Early Game (Magna 1)
In the early game, building for Omega grids follows the general format of 5-6 magna mods, 1-2 normal mods, 2-3 EX mods, and 1 seraphic. Below are a list of available weapons for these mod types.
Magna (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 magna attack mod.
- Best magna 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★: |
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Oceansoul’s Majesty
|
Small boost to water allies’ ATK and max HP |
---|---|
Oceansoul’s Restraint
|
Medium boost to water allies’ double attack rate and critical hit rate |
- Small magna ATK, small HP, medium critical hit rate,. and medium ATK.
- An option for HP. Crit is unreliable and the small magna 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. |
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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 magna 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. |
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Oceansoul’s Might II
|
Big boost to water allies’ ATK |
---|---|
Oceansoul’s Progression II
|
Medium boost to water allies’ water ATK based on number of turns passed |
- Large magna 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. |
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- 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
|
Big boost 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 |
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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 |
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- 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 |
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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 |
- Excellent slot for ougi teams and ougi otk thanks to providing CA cap up.
- Core CA weapon pre-schrodinger. Still great alongside Schrodinger for hitting special cap.
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. |
- 50k supp per copy in crit grids.
- Will always be two in any crit setup 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 |
- Coming later
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 |
- Coming later
Surging Flash |
Massive water DMG to a foe / Reflection to all allies (3 times) / Remove 1 debuff
Additional effect at 4★: |
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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 |
- Coming later
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.’"`UNIQ–ref-00000007-QINU`"’ |
- Core water ougi weapon as it provides ougi supplemental and special CA cap.
- Excellent source of HP.
- Reccomended to start with two defense awakening to assist with hard content.
- With Schrodinger Mk II it becomes one of the strongest mod slots for magna and sees use in standard burst grids.
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) |
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Zenith Art: Water
|
Boost to Water allies’ skill DMG cap and C.A. DMG cap |
- Source of normal cap up and skill cap.
Example Grids
Burst
First let’s cover burst setups. Below is the standard Warlock / Manadiver burst. With Leviathan Gaze Mare and Leviathan Cranium Mare, the grid is much stronger thanks to having higher cap up and being able to drop Ancient Auberon. 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 two is a big help especially for the strong mods from Gaze Mares and Cranium Mares.
Alternatively, if you run a staff oriented party, you can instead choose to run Worldvexing Angelos. In order to slot it, you will need to drop the supp weapons, but the amp, normal cap, and general increase in raw damage over crit more than make up for that. The rest of the grid is mostly focused on raw damage output. A single Gospel can be slotted in place of any of the Gaze if available.
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. Craniums are an excellent choice for this. You can run 2 or 1 Cranium with 1 additonal Gaze. Worldvexing Angelos can replace a Gaze for staff focused parties. If you only have one Gospel, replace it with another Gaze or Cranium.
And last one to cover will be for an Extremity key 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.
And if you want to see it in action, here is an example of a setup for Mugen that uses the Extremity key.
Full Auto
When it comes to FA, we will cover two different types of setups.
First up is the standard Manadiver FA. This uses the skill Overtrance Gain Overtrance (6T) and C.A. Instant Standby. (Can’t recast.) in combination with the Falsehood chain on opus for many turns of teamwide double strike in a row. As a result, this is pretty similar to the prior burst grid. Here we would be better off running Double Leviathan for Crit grids so we can slot in another weapon. In this case, we are using Worldvexing Angelos as many of Water’s top characters have Staff prociency. But swap it out as needed. Like if using Haaselia frontline, use Reflection of The Moon instead.
As for the 2 Gospel version, it is pretty similar again. There is one slot that is pretty free to swap around. Below is Gateway-Star Sword for additional HP and DEF. Once Celestial Staff comes out, it would be much better to run that instead. Alternatively, in cases where you don’t need to worry much about HP, can bring in another Gaze Mare.
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. Like before, many characters are staff focused so using the World Harp is a good idea. Also Haase is in play and thus so will be her weapon Reflection of The Moon for the 50% unique ATK and 30% cap it provides with the Full Moon buff.
And an example of this.
Hard Content
And last up is an example for Dark Rapture Zero. This is a setup made by Moeru. This one uses Onmyoji with a Gaze Mare as the mainhand. Overall, it doesn’t adopt many of the new weapons mostly because Water’s Revan weapons are very strong for HL content. However, the Leviathan Blade Mare still proves to be a great slot for the HP and TA it provides. With the single Gaze, it can also use the Sagacity key with double Levithan.
And for the video it comes from.
Weapons
These are the notable weapons for Yggdrasil 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.
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 |
- Excellent slot for ougi teams and ougi otk thanks to providing CA cap up.
- Core CA weapon pre-schrodinger. Still great alongside Schrodinger for hitting special cap.
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.’"`UNIQ–ref-00000007-QINU`"’ |
- Core water ougi weapon as it provides ougi supplemental and special CA cap.
- Excellent source of HP.
- Reccomended to start with two defense awakening to assist with hard content.
- With Schrodinger Mk II it becomes one of the strongest mod slots for magna and sees use in standard burst grids.
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 |
---|---|
Oceansoul’s Restraint
|
Medium boost to water allies’ double attack rate and critical hit rate |
- 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.
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. |
- 50k supp per copy in crit grids.
- Will always be two in any crit setup to max supp.
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.
General Cap
Weapons that break cap either via cap up or supplemental.
Northern Beast Strike |
Massive water DMG to a foe (Gain DEF Up.) |
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Hoarfrost’s Might
|
Big boost 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.
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. |
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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). |
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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. |
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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. |
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Snowfall’s Fortitude
|
Supplement water allies’ DMG based on how low HP is |
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Tsunami’s Enmity
|
Medium boost to water allies’ ATK based on how low HP is |
- Strong enmity supp weapon for enmity setups.
- Used in F2P relic buster and enmity viking setups for Mugen.
Normal Cap
Weapons that break auto cap either via cap up or echoes.
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. |
---|---|
Astral Thrust
|
When main weapon: 10% boost to Water allies’ one-foe attack damage cap against foes with 5 or more debuffs. |
- The biggest source of EX mod. Astral can be the only source of grid EX if slotted.
- 10% normal cap with 5 debuffs.
- Excellent mainhand due to echoes and dispel on ougi.
- Slowly being 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.
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.
Skill Cap
Weapons that break skill cap either via cap up or supplemental.
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 |
---|---|
Cobalt Arts
|
Boost to water allies’ skill damage cap |
- Provides a huge 20% skill damage cap which can be pushed further with special awakening.
Damage Mods
Weapons used for as a source of raw damage.
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 |
- Another crit weapon with higher damage than auberons but limited by only 1 copy being available.
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 |
---|---|
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%). |
- Execellent source of mod for unboosted grids.
- Used as primary grid weapon in Mugen relic buster setups
- ATK awakened copy is a very strong maindhand.
Aquamarine Cleave |
Massive water DMG to a foe (All allies gain Shield.)
Additional effect at 4★: Effect increased to Shield. |
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Oceansoul’s Might II
|
Big boost to water allies’ ATK |
---|---|
Oceansoul’s Progression II
|
Medium boost to water allies’ water ATK based on number of turns passed |
- Progression makes this a good slot for longer battles and FA.
Reflective Water |
Massive water DMG to a foe (Gain Repel.) |
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Oceansoul’s Might II
|
Big boost to water allies’ ATK |
---|
- Large source of magna mod.
- Generally not used but still a good source of magna ATK.
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 |
---|---|
Oceansoul’s Enmity II
|
Medium boost to water allies’ ATK based on how low HP is |
- Enmity crit weapon that is highly niche in usage.
- Used in enmity viking setups for Mugen for those who can’t Kengo.
Defensive
Weapons that provide HP. Generally HP is provided by spoon or settes, but these are other options if lacking either.
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
|
<span class="tooltip" >Boost to Water allies’ ATK<span class="tooltiptext" style="">0.1% per turn per skill level (Max: 25%)’"`UNIQ–ref-00000003-QINU`"’<span class="hr"></span>”’Modifier:”’ EX</span></span> 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. |
Six Dragons’ Radiance
|
Emblem of the six colors in which the world is rendered. Empowered by a chosen teluma. |
- 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 NM200 FAs.
Mainhand Only
Weapons that are strong as mainhands but not so much as grid pieces.
Disperazione Finale |
450% Water damage to a foe. (All allies gain Debuff Success Boosted and Strength.)
Additional effect at 5★: Damage increased to 550%. Strength (45%-15%, 3.5T) effect increased. Debuff Success Boosted (25%, 3.5T) and Strength (45%-15%, 3.5T) duration increased to Half Turns|3.5 turns. |
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Glacial Supremacy
|
Massive boost to water allies’ ATK |
---|---|
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. |
- Excellent mainhand for Rising Force comps due to the strength of the ougi.
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.) |
---|
Glacial Supremacy
|
Massive boost to water allies’ ATK |
---|---|
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. |
- Great defensive staff thanks to the healing and refresh. Doesn’t see much use outside NM200 FA.
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 |
- Excellent dagger mainhand for harder content thanks to the Armored on ougi.