Transitioning
Before transition to an Optimus grid, it is important to make sure you have all the neccessary grid compontents beforehand. Once you have everything for what you want to do, then you can consider transitioning over.
- 2 Pillardrivers
- 2 Bloodwrought Corals
- 2 Landslide Scepters
- 1 MA Ichigo Hitofuri
- 0-1 Mirror-Blade Shard
Weapons
Central Grid Pieces
List of the core grid pieces to most grids.
Terra Strike |
Massive earth DMG to a foe / Delay effect
Additional effect at 4★: |
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Ridge’s Pact
|
Supplement earth allies’ DMG |
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Gauntlet Voltage II
|
Boost to ATK based on how many melee weapons are equipped. |
Ridge’s Quintessence
|
Boost to earth allies’ DMG cap |
- 50k (100lk max) unconditional supp, Axe Voltage II, and 7% cap.
- Two copies are slotted in almost every team.
Gorgonia ++ |
Massive earth DMG to a foe (Inflict Stared Stiff 2 for Half Turns|2.5 to 3.5 turns.)
Additional effect at 4★: All Earth allies gain Dodge Rate Boosted. |
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Optimus Exalto Terrae
|
30% boost to Earth’s, Mountain’s, and Terra’s weapon skills |
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Earth's Majesty
|
Small boost to earth allies' ATK and max HP |
Terra's Demolishment
|
Big amplifying boost to earth allies' normal attack DMG |
- Normal attack amp provides a strong damage boost to burst setups.
- Typically only two Corals are required if teams match World Weapon profiencies as the normal attack amp does not stack and a 3rd copy is weaker than two with a World Weapon.
- Optimus skill boost skill provides a solid boost to existing Optimus skills and makes reaching the required 280% boost for Dark Rapture Zero keys easier.
- For burst setups, there is presently no place for those keys due to the reliance on Falsehood.
- HP skill while small is still good for FA and HL content.
- Sees limited use in UnF do the prescense of unboosted setups.
- That said they were still used for NM1100 and NM150 and then found a place in NM250 solos.
Earth’s Furor |
Unworldly Earth damage to a foe (Damage cap: ~2,550,000). (MC can’t attack next turn.)
Additional effect at 4★: All allies also gain Bonus Earth DMG (1 time). |
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Amber Resonator
|
When 3 or more of the same weapon are equipped: Boost to Earth allies’ ATK, DEF, and DMG cap. |
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Earth’s Majesty
|
Small boost to earth allies’ ATK and max HP |
- 40% EX attack, 25% defense, and 7% special cap when three or more of the same weapon are equipped.
- Three copies are typically used for HL content or FA.
- 1-2 often appear in unboosted or nekomancer setups
Lifetree’s Majesty III
|
Big boost to earth allies’ ATK and max HP |
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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 HP, cap up of choice at FLB, and third skill of many powerful options at ULB.
- Generally the only source of magna mod in primal grids.
- Typically used for bursting or FA.
- Frequently used keys: Freyr, Echo
Terra’s Majesty
|
Big boost to earth allies’ ATK and max HP |
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Guiding Revelation
|
A symbol of apocalyptic corruption. Empowered by a chosen pendulum. |
Guiding Gospel
|
A symbol of evolution’s holy outcome. Empowered by a chosen pendulum. |
- Big normal ATK and HP, cap up of choice at FLB, and third skill of many powerful options at ULB.
- Typically used for FA and hard content.
- Frequently used keys: Ougi, Echo..
Uriel Bomber |
Massive Earth damage to a foe. All allies gain Earth ATK Boosted (20%, 3.5t) and Water DMG Lowered (20%, 3.5t). |
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Uriel’s Blessing III
|
Amplify Earth allies’ damage against Water foes by 23%. |
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Earth’s Majesty
|
Small boost to earth allies’ ATK and max HP |
- 20-23% seraphic mod that boosts all Earth 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.
Raw Damage
Weapons used for as a source of raw damage.
Raserei Faenge |
Massive earth DMG to a foe (All allies gain 15% Cut until end of turn.)
Additional effect at 4★: Buff effect increased to 35% Cut. |
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Lifetree’s Insignia III
|
Big boost to earth allies’ ATK / Take <span class="tooltip" >5% damage<span class="tooltiptext" style="">Based on max HP.</span></span> every turn. |
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Earth’s Majesty
|
Small boost to earth allies’ ATK and max HP |
- Mix of Omega and Optimus mods with awakenings makes it one of the raw damage slots available for Earth.
- The upgraded version Fang of the Dragonslayer Mk II pushes this further with even more ATK mods added to it.
- Pairs great with the 150 GM weapon Hrunting due to activating its second skill for the whole team for free bonus damage every turn.
- 3-4 ATK sees use in Nekomancer setups and OTK.
- Caim Grids can run one MKI and one MKII as they count as different weapons and they are ideal weapons to run together.
- 1-2 SPC is good for burst setups for the cap up.
Serration Wave |
Massive Earth damage to a foe. All allies gain ATK Up (30%, Multiplier: Normal, 2.5t). Additional effect at 4★: 50% chance to gain Double Strike (1.5t). |
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Terra’s Might II
|
Big boost to earth allies’ ATK |
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Mountain’s Stamina
|
Medium boost to earth allies’ ATK based on how high HP is |
- Strong combination of attack and stam mods makes this one of the best normal slots for Titan.
- MA awakening gives it an additional 20% DA and 10% TA which is helpful for trying to reach 100% for burst or OTK grids.
Foulkon Blade |
Massive Earth damage to a foe. Gain Mirror-Blade Eruption (Weapon) (20% DEF Up / 450% Damage cap: ~700,000, 3.5 turns (DEF) / 1.5 turns (DMG)) (400% Earth damage to all foes Half Turns|1.5 and 3.5 turns after charge attack [Damage cap: ~700,000]). Additional effect at 4★: Also remove 1 buff from a foe. |
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Terra’s Primacy II
|
Big boost to earth allies’ ATK and double attack rate |
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Earth’s Bladeshield
|
Small boost to earth allies’ max HP and critical hit rate |
- Additional attack and cap up from ATK awakening on top of the big attack skill make this an incredible potent skill slot.
- Used as apart of the crit grids as well.
Cap Break
Weapons that break cap either via cap up or supplemental.
Foulkon Blade |
Massive Earth damage to a foe. Gain Mirror-Blade Eruption (Weapon) (20% DEF Up / 450% Damage cap: ~700,000, 3.5 turns (DEF) / 1.5 turns (DMG)) (400% Earth damage to all foes Half Turns|1.5 and 3.5 turns after charge attack [Damage cap: ~700,000]). Additional effect at 4★: Also remove 1 buff from a foe. |
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Terra’s Primacy II
|
Big boost to earth allies’ ATK and double attack rate |
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Earth’s Bladeshield
|
Small boost to earth allies’ max HP and critical hit rate |
- Additional attack and cap up from ATK awakening on top of the big attack skill make this an incredible potent skill slot.
- Used as apart of the crit grids as well.
Western Guardian Charge |
Massive earth DMG to a foe (Gain Mirror Image.)
Additional effect at 4★: Buff increased to Mirror Image. |
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Terra’s Might
|
Big boost to earth allies’ ATK |
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Essence of the West
|
Boost to Earth 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.
Callous Fist |
Massive earth DMG to a foe (300% Bonus Earth damage to all foes (Damage cap: ~400,000).)
Additional effect at 4★: Bonus Earth damage cap increased to ~700,000. |
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Magician-Tower’s Calamity
|
When main weapon: Massive boost to Earth allies’ ATK (Modifier: EX). MC deals 300% Earth damage to all foes every 3 turns (Damage cap: ~400,000). |
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Sephira Maxi-Earth
|
20% boost to Earth allies’ DMG Cap in Arcarum. |
Earth’s Majesty
|
Small boost to earth 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.
- Unique skill is adds a bit of extra damage every three turns but a major gamechanger.
- Central component to Caim Axe grids.
Inverted Spine |
Massive earth DMG to a foe ((240% boost to C.A. damage and 120% boost to C.A. damage cap when MC has 12 or more buffs [Damage cap: ~3,700,000].))
Additional effect at 4★: |
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Fool-Hanged Man’s Perseverance
|
When main weapon: Massive boost to Earth allies’ ATK (Modifier: EX). Restore 12% HP to Earth allies with 12 or more buffs at end of turn (Healing cap: 1200). |
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Sephira Maxi-Earth
|
20% boost to Earth allies’ DMG Cap in Arcarum. |
Earth’s Majesty
|
Small boost to earth 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 heals 1.2k hp to allies that have at least 12 buffs which makes it helpful for hard content.
- Needs FLB to be useful.
Normal Cap
Weapons that break normal cap either via cap up or echoes.
Qual Faenge |
Massive earth DMG to a foe / Big boost to earth allies’ DEF
Additional effect at 4★: |
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Amber Enforcement
|
Boost to Earth allies’ ATK and DEF (Activates when either Earth Omega or Earth Optimus weapon skills have a boost of 280% or above) |
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Striking Art: Earth
|
Boost to Earth allies’ skill DMG cap and normal attack DMG cap |
- Provides 5% normal cap and skill cap.
- Limited use due to Fangs having more mod and World weapons providing more cap and amp.
- Claw of the Dragonslayer Mk II is particularly strong for Caim setups or Exalto setups.
- DEF awakening is a solid HP source without the need to worry about DoT like with the Fangs.
- Main downside is the lack of any ATK mods without 280% aura.
CA Cap
Weapons that break CA cap either via cap up or supplemental.
Inquisitor’s Light |
Unworldly earth DMG to a foe (Self-inflict Shorted.) |
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Terra's Glory
|
Big boost to earth allies' C.A. specs and chain burst specs |
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Ridge's Ascendancy
|
10% boost to Earth allies' special C.A. damage cap. |
- Best CA boost option thanks to having both Big Glory and 10% special CA cap up.
Aureate Fang |
Massive earth DMG to a foe (Inflict Earth Lowered (Stackable).)
Additional effect at 4★: All allies also gain Keen. |
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Terra’s Verity II
|
Big boost to earth allies’ critical hit rate |
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Mountain’s Sentence
|
Medium boost to earth allies’ C.A. DMG and C.A. DMG cap |
- Great slot for ougi crit setups but the lack off offensive mod hurts for more general setups.
Winter’s Eve Waltz |
Massive earth DMG to a foe (Restore 10% of all allies’ HP (Healing cap: 1500).)
Additional effect at 4★: Healing cap increased to 2000. (Also remove 1 debuff from all allies.) |
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Terra’s Verity
|
Big boost to earth allies’ critical hit rate |
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Earth’s Healing
|
Small boost to earth allies’ healing cap |
Mountain’s Stamina
|
Medium boost to earth allies’ ATK based on how high HP is |
- Great primal crit weapon though it’s limited to ougi setups currently.
- Heals are very helpful for hard content.
Canyon Cannon |
400% Earth damage to a foe. (Gain Charge Boost.)
Additional effect at 4★: Damage increased to 450%. (All allies also gain C.A. DMG Boosted (Stackable) and C.A. DMG Cap Boosted (Stackable).) |
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Landslide’s Mystery
|
Massive boost to earth allies’ C.A. DMG |
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Gold Covenant
|
#Gold Covenant|Supplement Earth allies’ C.A. DMG. |
- Earth’s ougi supplemental weapon.
- Adds 400k supp to ougis.
- Pretty much always used for any ougi setups
Skill Cap
Weapons that break skill cap either via cap up or supplemental.
Vernus |
Massive earth DMG to a foe (All Earth allies gain Counters on DMG.)
Additional effect at 4★: All Earth allies also gain Dispel Cancel. |
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Terra’s Tempering
|
Big boost to earth allies’ skill DMG cap / Big supplemental boost to skill DMG |
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Earth’s Fandango
|
Small boost to earth allies’ ATK / Small boost to triple attack rate |
- Boostable skill cap weapon and supp that is great for double Titan skill damage team.
Skean Ascent |
500% Earth damage to a foe (5-hit, 60% Bonus Earth damage (Damage cap: ~120,000 per hit).)
Additional effect at 4★: Also inflict Earth DEF Lowered. |
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Armed Grounds
|
Big boost to earth allies’ ATK |
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Amber Arts
|
Boost to earth allies’ skill DMG cap |
- Provides a large 15% skill damage.
- Good for skill damage teams.
- 5-hit nuke and 15% earth defense down on CA makes it a great mainhand for ougi otk.
- Will receive ULB and awakenings in the future to make it a pretty solid slot.
Weben |
Massive earth DMG to a foe (Slight chance to remove 1 buff.)
Additional effect at 4★: Effect increased to 100% chance to remove 1 buff. |
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Ridge’s Persistence
|
Supplement earth allies’ DMG based on how high their HP is |
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Amber Arts
|
Boost to earth allies’ skill DMG cap |
- The best source of supplemental damage for earth currently.
- 30k supp at full HP.
- Additionally provides 15% skill cap.
Axis Garden |
Massive earth DMG to a foe (All allies gain Shield.)
Additional effect at 4★: All allies also gain Strength. |
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Evergreen Sovereign
|
Unworldly boost to Earth allies’ ATK. |
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Astral Arts
|
When main weapon: Boost to Earth allies’ skill damage cap based on their number of buffs. |
- The biggest source of EX mod. Astral can be the only source of grid EX if slotted.
- 50% additional skill cap with 5 buffs.
- Slowly being phased out thanks to various other weapons also providing EX as well as Ultima ULB.
Defensive
Weapons that provide HP or other defensive utility.
Hurtling Boulder |
Massive earth DMG to a foe (All allies gain DA Up and TA Up.)
Additional effect at 5★: All allies also gain Bonus Earth DMG. |
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Galleon’s Landslide
|
<span class="tooltip" >Boost to Earth 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% water 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.
- Very strong ougi providing teamwide 20/20 DATA and 15% echoes.
Hurtling Crag ++ |
Massive earth DMG to a foe (All allies gain DA Up, TA Up, Bonus Earth DMG, and Supplemental DMG.) |
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Galleon’s Landslide
|
<span class="tooltip" >Boost to Earth 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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Six Pillars’ Judgment
|
Emblem of the six 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. |
- Upgraded version of the Draconic Bow 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.
Lethal Scorpion |
Massive earth DMG to a foe.Inflict DEF Down (15%, 10S) for 10 seconds.
Additional effect at 4★: Debuff increased to DEF Down (35%, 10S). All allies gain Charge Boost (10%). |
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Terra’s Might II
|
Big boost to earth allies’ ATK |
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Earth’s Fandango
|
Small boost to earth allies’ ATK / Small boost to triple attack rate |
- Great source of HP and ATK with defense awakening.
Winter’s Eve Waltz |
Massive earth DMG to a foe (Restore 10% of all allies’ HP (Healing cap: 1500).)
Additional effect at 4★: Healing cap increased to 2000. (Also remove 1 debuff from all allies.) |
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Terra’s Verity
|
Big boost to earth allies’ critical hit rate |
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Earth’s Healing
|
Small boost to earth allies’ healing cap |
Mountain’s Stamina
|
Medium boost to earth allies’ ATK based on how high HP is |
- Great primal crit weapon though it’s limited to ougi setups currently.
- Heals are very helpful for hard content.
Hidden Selbst |
Massive earth DMG to a foe (All allies gain Shield.)
Additional effect at 4★: Also removes 1 debuff from all allies. |
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Terra’s Garrison
|
Big boost to earth allies’ DEF based on how low HP is |
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Ridge’s Fortitude
|
Supplement earth allies’ DMG based on how low HP is |
- Farmable Big Garrision.
- Enmity supp is nice but without an ATK mod it’s generally one of the weakest Garrison options for dirt.
Kerato Diaperno |
Massive earth DMG to a foe (Inflict DEF Lowered (Stackable / Can’t be removed / Local).)
Additional effect at 4★: Also inflict ATK Lowered (Stackable / Can’t be removed / Local). |
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Terra’s Garrison
|
Big boost to earth allies’ DEF based on how low HP is |
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Earth’s Enmity
|
Small boost to earth allies’ ATK based on how low HP is |
- Best garrison for Earth as it pairs big enmity and big garrison.
- Generally limited to SUBHL or other very hard content due to the amount of defense already from Landslides.
Heavy Weight Training |
Massive Earth damage to a foe. (All allies gain Strength.)
Additional effect at 4★: Restore 10% of MC’s HP (Healing cap: 2000). |
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Mountain’s Might
|
Medium boost to earth allies’ ATK |
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Mountain’s Aegis
|
Medium boost to earth allies’ max HP |
- Huge HP filler.
- Not really needed now but serves as good HP padding for subhl.
Mainhand Only
Weapons that are strong as mainhands but not so much as grid pieces.
Illuminatio Litus |
Massive earth DMG to a foe (Gain Bonus Earth DMG.)
Additional effect at 4★: Also gain Guaranteed TA. |
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Mountain's Might
|
Medium boost to earth allies' ATK |
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Strike: Earth
|
Boost to earth allies’ normal attack DMG cap |
Litus Mysticum
|
When main weapon (MC only): For normal attacks: Deal 2-hit damage to random foes from the second hit. Deal 3-hit damage to random foes from the third hit. |
- Excellent mainhaind causing the 2nd hit of normal attacks to be 2 hit split and the 3rd hit 3 hit split.
- Additionally provides 7.5% normal cap.
- Great Soldier mainhand thanks to having 6 rifle bullets.
Atas Ma’dani |
Massive earth DMG to a foe (Remove 1 debuff from all allies.)
Additional effect at 4★: Also inflict Accuracy Lowered 1. |
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Adjudicator’s Supremacy
|
Massive boost to earth allies’ ATK |
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Empyrean Adjudicator’s Sanctity
|
When main weapon (MC only): 20% Bonus Earth DMG effect when not debuffed. |
- Powerful ATK awakening making it an excellent mainhand.
- Excellent OTK weapon and Iatromantis MH.
Atar |
450% Earth damage to a foe. (Gain Earth ATK Up.)
Additional effect at 5★: Damage increased to 550%. Buff increased to Earth ATK Up and now affects all allies. |
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Adjudicator’s Supremacy
|
Massive boost to earth allies’ ATK |
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Adjudicator’s Revelation
|
When main weapon (MC only): Gain Adjudicator’s Revelation (Stackable) upon taking damage. |
- Used to be a core weapon to off element hard content teams thanks to the water switch on ougi.
- Generally replaced now due to Sandalphon’s elemental fritction and the strength of Kengo comps.
Gold Moon
Weapons that cost Gold Moons to acquire.
Here at Last |
Unworldly Earth damage to a foe (Damage cap: ~2,550,000). (All Earth allies gain Blood Sacrifice.)
Additional effect at 4★: All Earth allies also gain DMG Mitigation. |
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Savage Mythology
|
When main weapon (MC only): Savage Mythology to MC at battle start. |
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Abandoned Role
|
When main weapon: Reduce turn-based damage taken by earth allies by 50%. Gain Bonus Earth DMG (1 time) (30%, 1T) upon taking turn-based damage. |
Terra’s Enmity
|
Big boost to earth allies’ ATK based on how low HP is |
- Excellent weapon for Earth HL content, FA, and burst.
- Perm double strike, 30% attack, and 250% defense up for MC.
- Pairs amazingly with Sieg dagger to give party 30% echo every turn.
- 1 turn assassin with glorybringer turns MC into a powerhouse for burst.
Example Grids
Burst
When it comes to shorter bursts, the prevailing strategy is to use Nekomancer setups. Here, we fill up first the grid with the Core Titan weapons of Pillardriver and Landslide Scepter for all the cap up and supplmental they provide. Since most of the members will be staff prof, we can run Worldvexing Angelos for more normal cap and damage amp and Altruism-Soul Staff for more cap up. Lastly, we will fill out the final space with the strong damage mod of Fang of the Dragonslayer Mk II to be able to make the most of the assassin boosted normal attacks.
For Lucha or other setups that don’t fit in cleanly with a world weapon, you will run another Fang instead. Here, we have two fangs which can be either ATK or SPC awakened depending on the fight. Additionally, here we can swap the celestial to any other one that provides better coverage for your characters.
Last up is using the 150 GM weapon Hrunting. Here, we can use either Glorybringer or Berserker without any grid change. The main thing to note here is that with Hrunting, Fangs are even high value thanks to their ability to automatically trigger Hrunting’s bonus damage passive for every party member at the end of every turn.
Full Auto
First up, I’ll cover a setup for Manadiver with its large skill damage and teamwide bonus damage. The main drawback of Manadiver is it needs charge bar and as Earth you really want that Falsehood bonus damage. This will need to be compensated by using Pandemonium
Gain Charge Bar Sped Up (70%, 3T).
and Splitting Spirit
Convert caster’s HP to charge bar (3% charge bar for every 250 HP consumed, up to 100% charge bar).
(Consumes up to 50% of current HP.)
. Here, since this is a shorter FA, we can go all in on offense and use and Bloodwrought Corals as the majority of the grid. Most of the other pieces can be subbed out based on needs. Tatjenen for example, is slotted for the teamwide bonus damage on CA. If you don’t plan to use that, then it can be replaced. For example, you can use an Earth Ultima dagger as MH and run three Corals instead.
As for Hrunting, things can be pretty similar. Below are two examples. One of a more general FA for many shorter content and the other from the past UnF that required much more defensive consideration.
The first is for shorter FAs typically 3-4 turns. Here, it is similar to a burst grid using Corals, Worldscathing Leon, and the Celestial Gateway-Star Sword as well as using a Fang of the Dragonslayer Mk II to activating echoes to everyone in the party thanks to Hrunting’s second skill.
The second is an example from NM250 FA. Here, we need to bring back Landslides for all the additional defense. In the toss up between Pillars and Corals, the latter actually won out especially for the HP component. The raid also had a requirement for 4m damage instances to lower stacks and make things things. In order to do that, they had to invest in skill damage via World Ender and Sagacity key to hit those damage instances.
Hard Content
When it comes to Hard Content, Earth’s setups are typically carried by its characters. They provide a ton of survivability resulting in a lot of freedom with one’s grid. Resultingly, Earth HL grids lean heavily on increasing cap up as much as possible.
The below example is a slightly modified Super Faa setup from ぴのん. Here we see the usual staple grid componts with Landslide Scepters also being great for the defense. Binds of The Hanged Man is slotted for free healing every turn. The focus on breaking cap up where possible is best seen in World Ender being used for more skill cap and Bloodwrought Coral for amplifed normal attacks and a bit more HP.
Hrunting is a staple in Earth HL thanks to a lot of reasons. The perma double strike providing more damage and making TA or hit count omens easier. Similarly, the free teamwide echoes every turn make is even easier to deal with hit count omens. The CA is also great thanks to the 2k DMG mitigation increasing surviability further.
The last note to cover is that Extremity key is pretty much always used in Earth when possible. The reasoning for this is to assist with consistent teamwide TA for the party with the normal attack boost being a great bonus that results in the highest possible damage output.