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Weapons
Central Grid Pieces
List of the core grid pieces to most grids.
Torrential Thunderstrike |
Massive water DMG to a foe (All Water allies gain Counters on DMG.)
Additional effect at 4★: All Water allies also gain Drain. |
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Cobalt Vitality
|
Boost to water allies’ ATK, DEF, and DMG cap based on their max HP |
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Water’s Majesty
|
Small boost to water allies’ ATK and max HP |
- ATK, DEF, and special cap based on max HP at the start of battle.
- 70k HP is required to max special cap at 7%.
- Used primarly for HL content or Hrae burst.
Tyros Wonder |
Massive Water damage to a foe. Gain Shield (3500, 3.5T) and Unchallenged (1 times). Additional effect at 4★: Shield (3500, 3.5T) now affects all allies.Also remove 1 debuff from all allies. |
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Hoarfrost’s Stamina II
|
Big boost to water allies’ ATK based on how high HP is |
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Tsunami’s Restraint
|
Medium boost to water allies’ double attack rate and critical hit rate |
- Core component to crit grids for Varuna.
- Go to option for those without Hrae.
- Would hold off on barring til close to GW in case the crit setup dies.
Divinity’s Bow of Ruin |
Massive Water damage to a foe.Inflict DA Down (180s) and TA Down (180s).Gain Bonus Water DMG (30%, 3.5T).
Additional effect at 4★: Also inflict DEF Down (20%, 180s). |
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Hoarfrost’s Might I
|
Big boost to water allies’ ATK |
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Water’s Might
|
Small boost to water allies’ ATK |
- Core component to crit grids for Varuna.
- Go to option for those without Hrae.
- Would hold off on barring til close to GW in case the crit setup dies.
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 |
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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 |
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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.
- Frequently used keys: Echo
Hoarfrost’s Majesty
|
Big boost to Water 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.
- Typically used for FA and hard content.
- Frequently used keys: Ougi, Stamina, Echo.
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%. |
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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.
Cap Break
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 |
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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). |
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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.
- Passive 3k heals are solid for harder fights if you have to the dispels to trigger it.
Rigens |
Massive water DMG to a foe (All allies gain 15% DMG Cut.)
Additional effect at 4★: Increased to 35% DMG Cut. Additional effect at 5★: {{{ougi_5s|}}} |
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Hoarfrost’s Might II
|
Big boost to water allies’ ATK |
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Water’s Trium
|
Small boost to water allies’ multiattack rate |
- ATK awakening provides an additional 40% might and 5% cap on top of the massive normal attack makes the weapon a worthy slot again.
- Trium is helpful for burst setups.
Bailout |
Massive water DMG to a foe (Gain Mirror Image.)
Additional effect at 4★: Mirror Image now affects all allies. (All allies also gain Refresh.) |
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Hoarfrost’s Might II
|
Big boost to water allies’ ATK |
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Tsunami’s Sentence
|
Medium boost to water allies’ C.A. DMG and C.A. DMG cap |
- Alternate ATK awakening option to Gamba.
- Generally less useful but having Sentence does make it better for ougi setups.
Auto 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. |
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Astral Thrust
|
When main weapon: 10% boost to Water allies’ one-foe attack damage cap against foes with 5 or more debuffs. |
- 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.
Ougi Cap
Weapons that break ougi cap either via cap up or supplemental.
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.
Pasquale |
Massive water DMG to a foe (All allies gain Charge Bar.)
Additional effect at 4★: |
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Snowfall’s Crux
|
Supplement water allies’ C.A. DMG |
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Bow Voltage
|
Boost to ATK based on how many bows are equipped. |
- 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.
Weiss Saule |
Massive water DMG to a foe (Raise all foes’ Glaciate lvl by 1 (Max: 10).)
Additional effect at 4★: Also deal 4-hit, 50% Bonus Water damage (Damage cap: ~135,000 per hit). |
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Hoarfrost’s Tempering
|
Big boost to water allies’ skill DMG cap / Big supplemental boost to skill DMG |
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Water’s Majesty
|
Small boost to water allies’ ATK and max HP |
- Boostable skill cap weapon and supp that is great for double Varuna skill damage team.
- Good option for FA setups or skill focused hard content teams.
Raw Damage
Weapons used for as a source of raw damage.
Lago Ghiacciato |
Massive water DMG to a foe (MC and a random ally gain Triple Attack Rate Boosted.)
Additional effect at 4★: MC also gains Flurry (2-hit). |
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Glacial Supremacy
|
Massive boost to water allies’ ATK |
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Chthonian Bewailer’s Sanctity
|
When main weapon upon normal attacks when any foe is in Break (MC only): 4-hit Water damage to random foes. MC gains Charge Bar (10%). |
- Execellent source of mod for unboosted grids.
- HP weapon slot used for Hrae setups to maximaze effect of Aquashades.
Hroovitnir |
Massive Water damage to a foe. / Remove 1 debuff.
Additional effect at 4★: |
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Hoarfrost’s Stamina
|
Big boost to water allies’ ATK based on how high HP is |
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Water’s Aegis
|
Small boost to water allies’ max HP |
- HP weapon slot used for Hrae setups to maximaze effect of Aquashades.
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.
Deadeye Shot |
Massive water DMG to a foe (Boost to critical hit rate.)
Additional effect at 4★: |
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Tsunami’s Garrison
|
Medium boost to water allies’ DEF based on how low HP is |
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Tsunami’s Majesty
|
Medium boost to water allies’ ATK and max HP |
- Faramable garrision falls off in useful with increased grid strength but still is useful to have around.
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 |
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Glacial Frostcage
|
When main weapon (MC only): 300% Water damage (Damage cap: ~630,000) and inflict ATK Down Stack (15% (30% Max), 180s) and DEF Down Stack (15% (30% Max), 180s) to all foes when a foe uses a special attack. |
- Excellent mainhand for Rising Force comps due to the strength of the ougi.
Example Grids
Burst
Water’s main shorter form burst setup is using Manadiver for its teamwide bonus damage and ability to wield its Dark Opus with Chain of Falsehood for teamwide double strike.
The build of the grid will be dedicated to the crit components for both raw damage as well as skill cap up. This will include a mix of Taisai Spirit Bows, Galilei’s Insights, and Wamdus’s Cnidocyte. Cnidocyte’s also provide 50k supp per copy. They compete with Gospel of Water and Sky for that. The former has the advatange of lowering crit pieces needed where the later also provides 7% cap up per copy.
If bringing in Haase, you will want to include her weapon Reflection of The Moon. Additionally, with staff parties, you should also find a spot for Worldvexing Angelos.
With the 150 GM weapon Hraesvelgr, a lot changes. Hrae provides 30% normal amp and 4 hit flurry to MC as well as 100k supp and 10% cap to team as the cost of 100% MA. It is highly powerful and forms the center to longer burst setups. Hrae covers the effects of multiple grands forcing you to change what grands you want. Since supp and 10% cap are covered, the main way to break more cap is via Calamitous Aquashades special cap up. To get more cap up from then, you will need higher grid HP which is where Fimbul comes in providing both HP as well as a stamina mod. When Water exalto drops it will replace the Aquashades.
Full Auto
Water’s standard FA setup is similar to burst using Manadiver with Falsehood opus mainhand. The manadiver skill Overtrance Gain Overtrance (6T) and C.A. Instant Standby. (Can’t recast.) has a 3 turn lockout but once up gives MC instant charge and prevents their charge bar from lower. What this means is 6 turns in a row where the MC provides teamwide double strike to the team,. The below example is with bringing in Haase. This, her weapon Reflection of The Moon is used. Also since she provides tons of skill damage, Knight of Ice is a great investment.
Another strong FA option is Street King. This provides a very easy way to swap in Haaselia so it similarly uses her weapon. This one leans towards crit for the raw damage. Street King is typically better for longer or harder hitting FAs.
It is also possible to Full Auto with Hraesvelgr despite its 100% TA down. This will require compensation with grid and characters so people can TA. Cavalier is an easy option for this as it provides GTA to MC via Valorous Assault
Spear:
800% Elemental damage to all foes (Damage cap: ~830,000).
Gain ATK Sharply Boosted (50%, 1 times, 1T).
Gun:
6-hit Elemental damage to a foe (Damage cap: ~110,000 per hit).
Gain Guaranteed TA (3T) and Supplemental Normal Attack DMG (50000, 3T).
as well as TA up from Field Commander
Gain Field Commander (5T).
All other allies gain Under Command (5T).
(Can only be used when a gun is equipped as main weapon.)
to team. Like with burst, Calamitous Aquashade is an ideal cap up break source with the added benefit of HP and defense. Then Knight of Ice and Worldbreaking Tauros are used to up the skill damage from Haase.
Gold Moon
Vaengrhrid |
Unworldly water DMG to a foe (Ignores Mirror Image and Dodge.)
Additional effect at 4★: Gain Uplifted. |
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Geisa Ari
|
When main weapon (MC only): No charge bar gain upon normal attacks, amplify normal attack damage by 30%, and normal attacks deal 4-hit damage to random foes. |
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Einar
|
When main weapon: 80% Bonus Water DMG effect to Water allies’ single attacks. |
Mikill Las
|
When main weapon: Supplement Water allies’ damage by 100,000, 10% boost to damage cap, and 100% hit to multiattack rate. |
- Turns MC into high damage monster with high abuse for supp and echoes.
- For FA setups, people will typically leave the gun below level 150 in order to avoid the 100 DATA down debuff.
- For burst, the best strategies currently use the gun at 150.
Chimera Nue |
Unworldly water DMG to a foe (Inflict Delay.)
Additional effect at 4★: Restore 10% of all Water allies’ HP (Healing cap: 3000). All Water allies gain Charge Boost. |
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Nue’s Omen
|
When main weapon (MC only): Upon using first-slot skill: Consume 10% of current HP to gain Charge Boost (50%) and C.A. Reactivation (1 time). |
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Nue’s Cry
|
When main weapon: Water allies take 1% damage (Based on max HP) every turn.At end of turn: Gain Charge Boost (15%), C.A. DMG Boosted (Stackable / Can’t be removed) ((100% Max)), and C.A. DMG Cap Boosted (Stackable / Can’t be removed) ((50% Max)). |
Hoarfrost’s Glory
|
Big boost to water allies’ C.A. specs and chain burst specs |
- Excellent mainhand for hard content ougi teams both greatly improiving ougi specs as well as survivibility from the delay on ouigi.