This page covers weapons, characters, and summons that aren’t element specific and can be used on any team.
Summons
Summons that are useful for every element.
Providence
Untixable summons that release at New Year’s that are strongest summons in the game and are highly desirable to acquire.
| 0★ | MC gains Cunning Horseplay (6T). (Random effects to all foes or allies every 6 turns.) |
|---|---|
| 3★ | MC gains Cunning Horseplay (5T). (Random effects to all foes or allies every 5 turns.) |
| 4★ | MC gains Cunning Horseplay (4T). (Random effects to all foes or allies every 4 turns.) |
| 0★ | 100% boost to Dark ATK. Cap Dark allies’ max HP at 20,000. |
|---|---|
| 3★ | 120% boost to Dark ATK. Cap Dark allies’ max HP at 20,000. |
| 4★ | 130% boost to Dark ATK. Cap Dark allies’ max HP at 20,000. Cap Dark allies’ damage taken at 5,000 per hit. |
| 0★ | 100% boost to Dark ATK. Cap Dark allies’ max HP at 20,000. |
|---|---|
| 3★ | 120% boost to Dark ATK. Cap Dark allies’ max HP at 20,000. |
| 4★ | 130% boost to Dark ATK. Cap Dark allies’ max HP at 20,000. Cap Dark allies’ damage taken at 5,000 per hit. |
- 30k supplemental damage sub aura at FLB makes Belial an easy way to increase all your damage.
- The 30% hit to max HP is applied before weapon skills which makes it a smaller and less noticeable decrease than it appears
- Slotted on almost every team.
- With the new Robur series, he is replaced in burst setups for them. Longer fights still prefer Belial.
- May be dropped for Hard Content or NM250 teams due to the HP loss or the reliance on CA setups.
| 0★ | 1500% Elemental damage to all foes. Inflict DEF Down (40%, 180s) and Debuff Resistance Lowered (180s). |
|---|---|
| 3★ | 2000% Elemental damage to all foes (Damage cap: ~2,400,000). Inflict DEF Down (40%, 180s) and Debuff Resistance Lowered (20%, 180s). |
| 4★ | 2000% Elemental damage to all foes (Damage cap: ~2,400,000). Inflict DEF Down (40%, 180s) and Debuff Resistance Lowered (20%, 180s). Additional effects based on MC’s Trance (MC) lvl. |
| 0★ | 80% boost to all Elemental ATK. |
|---|---|
| 3★ | 90% boost to all Elemental ATK. |
| 4★ | 100% boost to all Elemental ATK. Sharp boost to MC’s stats. Raise MC’s Trance (MC) lvl by 3 at battle start (Max: 3). |
| 0★ | 80% boost to all Elemental ATK. |
|---|---|
| 3★ | 90% boost to all Elemental ATK. |
| 4★ | 100% boost to all Elemental ATK. Sharp boost to MC’s stats. Raise MC’s Trance (MC) lvl by 3 at battle start (Max: 3). |
- At trance 3 MC gains guaranteed DA, 100% TA, 50% ATK, and 20% damage cap.
- Very strong summon nuke that also applies 40% defense down and 20% debuff resistance.
- Additional call affects with trance level are dispelling 3 buffs, 3M plain damage, and a unique debuff that applies 50% debuff resistance down and 100k supp.
- Core main summon for burst setups due to the power of Bore.
- Even outside bursting it’s slotted on most teams.
| 0★ | Massive Light damage to all foes. All allies gain ATK Up (20%, Multiplier: Normal, 4T). |
|---|---|
| 4★ | Massive Light damage to all foes. All allies gain ATK Up (30%, Multiplier: Normal, 4T). Restore 30% of all allies’ max HP (Healing cap: 3000). |
| 5★ | Massive Light damage to all foes. All allies gain ATK Up (30%, Multiplier: Normal, 4T) and Revitalize (5% of max HP Healing cap: 500 or 10% charge bar, 4T). Restore 30% of all allies’ HP (Healing cap: 3000). |
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6★
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1000% Elemental damage to all foes (Damage cap: ~1,000,000). All allies gain Wings of Pure White (4T). Restore 30% of all allies’ HP (Healing cap: 4000). |
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6★
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1500% Elemental damage to all foes (Damage cap: ~1,300,000). All allies gain Wings of Pure White (4T). Restore 30% of all allies’ HP (Healing cap: 4000). |
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6★
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2000% Elemental damage to all foes (Damage cap: ~2,500,000). All allies gain Wings of Pure White (4T) and Dispel Cancel (No Limit) (2T). Restore 30% of all allies’ HP (Healing cap: 4000). |
| 0★ | 100% boost to Light Elemental ATK. |
|---|---|
| 3★ | 120% boost to Light Elemental ATK. |
| 4★ | 130% boost to Light Elemental ATK. |
| 5★ | 150% boost to Light Elemental ATK. |
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6★
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150% boost to all Elemental ATK. |
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6★
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150% boost to all Elemental ATK. When a foe uses a special attack: Remove 1 debuff from all allies. All allies gain Wings of Pure White (3.5T). |
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6★
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150% boost to all Elemental ATK. 50% boost to max HP. When a foe uses a special attack: Remove 1 debuff from all allies. All allies gain Wings of Pure White (3.5T). |
| 0★ | 100% boost to Light Elemental ATK. |
|---|---|
| 3★ | 120% boost to Light Elemental ATK. |
| 4★ | 130% boost to Light Elemental ATK. |
| 5★ | 150% boost to Light Elemental ATK. |
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6★
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150% boost to all Elemental ATK. |
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6★
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150% boost to all Elemental ATK. When a foe uses a special attack: Remove 1 debuff from all allies. All allies gain Wings of Pure White (3.5T). |
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6★
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150% boost to all Elemental ATK. 50% boost to max HP. When a foe uses a special attack: Remove 1 debuff from all allies. All allies gain Wings of Pure White (3.5T). |
- Not used before transcendence.
- 150% elemental damage main aura and gains 50% boost to max HP at 250.
- 10-30% boost to healing specs sub aura.
- Calls heals for 4k and grants a unique buff Wings of Pure White worth 30% normal attack, and 1500/10% revitalize as well as giving dispel cancel at 250.
- Additionally when main summon starting at 230, it clears one debuff and applies Wings of Pure White making it a free damage buff for mulit turn bursts on many raids.
| 0★ | 1-turn cut to all allies’ skill cooldowns. Activates the call effects of 1 equipped summon at random. (Activated calls don’t deal call damage. Excludes sub aura summons and one-use calls.) |
|---|---|
| 4★ | 1-turn cut to all allies’ skill cooldowns. Activates the call effects of 2 equipped summons at random. (Activated calls don’t deal call damage. Excludes sub aura summons and one-use calls.) |
| 0★ | 100% boost to all Elemental ATK |
|---|---|
| 3★ | 120% boost to all Elemental ATK |
| 4★ | 140% boost to all Elemental ATK |
| 0★ | 100% boost to all Elemental ATK |
|---|---|
| 3★ | 120% boost to all Elemental ATK |
| 4★ | 140% boost to all Elemental ATK |
- Sub aura lets you call 2 summons in one turn.
- Call applies a 1 turn cut to all allies’ skill CD and activates the call effects of two random summons with the exception of single use calls.
- This restriction can be exploited to call two specific summons at once.
- Really strong summon for GW and solos as well as helping weaker bursts starts all around with the sub aura.
| 0★ | 15-hit Elemental damage to random foes. All allies gain Supplemental DMG (100,000, 1T). |
|---|---|
| 3★ | 15-hit Elemental damage to random foes (Damage cap: ~445,000 per hit). All allies gain Supplemental DMG (100,000, 1T). MC gains Double Strike (1T). |
| 4★ | 15-hit Elemental damage to random foes (Damage cap: ~445,000 per hit). All allies gain Supplemental DMG (100,000, 1T). Connect MC to the power of the boundary for 1 turn. (MC gains Yearning Blue (1T) and Double Strike (1T). Changes MC’s first-slot skill to Transcendent Blue.) Set MC’s HP to full and remove all debuffs. |
| 0★ | 100% boost to Dark Elemental ATK. |
|---|---|
| 3★ | 120% boost to Dark Elemental ATK. 20% boost to Dark allies’ HP. |
| 4★ | 140% boost to Dark Elemental ATK. 40% boost to Dark allies’ HP. |
| 0★ | 100% boost to Dark Elemental ATK. |
|---|---|
| 3★ | 120% boost to Dark Elemental ATK. 20% boost to Dark allies’ HP. |
| 4★ | 140% boost to Dark Elemental ATK. 40% boost to Dark allies’ HP. |
- Sub aura changes MC’s first slot skill to Transcendent Blue
11-hit Elemental damage to a foe (2600% total / Damage cap: ~4,000,000 total). MC gains Power of the Boundary[[File:status_7980_1.png|25px|link=Status Effects]][[Status Effects|Power of the Boundary (20% ATK Up)]]ATK is boosted (Can’t be removed)
Strength: 20%Multiplier: [[Damage_Formula/Detailed_Damage_Formula#Perpetuity boost|Perpetuity]]Duration: 5 turns
[[File:status_7980_2.png|25px|link=Status Effects]][[Status Effects|Power of the Boundary (30% DEF Up)]]DEF is boosted (Can’t be removed)
Strength: 30%Duration: 5 turns
[[File:status_7980_3.png|25px|link=Status Effects]][[Status Effects|Power of the Boundary (100% DA Up)]]Double attack rate is boosted (Can’t be removed)
Strength: 100%Duration: 5 turns
[[File:status_7980_5.png|25px|link=Status Effects]][[Status Effects|Power of the Boundary (50% TA Up)]]Triple attack rate is boosted (Can’t be removed)
Strength: 50%Duration: 5 turns
[[File:status_7980_4.png|25px|link=Status Effects]][[Status Effects|Power of the Boundary (10% DMG Cap Up)]]Maximum amount of DMG that can b for one turn.- Using Transcendent Blue
11-hit Elemental damage to a foe (2600% total / Damage cap: ~4,000,000 total). MC gains Power of the Boundary[[File:status_7980_1.png|25px|link=Status Effects]][[Status Effects|Power of the Boundary (20% ATK Up)]]ATK is boosted (Can’t be removed)
Strength: 20%Multiplier: [[Damage_Formula/Detailed_Damage_Formula#Perpetuity boost|Perpetuity]]Duration: 5 turns
[[File:status_7980_2.png|25px|link=Status Effects]][[Status Effects|Power of the Boundary (30% DEF Up)]]DEF is boosted (Can’t be removed)
Strength: 30%Duration: 5 turns
[[File:status_7980_3.png|25px|link=Status Effects]][[Status Effects|Power of the Boundary (100% DA Up)]]Double attack rate is boosted (Can’t be removed)
Strength: 100%Duration: 5 turns
[[File:status_7980_5.png|25px|link=Status Effects]][[Status Effects|Power of the Boundary (50% TA Up)]]Triple attack rate is boosted (Can’t be removed)
Strength: 50%Duration: 5 turns
[[File:status_7980_4.png|25px|link=Status Effects]][[Status Effects|Power of the Boundary (10% DMG Cap Up)]]Maximum amount of DMG that can b deals a large 11 hit nuke and grants MC 20% ATK, 30% DEF, 100% DA, 50% TA, 10% cap up, 10% damage amp, and debuff success rate up. - After using Transcendent Blue
11-hit Elemental damage to a foe (2600% total / Damage cap: ~4,000,000 total). MC gains Power of the Boundary[[File:status_7980_1.png|25px|link=Status Effects]][[Status Effects|Power of the Boundary (20% ATK Up)]]ATK is boosted (Can’t be removed)
Strength: 20%Multiplier: [[Damage_Formula/Detailed_Damage_Formula#Perpetuity boost|Perpetuity]]Duration: 5 turns
[[File:status_7980_2.png|25px|link=Status Effects]][[Status Effects|Power of the Boundary (30% DEF Up)]]DEF is boosted (Can’t be removed)
Strength: 30%Duration: 5 turns
[[File:status_7980_3.png|25px|link=Status Effects]][[Status Effects|Power of the Boundary (100% DA Up)]]Double attack rate is boosted (Can’t be removed)
Strength: 100%Duration: 5 turns
[[File:status_7980_5.png|25px|link=Status Effects]][[Status Effects|Power of the Boundary (50% TA Up)]]Triple attack rate is boosted (Can’t be removed)
Strength: 50%Duration: 5 turns
[[File:status_7980_4.png|25px|link=Status Effects]][[Status Effects|Power of the Boundary (10% DMG Cap Up)]]Maximum amount of DMG that can b , original skill is returned and can be used.
- Using Transcendent Blue
- Excellent set of buffs to greatly increase MC damage. Extremely powerful burst potential for bar farming or Unite and FIght.
- High OTK ability as with high invested grids its capable of dealing 35m with only Transcendent Blue
11-hit Elemental damage to a foe (2600% total / Damage cap: ~4,000,000 total). MC gains Power of the Boundary[[File:status_7980_1.png|25px|link=Status Effects]][[Status Effects|Power of the Boundary (20% ATK Up)]]ATK is boosted (Can’t be removed)
Strength: 20%Multiplier: [[Damage_Formula/Detailed_Damage_Formula#Perpetuity boost|Perpetuity]]Duration: 5 turns
[[File:status_7980_2.png|25px|link=Status Effects]][[Status Effects|Power of the Boundary (30% DEF Up)]]DEF is boosted (Can’t be removed)
Strength: 30%Duration: 5 turns
[[File:status_7980_3.png|25px|link=Status Effects]][[Status Effects|Power of the Boundary (100% DA Up)]]Double attack rate is boosted (Can’t be removed)
Strength: 100%Duration: 5 turns
[[File:status_7980_5.png|25px|link=Status Effects]][[Status Effects|Power of the Boundary (50% TA Up)]]Triple attack rate is boosted (Can’t be removed)
Strength: 50%Duration: 5 turns
[[File:status_7980_4.png|25px|link=Status Effects]][[Status Effects|Power of the Boundary (10% DMG Cap Up)]]Maximum amount of DMG that can b . - Provides 7 unique buffs which makes it great for Sumaibito
setups to reach 18 buffs.
- Same applies for any skills/abilities that require buff counts on MC.
- Call grants all allies 100k supp and gives MC double strike and changes their first skill to Transcendent Blue
11-hit Elemental damage to a foe (2600% total / Damage cap: ~4,000,000 total). MC gains Power of the Boundary[[File:status_7980_1.png|25px|link=Status Effects]][[Status Effects|Power of the Boundary (20% ATK Up)]]ATK is boosted (Can’t be removed)
Strength: 20%Multiplier: [[Damage_Formula/Detailed_Damage_Formula#Perpetuity boost|Perpetuity]]Duration: 5 turns
[[File:status_7980_2.png|25px|link=Status Effects]][[Status Effects|Power of the Boundary (30% DEF Up)]]DEF is boosted (Can’t be removed)
Strength: 30%Duration: 5 turns
[[File:status_7980_3.png|25px|link=Status Effects]][[Status Effects|Power of the Boundary (100% DA Up)]]Double attack rate is boosted (Can’t be removed)
Strength: 100%Duration: 5 turns
[[File:status_7980_5.png|25px|link=Status Effects]][[Status Effects|Power of the Boundary (50% TA Up)]]Triple attack rate is boosted (Can’t be removed)
Strength: 50%Duration: 5 turns
[[File:status_7980_4.png|25px|link=Status Effects]][[Status Effects|Power of the Boundary (10% DMG Cap Up)]]Maximum amount of DMG that can b as well as healing and removing all debuffs from MC.- Super powerful call to push out a lot of damage in a turn for either longer burst setups or HL content.
| 0★ | Fire, Water, Earth, Wind, and Light damage to all foes (1500% total). (Ignores foe’s elemental resistance. Deals superior elemental damage regardless of foe element. Can only call when MC has 12 Wings of Promise. 12 Wings of Promise become 12 Wings of Apocalypse. Call and aura switch.) |
|---|---|
| 3★ | 300% Fire, Water, Earth, Wind, and 800% Light damage to all foes (2000% total / Damage cap: ~445,000 per hit). (Ignores foe’s elemental resistance. Deals superior elemental damage regardless of foe element. Can only call when MC has 12 Wings of Promise. 12 Wings of Promise become 12 Wings of Apocalypse. Call and aura switch.) |
| 4★ | 300% Fire, Water, Earth, Wind, and 800% Light damage to all foes (2000% total / Damage cap: ~445,000 per hit). MC gain Instant Charge and C.A. Reactivation (1 time). (Ignores foe’s elemental resistance. Deals superior elemental damage regardless of foe element. Can only call when MC has 12 Wings of Promise. 12 Wings of Promise become 12 Wings of Apocalypse. Call and aura switch.) |
| 0★ | 100% boost to all Elemental ATK. 12 Wings of Promise to MC at battle start. (Boost to MC’s ATK (Multiplier: Perpetuity) and DEF based on number of Wings of Promise.) |
|---|---|
| 3★ | 110% boost to all Elemental ATK. 12 Wings of Promise to MC at battle start. (Boost to MC’s ATK (Multiplier: Perpetuity) and DEF based on number of Wings of Promise.) |
| 4★ | 120% boost to all Elemental ATK. 12 Wings of Promise to MC at battle start. (Boost to MC’s ATK (Multiplier: Perpetuity) and DEF based on number of Wings of Promise. Amplify (Multiplier: Seraphic) all allies’ damage dealt by 10% when at 12.) |
| 0★ | 100% boost to all Elemental ATK. 12 Wings of Promise to MC at battle start. (Boost to MC’s ATK (Multiplier: Perpetuity) and DEF based on number of Wings of Promise.) |
|---|---|
| 3★ | 110% boost to all Elemental ATK. 12 Wings of Promise to MC at battle start. (Boost to MC’s ATK (Multiplier: Perpetuity) and DEF based on number of Wings of Promise.) |
| 4★ | 120% boost to all Elemental ATK. 12 Wings of Promise to MC at battle start. (Boost to MC’s ATK (Multiplier: Perpetuity) and DEF based on number of Wings of Promise. Amplify (Multiplier: Seraphic) all allies’ damage dealt by 10% when at 12.) |
- Triple Zero grants the MC stacks up to 12 for skill presses or CAs. Requires 6 of either to max the stacks.
- Stacks grants 6% (36 max) perpetuity ATK and 10% (60% max) DEF per two stacks.
- When Main Summon, 12 stacks are granted automatically.
- AT 10 stacks. 10% damage amplified to party as well as the ability to call the summon.
- Call alternates between two modes after calling it. One for Sandalphon and one for Lucilius.
- Starting mode is Sandalpho’s which deals a massive 5 hit call of all elements other than dark that can easily do over 20m damage and also grants MC instant charge and CA reactivation.
- Alternate Call deals a single super massive dark damage instace. removes all enemy buffs. The first time its called it will cancel any cancellable Omen.
- Excellent OTK option thanks to the large call easily being able to chunk off most of the enemy HP.
- Call damage is not affected by Ultima seraphic boost but is by Seraphic weapons.
- Great for burst setups for teams that use Falsehood opus CAs thanks to easily granting another turn of teamwide double strike.
- Great for Hard content to deal with damage omens, CA count omens, deal hits of X damage omens, or any hard omen with the first call of Lucilius mode.
| 0★ | 10-hit, 300% Destruction damage to all foes. |
|---|---|
| 3★ | 10-hit, 300% Destruction damage to all foes. All allies gain Wild Flurry (1 time). |
| 4★ | 10-hit, 300% Destruction damage to all foes. All allies gain Wild Flurry (1 time). MC gains Celestial Dominion (MC). |
| 0★ | 100% boost to all Elemental ATK. |
|---|---|
| 3★ | 150% boost to all Elemental ATK. |
| 4★ | 200% boost to all Elemental ATK. At the end of a turn after 5 combined charge attacks or triple attacks by all allies that turn: MC gains Celestial Dominion (MC). |
| 0★ | 100% boost to all Elemental ATK. |
|---|---|
| 3★ | 150% boost to all Elemental ATK. |
| 4★ | 200% boost to all Elemental ATK. At the end of a turn after 5 combined charge attacks or triple attacks by all allies that turn: MC gains Celestial Dominion (MC). |
- Versusia’s kit revolves heavily around its unique buff Celestial Dominion that is granted to MC.
- Celestial Dominion is consumed on attacks to deals 2 hit destruction damage, inflict DMG Taken Amplified
DMG taken is amplified (Can’t be removed / Can’t be extended)
, and Dispel
Removes a buff from a foe.
.
- Celestial Dominion is consumed on attacks to deals 2 hit destruction damage, inflict DMG Taken Amplified
- Celestial Dominion is granted with 5 combined CAs or TAs in a turn when main summon or 8 combined when sub summon.
- Call grants Wild Flurry (1-time)
Hit count of normal attacks is increased by 1 (1 time)
to party in addition to Celestial Dominion.
- Wild flurry increases the hit count of attacks by 1. So standard attacks become 2 hit split normals and 3 hit split normals become 4 hit.
- 12 turn intial cooldown does limit the cases you can use the call.
- High burst potential as a main summon for the additional destruction damage and damage taken amp without adding additional presses.
- Additionally great for longer fights like FA or Hard Content for the same reason as well as the dispel being very handy.
| 0★ | Massive Dark damage to all foes. All allies gain ATK Up (20%, Multiplier: Normal, 4T). |
|---|---|
| 4★ | Massive Dark damage to all foes. All allies gain ATK Up (30%, Multiplier: Normal, 4T) and C.A. DMG Boosted (Bahamut) (80%, 4T). |
| 5★ | Massive Dark damage to all foes. All allies gain ATK Up (30%, Multiplier: Normal, 4T), C.A. DMG Boosted (Bahamut) (80%, 4T), and C.A. DMG Cap Boosted (Bahamut) (20%, 4t). |
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6★
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1000% Elemental damage to all foes (Damage cap: ~1,000,000). All allies gain Wings of Creation (Multiplier: Normal, 4T). |
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6★
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1500% Elemental damage to all foes (Damage cap: ~1,300,000). All allies gain Wings of Creation (Multiplier: Normal, 4T). |
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6★
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2000% Elemental damage to all foes (Damage cap: ~2,500,000). All allies gain Wings of Creation (Multiplier: Normal, 4T). 1-turn cut to summon cooldowns. |
| 0★ | 100% boost to Dark ATK. |
|---|---|
| 3★ | 120% boost to Dark ATK. |
| 4★ | 130% boost to Dark ATK. |
| 5★ | 150% boost to Dark ATK. |
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6★
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150% boost to all Elemental ATK. |
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6★
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150% boost to all Elemental ATK. Amplify summon call damage by 50%. |
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6★
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150% boost to all Elemental ATK. Amplify summon call damage by 50%. 3-turn cut to initial summon standbys. |
| 0★ | 100% boost to Dark ATK. |
|---|---|
| 3★ | 120% boost to Dark ATK. |
| 4★ | 130% boost to Dark ATK. |
| 5★ | 150% boost to Dark ATK. |
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6★
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150% boost to all Elemental ATK. |
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6★
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150% boost to all Elemental ATK. Amplify summon call damage by 50%. |
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6★
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150% boost to all Elemental ATK. Amplify summon call damage by 50%. 3-turn cut to initial summon standbys. |
- Not used before transcendence.
- 150% elemental damage main aura.
- 30-50% summon call damage amplify sub aura as well as a 1 turn summon cooldown cut at 250.
- Calls grants a unique buff worth 30% normal attack, 80% C.A. DMG and 20% C.A. DMG Cap as well as lowering summon cooldowns by 1 turn at 250.
General Use
Generally great summons for a variety of situations. Have a mix of strong calls, sub auras, or main auras.
- Another strong OTK summon that provides an extra 2m damage at end of turn.
- Also provides MC with Superior Element damage which can be used for MC focused crit setups off element.
| 0★ | Massive Water damage to all foes. All allies gain C.A. DMG Boosted (20%, 1T) and DMG Cap Boosted (15%, 1T). |
|---|---|
| 3★ | Massive Water damage to all foes. All allies gain C.A. DMG Boosted (30%, 1T) and DMG Cap Boosted (20%, 1T). |
| 4★ | 400% Water damage to all foes. All allies gain Charge Bar (30%), C.A. DMG Boosted (30%, 1T), and DMG Cap Boosted (20%, 1T). |
| 0★ | All allies start battle with Autorevived. Boost to main allies’ double attack rate based on how low their HP is. 20% boost to item drop rate. |
|---|---|
| 3★ | All allies start battle with Autorevived. Boost to main allies’ double attack rate based on how low their HP is. 25% boost to item drop rate. |
| 4★ | All allies start battle with Autorevived. 50% boost to main allies’ double attack rate and 25% boost to main allies’ triple attack rate. 30% boost to item drop rate and 30% boost to EXP. |
| 0★ | All allies start battle with Autorevived. Boost to main allies’ double attack rate based on how low their HP is. 20% boost to item drop rate. |
|---|---|
| 3★ | All allies start battle with Autorevived. Boost to main allies’ double attack rate based on how low their HP is. 25% boost to item drop rate. |
| 4★ | All allies start battle with Autorevived. 50% boost to main allies’ double attack rate and 25% boost to main allies’ triple attack rate. 30% boost to item drop rate and 30% boost to EXP. |
- Drop rate and EXP up, mostly used for drop rate boost.
- At FLB main aura becomes 50%/25% DATA, 30% boost to drop rate, and 30% boost to EXP makes her a really good summon for event and meat farming. Additionally gains a 10% boost to EXP sub aura.
| 0★ | 300% Elemental damage to all foes (Damage cap: ~1,120,000).All allies gain 2 random buffs.MC gains Cunning Charm (3T). (Inflict Charmed (Can’t be removed) (3T), DEF Sharply Lowered (Can’t be removed) (70%, 3T), and Debuff Resistance Lowered (Can’t be removed) (100%, 3T) on all allies when duration ends.) |
|---|---|
| 3★ | 400% Elemental damage to all foes (Damage cap: ~1,120,000).All allies gain 3 random buffs.MC gains Cunning Charm (3T). (Inflict Charmed (Can’t be removed) (3T), DEF Sharply Lowered (Can’t be removed) (70%, 3T), and Debuff Resistance Lowered (Can’t be removed) (100%, 3T) on all allies when duration ends.) |
| 4★ | 500% Elemental damage to all foes (Damage cap: ~1,120,000).All allies gain 4 random buffs.MC gains Cunning Charm (3T). (Inflict Charmed (Can’t be removed) (3T), DEF Sharply Lowered (Can’t be removed) (70%, 3T), and Debuff Resistance Lowered (Can’t be removed) (100%, 3T) on all allies when duration ends.) |
| 0★ | 100% boost to Fire ATK.Cap Fire allies’ max HP at 20,000. |
|---|---|
| 3★ | 120% boost to Fire ATK.Cap Fire allies’ max HP at 20,000. |
| 4★ | 130% boost to Fire ATKCap Fire allies’ max HP at 20,000.Cap Fire allies’ damage taken at 5,000 per hit. |
| 0★ | 100% boost to Fire ATK.Cap Fire allies’ max HP at 20,000. |
|---|---|
| 3★ | 120% boost to Fire ATK.Cap Fire allies’ max HP at 20,000. |
| 4★ | 130% boost to Fire ATKCap Fire allies’ max HP at 20,000.Cap Fire allies’ damage taken at 5,000 per hit. |
- Counters make it a highly valuable OTK summon.
- Random, powerful 3 turn buffs on call can be used for bursting strats but will inflict nasty debuffs after.
- Supplemental damage taken goes down with each uncap, going down to 500 at FLB.
- Can be left at 0* if you are only using him for his sub aura and can handle the extra damage.
Strong Calls
Summons that offer a strong call for all elements.
| 0★ | Massive Dark damage to all foes. |
|---|---|
| 3★ | Massive Dark damage to all foes. End all allies’ skill cooldowns. |
| 0★ | 40% boost to all Elemental ATK. 50% boost to skill damage. |
|---|---|
| 3★ | 50% boost to all Elemental ATK. 50% boost to skill damage. 25% boost to skill damage cap. |
| 0★ | 40% boost to all Elemental ATK. 50% boost to skill damage. |
|---|---|
| 3★ | 50% boost to all Elemental ATK. 50% boost to skill damage. 25% boost to skill damage cap. |
- At MLB, call resets all allies’ skills.
- Main aura provides an extra 25% skill damage cap.
- Useful as support summon for longer bursts to reset powerful skills
- Very strong summon in hard content to deal with any obnoxious omen cancels.
| 0★ | All allies gain 70% DMG Cut (1T) and DEF Up (60%, 3T). |
|---|---|
| 3★ | All allies gain 100% DMG Cut (1T) and DEF Up (100%, 3T). |
| 0★ | 120% boost to Earth Elemental ATK. |
|---|---|
| 3★ | 140% boost to Earth Elemental ATK. |
| 0★ | 120% boost to Earth Elemental ATK. |
|---|---|
| 3★ | 140% boost to Earth Elemental ATK. |
- At FLB, it gives all allies 1 turn DMG Cut (100%)
Taking less DMG
and DEF Up (1000%)
- Can easily bypass any difficult or hard hitting omen with it.
- Can only be used per battle.
| 3★ | 400% Dark damage to all foes. Knock out a dark ally in fourth position (MC or Lyria won’t be knocked out). Dark allies gain Guaranteed TA (3T) for 3 turns. |
|---|---|
| 4★ | 400% Dark damage to all foes. Knock out a dark ally in fourth position (MC or Lyria won’t be knocked out). Dark allies gain Guaranteed TA (4T) for 4 turns. |
| 5★ | 500% Dark damage to all foes. Knock out a dark ally in fourth position (MC or Lyria won’t be knocked out). Dark allies gain Guaranteed TA (4T) for 4 turns. |
| 3★ | 120% boost to Dark allies’ Normal ATK. 30% hit to HP. |
|---|---|
| 4★ | 130% boost to Dark allies’ Normal ATK. 30% hit to HP. |
| 5★ | 140% boost to Dark allies’ Normal ATK. |
| 3★ | 120% boost to Dark allies’ Normal ATK. 30% hit to HP. |
|---|---|
| 4★ | 130% boost to Dark allies’ Normal ATK. 30% hit to HP. |
| 5★ | 140% boost to Dark allies’ Normal ATK. |
| 0★ | Massive Light damage to all foes. Inflict ATK Down (40%, 180s), DEF Down (40%, 180s), DA Down (180s), TA Down (180s) and Debuff Resistance Lowered (20%, 180s). |
|---|---|
| 3★ | Massive Light damage to all foes. Inflict ATK Down (40%, 180s), DEF Down (40%, 180s), DA Down (180s), TA Down (180s) and Debuff Resistance Lowered (20%, 180s). Remove 1 buff effect. |
| 4★ | Massive Light damage to all foes. Inflict ATK Down (180s), DEF Down (180s), DA Down (180s), TA Down (180s) and Debuff Resistance Lowered (180s). Remove 1 buff effect. All Light allies gain Bonus Light Damage (50%, 2t). |
| 0★ | 30% boost to Light allies’ ATK / Slight chance to deal critical hits with big DMG for foes weak against Light. |
|---|---|
| 3★ | 40% boost to Light allies’ ATK / Slight chance to deal critical hits with big DMG for foes weak against Light. |
| 4★ | 50% boost to Light allies’ ATK / Slight chance to deal critical hits with big DMG for foes weak against Light. |
| 0★ | 30% boost to Light allies’ ATK / Slight chance to deal critical hits with big DMG for foes weak against Light. |
|---|---|
| 3★ | 40% boost to Light allies’ ATK / Slight chance to deal critical hits with big DMG for foes weak against Light. |
| 4★ | 50% boost to Light allies’ ATK / Slight chance to deal critical hits with big DMG for foes weak against Light. |
- Powerful one turn summon that inflicts 40% ATK down, 40% DEF down, DATA down, and 20% debuff resistance down.
Sub Auras
Summons that offer a useful sub aura for all elements.
| 0★ | Massive Light damage to all foes. All allies gain Drain (5% of damage dealt Healing cap: 500, 3T) (Healing cap: 500). |
|---|---|
| 3★ | Massive Light damage to all foes. All allies gain Drain (5% of damage dealt Healing cap: 1000, 3T) (Healing cap: 1000). |
| 4★ | 400% Light damage to all foes (Damage cap: ~830,000). All allies gain Peacemaker’s Wings (20% ATK Up, 20% DEF Up, 5% of damage dealt Healing cap: 1000, Multiplier: Normal, 3T) (Healing cap: 1000). |
| 0★ | 100% boost to Normal ATK when at least 3 main allies’ elements differ. |
|---|---|
| 3★ | 200% boost to Normal ATK when at least 3 main allies’ elements differ. |
| 4★ | 200% boost to Normal ATK and 50% boost to DEF when at least 3 main allies’ elements differ. |
| 0★ | 100% boost to Normal ATK when at least 3 main allies’ elements differ. |
|---|---|
| 3★ | 200% boost to Normal ATK when at least 3 main allies’ elements differ. |
| 4★ | 200% boost to Normal ATK and 50% boost to DEF when at least 3 main allies’ elements differ. |
- At ULB, it provides 10% seraphic boost when fighting null enemies.
- Competes for slots in null content.
Main Auras
Summons that offer a useful main aura for all elements.
| 0★ | Massive Light damage to all foes. |
|---|---|
| 3★ | Massive Light damage to all foes. All allies gain C.A. Instant Standby. (Cannot resummon) |
| 0★ | 40% boost to all Elemental ATK. All allies start battle with +20% charge bar. |
|---|---|
| 3★ | 50% boost to all Elemental ATK. All allies start battle with +30% charge bar. 30% boost to Charge Attack damage. |
| 0★ | 40% boost to all Elemental ATK. All allies start battle with +20% charge bar. |
|---|---|
| 3★ | 50% boost to all Elemental ATK. All allies start battle with +30% charge bar. 30% boost to Charge Attack damage. |
- At MLB, call gives instant CA to all allies.
- Main aura starts everyone with a bonus 30% charge bar which stacks to 60% with double Huanglong.
- Used for CA based OTK as well as Chrysaor CA bursts.
Weapons
Weapons or weapon series that can be slotted in grids of all elements.
Main
Primary grid pieces used for all content. They are progression defining weapons.
|
Michael’s Blessing III
|
Amplify Fire allies’ damage against Wind foes by 23%. |
|---|---|
|
Fire’s Majesty
|
Small boost to fire allies’ ATK and max HP |
- 20-23% seraphic mod that boosts the Element damage matching the weapon’s Element by when fighting on element.
- Core to on element raids.
- Upgrade from SSR can be delayed while upgrading other grid pieces, but extra 3% additional seraphic mod is strong.
- Weapon ultimately gets replaced by Ultimas and Destroyer weapons.
- Big 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.
- 12 different Opus weapons. One Omega and one Optimus for each element.
- Mainstay grid piece thanks to the power granted by its two changable skills.
- Skill 2 unlocks at FLB and can be changed to your choice of cap up.
- At 220 and 240 these cap up keys gain additional effects. They are generally minor but can be very helpful.
- Skill 3 is available at ULB. It will typically be Stamina to start. But after you’ll changed it depending on the type of content you are doing.
- For burst, Falsehood or Extremity.
- For FA, Stamina, or Sagacity.
- For hard content, Glorification or Sagacity.
- FLB is a low priority when starting up due to the quartz cost.
- ULB is a high priority once you get to that stage. This is because the third skill is incredibly strong.
- After that, 230 transcendance is the main goal. The prior ones are less impactful and the mai thing picked up in going to 250 is getting an increase to skill level 25 and an unworldly CA. This is less important but certain setups could require that little bit of extra boost.
- EX boost to ATK and HP of allies who’s weapon profiencies matches the weapon.
- Ununsed before the weapon is level 200.
- ULB requires SUBHL.
- A free ULB can be aqcuired through side stories.
- Offers three keys that can be changed to match various demands.
- Key 1 is choice of various upgrades to the skill 1. Typically choices are Strength or Strife.
- Key 2 offers a free cap up of choice.
- Skill 3 is a choice of four strong Keys.
- For on element, it will be Tria.
- For Hard Content, it will be Dio or Tessera.
- Ultima replaces Seraphic for on element content as it has a higher Seraphic mod.
- In turn, it is replaced by Destroyer weapons as a Seraphic mod once they are ULB.
- This however frees up Ultimas to use other skill 3s.
- In turn, it is replaced by Destroyer weapons as a Seraphic mod once they are ULB.
|
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. |
|---|---|
|
Four Orbs’ Judgment
|
Emblem of the four orbs bent on destroying the singular pigment. Empowered by a chosen teluma. |
|
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% elemental 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.
|
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. |
|---|---|
|
Four Orbs’ Judgment
|
Emblem of the four orbs bent on destroying the singular pigment. Empowered by a chosen teluma. |
|
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.
- 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.
- Becomes essential on end game raids as its always against null enemies.
|
Destruction’s Godblade I
|
25% boost to Dark MC’s ATK”’Multiplier:”’ [[Damage_Formula/Detailed_Damage_Formula#EX_ATK_boost|EX]] / 15% Bonus Destruction DMG effect |
|---|---|
|
Rebirth’s Godshield I
|
20% boost to Dark MC’s max HP / 5% Bonus Destruction C.A. DMG effect |
|
Cycle of Strife
|
A symbol of the divine will to competition. It can be granted power with an anklet. |
- 35% EX ATK, 20% HP, 20% bonus Destruction damage, and 10% bonus Destruction CA damage
- Choice of Anklet for change the thiird skill.
- All anklets require 280% aura boost to activate. At ULB all effects are teamwide.
- Each one provides 30% seraphic damage abd 30% reduced damage taken from the element it is strong against (ie the Wind weapon has Earth DMG reduction).
- Additionally, they add Normal/Skill/CA cap and supplemental damage.
- Replaces Ultimas and Draconics for on element content.
Situational
Weapons that have more situational use.
- Very potent weapon with three very strong offensive mods for all sorts of uses.
- Most important skill is the skill 2 which provides 20% ATK, 10/5 DATA, 10% CA damag upe, 5% CA cap up, and 5% damage cap to allies that don’t match the weapon type of the weapon and double those values (with two slight excpetions) for those that do.
- Due to the strength of this skill, it is vastly more important to match the proficiency of characters for this over matching the Voltage with your grid.
- Highly valuable weapons thanks to providing both damage amp and cap up.
- Main limiting factor is the weapon proficiency requirements, but if the amp affects the main damage dealers it is typically worth it.
- First two to uncap are the normal cap weapons Worldvexing Angelos
and Worldscathing Leon
followed by Worldbreaking Tauros
.
- Set of weapons that grants an unbootable 35% normal ATK and 21% HP, or 45% HP and 11% MA to characters with a specified pair of races.
- Primary Bahamut weapons are the ones with the attack mod: Sword, Dagger, Spear, Axe, Staff, and Pistol,
- At rank 200 the weapons gains either 4% ATK, 2% ATK and 2% HP, or 2% MA per character of the specified race including sub allies.
- Valuable into late game for magna but competes with other sources of normal.
- Each weapon has Voltage II making them decent EX slots off element depending on the grid.
- 50% boost to ATK and HP values of equipped weapons of the same weapon type as well as 1% cap up per weapon of the weapon type.
- Older supplemental weapons generally phased out by newer weapons.
- Hollowsky spear seems some niche usage.
Class Champion Weapons
Class Champion Weapons are weapons designed to be used by one class and they take advantage of boosting the strength of that class. Many of them are jank or dated.
Blade of the Five Rings |
Massive WeaponElement DMG to a foe (All allies gain Charge Boost.) |
|---|
|
Kengo’s Nature
|
When main weapon (MC only): 50% boost to charge bar gain. |
|---|---|
|
Kengo’s Essence
|
This is the essence of greatness. Gain its power by using emblems. |
- Essential weapon for Kengo
.
- Only a couple GM alternates can be better MHs.
- CA provides Charge Bar (10%)
Instantly boosts Charge Bar
to party. - MC gains Charge Bar Gain Boosted (50%)
Charge bar gain is boosted
. - Key choice is always Devilry as it upgrades the CA to give teamwide Charge Bar Gain Boosted (30%)
Charge bar gain is boosted
.
Divine Shatterstrike |
Massive WeaponElement DMG to a foe (Gain DMG Amplified.)
Additional effect at 5★: Also gain Double Strike (Can’t be extended). |
|---|
|
Rikishi’s Calling
|
When main weapon (MC only): Increase Ultimate Palm Strike’s specs. (Hit number doubles. Gain ATK Sharply Boosted (1 times, Multiplier: Assassin, 1T).) |
|---|---|
|
Rikishi’s Pride
|
When main weapon (MC only): Increase In the Face of Adversity’s specs. (Gain Bonus DMG (50%, 3t) and Guts (1 times). Consumes 40% of max HP instead.) |
|
Rikishi’s Genius
|
When main weapon (MC only): 5-turn cut to Sumai Meet’s skill standby. |
- Excellent mainhand for Sumaibito
. - It upgrades Ultimate Palm Strike
700% Elemental damage to a foe (Damage cap: ~635,000).
Inflict DEF Down 2 (25%, 2T) and DMG Taken Amplified 1 (30%, 6 times, 1T). to give ATK Sharply Boosted (100%, 1 time)
].
- This will be the go to for one turn setups.
- In the Face of Adversity
Gain Jammed (40%-120%, 3T), DMG Amplified (20%, Multiplier: Seraphic, 3T), and DMG Cap Boosted (20%, 3T).
(Consumes 25% of max HP.) is upgraded to give 3 turns of Bonus DMG (50%)
Deals bonus DMG for one-foe one-ally attacks
and Undying (1 time)
Can withstand lethal DMG (Leaves 1 HP)
.
Noblesse Blade |
Massive WeaponElement DMG to a foe (Remove 1 buff.)
Additional effect at 5★: Restore MC’s HP (Healing cap: 5000). (All allies also gain Shield.) |
|---|
|
Holy Knight’s Apex
|
When main weapon (MC only): Boost to <span class=”image_link”>[[File:Ability_m_1721_3.png|25px|link=Paladin#Extended_Mastery_Skills]] <span class=”tooltip”>[[Paladin#Extended_Mastery_Skills|Noblesse Proteger]]<span class=”tooltiptext”>Gain <span class=”image_link”><span class=”tooltip” style=”border-bottom: 0;”>[[File:Status_Substitute.png|25px|link=Substitute]][[Substitute|Substitute (All-Ally)]]<span class=”tooltiptext”>Receives all attacks in place of allies<br />(Includes all-ally attacks)<br /><span class=”hr”></span><strong>Duration</strong>: 1 turn </span></span></span> and <span class=”image_link”><span class=”tooltip” style=”border-bottom: 0;”>[[File:Status Shield.png|25px|link=Shield]][[Shield|Shield (10000)]]<span class=”tooltiptext”>Next ATK received will be ineffective for a fixed amount<br /><span class=”hr”></span><strong>Strength</strong>: 10000<span class=”hr”></span><strong>Duration</strong>: Indefinite</span></span></span>.</span></span></span>’s specs (DMG immunity to caster until end of turn upon use) |
|---|---|
|
Holy Knight’s Nature
|
When main weapon (MC only): Boost to <span class=”image_link”>[[File:Ability_m_1722_3.png|25px|link=Paladin#Extended_Mastery_Skills]] <span class=”tooltip”>[[Paladin#Extended_Mastery_Skills|Boosted Resistance]]<span class=”tooltiptext”>All allies gain <span class=”image_link”><span class=”tooltip” style=”border-bottom: 0;”>[[File:status_1003.png|25px|link=Debuff Resistance]][[Debuff Resistance|200% Debuff Res. Up]]<span class=”tooltiptext”>Debuff resistance is boosted<br /><span class=”hr”></span><strong>Strength</strong>: 200%<span class=”hr”></span><strong>Duration</strong>: 5 turns</span></span></span> and <span class=”image_link”><span class=”tooltip” style=”border-bottom: 0;”>[[File:Status Dispel Cancel.png|25px|link=Dispel Cancel]][[Dispel Cancel|Dispel Cancel]]<span class=”tooltiptext”>Buffs can’t be removed or shortened<br /><span class=”hr”></span><strong>Duration</strong>: 5 turns</span></span></span>.</span></span></span>’s specs (Extend effect duration by 5 turns) |
|
Holy Knight’s Prowess
|
When main weapon (MC only): Boost to <span class=”image_link”>[[File:Ability_m_1723_3.png|25px|link=Paladin#Extended_Mastery_Skills]] <span class=”tooltip”>[[Paladin#Extended_Mastery_Skills|Sacred Protection]]<span class=”tooltiptext”>All allies gain <span class=”image_link”><span class=”tooltip” style=”border-bottom: 0;”>[[File:status_7343.png|25px|link=Damage Mitigation]][[Damage Mitigation|DMG Mitigation (10000)]]<span class=”tooltiptext”>DMG taken is lowered by a fixed amount<br /><span class=”hr”></span><strong>Strength</strong>: 10000<span class=”hr”></span><strong>Duration</strong>: 1 turn </span></span></span>.</span></span></span>’s specs (50% boost to all allies’ charge bars upon use) |
- Weapon turns Paladin
into the Ultimate defensive class. - Upgrades Boosted Resistance
All allies gain Debuff Resistance Boosted (200%, 5T) and Dispel Cancel (No Limit) (5T).
to have 100% uptime on Debuff Resistance Boosted (200%)
and Dispel Cancel
. - Elemental Phalanx
All allies gain 80% superior elemental DMG Cut (80% Fire Cut80% Water Cut80% Earth Cut80% Wind Cut80% Light Cut80% Dark Cut) and superior Elemental Switch (Fire SwitchWater SwitchEarth SwitchWind SwitchLight SwitchDark Switch). All other parties gain 80% DMG Cut (80%, 1T).
gives DMG Absorption (100%)
for 1 turn letting you quickly heal back any damage taken. - Sacred Protection
All allies gain DMG Mitigation (10000, 1T).
gives Charge Bar (50%)
Instantly boosts Charge Bar
to all allies. - Noblesse Proteger
Gain Substituted (All-Ally) (1T) and Shield (10000).
gets Unchallenged (1 turn)
to easily nullify any hard hitting attack. - CA is also very strong as it Dispels
Removes a buff from a foe.
, heals MC for 5000, and gives Shield (3000)
to all allies.
- Transforms Viking
into a strong OTK class. - With Banahogg
2-hit superior Elemental damage to a foe (Damage cap: ~370,000 per hit).
Inflict DEF Lowered (25%, 180s).
If main or auxiliary weapon is a sabre: Boost to number of hits (2 times).
If main or auxiliary weapon is an axe: Also inflict status DEF Down (25%, 180s). equipped, it auto casts Banahogg
2-hit superior Elemental damage to a foe (Damage cap: ~370,000 per hit).
Inflict DEF Lowered (25%, 180s).
If main or auxiliary weapon is a sabre: Boost to number of hits (2 times).
If main or auxiliary weapon is an axe: Also inflict status DEF Down (25%, 180s). at the end of turn if damage was dealt 40 hits.- With a Sabre mainhand or aux, Banahogg
2-hit superior Elemental damage to a foe (Damage cap: ~370,000 per hit).
Inflict DEF Lowered (25%, 180s).
If main or auxiliary weapon is a sabre: Boost to number of hits (2 times).
If main or auxiliary weapon is an axe: Also inflict status DEF Down (25%, 180s). is a very hard hitting nuke that is great for closing in the damage needed for OTK.
- With a Sabre mainhand or aux, Banahogg
Diadem Croix |
Massive WeaponElement DMG to a foe (Raise Bounty lvl by 2.)
Additional effect at 5★: Bonus WeaponElement damage based on Bounty lvl (Damage cap: ~80,000 per hit / Max: 10 hits). |
|---|
|
King’s Apex
|
When main weapon while Banquet is in effect (MC only / Requires an auxiliary weapon / Requires Couteau Royal set as a skill): Activate Couteau Royal after normal attacks. |
|---|---|
|
King’s Nature
|
When main weapon (MC only / Requires an auxiliary weapon): Boost to Parfait d’Amour’s specs. (Based on foe’s Surplus Bounty lvl: Extend Parfait d’Amour’s duration. Further boost Parfait d’Amour’s attack specs and supplement skill damage.) |
|
King’s Prowess
|
When main weapon upon activating Street King (3) (MC only / Requires an auxiliary weapon): 8-hit superior Elemental damage to random foes (Damage cap: ~50,000 per hit). Inflict Supplemental DMG (Taken) 2 (30,000, 2.5T) on all foes. |
- This weapon makes Street King
the go to class for raising bounty fast as well as opening it up as an Hard Content choice. - CA raises Bounty
Item drop rate is boosted
by 2 and also deals skill damage based on the current Bounty
Item drop rate is boosted
level (max 10 hits). - Passive boost to Bounty level.
- With Banquet in effect (S1 buff), Couteau Royal
8-hit elemental damage to random foes.
Gain Guaranteed TA (1T).
(Bonus damage based on foe’s Bounty lvl [Max: 5 hits].) casts on normal attacks for an 8-13 hit nuke. - Parfait d’Amour
All allies gain Parfait d’Amour (3T).
When an auxiliary weapon is equipped:
Extend Parfait d’Amour duration by 5 turns and raise a foe’s Bounty lvl by 2. gets additional buffs and duration extensions based on Surplus Bounty
Additional item drop rate is boosted
level.
- At Surplus Bounty
Additional item drop rate is boosted
, it adds a 5 turn duration extension (giving it 100% uptime), ATK Up (50%)
ATK is boosted
, DMG Cap Boosted (20%)
Maximum amount of DMG that can be dealt per hit is boosted
, TA Up (50%)
Triple attack rate is boosted
, and Supplemental Skill DMG (100k)
Skill DMG dealt is supplemented
on top of the effects it already gives.
- At Surplus Bounty
- At Surplus Bounty
Additional item drop rate is boosted
level 5, the class gains perma Flurry (3-hit)
Normal attacks deal 2-hit DMG to random foes
.
Roses of Vengeance |
Massive WeaponElement DMG to a foe (Gain Skill DMG Boosted and Skill DMG Cap Boosted.)
Additional effect at 5★: Also deal multi-hit Bonus WeaponElement damage (Damage cap: ~120,000) based on Dark Reputation (Max: 5 hits). |
|---|
|
Revenger’s Calling
|
When main weapon: damage (Damage cap: ~470,000) to a foe upon Oathmarked allies’ triple attacks. |
|---|---|
|
Revenger’s Pride
|
When main weapon (MC only): Bespoke Tailoring’s cooldown changes to 7 turns. |
|
Revenger’s Genius
|
When main weapon (MC only): Increase Sei Colpi’s specs. (Inflict Debuff Res. Down (20%, 180s) and Accuracy Lowered 3 (50%, 3T) on all foes.) |
- Solid mainhand option for the strong FA class [[[ms|boogeyman]]]
- Starts with 1 Dark Reputation stack to make reaching the max quicker.
- Adds [[[se|debuff-resistance-down| (20%)]]] and Accuracy Lowered
to [[[m|sei-colpi]]]. - Bespoke Tailoring
Gain Unchallenged 2 (2 times), Veil, and Dispel Cancel (1 times).
(When Dark Reputation is 5: Affects all allies.) has its cooldown lowered from 9T to 7T. - MC gets 3 turns of Bonus DMG (20%)
Deals bonus DMG for one-foe one-ally attacks
when using [[[m|parabnellum-rain]]]. - CA deals a skill nuke with 1 hit per Dark Reputation level.
Bolide Crush |
Massive WeaponElement DMG to a foe ((Bonus WeaponElement damage based on Oath lvl [Max: 5 hits].)) |
|---|
|
Bulwark’s Nature
|
”’When main weapon (MC only):”’ <br /> Starts battle with <span class=”image_link”><span class=”tooltip” style=”border-bottom: 0;”>[[File:status_6021.png|25px|link=Status Effects]][[Status Effects|Bulwark’s Nature (1 time)]]<span class=”tooltiptext”>At end of turn in which MC is almost knocked out: Fully restores HP / Removes all debuffs / (Can’t be removed)<br /><span class=”hr”></span><strong>Duration</strong>: Indefinite</span></span></span>. <br /> ”’When MC is below 25% HP at end of turn:”’ <br /> Fully restore HP and remove all debuffs. (Consumes <span class=”image_link”><span class=”tooltip” style=”border-bottom: 0;”>[[File:status_6021.png|25px|link=Status Effects]][[Status Effects|Bulwark’s Nature]]<span class=”tooltiptext”>At end of turn in which MC is almost knocked out: Fully restores HP / Removes all debuffs / (Can’t be removed)<br /></span></span></span>.) |
|---|---|
|
Bulwark’s Apex
|
”’When main weapon (MC only):”'<br />”’When a foe uses a special attack:”'<br />Raise <span class=”image_link”><span class=”tooltip” style=”border-bottom: 0;”>[[File:status_79091.png|25px|link=Status Effects]][[Status Effects|Oath]]<span class=”tooltiptext”>Based on lvl: ATK, DEF, multiattack rate, and hostility are boosted / At lvl 5: Revitalize effect / Normal attack DMG is amplified / Upon being targeted by a foe: 5-hit elemental DMG to all foes (Max: 5 / Can’t be removed)<br /><span class=”hr”></span><strong>Duration</strong>: Indefinite</span></span></span> lvl by 1.<br />1-turn cut to <span class=”image_link”>[[File: Ability_m_2349_3.png|25px|link=Shieldsworn#Skills]] <span class=”tooltip” >[[Shieldsworn#Skills|Shield of Valor]]<span class=”tooltiptext” style=””><span>Deploy <span class=”image_link”><span class=”tooltip” style=”border-bottom: 0;”>[[File:status_7925.png|25px|link=Status Effects]][[Status Effects|Shield of Valor]]<span class=”tooltiptext”>Can’t normal attack or use charge attack / Receives all attacks in place of allies (Includes all-ally attacks) / DEF is boosted / Caps DMG taken at 5,000 per hit / Counters upon taking DMG / At end of turn: 1100% elemental DMG to all foes / DMG taken is amplified (20 hits)<br />(Can’t be removed)<br /><span class=”hr”></span><strong>Duration</strong>: 1 turn </span></span></span>.<br /><span class=”skill-upgrade-text”>At level 30:</span><br />Also gain <span class=”image_link”><span class=”tooltip” style=”border-bottom: 0;”>[[File:Status_Lethal_Attack_Dodged.png|25px|link=Undying]][[Undying|Undying (1 time)]]<span |
- Strong Shieldsworn
mainhand. - Gives MC a 1 time full heal and debuff cleanse when they drop below 25% HP.
- Raiuses Oath level and cuts Shield of Valor’s
Deploy Shield of Valor (1T).
Level 30:
Also gain Undying (Can’t be removed) 1 (1 times, 1T). skill cooldowns by 1. - CA adds a up to 5 hit skill nuke based on Oath level.
- Typically not needed for many elements, but is a great choice if using the class.
Dazzling Radiance |
Massive damage to a foe. Gain ATK Up (Stackable) (10% (50% Max), Multiplier: Unique Stackable), Double Attack Rate Boosted (Stackable) and Triple Attack Rate Boosted (Stackable). |
|---|
|
Dual Blade’s Nature
|
When main weapon (MC only): Blade Swap II effect increased to C.A. DMG Boosted (1 time) (30%) and C.A. DMG Cap Boosted (1 time) (15%). |
|---|---|
|
Dual Blade’s Essence
|
This is the essence of greatness. Gain its power by using emblems. |
- With the Emblem of Devilry, it deals an additional skill nuke on MC CAs regardless if this or the aux is charge attacking.
- Great pick for early OTK. Has HL use for 2m damage instances.
- Only build as needed.
Characters
Characters that can used off element.
Sacrifice Units
Units used to die off usually to swap in evokers or deal with specific triggers.
Klagen Totentanz |
450% (Massive) Dark damage to a foe (Damage cap: ~1,685,000). (Boost to C.A. specs based on how low Love’s Redemption 13 is.) |
|---|---|
Omnia Annihilo |
500% (Massive) Dark damage to a foe (Damage cap: ~2,020,000). (Boost to C.A. specs based on how low Love’s Redemption 13 is.) 200% Bonus Dark damage based on how high Love’s Redemption 13 is (Damage cap: ~185,000 per hit / Max: 6 hits). |
|
World of Death and Love
|
Transform the field into a world of death and love. (World of Death and Love (20% ATK Up / 30% Bonus Dark DMG, Multiplier: Unique, 3t) to the Field Effect|field.) |
|---|---|
|
Beloved
|
Grant Beloved (4T) to caster and a Dark ally. (Love’s Redemption 13 lowers by 2. Can’t grant Beloved to more than 1 other ally at a time.) |
|
Last Love
|
Grant a Dark ally C.A. Reactivation (1 time / Unremovable) (1 times). (Love’s Redemption 13 lowers by 1.) |
|
Eternal Vow
|
Gain Eternal Vow (Multiplier: Perpetuity). (Love’s Redemption 13 lowers by 4. Can’t be recast. Can only be used after The Lovers Upright activates.) |
|
Will to Love
|
Love’s Redemption 13 lowers by 2 at end of turn. (Starts battle at 13.) (When Love’s Redemption 13 hits 0: Nier will be knocked out at end of turn. When Nier is knocked out any other way: Inflict Unfinished Business (Foe) 4 (50% DEF Down, Accuracy: g, 4T) on all foes. Inflict Unfinished Business (Ally) (50% DEF Down, 4T) on all allies.) |
|---|---|
|
Death’s Embrace
|
Extend World of Death and Love’s effect duration from 3 turns to 6 turns. Love’s Redemption 13 won’t lower upon using skills while World of Death and Love is in effect. |
|
Death Reversed
|
Only when MC’s element is Dark: MC starts battle with Death Reversed 13 (13 times). When Sub Ally: Dark MC can withstand lethal damage until end of turn when MC is above 25% HP (Leaves 1 HP). (Death Reversed 13 lowers by 1 at end of turn upon taking lethal damage.) Level 95: Dark MC’s buffs can’t be removed. |
- On death, inflicts Unfinished Business on enemies for DEF Down (Local) (50%)
, DA Down (100%)
Double attack rate is lowered
,,and TA Down (100%)
Triple attack rate is lowered
for 4 turns. The buff can not be removed. - Killed off via calling Death (SSR)
.
Full-Swing Mugen |
450% (Massive) Fire damage to a foe. End cooldown for Song of Innocence. |
|---|---|
Rampage mode: Ballistic Big Boy |
1000% (Unworldly) Fire damage to a foe (Damage cap: ~3,000,000). Mugen#Ballistic Big Boy|Mugen gains a random buff effect. |
|
Steel-Body Guardian
|
Gain Substituted (All-Ally) (1T) and Armored (50%, 1T). Level : level1=55 |
|---|---|
|
Song of Innocence
|
Mugen#Song of Innocence|All allies gain a random buff effect and Charge Bar (20%). |
|
Blessed Constitution
|
Restore caster’s HP (Healing cap: 10,000). |
|
Amidst Tranquil Ruin
|
When an ally is below 25% at end of turn: Mugen goes into Rampage mode (100% boost to ATK (Perpetuity modifier), 10% boost to damage cap, boost to hostility, debuff immunity, and can’t use skills). Fully restore Mugen’s HP and remove all debuffs. |
|---|---|
|
Selfless Impulse
|
When in Rampage: Use an automatic skill every 3 turns based on Mugen’s status. Use charge attack when charge bar is at max. |
- Stands out from other sub all options for sacs by providing a random permanent buff that includes ATK Up (20%, Perpetuity)
ATK is boosted
, Bonus DMG (10%, Fire)
Deals bonus DMG for one-foe one-ally attacks
, DA Up (20%)
Double attack rate is boosted
and TA Up (10%)
Triple attack rate is boosted
, or Supplemental DMG (20k)
DMG dealt is supplemented
.
Piercing Punishment |
Big Earth damage to a foe. |
|---|
|
Rapid Fire
|
Earth damage to a foe. Gain DA Up (3T). Level 45: Effect enhanced. |
|---|---|
|
Duration
|
Inflict Mode Bar Cut on a foe in Overdrive Level 65: Effect enhanced. |
|
Collateral Damage
|
Plain damage to all foes upon expending HP. |
|
Durationism
|
Boost to double attack rate. |
|---|
- Loses 99% of his HP with his skill 3 Collateral Damage
Plain damage to all foes upon expending HP.
. - Great FA sacrifice pick.
Mirror-Blade Helix |
450% (Massive) Earth damage to a foe. Gain Marked for Death (Hildebrand) (1.5T). |
|---|
|
Uncrossable Waters
|
Remove all debuffs from caster. Gain Uncrossable Waters (Up to 3 turns). (Consumes 1 Mirror-Blade (Radiance) every turn. Ends when no Mirror-Blade (Radiance) are deployed or after 3 turns.) |
|---|---|
|
Hildebrand
|
400% Earth damage to all foes (Damage cap: ~630,000). All allies gain Mirror-Blade Barrier (9% Max: 45%) (Stackable / Max: 5). Deploy 1 Mirror-Blade (Radiance). |
|
Nibelung Sand
|
Inflict Water ATK Lowered (20%, Accuracy: 100%, 180S) and Gravity (Accuracy: 100%, 180S) on all foes. (Upon consuming 1 Mirror-Blade (Radiance): Also inflict Accuracy Lowered 2 (Accuracy: 100%, 2T).) |
|
Mirror-Blade Radiance
|
Boost to ATK (Unique modifier) and DEF based on number of deployed Mirror-Blade (Radiance). (Starts battle with 3 Mirror-Blade (Radiance) [Max: 5]. When 3 or more Mirror-Blade (Radiance) are deployed: Restore 10% of max HP at end of turn [Healing cap: 1000].) |
|---|---|
|
Work Hard, Play Hard
|
While Uncrossable Waters is in effect: 300% boost to DEF, 100% boost to debuff resistance, elemental damage from foes turns into Water damage, receive all attacks in place of allies (includes all-ally attacks), and cap Water damage taken at 1,500 per hit. |
- Sub all tank for SUBHL that can be used to buy a few turns of safety at battle start or sub Daedalus Drive.
Backline
Units with backline passives that are beneficial for any element.
Operazione Purgatorio |
450% (Massive) Light damage to a foe.All Light allies gain Vaccine (0.5t). |
|---|
|
Anestesia
|
All Light allies gain Anestesia (Multiplier: Normal, 5T). |
|---|---|
|
Iniezione
|
450% Light damage to all foes (Damage cap: ~730,000).Gain Healing Boosted (50%, 3T), Healing Cap Boosted (50%, 3T), and Instant Charge. |
|
Assistenza
|
Switch to Intensive Care mode. (At end of turn: Restore 20% of Light allies’ HP [Healing cap: 1000] and remove 1 debuff. Can’t normal attack. Ends upon recast.) |
|
Soul-Binding Rod
|
When a foe uses a special attack: Activate Iniezione. 2-turn cut to Anestesia’s cooldown. |
|---|---|
|
Heavenly Dispensation
|
Add 1 blue potion at battle start. (Takes effect even when Tikoh is a sub ally.) |
- Grants an additional
.
Fiore di Salvezza |
Restore all allies’ HP (Healing cap: 2000). All allies gain Shield (4000) and Vaccine (0.5T). |
|---|
|
Fleboclisi
|
Fully restore Earth allies’ HP. |
|---|---|
|
Prescrizione
|
Revive an ally with 50% HP. |
|
Farmacista
|
Remove all buffs from all foes. (When used from 10th turn onward: Earth allies also gain buffs equal to that of foes’ buffs removed.) (Can’t be recast.) |
|
Lakeside First Aid
|
1-turn cut to Earth allies’ debuff durations upon chain burst activation. (Takes effect even when Tikoh is a sub ally.) |
|---|---|
|
Prescription for a Vacation
|
Add 1 blue potion at battle start. (Takes effect even when Tikoh is a sub ally.) |
- Grants an additional
.
|
Halloween Luce
|
|
|---|---|
|
Sostanza
|
|
|
Strana Dolce
|
- Grants an additional
.
Judgement Rush |
Massive Light damage to a foe. (50% boost to C.A. damage and 20% boost to C.A. damage cap against foes with Pumpkin effect.) Restore Charlotta’s HP (Healing cap: 2000). |
|---|
|
Plasmic Thrust
|
Light damage to a foe. Inflict ATK Down (20%, Accuracy: 90%, 180s) and Blinded 3 (Accuracy: 100%, 3T). Level 55: Damage increased to 300%-400% |
|---|---|
|
Trick-and-Treat
|
Inflict Pumpkin 4 (Accuracy: Guaranteed, unless the foe has 100% debuff resist., 4T) on a foe. Gain Guaranteed DA (3T). |
|
Mystic Boon
|
Create 1 green potion. |
|
Festival Attire
|
Against foes with Pumpkin: 50% boost to ATK (Unique modifier) and 20% Bonus Light DMG effect. |
|---|---|
|
Carnival Knight
|
Add 1 blue potion at battle start. (Takes effect even when Charlotta is a sub ally.) |
- Grants an additional
.
Danza Macabra |
450% (Massive) Fire damage to a foe. Inflict Blind (180S). |
|---|---|
Danza Cremazione |
500% (Massive) Fire damage to a foe (Damage cap: ~2,020,000). Inflict Red Spider Lily (20,000, Accuracy: 100%, 180S). All allies gain Skill DMG Cap Boosted (20%, 3.5T). |
After Stage 1 Transcendence: Trionfo della Morte |
550% (Massive) Fire damage to a foe (Damage cap: ~2,300,000). Inflict Red Spider Lily (20,000, Accuracy: 100%, 180S). All allies gain Skill DMG Cap Boosted (20%, 3.5T). End Intense Bullet’s cooldown. |
|
Intense Bullet
|
450% Fire damage to a foe (Damage cap: ~630,000). Raise Bounty lvl by 2. Level 55: Now raises Bounty lvl by 3. Level 130: Now deals 10-hit, 150% Fire damage to random foes (Damage cap: ~65,000 per hit). Now raises Bounty lvl by 3 on all foes. Also inflict Tien#Intense Bullet|a random debuff on all foes. |
|---|---|
|
The Final Order
|
Gain Salted Wound (280%, 1 times, Multiplier: Assassin, 1T) and ATK Up (20%, 1T). Level 75: Effect enhanced. Level 85: Also inflict Onslaught 3 (Accuracy: g, 3T), Break Boosted (Time), and Break Boosted (DMG) on a foe. |
|
Stardust
|
10-hit, 80% Fire damage to a foe (Damage cap: ~82,000 per hit (~820,000 total; Does not include Peacemaker.)). Level 95: Also gain Bonus Fire Damage (30%, 2T) and Guaranteed TA (2T). |
|
Ten-Wolf’s Triumph
|
All allies gain Salted Wound (280%, 1 times, Multiplier: Assassin, 1T), ATK Up (20%, 1T), Bonus Fire DMG (30%, 2T), and Guaranteed TA (2T). (Can’t recast.) |
|
Treacherous Trigger
|
100% Bounty success rate. 5% boost to item drop rate. (Boost to item drop rate takes effect even when Tien is a sub ally.) Level 90: Boost to item drop rate increased to 10%. Also grants boost to all allies’ critical hit rate against foes in Break. (100) |
|---|---|
|
Peacemaker
|
Amplify (Seraphic modifier) damage against Wind foes by 20%. |
- 5% boost to item drop rate.
The Lady Smiles on You |
350% (Big) Dark damage to a foe. #The Lady Smiles on You|Random boost to C.A. specs. |
|---|
|
Victorious High
|
Bet High |
|---|---|
|
Ambitious Low
|
Bet Low |
|
Raise
|
Gain Charge Bar (30%) and Crowning Destiny. |
|
Skydom’s Top Gambler
|
Gain 1 Chip Stack (10T) upon winning Higher-or-Lower (Max: 10). Lose all chips upon losing. (Sharp boost to stats based on number of chips.) |
|---|---|
|
Good, Better, Best Luck!
|
1% boost to item drop rate. (Takes effect even when Richard is a sub ally.) |
- 1% boost to item drop rate.



















































