Transitioning
Before transition to an Optimus grid, it is important to make sure you have all the neccessary grid compontents beforehand. Since different people have different priorities when it comes to content, below are the common pieces for various types of content. Once you have everything for what you want to do, then you can consider transitioning over.
Burst
- 2 Harmonia
- 2-3 Efes
- 2 Imperious Fury
- 2 of any: Eden, Gambanteinn, Certificus
- 2 Ivory Ark
- Only if no Mugen (Halloween)
Full Auto
- 2 Harmonia
- 2-3 Imperious Fury
- 2 Radiant Rinnes
- 2 Ivory Ark
- 1-3 Efes
- 1 for skill comps. 3 for normal attack comps.
- 1 of any: Eden, Gambanteinn, Certificus
Hard Content
- 2 Harmonia
- 2-3 Imperious Fury
- 2 Ivory Ark
- 2-3 Efes
- 2 Radiant Rinnes
- 1-2 Diaitesias
- For Kengo Comps
Weapons
Now onto discuessing the weapons themselves. These will be split up into the function of each weapon to assist with visualizing replacements.
Central Grid Pieces
List of the core grid pieces to most grids.
Arbitration Ray |
Massive light DMG to a foe (Restore 10% of all allies’ HP (Healing cap: 1000).)
Additional effect at 4★: Also inflict Delay. |
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Glimmer’s Pact
|
Supplement light allies’ DMG |
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Harp Voltage II
|
Boost to ATK (Multiplier: EX) based on how many harps are equipped |
Glimmer’s Quintessence
|
Boost to light allies’ DMG cap |
- 50k (100lk max) unconditional supp, Harp Voltage II, and 7% cap.
- Two copies are slotted in almost every team.
Evangelium |
Massive light DMG to a foe (All allies gain Refresh.)
Additional effect at 4★: All allies also gain Dispel Cancel. |
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Optimus Exalto Luminis
|
30% boost to Light’s, Thunder’s, and Zion’s weapon skills |
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Light’s Celere
|
Small boost to light allies’ ATK and critical hit rate |
Zion’s Stratagem
|
Big amplifying boost to light allies’ critical hit DMG |
- Light’s Exalto weapon. Provides 30% boost to Optimus skills.
- Main draw is the big amp to critical hits.
- Crit Amp stacks with the normal amp from other sources like Ura fist.
- Grids will have to be crafted around the critical component to utlitize it.
- Characters with party wide 100% crit like Mugen (Halloween) will activate the amp even if the grid doesn’t reach 100% crit.
Scattering Lightfall |
Massive light DMG to a foe (Restore 10% of all allies’ HP.)
Additional effect at 4★: All allies also gain Uplift. |
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Golden Vitality
|
Boost to light allies’ ATK, DEF, and DMG cap based on their max HP |
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Light’s Majesty
|
Small boost to light 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%.
- Edges out over pure Eden grids for burst but is less flexible which means a lot of grids may not wind up using them.
Covenant of Light |
Massive light DMG to a foe (All allies gain Debuff Success Boosted.)
Additional effect at 4★: All allies also gain Bonus Light DMG. |
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Zion’s Celere
|
Big boost to light allies’ ATK and critical hit rate |
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Light’s Grace
|
Small boost to light allies’ max HP and debuff resistance |
- Strong crit weapon though crit is typically limited only to FA or Hard Content.
- Extra HP and debuff resistance are helpful.
- 15% echo on ougi makes it a good Manadiver MH.
Knightcode’s Majesty III
|
Big boost to Light 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
Zion’s Majesty
|
Big boost to light 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: Stamina, Progression.
Eternal Grace |
Massive Light damage to a foe. All allies gain Light ATK Boosted (20%, 3.5t) and Dark DMG Lowered (20%, 3.5t). |
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Teachers’ Guidance III
|
Amplify Light allies’ damage against Dark foes by 23%. |
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Light’s Majesty
|
Small boost to light allies’ ATK and max HP |
- 20-23% seraphic mod that boosts all Light damage by when fighting on element.
- Core to on element raids.
Cap Break
Weapons that break cap either via cap up or supplemental.
Io’s Promise |
Massive light DMG to a foe (Restore allies’ HP (Healing cap: 1000).)
Additional effect at 4★: Now restores 15% of all allies’ HP (Healing cap: 2000). (Refresh’s healing cap increased to 600.) |
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Zion’s Might II
|
Big boost to light allies’ ATK |
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Light’s Trium
|
Small boost to light 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 to cut Nehan 2 especially for GW.
Primal Rage |
Massive light DMG to a foe. All allies gain DEF Up (40%, 3.5T). Additional effect at 4★: All allies gain DA Up (30%, 3.5T) and TA Up (30%, 3.5T). |
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Zion’s Might II
|
Big boost to light allies’ ATK |
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Thunder’s Sentence
|
Medium boost to light 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.
Heavenly Glory |
Massive light DMG to a foe (All allies under Divinity (Summon) gain 90% Dark Cut until end of turn.)
Additional effect at 4★: Allies under Divinity (Summon) also gain DMG Boosted. |
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Chariot-Star’s Wish
|
When main weapon: Massive boost to Light allies’ ATK (Modifier: EX). 20% Bonus Damage|Bonus Light DMG effect to Light allies with Divinity (Summon). |
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Sephira Maxi-Light
|
20% boost to Light allies’ DMG Cap in Arcarum. |
Light’s Majesty
|
Small boost to light 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 useful thanks to providing echoes.
Ougi Cap
Weapons that break ougi cap either via cap up or supplemental.
Conflicting Ray |
Massive light DMG to a foe (Inflict Light DEF Down.)
Additional effect at 4★: Also inflict Dark ATK Lowered. |
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Harp of Hastened Light
|
Boost to Light allies’ C.A. DMG, C.A. DMG Cap, and Special C.A. DMG Cap based on how many harps are equipped. |
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Thunder’s Majesty
|
Medium boost to light allies’ ATK and max HP |
- The go to premium option for CA cap increases. Particuarlly geared towards HL content thanks to the Medium Majesty providing good HP
Heru-Behdeti |
Massive light DMG to a foe (All allies gain Charge Boost.)
Additional effect at 4★: All allies also gain DA Up and TA Up. |
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Glimmer’s Crux
|
Supplement light allies’ C.A. DMG |
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Luminis Excelsior
|
Boost to light allies’ C.A. DMG cap |
- 400k ougi supp and 15% CA cap makes this a good slot for ougi setups.
Resonant Rumble Repetere |
Massive light DMG to a foe (Inflict Light DEF Down.)
Additional effect at 4★: |
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Harp Voltage II
|
Boost to ATK (Multiplier: EX) based on how many harps are equipped |
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Glimmer’s Quenching
|
Supplement light allies’ C.A. DMG based on how high their HP is |
- 600k stam ougi supp makes this a solid choice for ougi setups particularly since it can be put in Extra slots..
- Generally not used over Harakhte except in the case of Extra slots.
Skill Cap
Weapons that break skill cap either via cap up or supplemental.
Sunny Rebirth |
Massive light DMG to a foe (All Light allies gain DMG Cap Boosted.)
Additional effect at 4★: All Light allies also gain Refresh. |
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Zion’s Tempering
|
Big boost to light allies’ skill DMG cap / Big supplemental boost to skill DMG |
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Light’s Fandango
|
Small boost to light allies’ ATK / Small boost to triple attack rate |
- Big skill cap, big skill supp, small ATK, and small TA.
- Core weapon to skill damage teams.
Kaleidoscopic Force |
Massive light DMG to a foe (All allies gain Mirror Imaged.)
Additional effect at 4★: All allies also gain Debuff Resistance Boosted. |
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Radiant Sovereign
|
Unworldly boost to Light allies’ ATK. |
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Astral Pierce
|
When main weapon: 50%-10% boost to Light allies’ skill damage cap based on how high their HP is.’"`UNIQ–ref-00000008-QINU`"’ |
- The biggest source of EX mod. Astral can be the only source of grid EX if slotted.
- 50% stamina based skill cap.
- Slowly being phased out thanks to various other weapons also providing EX as well as Ultima ULB.
Raw Damage
Weapons used for as a source of raw damage.
Sail On |
Massive light DMG to a foe (All allies gain ATK Up.)
Additional effect at 4★: Buff increased to ATK Up. (All allies also gain Shield.) |
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Zion’s Might II
|
Big boost to light allies’ ATK |
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Thunder’s Stamina
|
Medium boost to light allies’ ATK based on how high HP is |
- Strong combination of attack and stam mods making it the strongest boostable attack slot in light.
- Multiattack awakening can be helpful to achieve 100% TA to team wihtout relying on Nehan’s skill 2.
Holy Blade |
Massive light DMG to a foe (Slight chance to remove a buff effect.) |
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Knightcode’s Might II
|
Big boost to light allies’ ATK |
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Inferno’s Aegis
|
Big boost to fire allies’ max HP |
- Big magna mod that pairs well with Harmonia.
- Sees use in unboosted setups.
Defensive
Weapons that provide HP. Generally HP is provided by spoon or settes, but these are other options if lacking either.
Incisio Unitatis |
Massive light DMG to a foe (All allies gain Drain.)
Additional effect at 4★: All allies also gain Shield. |
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Zion’s Garrison
|
Big boost to light allies’ DEF based on how low HP is |
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Light’s Tempering
|
Small boost to light allies’ skill DMG cap / Small supplemental boost to skill DMG |
- Provides a solid defense boost via garrison and DEF awakening for skill mash comps.
- Good option for HP filler for Omega grids or Optimus grids lacking stronger components.
- 2 ATK have niche use for OTK setups or as a general replacement for Rinnes to provide an additional bit of skill damage.
Sol Burst |
Massive light DMG to a foe / Boost to skill DMG
Additional effect at 4★: |
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Zion’s Aegis
|
Big boost to light allies’ max HP |
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Light’s Might
|
Weapon_Skills|Small boost (Normal 0% base, 1% per skill level, SL10 10%) to light allies’ ATK |
- Older HP filler that is generally replaced by Imperious Fury now.
Tjangvide |
Massive Light damage to a foe. (Inflict ATK Lowered and DEF Lowered.)
Additional effect at 4★: Debuff strength increased to ATK Lowered and DEF Lowered. |
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Light’s Enmity
|
Small boost to light allies’ ATK based on how low HP is |
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Zion’s Garrison
|
Big boost to light allies’ DEF based on how low HP is |
- Farmable garrision option for light.
Mainhand Only
Weapons that are strong as mainhands but not so much as grid pieces.
Emery Greatslash |
Massive light DMG to a foe. (Inflict Delay.)
Additional effect at 4★: |
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Zion’s Might
|
Big boost to light allies’ ATK |
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Thunder’s Clarity
|
Slight chance to dodge and counter (medium DMG) for light allies |
- Delay on ougi.
- Good for monk mash setups.
Heliacal Blaze |
Massive light DMG to a foe (Gain Lethal Attack Dodged (25% HP / 1 time).)
Additional effect at 4★: 1-turn cut to MC’s damage skill cooldowns. |
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Solaris’s Supremacy
|
Massive boost to light allies’ ATK |
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Resplendent Ruler’s Sanctity
|
When main weapon upon MC using a damage skill (MC only): All Light allies gain Supplemental Skill DMG (Stackable) (10,000 (50,000 Max)). |
- Excellent monk mainhand providing 10% cap up, 15% skill cap, as well as stackable skill supp maxing at 50k when MC hits a red skill.
Ars Magna Prima |
Unworldly light DMG to a foe (Self-inflict C.A. Sealed (Can’t be removed).)
Additional effect at 4★: Damage increased to 1050% (Damage cap: ~2,550,000). (Create 1 green potion.) |
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Zion’s Crux
|
Big supplemental boost to light allies’ C.A. DMG |
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Thunder’s Celere
|
Medium boost to light allies’ ATK and critical hit rate |
- Ougi supp weapon for crit grids.
- Particularly useful for its unworlldly ougi creating a greet potion.
- Strats that used it are no longer used.
Gold Moon
Weapons that cost Gold Moons to acquire.
Ura’s Ward |
Unworldly Light damage to a foe (Damage cap: ~2,550,000). (Gain Substitute until end of turn.)
Additional effect at 4★: Also gain Armored. |
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Ogre’s Retribution
|
When main weapon (MC only): Full-force counter upon taking damage (3 hits). 500% Light damage to a foe upon countering (Damage cap: ~560,000). |
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Eternal Animosity
|
When main weapon: Amplify Light allies’ normal attack DMG by 30%. Take DMG worth 40% of max HP at battle start. |
Zion’s Fandango
|
Big boost to light allies’ ATK / Big boost to triple attack rate |
- Amplifies normal attacks by 30%.
- 3 hit counter with bonus nuke after each counter.
- Amazing weapon for burst setups for BHL and GW.
King’s Sword |
Massive WeaponElement DMG to a foe (Gain Bonus Superior Elemental DMG.)
Additional effect at 4★: Effect increased to Bonus Superior Elemental DMG. (Restore 100% of MC’s HP (Healing cap: 5000).) |
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Zion’s Garrison
|
Big boost to light allies’ DEF based on how low HP is |
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Rightway Pathfinder
|
When main weapon (MC only): Based on how high HP is: Boost (Up to 120%) to C.A. DMG / Supplement C.A. DMG |
Thunder’s Stamina
|
Medium boost to light allies’ ATK based on how high HP is |
- 50% superior element echoes on CA is an excellent tool to push damage further in relic buster setups.
- Will be used for top NM200 setups.
Fulmination Blade |
Unworldly light DMG to a foe (Raise all foes’ Thunderstruck lvl by 2 (Max: 10).)
Additional effect at 4★: All allies gain Bonus Light DMG. |
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Thunder God’s Authority
|
When main weapon (MC only): 4-hit Light damage to all foes (Damage Cap: ~425,000 per hit) and raise Thunderstruck lvl by 2 upon using first-slot skill (Max: 10). |
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Thunder God’s Subjugation
|
When main weapon (MC only): When attacking a foe whose Thunderstruck lvl is 7 or above: 4-hit Light damage to all foes (Damage Cap: ~187,000 per hit) upon normal attacks. |
Zion’s Majesty
|
Big boost to light allies’ ATK and max HP |
- Premium version of Ivory Ark
- Good mainhand for extended fights but not required.
- Generally not worth getting for anyone not hyper invested in light.
Example Grids
Burst
First an example of a standard light RB burst. Efes and Harmonia form the core components of the setup. The middle row can be flexed depending on the situation. The main thing to note with this setup is while the grid lacks 100% crit to activate Efes’s third skill, Mugen (Halloween) provides 100% crit which also activates them.
And then an example with the 150 GM weapon Golden Fists of Ura. This one runs lucha and drops the World harp for the fist.
Full Auto
Now for a full auto example. Unlike before, we need achieve 100% via grid components for Efes to activate which is where Ivory Arks come in. Light FA presently contains a lot of skill damage dealers. Thus to make the most of them Radiant Rinnes are slotted. If new character releases make normal attack focused FA better than skill damage, these will be the grid pieces swapped out either for Efes or Furies.
Hard Content
For hard content, we’ll go over two setups. These two in particular are from Dark Rapture Zero. Yamato leans heavier on normal attacks hence slotting in Efes and Ivory Arks to make the most of them.
Kengo on the other hand leans more towards charge attack and skill damage so Diaitesia and Radiant Rinnes are slotted for that setup instead.
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