% 11% 12% 12.5% 13% 13.5% 14% 14.5%
Big Common 6% 7% 8% 9% 10% 11% 12% 13% 14% 15% 15.6% 16.2% 16.8% 17.4% 18%
Normal II 7% 8% 9% 10% 11% 12% 13% 14% 15% 16% 16.8% 17.6% 18.4% 19.2% 20%
Massive 9% 10% 11% 12% 13% 14% 15% 16% 17% 18% 19% 20% 21% 22% 23%
  • Health Up
    • Skill Name: Aegis
    • Increases the health of characters of the skill's element. Normal HP effects are much more powerful (3%/6%/9%) than Omega and Unknown HP skills (1%/3%/6%).
    • The "Titan's Aegis" skill on the Broadsword of Earth is a flat +500 HP to all characters (+50 per skill level).
Skill level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
Small Normal 3% 4% 5% 6% 7% 8% 9% 10% 11% 12% 12.4% 12.8% 13.2% 13.6% 14%
Common 1% 2% 3% 4% 5% 6% 7% 8% 9% 10%
Medium Normal 6% 7% 8% 9% 10% 11% 12% 13% 14% 15% 15.4% 15.8% 16.2% 16.6% 17%
Common 3% 4% 5% 6% 7% 8% 9% 10% 11% 12%
Big Normal 9% 10% 11% 12% 13% 14% 15% 16% 17% 18% 18.6% 19.2% 19.8% 20.4% 21%
Normal II 10% 11% 12% 13% 14% 15% 16% 17% 18% 19% 20% 21% 22% 23% 24%
Common 6% 7% 8% 9% 10% 11% 12% 13% 14% 15% 15.6% 16.2% 16.8% 17.4% 18%
  • Last Stand
    • Alternate Term: Backwater
    • Skill Name: Enmity
    • Damage increases as HP decreases. See Enmity for details.
  • ATK up depending on HP
    • Alternate Term: Frontwater
    • Skill Name: Stamina
    • Damage increases as HP increases. Unlike Enmity, the damage bonus will not fall below a certain value even if the percentage of HP goes lower.
  • Critical
    • Skill Name: Verity
    • Chance to deal an additional 50% damage to weak elements.
  • Attack Up/HP Down
    • Skill Name: Tyranny, Tyranny II
    • Appears on: Nalakuvara square.jpg Nalakuvara, Cortana square.jpg Cortana, Freikugel square.jpg Freikugel
    • Large/Massive Attack modifier, but reduces HP by 10%/20%
  • Double Attack/Crit
    • Skill Name: Restraint
    • Appears on: Hercules square.jpg Hercules, Auberon square.jpg Auberon
    • Medium increase to Double Attack and Crit Rate.
  • Counter
    • Skill Name: Clarity
    • Chance to evade an enemy's normal attack and counterattack.
  • Double Attack Up
    • Skill Name: Dual-Edge
    • Increases the rate of double attacks.
  • Multi-attack Up
    • Skill Name: Trium
    • Increases the rate of double and triple attacks.
    • Capped at 50% for weapon skills of the same category.
    • Possible to hit 100% by combining different categories of trium:
Skill level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
Small 0.4% 0.6% 0.8% 1.0% 1.2% 1.4% 1.6% 1.8% 2.0% 2.2% 2.4% 2.6% 2.8% 3.0% 3.2%
Medium 0.7% 1.0% 1.3% 1.6% 1.9% 2.2% 2.5% 2.8% 3.1% 3.4% 3.7% 4.0% 4.3% 4.6%
5.0%Verification needed.
gbf-wiki says 5.0%; Expected value is 4.9% but is 5.0% as per Great Sundome blog
Big 1.0% 1.4% 1.8% 2.2% 2.6% 3.0% 3.4% 3.8% 4.2% 4.6% 5.0% 5.4% 5.8% 6.2%
7.0%Verification needed.
Expected value is 6.6% but actual testing shows 7.0% as per Great Sundome blog
Note: Small / Medium are for Dual-Edge, Big is for Trium.
  • Healing Cap Up
    • Skill Name: Healing
    • Increases the maximum amount that can be healed per skill.

Unique Weapon Skills[edit]

Skills that only appear on special weapons.

  • Honor Up
    • Appears on: Flohrenberk square.jpg Flohrenberk (Level 100 only)
    • Honor applied towards event rewards is increased by 10%.
  • Auto Attack Up
    • Skill Name: Betrayal
    • Appears on: Nalakuvara square.jpg Nalakuvara
    • All characters begin the battle with an attack buff.
  • Boosted cut to overdrive gauge
    • Skill Name: Mad Alveolar
    • Appears on: Way Flyer square.jpg Way Flyer
    • Increased cut to an enemy's mode bar if in overdrive.
  • Bonus fire DMG
  • Multiattack Rate Up
  • DMG Up
    • Skill Name: Blessing
    • Appears on: Seraphic Weapons
    • Boost to element allies' damage against weak element enemies.
Blessing I boosts final damage by 10%.
Blessing II boosts final damage by 20%.
  • Lessen DMG

Cosmos Weapon Skills[edit]

Cosmos weapons have two skills, depending on their weapon type and class type.

  • The first skill boosts the stats of all weapons of the same type by 30%. This stacks additively with the 20% bonus for preferred weapons.
  • The second skill gives an effect to all characters that match its class type:
    • Label Type Attack.png characters have increased Attack but lowered max HP.
    • Label Type Defense.png characters have increased Defense and max HP.
    • Label Type Heal.png characters have improved healing and gain
      Status Heal.pngRefreshHP is restored on every turn
      .
    • Label Type Balance.png characters have increased Defense and Double Attack Rate.
    • Label Type Special.png characters have increased Debuff Resistance and Debuff Success Rate.