Water Pages
Early Game (Magna 1)
In the early game, building for Omega grids follows the general format of 5-6 omega mods, 1-2 normal mods, 2-3 EX mods, and 1 seraphic. Below are a list of available weapons for these mod types.
Omega (5-6 per grid)
Weapons who skills are Omega mod. These skills are boosted by Leviathan Omega
. They typically can be identied by either an Ω in english or M in Japanese.
Reflective Water |
Massive water DMG to a foe (Gain Repel.) |
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|
Oceansoul’s Might II
|
Big boost to water allies’ ATK |
|---|
- Big omega attack mod.
- Best omega weapon for M1 grids.
- Given free for story progress and during anniversary.
Udaka-Ostha |
Massive water DMG to a foe (Gain Mirror Image.)
Additional effect at 4★: |
|---|
|
Oceansoul’s Majesty
|
Small boost to water allies’ ATK and max HP |
|---|---|
|
Oceansoul’s Restraint II
|
Medium boost to water allies’ double attack rate and critical hit rate |
- Small omega ATK, small HP, medium critical hit rate,. and medium ATK.
- An option for HP. Crit is unreliable and the small omega ATK mod is a big drop in damage from the Levi daggers.
Chilling Permeance |
Massive water DMG to a foe (All allies gain Critical Hit Rate Boosted.)
Additional effect at 4★: Buff increased to Critical Hit Rate Boosted. |
|---|
|
Oceansoul’s Celere II
|
Medium boost to water allies’ ATK and critical hit rate |
|---|---|
|
Oceansoul’s Enmity
|
Small boost to water allies’ ATK based on how low HP is |
- Medium omega ATK boost, medium crit rate and small enmity boost.
- The combo of attack and enmity overtakes the damage of Levi gaze ~85% HP which is very common during M1.
- Critical mod is a unreliabke especially since you can only obtain one copy.
Aquamarine Cleave |
Massive water DMG to a foe (All allies gain Shield.)
Additional effect at 4★: Effect increased to Shield. Additional effect at 5★: Also raise foe’s Glaciate lvl by 1 (Max: 10). |
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|
Oceansoul’s Might III
|
Big boost to water allies’ ATK |
|---|---|
|
Oceansoul’s Progression II
|
Medium boost to water allies’ water ATK based on number of turns passed |
- Large omega attack and medium progression make this a good slot for your 6th magna mode.
- Good for longer battles as progression gains in strength with more turns passed.
- Uncap can be slow until Rank 120 but is doable. However at 120 it is a lot quicker.
Normal (1-2 per grid)
Weapons with skills that are normal mod. These skills typically boosted by Varuna
but some like the Bahamut weapons can’t be boosted. Normal skills don’t have any special icons to indicate them.
| Massive dark DMG to a foe (Gain DA Up.) |
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|
Human Animus Dominion
|
Boost to Humans’ ATK. (Also affects Primal and Other allies.) |
|---|
- Extremely strong normal mod that continues to get stronger with upgrades.
- A free copy can be obtained from the What Makes the Sky Blue sidestory.
- Choice of Bahamut weapon depends on your characters. Most players typically get Bahamut dagger first due to the large amount of Humans and Erunes.
- Typically the only normal mod in M1 grids.
Northern Beast Strike |
Massive water DMG to a foe (Gain DEF Up.) |
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|
Hoarfrost’s Might
|
Weapon_Skills|Big boost (Normal 5% base, 1% per skill level, SL10 15%, SL15 18%) to water allies’ ATK |
|---|
- Big normal mod. Lower normal mod than the baha weapon.
- Becomes much better later on thanks to the Malus cipher, but at this stage the cap up won’t do anything so can be put on the backburner.
EX (2-3 per grid)
Weapons with skills that are EX mod. EX skills can not be boosted at all. These skills can be identified with an EX on them.
Let Sunshine In |
Massive Water damage to a foe. Gain DA Up (20%, 3.5T). Additional effect at 4★: All allies gain DA Up (20%, 3.5T). |
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|
Sunshiner
|
Big boost to water allies’ ATK |
|---|---|
|
Shining Beacon
|
When main weapon (MC only): 10% bonus Water DMG effect when double attack rate is boosted. |
- Side Story EX option.
- Can be easily obtained from Love Live! Sunshine!! Aqours Sky-High!.
- Has a 4* uncap making it one of the stronger side story weapon slots.
Ice Trinity |
Massive Water damage to a foe. Raise foe’s Glaciate (Accuracy: g, 180s) lvl by 1 (Max: 10). Additional effect at 4★: Gain Critical Up (30%, 2.5T). |
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|
Frozen Blade
|
Big boost to Water allies’ ATK |
|---|---|
|
Ice Sprite Magic
|
When main weapon (MC only): Charge Boost (5%) at end of turn |
- Side Story EX option.
- Can be easily obtained from Princess Connect! Re:Dive: Dinner at the Turned Table.
- Has a 4* uncap making it one of the stronger side story weapon slots.
Deluge of Neglect |
Massive water DMG to a foe (Restore all allies’ HP.) |
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|
Glacial Supremacy
|
Massive boost to Water allies’ ATK. |
|---|
- Large EX source as well as bonuses from AX skills.
- Upgrade option to side story weapons.
- Lots of healing on ougi that can come in handy for harder fights.
Disperazione |
Massive water DMG to a foe (All allies gain Debuff Success Boosted.) |
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|
Glacial Supremacy
|
Massive boost to Water allies’ ATK. |
|---|
- Large EX source as well as bonuses from AX skills.
- Upgrade option to side story weapons.
- Debuff success rate on ougi can be helpful but generally not a priority.
- If you can upgrade it to [[[w|dante-alighiaeri]]], the ougi becomes very strong with the addition of teamwide strength.
Seraphic (1 per grid)
Seraphic skills amplify all damage fighting on element and are always must slots in that case. They can’t be boosted and have no special indicator.
Iudicium Tsunami |
Big Water damage to a foe. All allies gain Water ATK Up (3.5T). |
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|
Gabriel’s Blessing
|
Amplify Water allies’ damage against Fire foes by 10%. |
|---|
- 10% seraphic mod that boosts all water damage by 10% when fighting on element.
- SSR upgrade is rank gated so upgrading can be put on the backburner until then.
Example Grids
Magna 2
Moving into mid game, many new weapons become available resulting in many grid changes. At this stage, the concept of a general grid becomes dead with many specialized grids taking their place.
New Weapons
House of Thebes |
Massive Water damage to a foe. Inflict Fire ATK Lowered (10%). Gain Charge Boost (20%). |
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|
Oceansoul’s Might
|
Medium boost to water allies’ ATK |
|---|---|
|
Oceansoul’s Sentence
|
Medium boost to water allies’ C.A. DMG and C.A. DMG cap |
- Medium ATK, medium CA damage, and medium CA cap.
- Excellent slot for CA teams.
Whirling Pierce |
Massive water DMG to a foe (All Water allies gain Critical Hit Rate Boosted (Water).)
Additional effect at 4★: All Water allies also gain Charge Bar. |
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|
Flood’s Verity
|
Massive boost to water allies’ critical hit rate |
|---|---|
|
Azure Covenant
|
Supplement Water allies’ critical hit damage. |
- 20% crit and 50k supp.
- Two are used for crit setups to max supp.
Pasquale |
Massive water DMG to a foe (All allies gain Charge Bar.)
Additional effect at 4★: |
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|
Snowfall’s Crux
|
Supplement water allies’ C.A. DMG |
|---|---|
|
Bow Voltage
|
Boost to ATK based on how many bows are equipped. |
- Water ougi supplemental weapon that can be aquired before rank 200.
- Excellent for ougi comps pre-Schrondinger but will be replaced once you get them.
|
Oceansoul’s Majesty III
|
Big boost to water allies’ ATK and max HP |
|---|---|
|
Guiding Revelation
|
A symbol of apocalyptic corruption. Empowered by a chosen pendulum. |
|
Guiding Gospel
|
A symbol of evolution’s holy outcome. Empowered by a chosen pendulum. |
- At FLB it is a solid slot for the free cap of choice, but due to the large quartz cost it should be lower priority until the rest of your grid is done.
- Once ULB it will be a must slot in every grid due to the strength of the 3rd skill.
- Skill 2 is usually be skill cap.
- Skill 3 will typically be Stamina to start.
- For bursting it will normally be Echo key.
- For ougi setups it will be Glory key.
Tide’s Embrace |
Massive Water damage to a foe. All allies gain Water ATK Boosted (20%, 3.5t) and Fire DMG Lowered (20%, 3.5t). |
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|
Gabriel’s Blessing III
|
Amplify Water allies’ damage against Fire foes by 23%. |
|---|---|
|
Water’s Majesty
|
Small boost to water allies’ ATK and max HP |
- 20-23% seraphic mod that boosts all Water damage by when fighting on element.
- Core to on element raids.
- Upgrade from SSR can be delayed while upgrading other grid pieces, but with 3% additional seraphic mod and the weapon almost never leaving your grid it’s important to upgrade it.
Example Grids
Full Auto
Burst
Magna 3 to Late Game
Moving into mid game, many new weapons become available resulting in many grid changes. At this stage, the concept of a general grid becomes dead with many specialized grids taking their place.
New Weapons
List of the notable new weapons during these ranks.
Tidal Thrust |
Massive water DMG to a foe / Reflection to all allies (3 times) / 10% boost to charge bars
Additional effect at 4★: |
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|
Omega Exalto Aquae
|
20% boost to Oceansoul’s weapon skills |
|---|---|
|
Oceansoul’s Might III
|
Big boost to water allies’ ATK |
|
Ocean’s Vivification
|
Boost to ATK and DMG cap based on how many weapons with Oceansoul’s weapon skills are equipped |
- Big ATK, 20% boost to Omega weapon skills and 2% EX, and 1% cap up per weapon with an Omega skill slotted.
- Core weapon for M3.
- Very easy to reach 20% cap up with them.
- Exalto skill is great for reaching the aura boost needed for Dark Rapture Zero keys.
Glacial Fracture |
Massive water DMG to a foe (Inflict Water DEF Down.)
Additional effect at 4★: |
|---|
|
Oceansoul’s Stamina III
|
Big boost to water allies’ ATK based on how high HP is |
|---|---|
|
Oceansoul’s Spearhead
|
Small boost to water allies’ triple attack rate and critical hit rate |
- Big stamina, small TA, small crit.
- Big stamina mod makes it a great mod slot to add to grids.
- Small TA helps to reach 100% TA on all allies.
Surging Flash |
Massive water DMG to a foe (All allies gain Repel.) |
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|
Oceansoul’s Encouragement II
|
Medium boost to water allies’ max HP and triple attack rate |
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|
Oceansoul’s Healing II
|
Medium boost to water allies’ healing cap |
- Medium HP, medium healing cap, and medium TA.
- HP and healing cap both are great for harder fights.
- Medium TA helps for consistent TA or for omen cancelling in end game raids.
Orvorane |
Massive water DMG to a foe (Remove 1 buff.)
Additional effect at 4★: |
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|
Taboo Allowater’s Majesty IV
|
Big boost to water allies’ ATK and max HP |
|---|---|
|
Taboo Allowater’s Empowerment III
|
Big amplifying boost to water allies’ DMG |
- Big Taboo ATK, big Taboo HP, and big Taboo amp.
- Excellent source of farmable amp with three being good in burst grids even unboosted.
Suvidiluvium |
Massive water DMG to a foe / 1 random buff to water allies / 30% DMG cut to water allies until end of turn
Additional effect at 4★: |
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|
Taboo Allowater’s Tempering II
|
Medium boost to water allies’ skill DMG cap / Medium supplemental boost to skill DMG |
|---|---|
|
Taboo Allowater’s Garrison III
|
Big boost to water allies’ DEF based on how low HP is |
- Medium Taboo skill cap, medium Taboo skill supp, and medium Taboo garrison.
- Only farmable skill supp source for water.
Rtusgemnis |
Massive water DMG to a foe / Blind effect / 1 random buff to water allies
Additional effect at 4★: |
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|
Taboo Allowater’s Auspice II
|
Medium boost to water allies’ max HP and healing cap |
|---|---|
|
Taboo Allowater’s Progression III
|
Big boost to water allies’ water ATK based on number of turns passed |
- Medium Taboo healing cap, medium Taboo HP, and big Taboo progression.
Rip and Terror |
Massive water DMG to a foe (Gain Critical Up.)
Additional effect at 4★: Also gain ATK Sharply Boosted. |
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|
Blade’s Wrath
|
Boost to ATK, max HP, and multiattack rate based on how many katanas are equipped. |
|---|---|
|
Snowfall’s Quenching
|
Supplement Water allies’ C.A. DMG based on how high their HP is. |
|
Snowfall’s Ascendancy
|
10% boost to Water allies’ Special C.A. DMG Cap. |
- Blade Voltage, 600k stamina CA supp, and 10% special CA cap.
- Blade voltage provides 2% EX ATK, 1% HP, and 1% MA per Katana in grid.
- Great CA weapon thanks to its CA supplemental and special CA cap.
- Excellent source of HP.
- Reccomended to start with two defense awakening to assist with hard content.
Strike and Shatter |
Massive water DMG to a foe / Tank-and-Counter effect to water allies (1 hit)
Additional effect at 4★: |
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|
Cobalt Enforcement
|
Boost to Water allies’ ATK and DEF (Activates when either Water Omega or Water Optimus weapon skills have a boost of 280% or above) |
|---|---|
|
Zenith Art: Water
|
Boost to Water allies’ skill DMG cap and C.A. DMG cap |
- 20% ATK and 15% DEF when above 280% aura along with 10% skill cap and 10% CA cap.
Example Grids
OTK
Falsehood
A Dark Opus with Chain of Falsehood provides teamwide double strike on CA. This can be easily done with any class with [[[se|splitting-spirit]]] . Pairing this with GTA characters allows for a lot of damage from a single button.
Zeta (Water)
is a great choice of GTA character as she provides Bonus DMG (10%)
Deals bonus DMG for one-foe one-ally attacks
to ally TAs via her passive. Another strong option is Payila
as she will gain ATK Sharply Boosted
on her second strike.
0B
For 0B OTK, we need both a strong grid and attackers. Then on top of this we need additional damage instances from MC. This can most easily be done with Viking’s
Norden Labrys
which autocasts the large skill nuke from [[[ms|bahahogg]]] at the end of a turn when 40+ hits are dealt.
Burst
Manadiver 1T
First let’s cover burst setups. Below is the standard 1 turn Warlock
/ Manadiver
burst. With Leviathan Gaze Mare
, the grid is much stronger thanks to having higher cap up and using less of Auberons thanks to the aura increases. Auberons are pretty weak grid pieces that mostly stuck around due to being the best option for crit grids with Wamdus’s Cnidocyte
. So being able to drop copies is a big help especially for the strong mods from Gaze Mares.
Now for a more premium option. The gacha weapon Gospel of Water and Sky
provides another source for supp that does not rely on crit. As a result, you can drop the weak grid piece of Auberons for much stronger ones. Leviathan Cranium Mare
are an excellent choice for this. You can run 2 or 1 Cranium with 1 additonal Gaze. If you only have one Gospel, replace it with another Gaze.
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Manadiver
For a longer Burst, Haaselia
is typically brought in for her strong teamwide buffs. Her weapon Reflection of The Moon
is used for the 30% cap up from with her Full Moon buff. Since this is a Staff oriented party,Worldvexing Angelos
is used for the additional normal amp and cap on all characters..
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Soldier
And last one to cover will be for a Soldier
burst. They key will mostly see use in the longer burst setups. The most common example are setups are Relic Buster
or Soldier
. These are common for Unite and Fight and for Mugen farming. They will run either Exo Antaeus
or Hraesvelgr
as the mainhand. If this is a boosted setup, it can run Extremity. Otherwise Stamina.
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Full Auto
Manadiver
When it comes to FA, we will cover two different types of setups.
First up is the standard Manadiver
FA. There are two main configurations for this.
For a shorter fight as shown below, you can use Extremity or Temptation and focus on the MC skill nukes. Payila gives teamwide Double Strike
Attacks twice each turn
except herself the first turn and then she has Triple Strike
Attacks 3 times each turn
on the next turn with two of those being ATK Sharply Boosted
boosted.
For a longer fight, drop Wild Magica for Overtrance
Gain Overtrance (6T) and C.A. Instant Standby. (Can’t recast.)
and drop Extremity for Falsehood. Overtrance
Gain Overtrance (6T) and C.A. Instant Standby. (Can’t recast.)
has a 3 turn initial cooldown but after that it supplied MC with 7 turns of CAs for 7 turns of teamwide double strike.
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Manadiver
Next setup is Water’s other common FA strat of Street King
which utlitizes Haaselia
by swapping her in via faking the MC’s death. Since Haase is in play, her weapon is used Reflection of The Moon
for the 50% unique ATK and 30% cap it provides with the Full Moon buff. Like before, many characters are staff focused so using Worldvexing Angelos
is a good idea. There is a wide variety of character choices you can use depending on the fight’s mechanics and length.
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Paladin
For the hardest fights, you can bring in Paladin
and its CCW Royal Deliverance
. The CCW gives 100% uptime to Boosted Resistance
All allies gain Debuff Resistance Boosted (200%, 5T) and Dispel Cancel (No Limit) (5T).
and its Debuff Resistance Boosted (200%)
and Dispel Cancel
. This makes dealing with against any difficult boss way easier and frees you up for characters with more offensive ability.
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Hard Content
And last up is an example for Dark Rapture Zero. This one uses Onmyoji
with a [[[w|krys-of-hypnos]]] as the mainhand for its teamwide Uplifted (10%)
Charge bar is boosted on every turn
and Armored (100%/30%)
. Leviathan Blade Mare
is to be a great slot for the HP and TA it provides. The team uses a lot of CAs so going for strong CA weapons like Schrodinger
and Tyros Zither
makes the most of them. The Schrodingers also help to provide TA for the party.
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Weapons
These are the notable weapons for Leviathan setups. They are categorized by what they are used for to make replacing easier to understand.
Central Grid Pieces
List of the core grid pieces to most grids.
Tidal Thrust |
Massive water DMG to a foe / Reflection to all allies (3 times) / 10% boost to charge bars
Additional effect at 4★: |
|---|
|
Omega Exalto Aquae
|
20% boost to Oceansoul’s weapon skills |
|---|---|
|
Oceansoul’s Might III
|
Big boost to water allies’ ATK |
|
Ocean’s Vivification
|
Boost to ATK and DMG cap based on how many weapons with Oceansoul’s weapon skills are equipped |
- Big ATK, 20% boost to Omega weapon skills and 2% EX, and 1% cap up per weapon with an Omega skill slotted.
- Core weapon for M3.
- Very easy to reach 20% cap up with them.
- Exalto skill is great for reaching the aura boost needed for Dark Rapture Zero keys.
Glacial Fracture |
Massive water DMG to a foe (Inflict Water DEF Down.)
Additional effect at 4★: |
|---|
|
Oceansoul’s Stamina III
|
Big boost to water allies’ ATK based on how high HP is |
|---|---|
|
Oceansoul’s Spearhead
|
Small boost to water allies’ triple attack rate and critical hit rate |
- Big stamina, small TA, small crit.
- Big stamina mod makes it a great mod slot to add to grids.
- Small TA helps to reach 100% TA on all allies.
|
Oceansoul’s Majesty III
|
Big boost to water allies’ ATK and max HP |
|---|---|
|
Guiding Revelation
|
A symbol of apocalyptic corruption. Empowered by a chosen pendulum. |
|
Guiding Gospel
|
A symbol of evolution’s holy outcome. Empowered by a chosen pendulum. |
- Big normal ATK and HP, cap up of choice at FLB, and third skill of many powerful options at ULB.
- Starting at 230, it also gains Big damage amp.
- At FLB it is a solid slot for the free cap of choice, but due to the large quartz cost it should be lower priority until the rest of your grid is done.
- Once ULB it will be a must slot in every grid.
- Skill 3 will typically be Stamina to start.
- For burst, Falsehood or Extremity.
- For FA, Stamina, or Sagacity.
- For hard content, Glorification or Sagacity.
Tide’s Embrace |
Massive Water damage to a foe. All allies gain Water ATK Boosted (20%, 3.5t) and Fire DMG Lowered (20%, 3.5t). |
|---|
|
Gabriel’s Blessing III
|
Amplify Water allies’ damage against Fire foes by 23%. |
|---|---|
|
Water’s Majesty
|
Small boost to water allies’ ATK and max HP |
- 20-23% seraphic mod that boosts all Water damage by when fighting on element.
- Core to on element raids.
- Upgrade from SSR can be delayed while upgrading other grid pieces, but with 3% additional seraphic mod and the weapon almost never leaving your grid it’s important to upgrade it.
General Cap
Weapons that break cap either via cap up or supplemental.
Tidal Thrust |
Massive water DMG to a foe / Reflection to all allies (3 times) / 10% boost to charge bars
Additional effect at 4★: |
|---|
|
Omega Exalto Aquae
|
20% boost to Oceansoul’s weapon skills |
|---|---|
|
Oceansoul’s Might III
|
Big boost to water allies’ ATK |
|
Ocean’s Vivification
|
Boost to ATK and DMG cap based on how many weapons with Oceansoul’s weapon skills are equipped |
- Big ATK, 20% boost to Omega weapon skills and 2% EX, and 1% cap up per weapon with an Omega skill slotted.
- Core weapon for M3.
- Very easy to reach 20% cap up with them.
- Exalto skill is great for reaching the aura boost needed for Dark Rapture Zero keys.
Whirling Pierce |
Massive water DMG to a foe (All Water allies gain Critical Hit Rate Boosted (Water).)
Additional effect at 4★: All Water allies also gain Charge Bar. |
|---|
|
Flood’s Verity
|
Massive boost to water allies’ critical hit rate |
|---|---|
|
Azure Covenant
|
Supplement Water allies’ critical hit damage. |
- 20% crit and 50k supp.
- Two are used for crit setups to max supp.
Phobos Blast |
Massive water DMG to a foe (Gain Charge Bar.)
Additional effect at 4★: Effect increased to Charge Bar. Additional effect at 5★: Effect increased to Charge Bar. |
|---|
|
High Priestess-Moon’s Bewitching
|
When main weapon: Massive boost to Water allies’ ATK (Modifier: EX). Boost to attack specs of Water allies with Full Moon (Summon). |
|---|---|
|
Sephira Maxi-Water
|
20% boost to Water allies’ DMG Cap in Arcarum. |
|
Water’s Majesty
|
Small boost to water allies’ ATK and max HP |
- Needs FLB to be useful.
- At FLB:
- A strong grid slot thanks to its mix of normal majesty and massive EX.
- Generally limited in usage outside of Extra grids.
- At ULB:
- An all around great slot thanks to both its mix of mads and the additional 5% cap up.
- Good option for many normal grids.
- While the unique skill can needs setup to be in the correct phase of the moon, the cap up provided for it is very substantial and can find use in longer bursts.
Sentencing Sword |
Unworldly Water damage to a foe (Damage cap: 2,550,000). (Consume 60% of MC’s current HP.)
Additional effect at 4★: Effect increased to Shield. Additional effect at 5★: Effect increased to Shield. |
|---|
|
Empress-Justice’s Virtue
|
When main weapon: Massive boost to Water allies’ ATK (Modifier: EX). Water allies restore 10% HP upon casting Dispel|buff-removing skills (Healing cap: 3000). |
|---|---|
|
Sephira Maxi-Water
|
20% boost to Water allies’ DMG Cap in Arcarum. |
|
Water’s Majesty
|
Small boost to water allies’ ATK and max HP |
- Needs FLB to be useful.
- At FLB:
- A strong grid slot thanks to its mix of normal majesty and massive EX.
- Generally limited in usage outside of Extra grids.
- At ULB:
- An all around great slot thanks to both its mix of mads and the additional 5% cap up.
- Good option for many normal grids.
- Passive 3k heals are solid for harder fights if you have to the dispels to trigger it.
- While the unique skill can needs setup to be in the correct phase of the moon, the cap up provided for it is very substantial and can find use in longer bursts.
Zubaea |
Massive water DMG to a foe (All allies gain Mirror Image.)
Additional effect at 4★: All allies also gain Shield. |
|---|
|
Snowfall’s Fortitude
|
Supplement water allies’ DMG based on how low HP is |
|---|---|
|
Tsunami’s Enmity
|
Medium boost to water allies’ ATK based on how low HP is |
- Medium normal enmity and 10k-60k enmity supp.
- Useful for enmity setups though they are typically uncommon.
Northern Beast Strike |
Massive water DMG to a foe (Gain DEF Up.) |
|---|
|
Hoarfrost’s Might
|
Weapon_Skills|Big boost (Normal 5% base, 1% per skill level, SL10 15%, SL15 18%) to water allies’ ATK |
|---|---|
|
Essence of the North
|
Boost to Water allies’ damage cap. |
- Big II Normal mod and 10% cap up.
- Easiest source of cap up to obtain and the largest single source of it.
Normal Cap
Weapons that break auto cap either via cap up or echoes.
Orvorane |
Massive water DMG to a foe (Remove 1 buff.)
Additional effect at 4★: |
|---|
|
Taboo Allowater’s Majesty IV
|
Big boost to water allies’ ATK and max HP |
|---|---|
|
Taboo Allowater’s Empowerment III
|
Big amplifying boost to water allies’ DMG |
- Big Taboo ATK, big Taboo HP, and big Taboo amp.
- Excellent source of farmable amp with three being good in burst grids even unboosted.
Frigid Sting |
Massive water DMG to a foe (Remove 1 buff.)
Additional effect at 4★: All allies also gain Bonus Water DMG. |
|---|
|
Verglas Sovereign
|
Unworldly boost to Water allies’ ATK. |
|---|---|
|
Astral Thrust
|
When main weapon: 10% boost to Water allies’ one-foe attack damage cap against foes with 5 or more debuffs. |
- Unworldly EX attack and 10% normal cap when the enemy has at least 5 debuffs.
- Excellent mainhand due to teamwide Bonus DMG (15%)
Deals bonus DMG for one-foe one-ally attacks
and Dispel
Removes a buff from a foe.
on CA. - Phased out thanks to various other weapons also providing EX as well as Ultima ULB.
CA Cap
Weapons that break ougi cap either via cap up or supplemental.
House of Thebes |
Massive Water damage to a foe. Inflict Fire ATK Lowered (10%). Gain Charge Boost (20%). |
|---|
|
Oceansoul’s Might
|
Medium boost to water allies’ ATK |
|---|---|
|
Oceansoul’s Sentence
|
Medium boost to water allies’ C.A. DMG and C.A. DMG cap |
- Medium ATK, medium CA damage, and medium CA cap.
- Excellent slot for CA teams.
Rip and Terror |
Massive water DMG to a foe (Gain Critical Up.)
Additional effect at 4★: Also gain ATK Sharply Boosted. |
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Blade’s Wrath
|
Boost to ATK, max HP, and multiattack rate based on how many katanas are equipped. |
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Snowfall’s Quenching
|
Supplement Water allies’ C.A. DMG based on how high their HP is. |
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Snowfall’s Ascendancy
|
10% boost to Water allies’ Special C.A. DMG Cap. |
- Blade Voltage, 600k stamina CA supp, and 10% special CA cap.
- Blade voltage provides 2% EX ATK, 1% HP, and 1% MA per Katana in grid.
- Great CA weapon thanks to its CA supplemental and special CA cap.
- Excellent source of HP.
- Reccomended to start with two defense awakening to assist with hard content.
Pasquale |
Massive water DMG to a foe (All allies gain Charge Bar.)
Additional effect at 4★: |
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Snowfall’s Crux
|
Supplement water allies’ C.A. DMG |
|---|---|
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Bow Voltage
|
Boost to ATK based on how many bows are equipped. |
- 400k CA supp and 4% EX ATK per bow in grid.
- CA supp weapon that can be aquired before rank 200.
- Excellent for CA comps pre-Schrondinger but will be replaced once you get them.
Skill Cap
Weapons that break skill cap either via cap up or supplemental.
Suvidiluvium |
Massive water DMG to a foe / 1 random buff to water allies / 30% DMG cut to water allies until end of turn
Additional effect at 4★: |
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Taboo Allowater’s Tempering II
|
Medium boost to water allies’ skill DMG cap / Medium supplemental boost to skill DMG |
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Taboo Allowater’s Garrison III
|
Big boost to water allies’ DEF based on how low HP is |
- Medium Taboo skill cap, medium Taboo skill supp, and medium Taboo garrison.
- Only farmable skill supp source for water.
Violet Rime’s Serenade |
Massive water DMG to a foe (All allies gain Dodge Rate Boosted.)
Additional effect at 4★: All allies also gain Bonus Effect on Dodge (Water DMG) (1.5T). (200% Water damage to a foe upon dodging [Damage cap: ~400,000].) |
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Armed Flood
|
Big boost to water allies’ ATK |
|---|---|
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Cobalt Arts
|
Boost to Water allies’ skill damage cap. |
- Big EX ATK and 20% skill cap.
- Can get an additional 5% skill cap and 3% cap from SPC awakening.
Damage Mods
Weapons used for as a source of raw damage.
Tidal Thrust |
Massive water DMG to a foe / Reflection to all allies (3 times) / 10% boost to charge bars
Additional effect at 4★: |
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Omega Exalto Aquae
|
20% boost to Oceansoul’s weapon skills |
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Oceansoul’s Might III
|
Big boost to water allies’ ATK |
|
Ocean’s Vivification
|
Boost to ATK and DMG cap based on how many weapons with Oceansoul’s weapon skills are equipped |
- Big ATK, 20% boost to Omega weapon skills and 2% EX, and 1% cap up per weapon with an Omega skill slotted.
- Core weapon for M3.
- Very easy to reach 20% cap up with them.
- Exalto skill is great for reaching the aura boost needed for Dark Rapture Zero keys.
Glacial Fracture |
Massive water DMG to a foe (Inflict Water DEF Down.)
Additional effect at 4★: |
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Oceansoul’s Stamina III
|
Big boost to water allies’ ATK based on how high HP is |
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Oceansoul’s Spearhead
|
Small boost to water allies’ triple attack rate and critical hit rate |
- Big stamina, small TA, small crit.
- Big stamina mod makes it a great mod slot to add to grids.
- Small TA helps to reach 100% TA on all allies.
Rip and Terror |
Massive water DMG to a foe (Gain Critical Up.)
Additional effect at 4★: Also gain ATK Sharply Boosted. |
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Blade’s Wrath
|
Boost to ATK, max HP, and multiattack rate based on how many katanas are equipped. |
|---|---|
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Snowfall’s Quenching
|
Supplement Water allies’ C.A. DMG based on how high their HP is. |
|
Snowfall’s Ascendancy
|
10% boost to Water allies’ Special C.A. DMG Cap. |
- Blade Voltage, 600k stamina CA supp, and 10% special CA cap.
- Blade voltage provides 2% EX ATK, 1% HP, and 1% MA per Katana in grid.
- Great CA weapon thanks to its CA supplemental and special CA cap.
- Excellent source of HP.
- Reccomended to start with two defense awakening to assist with hard content.
Aquamarine Cleave |
Massive water DMG to a foe (All allies gain Shield.)
Additional effect at 4★: Effect increased to Shield. Additional effect at 5★: Also raise foe’s Glaciate lvl by 1 (Max: 10). |
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Oceansoul’s Might III
|
Big boost to water allies’ ATK |
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Oceansoul’s Progression II
|
Medium boost to water allies’ water ATK based on number of turns passed |
- Big ATK and Big Progression.
- Solid mod slot for extended battles.
Reflective Water |
Massive water DMG to a foe (Gain Repel.) |
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Oceansoul’s Might II
|
Big boost to water allies’ ATK |
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- Big ATK.
- No longer used but still a solid source of Omega ATK.
Critical Hit Rate
Weapons that increase critical hit rate.
Udaka-Ostha |
Massive water DMG to a foe (Gain Mirror Image.)
Additional effect at 4★: |
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Oceansoul’s Majesty
|
Small boost to water allies’ ATK and max HP |
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Oceansoul’s Restraint II
|
Medium boost to water allies’ double attack rate and critical hit rate |
- Small ATK, small HP, medium DA, and medium crit.
- Generally a weak weapon but provides enough various mods to be useful in many situations.
- Good source of HP for FA and hard content.
- Paired with two cnidocyte’s for crit grids for burst and FA.
Glacial Fracture |
Massive water DMG to a foe (Inflict Water DEF Down.)
Additional effect at 4★: |
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Oceansoul’s Stamina III
|
Big boost to water allies’ ATK based on how high HP is |
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Oceansoul’s Spearhead
|
Small boost to water allies’ triple attack rate and critical hit rate |
- Big stamina, small TA, small crit.
- Big stamina mod makes it a great mod slot to add to grids.
- Small TA helps to reach 100% TA on all allies.
Chilling Permeance |
Massive water DMG to a foe (All allies gain Critical Hit Rate Boosted.)
Additional effect at 4★: Buff increased to Critical Hit Rate Boosted. |
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Oceansoul’s Celere II
|
Medium boost to water allies’ ATK and critical hit rate |
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Oceansoul’s Enmity
|
Small boost to water allies’ ATK based on how low HP is |
- Medium ATK, medium crit, and small enmity.
- Great crit piece for enmity setups or longer fights.
Euripus |
Massive water DMG to a foe (All allies gain DMG Supplemented and Normal Attack DMG Cap Boosted.)
Additional effect at 4★: |
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Oceansoul’s Celere
|
Small boost to water allies’ ATK and critical hit rate |
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Oceansoul’s Enmity II
|
Medium boost to water allies’ ATK based on how low HP is |
- Small ATK, small crit, medium enmity.
- Enmity crit weapon that is highly niche in usage.
Defensive
Weapons that provide HP. Generally HP is provided by spoon or settes, but these are other options if lacking either.
Rip and Terror |
Massive water DMG to a foe (Gain Critical Up.)
Additional effect at 4★: Also gain ATK Sharply Boosted. |
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Blade’s Wrath
|
Boost to ATK, max HP, and multiattack rate based on how many katanas are equipped. |
|---|---|
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Snowfall’s Quenching
|
Supplement Water allies’ C.A. DMG based on how high their HP is. |
|
Snowfall’s Ascendancy
|
10% boost to Water allies’ Special C.A. DMG Cap. |
- Blade Voltage, 600k stamina CA supp, and 10% special CA cap.
- Blade voltage provides 2% EX ATK, 1% HP, and 1% MA per Katana in grid.
- Great CA weapon thanks to its CA supplemental and special CA cap.
- Excellent source of HP.
- Reccomended to start with two defense awakening to assist with hard content.
Surging Flash |
Massive water DMG to a foe (All allies gain Repel.) |
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Oceansoul’s Encouragement II
|
Medium boost to water allies’ max HP and triple attack rate |
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Oceansoul’s Healing II
|
Medium boost to water allies’ healing cap |
- Medium HP, medium healing cap, and medium TA.
- HP and healing cap both are great for harder fights.
- Medium TA helps for consistent TA or for omen cancelling in end game raids.
Vortex Sphere |
Massive water DMG to a foe (Gain Critical Hit Rate Boosted.)
Additional effect at 5★: Also gain ATK Sharply Boosted. |
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Wamdus’s Flood
|
Boost to Water allies’ ATK0.1% per turn per skill level (Max: 25%)’”`UNIQ–ref-0000000F-QINU`”‘”’Modifier:”’ EX based on number of turns passed. |
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Four Orbs’ Judgment
|
Emblem of the four orbs bent on destroying the singular pigment. Empowered by a chosen teluma. |
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Six Dragons’ Radiance
|
Emblem of the six colors in which the world is rendered. Empowered by a chosen teluma. |
- Big ATK, Big HP, and EX progression.
- Alternative opus that trades the more offenseive skills of opus for defensive ones in particular the 30% fire damage reduction or 20% DEF.
- Can’t be slotted with Opus which greatly kills it’s general usage but can still be useful for Revan tier raids or NM250 FAs.
Maelstrom Sphere ++ |
Massive water DMG to a foe (Gain ATK Sharply Boosted, Critical Hit Rate Boosted, and Keen.) |
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Wamdus’s Flood
|
Boost to Water allies’ ATK0.1% per turn per skill level (Max: 25%)’”`UNIQ–ref-0000000F-QINU`”‘”’Modifier:”’ EX based on number of turns passed. |
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Six Pillars’ Judgment
|
Emblem of the six orbs bent on destroying the singular pigment. Empowered by a chosen teluma. |
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Six Dragons’ Radiance
|
Emblem of the six colors in which the world is rendered. Empowered by a chosen teluma. |
- Upgraded version of the Draconic Buster offering all the benefits of it while also allowing it to be slotted with opus and in extra slots.
- Offers new skill 2 keys most notably one that provides 10% seraphic mod against null foes.
Rtusgemnis |
Massive water DMG to a foe / Blind effect / 1 random buff to water allies
Additional effect at 4★: |
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Taboo Allowater’s Auspice II
|
Medium boost to water allies’ max HP and healing cap |
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Taboo Allowater’s Progression III
|
Big boost to water allies’ water ATK based on number of turns passed |
- Medium Taboo healing cap, medium Taboo HP, and big Taboo progression.
Mainhands
Weapons that are strong as mainhands.
Lago Ghiacciato |
Massive water DMG to a foe (MC and a random ally gain Triple Attack Rate Boosted.)
Additional effect at 4★: MC also gains Flurry (2-hit). |
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Glacial Supremacy
|
Massive boost to Water allies’ ATK. |
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Chthonian Bewailer’s Sanctity
|
When main weapon upon normal attacks when any foe is in Break (MC only): 4-hit Water damage to random foes. MC gains Charge Bar (10%). |
- Massive EX ATK.
- ATK awakening adds 30k supp and 10% damage cap.
- 4 hit skill nuke on normal attacks against enemies in break.
- Generally unimportant.
- Excellent mainhand for Relic Buster or Soldier setups.
Tre Artigli |
Massive water DMG to a foe (All Water allies gain Charge Bar.)
Additional effect at 4★: Also inflict Water Lowered (Stackable) on a foe. |
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Glacial Supremacy
|
Massive boost to Water allies’ ATK. |
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Chthonian Bewailer’s Jurisdiction
|
”’When main weapon (MC only):”'<br />”’Upon Water chain burst activation:”'<br />All Water allies gain <span class=”image_link”><span class=”tooltip” style=”border-bottom: 0;”>[[File:status_1477.png|25px|link=C.A. DMG Up (Stackable)]][[C.A. DMG Up (Stackable)|C.A. DMG Up (Stackable)]]<span class=”tooltiptext”>Charge attack DMG is boosted (Stackable)<br /><span class=”hr”></span><strong>Duration</strong>: Indefinite</span></span></span> and <span class=”image_link”><span class=”tooltip” style=”border-bottom: 0;”>[[File:status_1334.png|25px|link=C.A. DMG Cap Up]][[C.A. DMG Cap Up|C.A. DMG Cap Up (Stackable)]]<span class=”tooltiptext”>Charge attack DMG cap is boosted (Stackable)<br /><span class=”hr”></span><strong>Duration</strong>: Indefinite</span></span></span>.<br />”’Upon the chain burst <span class=”tooltip” >Absolute Zero<span class=”tooltiptext” style=””>Water-elemental [[Chain Burst|chain burst]] of 4 or more chains.</span></span>:”'<br />MC gains <span class=”image_link”><span class=”tooltip” style=”border-bottom: 0;”>[[File:Status C.A. Reactivation.png|25px|link=C.A. Reactivation]][[C.A. Reactivation|C.A. Reactivation (1 time)]]<span class=”tooltiptext”>Charge attack reactivates (1 time)<br /><span class=”hr”></span><strong>Duration</strong>: Indefinite</span></span></span>. |
- Massive EX ATK.
- ATK awakening adds 300k CA supp and 10% cap.
- Teamwide C.A. DMG Boosted (Stackable) (10%, 50%)
and C.A. DMG Cap Boosted (Stackable) (6%, 30%)
on Chainburst. Gives MC C.A. Reactivation
on a 4+ chain.
Frigid Sting |
Massive water DMG to a foe (Remove 1 buff.)
Additional effect at 4★: All allies also gain Bonus Water DMG. |
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Verglas Sovereign
|
Unworldly boost to Water allies’ ATK. |
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Astral Thrust
|
When main weapon: 10% boost to Water allies’ one-foe attack damage cap against foes with 5 or more debuffs. |
- Unworldly EX attack and 10% normal cap when the enemy has at least 5 debuffs.
- Excellent mainhand due to teamwide Bonus DMG (15%)
Deals bonus DMG for one-foe one-ally attacks
and Dispel
Removes a buff from a foe.
on CA. - Phased out thanks to various other weapons also providing EX as well as Ultima ULB.
Void Region |
Massive water DMG to a foe (All allies gain Uplift.)
Additional effect at 4★: All allies gain Armored. |
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Tsunami’s Primacy
|
Medium boost to water allies’ ATK / Medium boost to double attack rate for water allies |
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Aquae Excelsior
|
Boost to water allies’ C.A. DMG cap |
- Medium Optimus ATK, medium Optimus DA, and 15% CA cap.
- Great MH against hard fights thanks to it providing Armored (100%/30%)
and Uplifted (10%)
Charge bar is boosted on every turn
for 2.5 turns on CA.
Disperazione Finale |
Massive Water damage to a foe. (All allies gain Debuff Success Boosted and Strength.)
Additional effect at 5★: Strength effect increased. Debuff Success Boosted and Strength duration increased to Half Turns|3.5 turns. |
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Glacial Supremacy
|
Massive boost to Water allies’ ATK. |
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Glacial Frostcage
|
When main weapon (MC only): 300% Water damage (Damage cap: ~630,000) and inflict ATK Down Stack (15% (30% Max), 180s) and DEF Down Stack (15% (30% Max), 180s) to all foes when a foe uses a special attack. |
- Massive EX ATK. Small EX HP.
- Excellent mainhand for Rising Force comps due to the strength of the CA.
Deluge of Raw Agony |
450% Water damage to a foe. (Restore 10% of all allies’ HP (Healing cap: 700) and remove 1 debuff.)
Additional effect at 5★: Damage increased to 550%. (Healing cap increased to 1500.) |
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Glacial Supremacy
|
Massive boost to Water allies’ ATK. |
|---|---|
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Glacial Flight
|
When main weapon (MC Only): Boost to charge attack damage (60% boost at Max HP, gets reduced by 0.6% per 1% HP lost) based on how high HP is. |
- Massive EX ATK. Small EX HP.
- Great defensive staff thanks to the healing and refresh.
Premium
Gacha weapons that can also be used in Omega.
Sacred Word |
Massive water DMG to a foe / Armor effect to all allies
Additional effect at 4★: |
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|
Snowfall’s Pact
|
Supplement water allies’ DMG |
|---|---|
|
Dagger Voltage II
|
Boost to ATK based on how many daggers are equipped. |
|
Snowfall’s Quintessence
|
Boost to water allies’ DMG cap |
- 50k (100lk max) unconditional supp and 7% cap makes this a must slot for almost everywhere if you get it.
- FLB is highly important due to the cap up being locked to it.
Gold Moon
Weapons that cost Gold Moons to acquire.
Vaengrhrid |
Unworldly water DMG to a foe (Ignores Mirror Image and Dodge.)
Additional effect at 4★: Gain Uplifted. |
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Geisa Ari
|
When main weapon (MC only): No charge bar gain upon normal attacks, amplify normal attack damage by 30%, and normal attacks deal 4-hit damage to random foes. |
|---|---|
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Einar
|
When main weapon: 80% Bonus Water DMG effect to Water allies’ single attacks. |
|
Mikill Las
|
When main weapon: Supplement Water allies’ damage by 100,000, 10% boost to damage cap, and 100% hit to multiattack rate. |
- MC gains 4 hit split normal attacks annd 30% normal amp.
- 80% bonus damage on single attacks.
- Teamwide 100k supp and 10% cap at the cost of 100% MA.
- Turns MC into high damage monster that is ripe for abuse with bonus damage and supp damage.
- BIS option for Relic Buster and Soldier bursts.
- Sees use in bursting down SUBHL as well as the higher Nightmare UnF fights.
- Can be used in FA with proper MA support.





















































