Tiamat 2

Legend

Weapons which will never leave your grid.
Best in slot. Used in a large majority of team comps or essential to the best setups.
Weapons used in a lot of setups,.
Weapons with a few niches.
Weapons with one specific niche.
Not worth using or mentioning.

While weapon rankings can be a handy reference, they fail to tell the whole story of a particular weapon . A D rank weapon for example might only exist in one specific setup, but may be unreplaceable on that setup. Look for specific raid guides to get an understanding of the value of weapons there.

Magna 2

Copies: 2-4
Source: GRIMNIR
Flash Ruination
Massive wind DMG to a foe (Gain Mirror Image.)
Stormwyrm’s Stamina
Medium boost to wind allies’ ATK based on how high HP is
Stormwyrm’s Verity II
Big boost to wind allies’ critical hit rate
  • Medium stamina and big crit.
  • Core weapon to magna crit.
    • Most grids will use 2 of these with a spoon for 100% crit.
    • Burst grids will use up to four.
Copies: 1-3
Source: GRIMNIR
Unbridled Windbloom
Massive wind DMG to a foe (Gain Dodge Rate Boosted (Stackable).)
Additional effect at 4★:
Stormwyrm’s Majesty
Small boost to wind allies’ ATK and max HP
Stormwyrm’s Restraint
Medium boost to wind allies’ double attack rate and critical hit rate
  • Small ATK, small HP, medium crit, and medium DA.
  • Also known as Spoon.
  • Best HP option for M2 as it pairs with the Harp with 100% crit.
  • The need for multiple copies has been reduced with Schrodingers and Claíomh Solais Díons.
Copies: 1
Source: DARK OPUS WEAPONS
Stormwyrm’s Majesty III
Big boost to wind allies’ ATK and max HP
Guiding Revelation
A symbol of apocalyptic corruption. Empowered by a chosen pendulum.
Guiding Gospel
A symbol of evolution’s holy outcome. Empowered by a chosen pendulum.
  • Big magna ATK and HPcap up of choice at FLB, and third skill of many powerful options at ULB.
  • At FLB it is a solid slot for the free cap of choice, but due to the large quartz cost it should be lower priority until the rest of your grid is done.
  • Once ULB it will be a must slot in every grid.
  • Skill 2 is almost always skill cap.
  • Skill 3 will typically be Stamina to start.
  • For bursting it will normally be Echo key and to a rarer extent Freyr.
Copies: 1
Source: SERAPHIC WEAPONS
Roaming Gale
Massive Wind damage to a foe.
All allies gain Wind ATK Boosted (20%, 3.5t) and Earth DMG Lowered (20%, 3.5t).
Raphael’s Blessing III
Amplify Wind allies’ damage against Earth foes by 23%.
Wind’s Majesty
Small boost to wind allies’ ATK and max HP
  • 20-23% seraphic mod that boosts all wind 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.
Copies: 1
Source: SANDBOX
Yesohd
Unworldly Wind damage to a foe (Damage cap: ~2,550,000). (MC can’t attack next turn.)
Additional effect at 4★:
Effect increased to Bonus Wind DMG (1 time).
Additional effect at 5★:
Effect increased to Bonus Wind DMG (1 time).
Hermit-Temperance’s Accord
When main weapon: Massive boost to Wind allies’ ATK (Modifier: EX).
At end of turn: Wind allies who didn’t attack gain ATK Sharply Boosted (100%, 1 times, Multiplier: Assassin, 1T).
Sephira Maxi-Wind
20% boost to Wind allies’ DMG Cap in Arcarum.
Wind’s Majesty
Small boost to wind 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.
  • Has a strong place in V2 due to the assassin buff for not attacking, making this weapon great for SUBHL and Siegfried.
Copies:
1
Rating:
  • The biggest source of EX mod. Astral can be the only source of grid EX if slotted.
  • 10% additional auto cap with 10 buffs.
  • Slowly being phased out thanks to various other weapons also providing EX as well as Ultima ULB.
Copies: 2
Source: EWIYAR
Zephyr Blade
400% Wind damage to a foe. (All allies gain Skill DMG Boosted and Skill DMG Cap Boosted.)
Additional effect at 4★:
Damage increased to 450%. (Also deal 300% bonus Wind damage to a foe (Damage cap: ~630,000).)
Gale’s Might
Massive boost to wind allies’ ATK
Emerald Covenant
Supplement Wind allies’ skill damage.
  • Unconditional 100k skill damage supplemental. Stacks up to 200k.
  • Core weapon to Wind skill damage comps.
  • Additionally, a big normal mod to slot if you need one.
Copies: 2-3 ATK, 1 DEF
Source: RA
Mawjat Mariqa
Massive wind DMG to a foe (Chance to inflict Delay.)
Additional effect at 4★:
Effect increased to 100% chance to inflict Delay.
Tranquility’s Persistence
Supplement wind allies’ DMG based on how high their HP is
Whirlwind’s Progression
Medium boost to wind allies’ wind ATK based on number of turns passed
  • 30k stamina supplemental to all hits.
  • Very useful for stamina based auto and skill damage teams.
  • Used a lot in Bursting, FA, OTK.
  • Wind’s first farmable Delay on ougi weapon, making it extremely useful for Belial solos.
  • The extra progression, despite being Primal-boosted, is still nice to have and can replace the need for Peridot Crossbow
Copies: 3 ATK 0-1 SPC
Source: RA
Setepenre
Massive wind DMG to a foe (Inflict Wind Resistance Lowered.)
Additional effect at 4★:
Also inflicts Debuff Resistance Lowered.
Tranquility’s Fortitude
Supplement wind allies’ DMG based on how low HP is
Preemptive Gale Blade
Boost to wind allies’ ATK for first 8 turns of battle
  • Enmity based supplemental weapon
  • Provides Preemptive skill, stacking with Ancient Nalakuvara.
  • Became a lot more valuable with the rise of Spartan comps.
  • An upgrade MH over the Tia Fist for lucha.
Copies: 1
Source: ROTB
Eastern Guardian Charge
Massive wind DMG to a foe (Gain DA Up.)
Ventosus’s Might
Big boost to wind allies’ ATK
Essence of the East
Boost to Wind 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.
Copies: 1
Source:
Vayu-Isha
Massive wind DMG to a foe (Inflict DEF Lowered.)
Additional effect at 4★:
Stormwyrm’s Betrayal
Boost to wind allies’ ATK for first 8 turns of battle
Stormwyrm’s Tyranny
Big boost to wind allies’ ATK / 10% cut to wind allies’ max HP

Large attack and betrayal makes this a super strong mod for burst setups.

Copies: 1
Source: SANDBOX
Verdict Sphere
Massive wind DMG to a foe (All allies gain Conquest Anthem. (Converts “Boost to DEF” effects to “Boost to ATK” [Cap: 100%].))
Additional effect at 4★:
All allies also gain Armored.
Additional effect at 5★:
Conquest Anthem and Armored’s duration increased to Half Turns|4.5 turns.
Emperor-Judgement’s Awakening
When main weapon: Massive boost to Wind allies’ ATK (Modifier: EX).
Wind allies take 1% DMG (Based on max HP) every turn.
30% Earth DMG reduction.
Sephira Maxi-Wind
20% boost to Wind allies’ DMG Cap in Arcarum.
Wind’s Majesty
Small boost to wind 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.
  • Provides a strong 30% earth damage reduction which is great for both FA and GW burst strategies. 
Copies: 1
Source:
Cyclonic Destruction
Massive wind DMG to a foe (Inflict ATK Down.)
Additional effect at 4★:
Increased to ATK Down.
Stormwyrm’s Might II
Big boost to wind allies’ ATK
  • Alternative MH for lucha.
Copies: 2 SPC
Source:
Clairseach
Massive Wind damage to a foe. (300% Bonus Wind damage (Damage cap: 600,000).)
Additional effect at 4★:
All allies also gain Charge Bar.
Armed Gale
Big boost to wind allies’ ATK
Jade Arts
Boost to wind allies’ skill DMG cap
  • Provides a huge 20% skill damage cap which can be pushed further with special awakening.
  • Great for skill damage teams.
Copies: 1
Source:
Peridot Shot
Massive wind DMG to a foe (All allies gain Refresh (Healing cap: 600).)
Additional effect at 4★:
Effect increased to Refresh (10% of max HP Healing cap: 800, 3.5T) (Healing cap: 800).
Additional effect at 5★:
Also inflict Wind Lowered (Stackable) (10% (30% Max), 180s) to a foe.
Stormwyrm's Might III
Big boost to wind allies' ATK
Stormwyrm's Progression II
Medium boost to wind allies' wind ATK based on number of turns passed
  • Progression makes this a solid slot for longer battles and FA.
  • With Mandjets also having progression it has a more limited usage now than before.
Copies: 1
Source:
Astra Horizon II
Massive wind DMG to a foe (Remove 1 buff.)
Additional effect at 5★:
Damage increased to 550%.
Now removes 2 buffs and can gain up to Charge Bar.
Horseman’s Supremacy
Massive boost to wind allies’ ATK
Conviction Arc
When main weapon (MC only): Gain Horseman’s Arc every turn (Stackable / Resets upon taking DMG)
  • Double dispel on ougi is handy for Sieg if you lack H.Lich.
Copies: 0-2 2PC
Source:
Gale Stream
Massive wind DMG to a foe (All allies gain Charge Boost.)
Additional effect at 4★:
All allies also gain C.A. DMG Boosted and C.A. DMG Cap Boosted for Half Turns|0.5 turns.
Armed Gale
Big boost to wind allies’ ATK
Chain Force
Boost to chain burst DMG and chain burst DMG cap
  • This used to be a very strong OTK weapon, but has been phased out.
  • Provides extra chainburst cap.
Copies: 1
Source:
Budding Orchestration
Massive wind DMG to a foe (All allies gain DA Up and TA Up.)
Additional effect at 4★:
Increased to DA Up and TA Up.
Stormwyrm’s Might
Medium boost to wind allies’ ATK
Stormwyrm’s Heroism II
Medium boost to wind allies’ max HP and double attack rate
  • Decent HP option when starting out but falls off for much better options very quickly.

Premium

Copies: 1
Source:
Tricky Moon Strike
Massive wind DMG to a foe (All allies gain DA Up and TA Up.)
Additional effect at 4★:
All allies also gain Bonus Wind DMG.
Ventosus’s Enmity
Big boost to wind allies’ ATK based on how low HP is
Tranquility’s Fortitude
Supplement wind allies’ DMG based on how low HP is
  • Good MH for burst thanks to the echo on Ougi.
  • Is a seasonal weapon so it’s harder to get.
  • Doesn’t make or break a setup but is great for minmaxing.
  • Worth the bars as it’d make going Zeph easier since you already have one barred.
Copies: 2
Source:
Let’s Dance
Massive Wind damage to a foe. (Gain Bonus Wind DMG.)
Additional effect at 4★:
Also gain Jammed.
Ventosus’s Bloodshed
Big boost to wind allies’ ATK / Take DMG worth 20% of max HP at battle start
Wind’s Enmity
Small boost to wind allies’ ATK based on how low HP is
Wind’s Might
Small boost to wind allies’ ATK
  • Has Bloodshed, Might and Enmity all in one weapon, really good for Magna Enmity setups.
  • Suptixable weapon so not as difficult to get compared to CC.
Copies: 1-2
Source:
Shamed Be Whoever Bears Evil
Massive wind DMG to a foe (Gain Shielded and Unchallenged.)
Additional effect at 4★:
Shielded now affects all allies. (Also remove 1 debuff from all allies.)
Jade Valuables
When 15 or more weapon skill types are active: Wind allies gain ATK, DEF, and DMG cap.
Wind’s Majesty
Small boost to wind allies’ ATK and max HP
  • Also known as Clam.
  • Resonant skill wep! Wait…Valuables?
  • Provides a lot of EX and DMG Cap.
  • The condition looks a bit complicated but easily achievable with a proper grid.
    • Weapon condition takes into account the Weapon Skills your character has – look at the SKILL 21
  • Only start slotting this when your grid has reached a point where it is well fleshed out and could benefit from more cap up.
Copies: 1
Source:
Nine-Winged Butterfly
Massive wind DMG to a foe (All allies gain Bonus Wind DMG.)
Additional effect at 4★:
All allies also gain Charge Boost.
Ventosus’s Verity
Big boost to wind allies’ critical hit rate
Whirlwind’s Might
Medium boost to wind allies’ ATK
Jade Craft
Supplement wind allies’ critical hit DMG
  • Not recommended anymore thanks to Madjets.
  • Mostly for Minmax and SUBHL Viking.
  • More than one barred isn’t recommended for magna.
Copies: 1
Source:
Aeneis
Massive wind DMG to a foe (All Wind allies gain Critical Hit Rate Boosted (Wind).)
Additional effect at 4★:
Also deal 4-hit, 100% Bonus Wind damage (Damage cap: ~135,000 per hit).
Ventosus’s Might
Big boost to wind allies’ ATK
Jade Arts
Boost to wind allies’ skill DMG cap
Rouge Pierre Tempest
When main weapon (MC only): 4-hit Wind damage to a foe at end of turn when HP is 80% or above.
  • 4 hit damage skill damage end of turn if HP is over 80%.
  • Used in OTK, FA, and faster Siegfried Paladin setups.
  • Falls off hard if you can’t maintain HP.
  • No longer needed for Wind OTK.
  • Sucks when you lose HP.

Example Grids

About

Granblue grid building, team compositions, and analysis.

OFFICIAL Twitter