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* '''Supplemental Damage''' is a highly powerful mechanic coveted by every element in the meta. Its numbers might not seem very significant (30,000 or 50,000 might not look very good on paper), but it applies to ''every'' hit, ''and'' is also affected by buffs that increase damage cap and amplify damage dealt. Paired up with multihit attacks, the supplemental damage adds up ''very'' quickly, and is significant enough to free up some investment into some weapon grids.

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* '''Supplemental Damage''' is a highly powerful mechanic coveted by every element in the meta. Its numbers might not seem very significant (30,000 or 50,000 might not look very good on paper), but it applies to ''every'' hit, ''and'' is also affected by buffs that increase damage cap and amplify damage dealt. Paired up with multihit attacks, attacks and the ''Flurry'' buff that splits auto attacks into multiple instances, the supplemental damage adds up ''very'' quickly, and is significant enough to free up some investment into some weapon grids.grids.
* High end team compositions have diverged into specialized builds, and if you see a new Grand or seasonal unit shaking up the meta, expect them to fit into one of the below.
** For high difficulty raids, a combination of Kengo, Unsigned Kaneshige, and enough 200% meter characters and charge meter batteries results in an infinite charge attack team that fires off at least a 4-chain every turn. This capitalizes on the bonus effects found on those charge attacks, commonly including cooldown resets, heals, dispels, delays, and buffs. While it won't win any races due to lockout, the template proves to be a very stable way of handling high level Nightmares in Unite and Fight/Guild Wars, Revans raids, and other long form content of similar difficulty.
** And if you prefer a faster pace, normal attack/'mash' teams have evolved to include a plethora of extra nukes, ''Flurry'', and echoes. These teams, using classes like Manadiver, Ultimate Mastery Berserker, and Ultimate Mastery Monk, stack as many extra damage sources (such as Ulfheddin/Beast Fang and Manadiver's Leviathan and Ouroboros manaturas) as possible to exploit the nature of the above-mentioned Supplemental Damage as much as possible; the main character alone, with just a skill, can get upwards of 12 instances of damage alone with just a single button. Compositions like this are defined by other autonukers (such as Fediel, Lich and her variants, Yukata Ilsa and Vania, Haaselia, and Holiday Illnott) and Flurry characters (like Valentines Grimnir, Yukata Ilsa, and Halloween Cucouroux). These teams can handle relevant content in minutes if not less, only held back by the ping of the player and the speed of their clicks.


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* Unique to the elements, two of Earth's best are both standard banner units that can obtained at any moment.
** '''Satyr''''s earth variant is a defensive and utility powerhouse that began the 'infinite ougi' meta which slowly spread to the other elements; her signature skill ''Passion Show'' disables her auto attacks, but vastly increases her aggro and defenses, while granting the party a sizable meter boost every turn, and a cooldown cut with every charge attack. On top of that, she automatically fires her debuffing and dispelling skill nuke on charge attack, and in response to any enemy triggers she'll activate a party wide heal and debuff duration cut (which will uniquely mitigate otherwise unremovable debuffs due to targeting their duration). This means, if fed enough meter via characters like Kengo or Valentines Monika, she'll provide perpetual damage mitigation, meter, heals, dispels, and debuffs, and psuedo debuff clears. It's for this reason that this version of Satyr is one of the most valuable ticketable units in the game, and essential to many Earth compositions for solo and high difficulty raids.
** And for every bit of defensive utility Satyr offers, ***Olivia's*** earth variant brings just as much if not more offensive utility. Providing a ridiculous steroid to herself and the next member in the party, one that grants a free skill damage nuke after every auto attack on top of statistic buffs, Olivia also has her trademark Twilight Terror attached a plethora of other debuffs, a delay on charge attack, and a free auto attack button on her 3. If she manages to reach the second cast of her buff, which she will rapidly due to its cooldown being cut with every triple attack and charge attack, the buff will magnify in intensity. On top of that, her passive splits her auto attacks into a 2-hit flurry if she has enough buffs. She's thus perfect for clearing all sorts of high difficulty omens, handling debuff, hit count, damage, and skill damage all on her own.
* '''Grand Percival''' is one of fire's best, and he'd still be even if he only had his third skill. That's because ''Koenig Dekret'' functions as a buffed up Tag Team, already the sole reason to run Luchador on the main character, with bonus Fire Attack up and sizable echo to go with it. The rest of his kit is no slouch either, with an Unwordly modifier charge attack, amplified autos, guaranteed triple attacks, and automatic skill nukes if the enemy's Singed is stacked high enough (which he'll do just fine by himself). Finally, for emergencies, he has a boosted version of his original trademark Petrify, ''Grovel'', which will prevent the enemy from doing any damage whatsoever for a turn, with ''10000%'' accuracy.

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* '''Grand Sandalphon''' completely shifted how Earth element teams approach null-element fights when he was introduced in late 2020. His first skill "Ethereal Prison" introduces a brand new mechanic into the game: the ability to change an enemy's element--in Sandalphon's case as an Earth unit, to Water for five turns. This means that Earth units gain elemental advantage against foes afflicted by "Ethereal Prison," as well as the damage cap breaking effects of Seraphic weapons and damage-boosting Arcarum summons. Although enemies retain their innate elemental resistance (e.g., Wind foes who are naturally resistant to Earth damage remain so when under "Ethereal Prison"), this is a massive advantage against null-element and even Dark bosses, who typically have no elemental resistance to Earth. A 4* Seraphic weapon and a 4/5* Arcarum summon together grant 33% damage and cap up, meaning Sandalphon instantly makes Earth teams that much stronger against null-elements enemies just for using his first skill. And that's not all: he can gain up to four instances of bonus damage on auto attacks with his second skill "Ecliptica", his third skill "The Vice" fills his charge bar and massive amplifies his charge attack damage at the cost of dispelling all buffs on allies and enemies (but it can be used turn 1 anyway when there are no buffs yet), and his passive grants him guaranteed crits, double attacks, a 20% boost to damage cap, increased defense, and some passive healing. His only drawbacks are that "Ethereal Prison" is naturally only active for 5 out of every 8 turns, his bonus damage instances are gained randomly and he may not get all four in a timely manner, and that he cannot be healed except by his passive, making him very vulnerable to plain damage attacks. Sandalphon's first skill alone vastly increases Earth's power against null-element, while still remaining a monstrous attacker for on-element content.

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* '''Grand Sandalphon''' Sandalphon (Fantasy)(Earth)''' completely shifted how Earth element teams approach null-element fights when he was introduced in late 2020. His first skill "Ethereal Prison" introduces a brand new mechanic into the game: the ability to change an enemy's element--in Sandalphon's case as an Earth unit, to Water for five turns. This means that Earth units gain elemental advantage against foes afflicted by "Ethereal Prison," as well as the damage cap breaking effects of Seraphic weapons and damage-boosting Arcarum summons. Although enemies retain their innate elemental resistance (e.g., Wind foes who are naturally resistant to Earth damage remain so when under "Ethereal Prison"), this is a massive advantage against null-element and even Dark bosses, who typically have no elemental resistance to Earth. A 4* Seraphic weapon and a 4/5* Arcarum summon together grant 33% damage and cap up, meaning Sandalphon instantly makes Earth teams that much stronger against null-elements enemies just for using his first skill. And that's not all: he can gain up to four instances of bonus damage on auto attacks with his second skill "Ecliptica", his third skill "The Vice" fills his charge bar and massive amplifies his charge attack damage at the cost of dispelling all buffs on allies and enemies (but it can be used turn 1 anyway when there are no buffs yet), and his passive grants him guaranteed crits, double attacks, a 20% boost to damage cap, increased defense, and some passive healing. His only drawbacks are that "Ethereal Prison" is naturally only active for 5 out of every 8 turns, his bonus damage instances are gained randomly and he may not get all four in a timely manner, and that he cannot be healed except by his passive, making him very vulnerable to plain damage attacks. Sandalphon's first skill alone vastly increases Earth's power against null-element, while still remaining a monstrous attacker for on-element content.



** '''Light Grand Sandalphon''' might just take the cake by being an incredible damage dealer and buffer for light parties. His first skill, '''Entrusted Resolve''', applies the "Supreme Wings" buff to the entire party that adds 20% bonus light damage to their attacks, increases their defense by 30%, and cuts the duration of debuffs by one turn. It also directly supports his second skill '''Righteous Deed''' by letting him recast once each turn after using it and said skill perform a normal attack for free and apply a stack of attack and defense debuff on the enemy as well as remove a buff, meaning that Sandalphon can theoretically attack up to ''4 times'' a turn. His last skill, '''Along in Heaven''', not only gives him an instant charge attack and a reactivation, but also grants him the "Lucant Refuge" buff which makes it so that his first skill grants Dodge All to the party and, with "Supreme Wings", causes normal attacks to deal 4 hits to random enemies. The only problem is that both his first and last skills have high cooldowns and the latter takes twelve turns to be ready but his charge attack, '''Paradise Lost''', comes in to fix that problem by increasing "Supreme Wings" duration by 2 turns upon use and adding a Revitalize buff to the party, which causes a one turn cut to "Along in Heaven's" countdown, and it becomes ''nearly three time more potent'' when Sandalphon is under the effect of "Lucant Refuge". This makes Sandalphon an excellent addition to Light parties due to the abundance of units that can help enable charge attacks.

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** '''Light Grand Sandalphon''' '''Grand Sandalphon (Light)''' might just take the cake by being an incredible damage dealer and buffer for light parties. His first skill, '''Entrusted Resolve''', applies the "Supreme Wings" buff to the entire party that adds 20% bonus light damage to their attacks, increases their defense by 30%, and cuts the duration of debuffs by one turn. It also directly supports his second skill '''Righteous Deed''' by letting him recast once each turn after using it and said skill perform a normal attack for free and apply a stack of attack and defense debuff on the enemy as well as remove a buff, meaning that Sandalphon can theoretically attack up to ''4 times'' a turn. His last skill, '''Along in Heaven''', not only gives him an instant charge attack and a reactivation, but also grants him the "Lucant Refuge" buff which makes it so that his first skill grants Dodge All to the party and, with "Supreme Wings", causes normal attacks to deal 4 hits to random enemies. The only problem is that both his first and last skills have high cooldowns and the latter takes twelve turns to be ready but his charge attack, '''Paradise Lost''', comes in to fix that problem by increasing "Supreme Wings" duration by 2 turns upon use and adding a Revitalize buff to the party, which causes a one turn cut to "Along in Heaven's" countdown, and it becomes ''nearly three time more potent'' when Sandalphon is under the effect of "Lucant "Lucent Refuge". This makes Sandalphon an excellent addition to Light parties due to the abundance of units that can help enable charge attacks.



** The second contender of the most picked Illustrious Weapon is the '''Hrunting''', an Earth Sabre so powerful that the community joked that the weapon itself is currently the best Earth unit in the game, and it's not without merits. For starters, when used as the main weapon, it gives you '''Savage Mythology''' special buff, which grants you flat 30% ATK up that stacks with other sources, a massive 250% DEF up, and permanent Double Strike effect, with the only drawback being that you take 3000 damage at the end of the turn, but that's not all, because the weapon has second passive; it reduces all active allies turn-based damage taken by half, then grants them 30% Echo buff for 1 time, ensuring that you only take 1500 damage every turn, which is rather negligent and can be easily healed back. Best yet, it gains a mini Enmity skill at level 150 as a little bonus, in case that you don't really worry about being in under half health all the time. The charge not only deals Unworldly-level damage, but also inflict all allies with '''Blood Sacrifice''' debuff, which inflicts turn-based damage to those afflicted, ensuring that everyone in the team get the benefit of the weapon's second passive. To cut short, it basically turns anyone holding it into Fire Siegfried, and it ensures that you don't need to worry about your personal sustain.

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** The second contender of the most picked Illustrious Weapon is the '''Hrunting''', an Earth Sabre so powerful that the community joked that the weapon itself is currently the best Earth unit in the game, and it's not without merits. For starters, when used as the main weapon, it gives you '''Savage Mythology''' special buff, which grants you flat 30% ATK up that stacks with other sources, a massive 250% DEF up, and permanent Double Strike effect, with the only drawback being that you take 3000 damage at the end of the turn, but that's not all, because the weapon has second passive; it reduces all active allies turn-based damage taken by half, then grants them 30% Echo buff for 1 time, ensuring that you only take 1500 damage every turn, which is rather negligent and can be easily healed back. Best yet, it gains a mini Enmity skill at level 150 as a little bonus, in case that you don't really worry about being in under half health all the time. The charge not only deals Unworldly-level damage, but also inflict all allies with '''Blood Sacrifice''' debuff, which inflicts turn-based damage to those afflicted, ensuring that everyone in the team get the benefit of the weapon's second passive. To cut short, it basically turns anyone holding it into Fire Siegfried, and it ensures that you don't need to worry about your personal sustain. The upside of Hrunting compared to the other two game-breaking Illustrous weapon is that the weapon itself is readily functional regardless of your grid progression, as the Hraesvelgr permanently weakens your team with the multiattack debuff that requires you to have units that has guaranteed multiattacks in some manner, while Ereshkigal is a high-investment weapon that requires you to have some form of charge bar manipulation and overall high damage pool to take advantage of the increased damage cap (though it's very easy for Dark to reach it's cap).



** '''Lucifer''' also grants the same amount of damage boost with its aura for Light allies, but he opts for more sustainable option than Bahamut and grants the party healing and revitalize buff which helps Stamina builds a lot. His Transcendence loads him up to a truly ridiculous level, combining his ATK and Revitalize buff into one unique and undispellable buff, alongside granting Dispel Cancel. His main aura also becomes incredibly powerful, adding in a huge 50% max HP boost alongside the 150% elemental damage boost, combining both power and survivability without compromise, and he gains a sub aura that boosts healing specs by up to 30%, allowing for even more powerful healing.

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** '''Lucifer''' also grants the same amount of damage boost with its aura for Light allies, but he opts for more sustainable option than Bahamut and grants the party healing and revitalize buff which helps Stamina builds a lot. His Transcendence loads him up to a truly ridiculous level, combining his ATK and Revitalize buff into one unique and undispellable buff, alongside granting Dispel Cancel. His main aura also becomes incredibly powerful, adding in a huge 50% max HP boost alongside the 150% elemental damage boost, combining both power and survivability without compromise, and he gains a sub aura that boosts healing specs by up to 30%, allowing for even more powerful healing. What's better? Lucifer will grant you the exclusive buffs when the opponent activates their special attack, ensuring that you always have a form of healing in a pinch.


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** '''000''' A.K.A. '''Triple Zero''' rivals Bubs as one of the most powerful Providence Summon to date; It has two modes; '''Wings of Promise''' and '''Wings of Apocalypse''' and it switches everytime you use their summon call effect; When in Wings of Promise mode it inflicts a total of '''''1500%''''' five elemental (Fire, Water, Earth, Wind, and Light, 200% each) damage, while in Wings of Apocalypse mode it inflicts '''''1500%''''' dark elemental damage, all of which ignores the target's elemental resistances. Calling the summon requires you to have 12 stacks of either Wings depending on the mode, which can only be obtained by charging attack or using skills with the MC for at least six times when equipped as a sub summon (you can also gain all 12 stacks if used as main summon, but you cannot reobtain the stacks if MC is knocked out and then revived back), and these stacks not only gives MC good buffs to ATK and DEF, but also grants the party a flat 10% Seraphic damage amplification that for some reason also stacks with other Seraphic amplifier in the grid. The upside of 000 over Bubs is that it has relatively generous cooldown compared to other Providence summons that isn't Bahamut or Lucifer, allows you to smother your enemies within 3 to 9 turn timespan.

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** Slightly less powerful but taking much less effort to invest is Aletheia's '''Discord''' post 5★ uncap. At level 95, Discord now also provides 999999 plain damage, which is much faster and practical than both Yodarha's charge attack and Threo's Ground Zero. What's better is that the plain damage is also affected by the Velocity buff from his charge attack, which means you can deal almost 3 million plain damage in two turns. Discord can also be copied by any Facsimile skill, which means he's synergizes well with Alilah/Golden Knight and every Lunalu variant. The only reason why Discord is not as powerful as Ground Zero in a vacuum is Threo's own Transcendence boosting Ground Zero's power even further. At level 130, casting Ground Zero also grants her Triple Strike and reduces the cooldown to 6-turn, and her passive grants her guaranteed TA and 30% earth echo when she's below 25% health, which boosts her firepower even further at minimal health, with the only drawback being that Threo lack any form of defense besides the Undying buff.



* The '''Optimus Exalto''' series of Grand weapons are a must have for Primal Grids due to granting Primal weapon skills an extra 30% boost (stackable up to 90% at three copies). This effect alone justifies building the normally expensive Primal Grids because it skyrockets the value of all Primal weapon with just a single copy alone, since the Primal skill boost provided is at a flat 30% boost rate regardless of the weapon's skill level.

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* The '''Optimus Exalto''' series of Grand weapons are a must have for Primal Grids due to granting Primal weapon skills an extra 30% boost (stackable up to 90% at three copies). This effect alone justifies building the normally expensive Primal Grids because it skyrockets the value of all Primal weapon with just a single copy alone, since the Primal skill boost provided is at a flat 30% boost rate regardless of the weapon's skill level. Upon it's release later, the '''Omega Exalto''' series of weapons are basically the same, except it's for Omega Grids and it's only 20% per weapon but caps at 100%, which boosts the free-to-play grids significantly.


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** The '''Tiamat Bolt Aura''' and '''Luminiera Bold Credo''' are the first two Omega Exalto weapon released and provides the Exalto skill for the Wind and Light Omega grids respectively, but they also have the Vivication weapon skill, which provides Voltage-like stackable damage and damage cap boost per specific element Omega weapon in the grid, which caps at 20% total boost for each stats. For five Omega weapons (including those two weapon) in the grid, you gain 20% damage boost and 10% damage cap up, which can be easily achieved since there are a lot of easy to obtain meta Omega weapons to stuff into your grid. Combined with the Exalto skill, these two weapons become one of the must get for any Omega grid you build.
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* The '''Manadiver''', the Row V upgrade to the Warlock, is unlocked by reaching Master level 30 on the Warlock and the Chaos Ruler, and takes their relatively decent nuking potential and elevates it to a modern standard. Their base skill, '''Aether Siphon''', drains a charge diamond from a foe and grants +30% charge bar, and also grants a Crest to the party. Their EMP skills are also fantastic, starting with '''Wild Magica''', a damage skill that grants guaranteed triple attacks, and if 50% charge bar is consumed, additionally grants Double Strike for 2 turns. '''Secret Triad''' fills 3 charge diamonds on all enemies, grants the party +30% charge bar, 20% Bonus Damage, and a Crest, which might seem a little reckless, but it allows Aether Siphon to always have a charge to drain. '''Overtrance''' is a very loaded skill that requires 3 turns before it can be used, but what it does is instantly fill the charge bar and grants a buff that makes said charge bar effectively ''infinite'' for 6 turns, where it won't be consumed when using charge attacks or skills that consume charge bar. And that's not even getting into their unique mechanic, the '''Manaturas,''' small sprite companions that aid the Manadiver in battle with their own unique effects. Powerful manaturas of particular note are '''Leviathan Mino,''' considered the most reliable of the manaturas, which consumes 30% charge bar to damage enemies and inflict the Submerged debuff, which acts as free Supplemental Damage against the enemy, and passively provides 10% Bonus Damage against Submerged enemies, and '''Lu Woh Mino''', which consumes 30% charge bar to heal the party and cleanse a debuff, and passively boosts charge bar gain by 30%, for a more supportive role. The one downside is that the Manaturas are very rare drops from certain raids, and crafting them aside from the Leviathan and Yggdrasil Minos, is ''extremely'' expensive (The Bahamut Mino costs '''''1000 Primeval Horns!''''').

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* The '''Manadiver''', the Row V upgrade to the Warlock, is unlocked by reaching Master level 30 on the Warlock and the Chaos Ruler, and takes their relatively decent nuking potential and elevates it to a modern standard. Their base skill, '''Aether Siphon''', drains a charge diamond from a foe and grants +30% charge bar, and also grants a Crest to the party. Their EMP skills are also fantastic, starting with '''Wild Magica''', a damage skill that grants guaranteed triple attacks, and if 50% charge bar is consumed, additionally grants Double Strike for 2 turns. '''Secret Triad''' fills 3 charge diamonds on all enemies, grants the party +30% charge bar, 20% Bonus Damage, and a Crest, which might seem a little reckless, but it allows Aether Siphon to always have a charge to drain. '''Overtrance''' is a very loaded skill that requires 3 turns before it can be used, but what it does is instantly fill the charge bar and grants a buff that makes said charge bar effectively ''infinite'' for 6 turns, where it won't be consumed when using charge attacks or skills that consume charge bar. And that's not even getting into their unique mechanic, the '''Manaturas,''' small sprite companions that aid the Manadiver in battle with their own unique effects. Powerful manaturas of particular note are '''Leviathan Mino,''' considered the most reliable of the manaturas, which consumes 30% charge bar to damage enemies and inflict the Submerged debuff, which acts as free Supplemental Damage against the enemy, and passively provides 10% Bonus Damage against Submerged enemies, and '''Lu Woh Mino''', which consumes 30% charge bar to heal the party and cleanse a debuff, and passively boosts charge bar gain by 30%, for a more supportive role. Months later, the '''Ouroboros Mino''' was introduced and is a direct upgrade to the aforementioned Leviathan by dealing more damage while lowering the enemy's defense and provides supplemental damage to allies based on the crest level and ''stacks'' with all other sources. The one downside is that the Manaturas are very rare drops from certain raids, and crafting them aside from the Leviathan and Yggdrasil Minos, is ''extremely'' expensive (The Bahamut Mino costs '''''1000 Primeval Horns!''''').
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* Fenie's unlock weapon, the '''Phoenix's Torch''', is one of the most loaded mainhand weapons released so far. Its charge attack from the get go reduces all of the MC's skill cooldowns by a turn, and at max uncap grants all allies Mirror Image for further utility. And that's not getting into its exclusive weaponskills at max uncap; '''Flame of the Godrender''' dishes out a 6-hit attack at above 50% HP that raises an enemy's Singed level by 1, giving it excellent synergy with Grand Percival and Wilnas, and '''Prayer of the Phoenix''' heals the entire party and boosts their charge bars by 10% at Singed level 7, further adding to the weapons great utility. It is overall, an amazing mainhand weapon for the Manadiver and Nekomancer classes.

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* '''Payila''' is the Dragon Divine General, and takes the cake as easily ''the'' most overpowered Zodiac unit ''on release.'' Payila's power revolves around stacks of Trove's Luster, granted by her second passive '''For the Hoard''' whenever an ally has a Multistrike buff active, and also grants her 20% charge bar, which are consumed by her first skill '''Sleeping Talent''', a 10-hit nuke that grants her up to ''Quadruple Strike'' at max (5) Luster stacks. Her second skill '''Shine like a Dragon''' grants the party the Cloudwalk buff, which amplifies normal attacks and grants Drain, 2000 Damage Mitigation, and Dispel Cancel, giving her great defensive utility. She further strengthens her defensive utility with her third skill '''Nothing Ventured, Nothing Gained''', which redirects all attacks towards her and dodges all attacks for a turn, and additionally grants all other allies Double Strike, building up her Trove's Luster stacks quickly. All of this is assembled together very nicely with her first passive, '''Queen of Dragons'''. It removes charge bar gain from her regular attacks and reduces her max HP by 20%, but compensates with guaranteed triple attacks, amplified normal attacks by 30%, and a massive 50% perpetuity boost to ATK and 150% to DEF, making her a lot tankier than she looks. Additionally, starting with the second attack from a Multistrike buff, she also gains a '''100%''' Assassin buff, which combined with the potential Quadruple Strike she can get, results in utterly ''monstrous'' damage output. With truly insane damage potential and incredible defensive utility to boot, Payila is easily one of Water's best units.



* The '''Dark Opus''' weapon series as a whole. They give a big boost to HP and attack of whatever element you make them, can be either Primal or Magna (and thus fit perfectly no matter what your grid is like), and get pendulums that act like the Ultima weapons' keys, but without the usual weapon specialty restrictions. Which is great, because with an Opus weapon, your damage is definitely going to improve. And lastly, Dark Opus weapons can be uncapped to 5* and have a weapon skill level of 20, making them a core piece in any grid. Their one downside is that their final uncap is gated behind Dark Rapture (Hard), a challenging endgame raid that requires a different setup and grid from the usual compositions.

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* The '''Dark Opus''' weapon series as a whole. They give a big boost to HP and attack of whatever element you make them, can be either Primal or Magna (and thus fit perfectly no matter what your grid is like), and get pendulums that act like the Ultima weapons' keys, but without the usual weapon specialty restrictions. Which is great, because with an Opus weapon, your damage is definitely going to improve. And lastly, Dark Opus weapons can be uncapped to 5* and have a weapon skill level of 20, making them a core piece in any grid. Their one downside is that their final uncap is gated behind Dark Rapture (Hard), a challenging endgame lategame raid that requires a different setup and grid from the usual compositions.
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* While seasonal limited units tend to be very powerful, Halloween 2022 units introduced a trio of units that are ''absurbly'' powerful.

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* While seasonal limited units tend to be very powerful, Halloween 2022 units introduced a trio of units that are ''absurbly'' ''absurdly'' powerful.
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** '''Gabriel's''' entire kit is more defensive than her sister Michael, with her '''Kitrino Nima''' providing an Elemental DMG Cut and the Glacies Ward buff, which greatly boosts DEF and triple attack rate alongside capping fire damage taken and a free echo. Her main form of offense is her passive; '''Pagos''', which grants her one stack of Pagos everytime other allied unit deals triple attacks, and four stacks are consumed after she attacks, which activates '''Marturion,''' a 2-hit nuke that deals massive damage, dispels a buff, and raises the enemy's Glaciate level. She also has '''Judgment Sphere''', a 5-hit attack that deals decent damage and has inflicts '''Pureflow''' (which is slightly different from the Pureflow from her summon call) that debuffs the enemy's ATK and DEF and also provides her team with extra supplemental damage from any source, making her excellent in all comps that need an extra damage push.

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** '''Gabriel's''' entire kit is more defensive than her sister Michael, with her '''Kitrino Nima''' providing an Elemental a 70% Fire DMG Cut and the Glacies Ward buff, which greatly boosts DEF by 100% and triple attack rate by 50% alongside capping fire damage taken at 10,000, and a free 20% echo. Her main form of offense is her passive; passive '''Pagos''', which grants her one stack of Pagos everytime other allied unit deals triple attacks, and four stacks are consumed after she attacks, which activates '''Marturion,''' a 2-hit nuke that deals massive damage, dispels a buff, and raises the enemy's Glaciate level. She also has '''Judgment Sphere''', a 5-hit attack that deals decent damage and has inflicts '''Pureflow''' (which is slightly different from the Pureflow from her summon call) that debuffs the enemy's ATK and DEF and also provides her team with extra supplemental damage from any source, making her excellent in all comps that need an extra damage push.



** The '''Hraesvelgr''' is widely regarded to rival Ereshkigal in terms of the sheer power it provides. Its first passive kills off the MC's charge bar gain from normal attacks, but compensates by amplifying their normal attack damage by 30%, and turns their normal attacks into a 4-hit flurry, and its second passive grants all allies a humongous 80% echo on their first normal attack, for huge damage potential right off the bat. Its third passive grants a massive '''100,000 supplemental damage''' and a 10% boost to the damage cap, but reduces everyone's DATA rate by a nasty 100%. Now, that last drawback might seem very crippling, but Water has numerous ways to boost multiattack rate to help mitigate it (e.g. Haaselia, the Street King class), not to mention several very powerful characters have built in guaranteed multiattacks to begin with (e.g. Poseidon, Water Zeta, Grand Lancelot, Vajra, Payila), which makes the drawback not nearly as prominent. And even with single attacks, you're already dishing out so much damage that it's still an overall DPS gain!
*** Now, if you '''''really''''' want to make the Hraesvelgr absolutely bonkers, consider its six rifle bullet slots for the Soldier class. The optimal bullet loadout consists of five Expert Model: Chaos Legions from Beelzebub, and an Expert Model: Genesis Nova from Super Ultimate Bahamut. These Expert Model bullets are '''''extremely''''' difficult to craft,[[labelnote:The full material costs are...]]'''''18 Full Metal Jacket [=Vs=], 750 Abyssal Wings, 150 Ultimate Memories, 60 Damascus Crystals, and a Gold Brick.''''' Yep.[[/labelnote]] but once you manage to assemble it all, you're looking at ''five'' shots that can inflict the broken Bore debuff from Bubs's summon, finishing with an extremely high powered shot before reloading. With Soldier's absurdly front-loaded burst potential, the damage this all deals combined with the truly insane power of the Hraesvelgr simply cannot be underestimated. With this, Water is capable of such extreme burst damage that easily beats out ''Dark'' of all elements.

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** The '''Hraesvelgr''' is widely regarded to rival Ereshkigal in terms of the sheer power it provides. Its first passive kills off the MC's charge bar gain from normal attacks, but compensates by amplifying their normal attack damage by 30%, and turns their normal attacks into a 4-hit flurry, and its second passive grants all allies a humongous 80% echo on their first normal attack, for huge damage potential right off the bat. Its third passive grants a massive '''100,000 supplemental damage''' and a 10% boost to the damage cap, but reduces everyone's DATA rate by a nasty 100%. Now, that last drawback might seem very crippling, but Water has numerous ways to boost multiattack rate to help mitigate it (e.g. Haaselia, Europa, Gabriel, the Street King class), not to mention several very powerful characters have built in or consistently guaranteed multiattacks to begin with (e.g. Poseidon, Water Zeta, Grand Lancelot, Vajra, Payila), which makes the drawback not nearly as prominent. And even with single attacks, you're already dishing out so much damage that it's still an overall DPS gain!
*** Now, if you '''''really''''' want to make the Hraesvelgr absolutely bonkers, consider its six rifle bullet slots for the Soldier class. The optimal bullet loadout consists of five Expert Model: Chaos Legions from Beelzebub, and an Expert Model: Genesis Nova from Super Ultimate Bahamut. These Expert Model bullets are '''''extremely''''' difficult to craft,[[labelnote:The full material costs are...]]'''''18 Full Metal Jacket [=Vs=], 750 Abyssal Wings, 150 Ultimate Memories, 60 Damascus Crystals, and a Gold Brick.''''' Yep.[[/labelnote]] but once you manage to assemble it all, you're looking at ''five'' shots that can inflict the broken Bore debuff from Bubs's summon, finishing with an extremely high powered shot before reloading. With Soldier's already absurdly front-loaded burst potential, the damage this all deals combined with the truly insane power of the Hraesvelgr simply cannot be underestimated. With this, underestimated, making Water is capable of such extreme burst damage that easily beats out ''Dark'' of all elements.



** '''Shiva''' provides the "Path of Destruction" buff which raises the damage output of the characters' next attack by 110% ''and'' also raises the damage {{cap}}. This essentially means that the next source of attack will deal more than a double of its original value. With this buff, [[LimitBreak Charge Attacks]] will deal a lot until they reach their upper "hard" damage cap values, easily allowing you to deal millions of damage per character. Yet, you can still deal higher amounts of damage other than Charge Attacks if you've managed to optimize your grid and team buffs to the point where you can deal millions of damage per auto-attacks. This strategy is more viable, since auto-attacks take lesser time to cast than the longer animations of Charge Attacks. Fully uncapped, he also provides a massive boost to triple attack rate, to ensure that insane burst happens.

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** '''Shiva''' provides the "Path of Destruction" buff which raises the damage output of the characters' next attack by 110% ''and'' also raises the damage {{cap}}. This essentially means that the next source of attack will deal more than a double of its original value. With this buff, [[LimitBreak Charge Attacks]] will deal a lot until they reach their upper "hard" damage cap values, easily allowing you to deal millions of damage per character. Yet, you can still deal higher amounts of damage other than Charge Attacks if you've managed to optimize your grid and team buffs to the point where you can deal millions of damage per auto-attacks. This strategy is more viable, since auto-attacks take lesser time to cast than the longer animations of Charge Attacks. Fully uncapped, he also provides a massive 100% boost to triple attack rate, to ensure that insane burst happens.



* The '''Six Dragons''' already have a great call that deals a ton of damage and applies supplemental damage to your party, but what really pushes them into must have territory is their sub aura, which boosts Primal weapon skills by up to 40% at four stars. This makes the dragons incredible additions to Primal Grids as it stacks with the Optimus as a Main/Support Summon. '''Wilnas''' is especially potent thanks to the existance of Michael, whose second passive stacks with Wilnas's, giving fire primal grids a ton of power.

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* The '''Six Dragons''' already have a great call that deals a ton of damage and applies supplemental damage to your party, but what really pushes them into must have territory is their sub aura, which boosts Primal weapon skills by up to 40% at four stars. This makes the dragons incredible additions to Primal Grids as it stacks with the Optimus as a Main/Support Summon. '''Wilnas''' is especially potent thanks to the existance of Michael, whose second passive Summon, and it also stacks with Wilnas's, giving fire primal grids a ton of power. the Grand Primarchs' Arche passives that boost weaponskills by 20%.
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** '''Gabriel's''' entire kit is more supportive than her sister, with her skill 2 provides Elemental DMG Cut and the Glacies Ward buff (basically Ignis Ward for Water units). Her ultimate bread and butter is her passive; '''Pagos''', which grants her one stack of Pagos everytime other allied unit deals triple attack, and four is consumed everytime she attacks, which activates her '''Judgment Sphere''', a 5-hit nuke that deals decent damage and has the ability to inflict '''Pureflow''' (the same Pureflow from her summon call) that debuffs the enemy attack and defense and also providing her with extra supplemental damage from any source, making her excellent in all comps that need extra damage push. Her unlock weapon is no slouch either (which is basically Dagger version of Crims) more info in the Weapons section below.
** '''Uriel''' is more offensively oriented than his sisters. His bread and butter is his first skill, '''Upheaval''', and is a powerful, two-hit attack that also leaves a debuff on the enemy that amplifies damage taken by 30% six times. The kicker is that his first support skill, '''Oreikhalkos''', revolves around procing Upheaval whenever he attacks while having three stacks of Oreikhalkos, which are gained when allies cast red-border skills. This has has amazing uptime when paired with units like Cidala and Skull and Balurga, since they can cast multiple skills with but a single tap. His second skill, '''Earth Crash III''', not only grants Terra Ward, which functions like Michael and Gabriel's wards, but it's also a multiple hit attack that increases the team's charge bar by 30%. Then, there's his third skill, '''Uriel Piledriver''', a massively powerful nuke that also removes three buffs from the enemy that also grants Uriel guaranteed triple attack and double strike. Finally, his charge attack, '''Terrablaze Tectonics''', supports both his first and third skills by granting three stacks of Oreikhalkos and cuts Piledriver's cooldown by two turns, alongside granting the party an earth attack buff. All of this makes Uriel a heavy hitter that also enables his allies to dish out more damage as well, and this is without mentioning his unlock weapon, which is like his sisters' weapons but for fists.

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** '''Gabriel's''' entire kit is more supportive defensive than her sister, sister Michael, with her skill 2 provides '''Kitrino Nima''' providing an Elemental DMG Cut and the Glacies Ward buff (basically Ignis Ward for Water units). buff, which greatly boosts DEF and triple attack rate alongside capping fire damage taken and a free echo. Her ultimate bread and butter main form of offense is her passive; '''Pagos''', which grants her one stack of Pagos everytime other allied unit deals triple attack, attacks, and four is stacks are consumed everytime after she attacks, which activates her '''Marturion,''' a 2-hit nuke that deals massive damage, dispels a buff, and raises the enemy's Glaciate level. She also has '''Judgment Sphere''', a 5-hit nuke attack that deals decent damage and has the ability to inflict inflicts '''Pureflow''' (the same (which is slightly different from the Pureflow from her summon call) that debuffs the enemy attack enemy's ATK and defense DEF and also providing provides her team with extra supplemental damage from any source, making her excellent in all comps that need an extra damage push. Her unlock weapon is no slouch either (which is basically Dagger version of Crims) more info in the Weapons section below.push.
** '''Uriel''' is even more offensively oriented than his sisters. His bread and butter is his first skill, '''Upheaval''', and is a powerful, two-hit attack that also leaves a debuff on the enemy that amplifies damage taken by 30% six times. The kicker is that his first support skill, '''Oreikhalkos''', revolves around procing Upheaval whenever he attacks while having three stacks of Oreikhalkos, which are gained when allies cast red-border skills. This has has amazing uptime when paired with units like Cidala and Skull and Balurga, since they can cast multiple skills with but a single tap. His second skill, '''Earth Crash III''', not only grants Terra Ward, which functions like Michael and Gabriel's wards, but it's also a multiple hit attack that increases the team's charge bar by 30%. Then, there's his third skill, '''Uriel Piledriver''', a massively powerful nuke that also removes three buffs from the enemy that also grants Uriel guaranteed triple attack and double strike. Finally, his charge attack, '''Terrablaze Tectonics''', supports both his first and third skills by granting three stacks of Oreikhalkos and cuts Piledriver's cooldown by two turns, alongside granting the party an earth attack buff. All of this makes Uriel a heavy hitter that also enables his allies to dish out more damage as well, and this is without mentioning his unlock weapon, which is like his sisters' weapons but for fists.
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* After years of being an average unit at best and being cursed with mediocre alternate versions, '''Europa''' finally rises back up to relevance with her fifth uncap and rebalance. To start, her Fountain Lotus stack system is increased to 10, and it now also increases when Europa uses a skill alongside triple attacking, letting it ramp up faster. Her Aldebaran's Afterglow buff from her charge attack is upgraded to grant 50% triple attack rate to the whole party, making their offense a lot more consistent. Her '''Star Sanctuary''' buff was also upgraded to last for 3 hits and grants permanent Dispel Cancel while it's active, and she also grants the party a shield to help maintain its upkeep. Europa also now interacts with the Glaciate debuff, which is raised by her charge attack, and also determines the power of her damage skills. Her '''Mana Blast''' now raises Glaciate level, and its hit count ''doubles'' when the enemy's Glaciate level is at 5 or above, dealing humongous damage alongside being a very sizeable heal, and her first passive reduces its cooldown by 1 turn alongside a 2 hit skill nuke whenever she deals a triple attack, improving its uptime. Her Pleiades remains relatively the same, but at Glaciate level 10, it also grants Europa a 3-hit Flurry buff for even more damage potential. To top it off is her fourth skill, '''Thermo Fos.''' Once she reaches 10 Fountain Lotus stacks, she can use this skill to grant herself and the ally next to her the Celestial Compassion buff, Autorevive, and Double Strike all at once. Celestial Compassion amplifies normal attack and skill damage, grants guaranteed triple attacks, and also grants Double Strike every 5 turns for the rest of the battle, which is an amazing boon to anyone that receives this buff. And as expected of their close relationship, Europa has truly insane synergy with her Primarch Gabriel, whose Glacies Ward greatly boosts DEF and triple attack rate to further strengthen the upkeep of Europa's Star Sanctuary, and also ensures a 100% triple attack rate for the party in tandem with Aldebaran's Afterglow. On top of that, Europa's emphasis on triple attacks helps to gather up Gabriel's Pagos stacks consistently, letting her blast the enemy with Marturion quite often for more damage. With all this newfound power, Europa cements herself as one of Water's strongest units, packing incredible offensive prowess, defensive utility, and healing support all in one.

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* '''Halloween Florence's''' first skill, '''Maschera''', alone utterly broke the meta of the Light element. It's a assasin-type buff that buffs the attack of a Light ally by a ''massive'' 50% for one turn at the cost of 40% of said ally's HP. What makes this so broken is that it synegizes amazingly with the aformentioned Relic Buster and Nehan, the former being able to attack up to six time a turn with the Mastery Skill '''Blitz Raid''' and the latter buffing the same character with other very powerfull buffs, including double strike. Even better, add '''Qilin''' to the mix and you can tear holes in a boss' HP on ''the first turn''! Additionly, her other skills are also fantastic, with '''Burlone''' inflicting a powerful offensive debuff on the enemy that lasts for six turns and '''Casa dei Fantasmi''' giving an ally a free charge attack and cooldown rest at the cost of 5 Aurora Crests (which can be fulfilled thanks to the likes of V. Aglovale). Nevertheless, they pale in comparision to how godly her first skill is.
* While not a meta-breaking as the above, '''Halloween Lich''' from the same banner proves to be just as powerful as her Grand version. Her first passive applies a 20% boost to attack and charge bar gain, a 10% boost to damage cap, and turn-based recovery on all allies depending on the number of debuffs they have, which is immediately fulfilled by '''Razzling Corruption'''. '''Haunting Specter''' is also where the bulk of Lich's power comes from; a 6-hit skill that removes a buff and inflicts a stack of attack and defense down each cast, and when you activate '''Cursed n' Spooky''', this skill will active at the end of each turn as well as grant Lich a 20% boost to her charge bar. Finally, her second passive '''Ghost Parade''' consumes 30% of her charge bar to when its at 50% or above and casts an attack that deals 400% Wind damage and inflicts the very useful delay debuff. All of this makes Halloween Lich an incredible unit as she deals a ton of damage each turn while debilitating the enemy and lets premiere Wind attackers likes V! Grimnir and G! Narmaya deal even more damage while healing them each turn.

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* While seasonal limited units tend to be very powerful, Halloween 2022 units introduced a trio of units that are ''absurbly'' powerful.
**
'''Halloween Florence's''' first skill, '''Maschera''', alone utterly broke the meta of the Light element. It's a assasin-type buff that buffs the attack of a Light ally by a ''massive'' 50% for one turn at the cost of 40% of said ally's HP. What makes this so broken is that it synegizes amazingly with the aformentioned Relic Buster and Nehan, the former being able to attack up to six time a turn with the Mastery Skill '''Blitz Raid''' and the latter buffing the same character with other very powerfull buffs, including double strike. Even better, add '''Qilin''' to the mix and you can tear holes in a boss' HP on ''the first turn''! Additionly, her other skills are also fantastic, with '''Burlone''' inflicting a powerful offensive debuff on the enemy that lasts for six turns and '''Casa dei Fantasmi''' giving an ally a free charge attack and cooldown rest at the cost of 5 Aurora Crests (which can be fulfilled thanks to the likes of V. Aglovale). Nevertheless, they pale in comparision to how godly her first skill is.
* While not a meta-breaking as the above, ** '''Halloween Lich''' from the same banner proves to be just as powerful as her Grand version. Her first passive applies a 20% boost to attack and charge bar gain, a 10% boost to damage cap, and turn-based recovery on all allies depending on the number of debuffs they have, which is immediately fulfilled by '''Razzling Corruption'''. '''Haunting Specter''' is also where the bulk of Lich's power comes from; a 6-hit skill that removes a buff and inflicts a stack of attack and defense down each cast, and when you activate '''Cursed n' Spooky''', this skill will active at the end of each turn as well as grant Lich a 20% boost to her charge bar. Finally, her second passive '''Ghost Parade''' consumes 30% of her charge bar to when its at 50% or above and casts an attack that deals 400% Wind damage and inflicts the very useful delay debuff. All of this makes Halloween Lich an incredible unit as she deals a ton of damage each turn while debilitating the enemy and lets premiere Wind attackers likes V! Grimnir and G! Narmaya deal even more damage while healing them each turn.turn.
** '''Halloween Mugen''' quickly became a must have for Light burst teams, helped by his incredible synergy with Nehan, the cornerstone of such teams. His '''Surprise Practice''' passive adds Bonus Light Damage to allies based on how much their Max HP has been lowered (maxing at 60% when lowered by 90%) which can already be fulfilled two-thirds of the cap with Nehan's own skill and Mugen's second skill. Speaking of, Mugen's '''Song of Sweetmeats''' also imparts a series of attack buffs that lasts for five turns to give burst teams more power. He can also help with survivability thanks to his '''Clocked Guardian''' and '''Tricky Constitution''' skills, the former letting him take hits for another will gain a pair of buffs that helps him tank Dark damage, and the latter giving him three stacks of Undying that helps him survive from lethal damage. All of this doesn't mention that his own dps is very potent thanks to the aformentioned "Tricky Constitution" buffing his damage greatly for a turn and his first passive '''Happy Pancakes''' letting him counter attacks with six-hits of attacks while boosting his hostility.
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** '''Light Grand Sandalphon''' might just take the cake by being an incredible damage dealer and damage buffer for light parties. His first skill, '''Entrusted Resolve''', applies the "Supreme Wings" buff to the entire party that adds 20% bonus light damage to their attacks, increases their defense by 30%, and cuts the duration of debuffs by one turn. It also directly supports his second skill '''Righteous Deed''' by letting him recast once each turn after using it and said skill perform a normal attack for free and apply a stack of attack and defense debuff on the enemy as well as remove a buff, meaning that Sandalphon can theoretically attack up to ''4 times'' a turn. His last skill, '''Along in Heaven''', not only gives him an instant charge attack and a reactivation, but also grants him the "Lucant Refuge" buff which makes it so that his first skill grants Dodge All to the party and, with "Supreme Wings", causes normal attacks to deal 4 hits to random enemies.

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** '''Light Grand Sandalphon''' might just take the cake by being an incredible damage dealer and damage buffer for light parties. His first skill, '''Entrusted Resolve''', applies the "Supreme Wings" buff to the entire party that adds 20% bonus light damage to their attacks, increases their defense by 30%, and cuts the duration of debuffs by one turn. It also directly supports his second skill '''Righteous Deed''' by letting him recast once each turn after using it and said skill perform a normal attack for free and apply a stack of attack and defense debuff on the enemy as well as remove a buff, meaning that Sandalphon can theoretically attack up to ''4 times'' a turn. His last skill, '''Along in Heaven''', not only gives him an instant charge attack and a reactivation, but also grants him the "Lucant Refuge" buff which makes it so that his first skill grants Dodge All to the party and, with "Supreme Wings", causes normal attacks to deal 4 hits to random enemies. The only problem is that both his first and last skills have high cooldowns and the latter takes twelve turns to be ready but his charge attack, '''Paradise Lost''', comes in to fix that problem by increasing "Supreme Wings" duration by 2 turns upon use and adding a Revitalize buff to the party, which causes a one turn cut to "Along in Heaven's" countdown, and it becomes ''nearly three time more potent'' when Sandalphon is under the effect of "Lucant Refuge". This makes Sandalphon an excellent addition to Light parties due to the abundance of units that can help enable charge attacks.

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Added example(s) Putting Arche in it's own subcategory following Light Grand Sandalphon's release


* '''Michael''', befitting the Primarch of Fire, is ungodly powerful. She provides excellent support to Fire allies, starting with her first skill '''Pantera,''' granting Instant Charge and CA Reactivation to a selected ally. Her second skill '''Basilica''', is a powerful nuke that also grants the party Ignis Ward, a buff that grants 20% Bonus Damage, a 30/10 buff to charge attack specs, a 30% buff to charge bar gain, and capping Wind damage taken at 10000 until the ally takes damage 3 times. Her third skill '''Fotia Dynata''', takes cues from her summon version, being a plain damage nuke combined with a buff dispel, granting her great utility. Her first passive, '''Ekrixi,''' grants Michael a stack of Ekrixi every time an ally uses a charge attack, and automatically casts Fotia Dynata when she has at least 3 stacks. Her charge attack, '''Ignis Iudicium''', grants Uplifted and a Fire Attack buff to the party to further accelerate their charge attack spam. To top it all off is her second passive, '''Fotia Arche.''' For as long as Michael is in the party, she grants a free 20% boost to Ironflame, Fire, Hellfire, and Inferno weaponskills. This passive alone is what makes Michael already ludicrously broken, providing a free damage boost to both Omega and Primal grids just by being there.
** Similarly, '''Gabriel''' provides the same niche that Michael provides in her kit including the boost to Water Omega and Primal skill, but her entire kit is more supportive than her sister, with her skill 2 provides Elemental DMG Cut and the Glacies Ward buff (basically Ignis Ward for Water units). Her ultimate bread and butter is her passive; '''Pagos''', which grants her one stack of Pagos everytime other allied unit deals triple attack, and four is consumed everytime she attacks, which activates her '''Judgment Sphere''', a 5-hit nuke that deals decent damage and has the ability to inflict '''Pureflow''' (the same Pureflow from her summon call) that debuffs the enemy attack and defense and also providing her with extra supplemental damage from any source, making her excellent in all comps that need extra damage push. Her unlock weapon is no slouch either (which is basically Dagger version of Crims) more info in the Weapons section below.
** '''Uriel''', following Gabriel after only a month, provides the same buff to Omega and Primal skills like his sisters but is more offensively oriented than either of them. His bread and butter is his first skill, '''Upheaval''', and is a powerful, two-hit attack that also leaves a debuff on the enemy that amplifies damage taken by 30% six times. The kicker is that his first support skill, '''Oreikhalkos''', revolves around procing Upheaval whenever he attacks while having three stacks of Oreikhalkos, which are gained when allies cast red-border skills. This has has amazing uptime when paired with units like Cidala and Skull and Balurga, since they can cast multiple skills with but a single tap. His second skill, '''Earth Crash III''', not only grants Terra Ward, which functions like Michael and Gabriel's wards, but it's also a multiple hit attack that increases the team's charge bar by 30%. Then, there's his third skill, '''Uriel Piledriver''', a massively powerful nuke that also removes three buffs from the enemy that also grants Uriel guaranteed triple attack and double strike. Finally, his charge attack, '''Terrablaze Tectonics''', supports both his first and third skills by granting three stacks of Oreikhalkos and cuts Piledriver's cooldown by two turns, alongside granting the party an earth attack buff. All of this makes Uriel a heavy hitter that also enables his allies to dish out more damage as well, and this is without mentioning his unlock weapon, which is like his sisters' weapons but for fists.

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* The '''Arche''' passive skill exclusive to Grand Primarchs is an amazing skill that grants a free 20% boost to Omega and Primal skills, which stacks with other modifyers like the Main Auras, the Exalto weapon skill (detailed under "Weapons"), and the Six Dragons' Sub Aura, making your party much more powerful even by just putting said units in the back. This skill is just one reason why the Primarchs are listed on this page:
**
'''Michael''', befitting the Primarch of Fire, is ungodly powerful. She provides excellent support to Fire allies, starting with her first skill '''Pantera,''' granting Instant Charge and CA Reactivation to a selected ally. Her second skill '''Basilica''', is a powerful nuke that also grants the party Ignis Ward, a buff that grants 20% Bonus Damage, a 30/10 buff to charge attack specs, a 30% buff to charge bar gain, and capping Wind damage taken at 10000 until the ally takes damage 3 times. Her third skill '''Fotia Dynata''', takes cues from her summon version, being a plain damage nuke combined with a buff dispel, granting her great utility. Her first passive, '''Ekrixi,''' grants Michael a stack of Ekrixi every time an ally uses a charge attack, and automatically casts Fotia Dynata when she has at least 3 stacks. Her charge attack, '''Ignis Iudicium''', grants Uplifted and a Fire Attack buff to the party to further accelerate their charge attack spam. To top it all off is her second passive, '''Fotia Arche.''' For as long as Michael is in the party, she grants a free 20% boost to Ironflame, Fire, Hellfire, and Inferno weaponskills. This passive alone is what makes Michael already ludicrously broken, providing a free damage boost to both Omega and Primal grids just by being there.\n
** Similarly, '''Gabriel''' provides the same niche that Michael provides in her kit including the boost to Water Omega and Primal skill, but her '''Gabriel's''' entire kit is more supportive than her sister, with her skill 2 provides Elemental DMG Cut and the Glacies Ward buff (basically Ignis Ward for Water units). Her ultimate bread and butter is her passive; '''Pagos''', which grants her one stack of Pagos everytime other allied unit deals triple attack, and four is consumed everytime she attacks, which activates her '''Judgment Sphere''', a 5-hit nuke that deals decent damage and has the ability to inflict '''Pureflow''' (the same Pureflow from her summon call) that debuffs the enemy attack and defense and also providing her with extra supplemental damage from any source, making her excellent in all comps that need extra damage push. Her unlock weapon is no slouch either (which is basically Dagger version of Crims) more info in the Weapons section below.
** '''Uriel''', following Gabriel after only a month, provides the same buff to Omega and Primal skills like his sisters but '''Uriel''' is more offensively oriented than either of them.his sisters. His bread and butter is his first skill, '''Upheaval''', and is a powerful, two-hit attack that also leaves a debuff on the enemy that amplifies damage taken by 30% six times. The kicker is that his first support skill, '''Oreikhalkos''', revolves around procing Upheaval whenever he attacks while having three stacks of Oreikhalkos, which are gained when allies cast red-border skills. This has has amazing uptime when paired with units like Cidala and Skull and Balurga, since they can cast multiple skills with but a single tap. His second skill, '''Earth Crash III''', not only grants Terra Ward, which functions like Michael and Gabriel's wards, but it's also a multiple hit attack that increases the team's charge bar by 30%. Then, there's his third skill, '''Uriel Piledriver''', a massively powerful nuke that also removes three buffs from the enemy that also grants Uriel guaranteed triple attack and double strike. Finally, his charge attack, '''Terrablaze Tectonics''', supports both his first and third skills by granting three stacks of Oreikhalkos and cuts Piledriver's cooldown by two turns, alongside granting the party an earth attack buff. All of this makes Uriel a heavy hitter that also enables his allies to dish out more damage as well, and this is without mentioning his unlock weapon, which is like his sisters' weapons but for fists.fists.
** '''Light Grand Sandalphon''' might just take the cake by being an incredible damage dealer and damage buffer for light parties. His first skill, '''Entrusted Resolve''', applies the "Supreme Wings" buff to the entire party that adds 20% bonus light damage to their attacks, increases their defense by 30%, and cuts the duration of debuffs by one turn. It also directly supports his second skill '''Righteous Deed''' by letting him recast once each turn after using it and said skill perform a normal attack for free and apply a stack of attack and defense debuff on the enemy as well as remove a buff, meaning that Sandalphon can theoretically attack up to ''4 times'' a turn. His last skill, '''Along in Heaven''', not only gives him an instant charge attack and a reactivation, but also grants him the "Lucant Refuge" buff which makes it so that his first skill grants Dodge All to the party and, with "Supreme Wings", causes normal attacks to deal 4 hits to random enemies.
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* '''Alanaan''', the Evoker of the Sun have a long history of being a game breaker. On release, he was considered one of the best Evoker owing to his '''Renatian Creed''', a skill copied from Light Ferry which grants 100% Triple Attack rate, and 30% Echo for 4 turns by consuming 100% Charge Bar from the entire team. '''Sun-Touched Paradise''' allows Alanaan to set a field condition that debuffs defense, increases attack power, and lets critical hits to happen even off-element. "''Wrath of the Goddess''" was also quite good, being a nuke with massive damage cap tied with a attack and defense debuff, local petrify, and a lingering damage over time effect. For a very long time, Alanaan had a stranglehold over the burst damage set of of Fire. With Renatian Creed, he ensures the entire team to output their optimal damage and due to its usage of Charge Meter, Fire become one of few elements who can actively made use of Strike Time during the time when Strike Time was considered sub-optimal. '''Sun-Touched Paradise''" allows him to apply a selfish debuff for the raid, on top of further increasing firepower, and "''Wrath of the Goddess''" can be useful to apply even more selfish debuff. Alanaan also had surprising amount of usage of what his skills are able to do. Since '''Wrath of the Goddess''' applies debuff to the party, it allows him to see off-element usage by using it to fulfill debuff conditions in the party. Similarly '''Sun-Touched Paradise''' can debuff any enemy regardless of their debuff resistance on top of giving extra power. Alanaan's '''The Hierophant Upright''' adds to his surprisingly diverse kit, being a powerful defense buff with drain attached into it with permanent uptime. Alanaan only started to fall off after the release of Michael and Wilnas which combined with Percival offers more modern mechanics for burst damage, without having to deal with giving him the charge bar to activate '''Renatian Creed'''.

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* '''Alanaan''', the Evoker of the Sun have a long history of being a game breaker. On release, he was considered one of the best Evoker owing to his '''Renatian Creed''', a skill copied from Light Ferry which grants 100% Triple Attack rate, and 30% Echo for 4 turns by consuming 100% Charge Bar from the entire team. '''Sun-Touched Paradise''' allows Alanaan to set a field condition that debuffs defense, increases attack power, and lets critical hits to happen even off-element. "''Wrath of the Goddess''" was also quite good, being a nuke with massive damage cap tied with a attack and defense debuff, local petrify, and a lingering damage over time effect. For a very long time, Alanaan had a stranglehold over the burst damage set of of Fire. With Renatian Creed, he ensures the entire team to output their optimal damage and due to its usage of Charge Meter, Fire become one of few elements who can actively made use of Strike Time during the time when Strike Time was considered sub-optimal. '''Sun-Touched Paradise''" Paradise''' allows him to apply a selfish debuff for the raid, on top of further increasing firepower, and "''Wrath '''Wrath of the Goddess''" Goddess''' can be useful to apply even more selfish debuff. Alanaan also had surprising amount of usage of what his skills are able to do. Since '''Wrath of the Goddess''' applies debuff to the party, it allows him to see off-element usage by using it to fulfill debuff conditions in the party. Similarly '''Sun-Touched Paradise''' can debuff any enemy regardless of their debuff resistance on top of giving extra power. Alanaan's '''The Hierophant Upright''' adds to his surprisingly diverse kit, being a powerful defense buff with drain attached into it with permanent uptime. Alanaan only started to fall off after the release of Michael and Wilnas which combined with Percival offers more modern mechanics for burst damage, without having to deal with giving him the charge bar to activate '''Renatian Creed'''.
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* '''Alanaan''', the Evoker of the Sun have a long history of being a game breaker. On release, he was considered one of the best Evoker owing to his '''Renatian Creed''', a skill copied from Light Ferry which grants 100% Triple Attack rate, and 30% Echo for 4 turns by consuming 100% Charge Bar from the entire team. '''Sun-Touched Paradise''' allows Alanaan to set a field condition that debuffs defense, increases attack power, and lets critical hits to happen even off-element. ''Wrath of the Goddess'' was also quite good, being a nuke with massive damage cap tied with a attack and defense debuff, local petrify, and a lingering damage over time effect. For a very long time, Alanaan had a stranglehold over the burst damage set of of Fire. With Renatian Creed, he ensures the entire team to output their optimal damage and due to its usage of Charge Meter, Fire become one of few elements who can actively made use of Strike Time during the time when Strike Time was considered sub-optimal. '''Sun-Touched Paradise'' allows him to apply a selfish debuff for the raid, on top of further increasing firepower, and ''Wrath of the Goddess'' can be useful to apply even more selfish debuff. Alanaan also had surprising amount of usage of what his skills are able to do. Since '''Wrath of the Goddess''' applies debuff to the party, it allows him to see off-element usage by using it to fulfill debuff conditions in the party. Similarly '''Sun-Touched Paradise''' can debuff any enemy regardless of their debuff resistance on top of giving extra power. Alanaan's '''The Hierophant Upright''' adds to his surprisingly diverse kit, being a powerful defense buff with drain attached into it with permanent uptime. Alanaan only started to fall off after the release of Michael and Wilnas which combined with Percival offers more modern mechanics for burst damage, without having to deal with giving him the charge bar to activate '''Renatian Creed'''.

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* '''Alanaan''', the Evoker of the Sun have a long history of being a game breaker. On release, he was considered one of the best Evoker owing to his '''Renatian Creed''', a skill copied from Light Ferry which grants 100% Triple Attack rate, and 30% Echo for 4 turns by consuming 100% Charge Bar from the entire team. '''Sun-Touched Paradise''' allows Alanaan to set a field condition that debuffs defense, increases attack power, and lets critical hits to happen even off-element. ''Wrath "''Wrath of the Goddess'' Goddess''" was also quite good, being a nuke with massive damage cap tied with a attack and defense debuff, local petrify, and a lingering damage over time effect. For a very long time, Alanaan had a stranglehold over the burst damage set of of Fire. With Renatian Creed, he ensures the entire team to output their optimal damage and due to its usage of Charge Meter, Fire become one of few elements who can actively made use of Strike Time during the time when Strike Time was considered sub-optimal. '''Sun-Touched Paradise'' Paradise''" allows him to apply a selfish debuff for the raid, on top of further increasing firepower, and ''Wrath "''Wrath of the Goddess'' Goddess''" can be useful to apply even more selfish debuff. Alanaan also had surprising amount of usage of what his skills are able to do. Since '''Wrath of the Goddess''' applies debuff to the party, it allows him to see off-element usage by using it to fulfill debuff conditions in the party. Similarly '''Sun-Touched Paradise''' can debuff any enemy regardless of their debuff resistance on top of giving extra power. Alanaan's '''The Hierophant Upright''' adds to his surprisingly diverse kit, being a powerful defense buff with drain attached into it with permanent uptime. Alanaan only started to fall off after the release of Michael and Wilnas which combined with Percival offers more modern mechanics for burst damage, without having to deal with giving him the charge bar to activate '''Renatian Creed'''.
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* '''Alanaan''', the Evoker of the Sun have a long history of being a game breaker. On release, he was considered one of the best Evoker owing to his '''Renatian Creed''', a skill copied from Light Ferry which grants 100% Triple Attack rate, and 30% Echo for 4 turns by consuming 100% Charge Bar from the entire team. '''Sun-Touched Paradise''' allows Alanaan to set a field condition that debuffs defense, increases attack power, and lets critical hits to happen even off-element. '''Wrath of the Goddess'' was also quite good, being a nuke with massive damage cap tied with a attack and defense debuff, local petrify, and a lingering damage over time effect. For a very long time, Alanaan had a stranglehold over the burst damage set of of Fire. With Renatian Creed, he ensures the entire team to output their optimal damage and due to its usage of Charge Meter, Fire become one of few elements who can actively made use of Strike Time during the time when Strike Time was considered sub-optimal. '''Sun-Touched Paradise'' allows him to apply a selfish debuff for the raid, on top of further increasing firepower, and ''Wrath of the Goddess'' can be useful to apply even more selfish debuff. Alanaan also had surprising amount of usage of what his skills are able to do. Since '''Wrath of the Goddess''' applies debuff to the party, it allows him to see off-element usage by using it to fulfill debuff conditions in the party. Similarly '''Sun-Touched Paradise''' can debuff any enemy regardless of their debuff resistance on top of giving extra power. Alanaan's '''The Hierophant Upright''' adds to his surprisingly diverse kit, being a powerful defense buff with drain attached into it with permanent uptime. Alanaan only started to fall off after the release of Michael and Wilnas which combined with Percival offers more modern mechanics for burst damage, without having to deal with giving him the charge bar to activate '''Renatian Creed'''.
** And then his 5-star uncap drops. His '''The Sun's Benevolence''' now gives 50,000 suppelemtnal damage on Critical hits when '''Sun-Touched Paradise''' is active, that stacks with other sources of supplemental damage since its tied into his field condition. '''The Hierophant Upright''' buff become much stronger, and immediately activates '''Sun-Touched Paradise''' upon entry. And finally '''Day of Redemption''', his fourth skill, gives the entire team Flurry, a buff that splits your hits into 2 separate instances, which lets them benefit from Supplemental Damage twice, guaranteed 20% Critical Damage modifier to activate his field condition bonus, and activates Renatian Creed without requiring 100% Charge Bar condition. Alanaan's combination of efficient skill activation and powerful buffs was so overwhelming hes responsible for near singlehandedly pushing Fire into the best burst element upon his uncap's release without Fire having similarly powerful Illustrious weapons to leverage their power level.

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* '''Alanaan''', the Evoker of the Sun have a long history of being a game breaker. On release, he was considered one of the best Evoker owing to his '''Renatian Creed''', a skill copied from Light Ferry which grants 100% Triple Attack rate, and 30% Echo for 4 turns by consuming 100% Charge Bar from the entire team. '''Sun-Touched Paradise''' allows Alanaan to set a field condition that debuffs defense, increases attack power, and lets critical hits to happen even off-element. '''Wrath ''Wrath of the Goddess'' was also quite good, being a nuke with massive damage cap tied with a attack and defense debuff, local petrify, and a lingering damage over time effect. For a very long time, Alanaan had a stranglehold over the burst damage set of of Fire. With Renatian Creed, he ensures the entire team to output their optimal damage and due to its usage of Charge Meter, Fire become one of few elements who can actively made use of Strike Time during the time when Strike Time was considered sub-optimal. '''Sun-Touched Paradise'' allows him to apply a selfish debuff for the raid, on top of further increasing firepower, and ''Wrath of the Goddess'' can be useful to apply even more selfish debuff. Alanaan also had surprising amount of usage of what his skills are able to do. Since '''Wrath of the Goddess''' applies debuff to the party, it allows him to see off-element usage by using it to fulfill debuff conditions in the party. Similarly '''Sun-Touched Paradise''' can debuff any enemy regardless of their debuff resistance on top of giving extra power. Alanaan's '''The Hierophant Upright''' adds to his surprisingly diverse kit, being a powerful defense buff with drain attached into it with permanent uptime. Alanaan only started to fall off after the release of Michael and Wilnas which combined with Percival offers more modern mechanics for burst damage, without having to deal with giving him the charge bar to activate '''Renatian Creed'''.
** And then his 5-star uncap drops. His '''The Sun's Benevolence''' now gives 50,000 suppelemtnal supplemental damage on Critical hits when '''Sun-Touched Paradise''' is active, that stacks with other sources of supplemental damage since its tied into his field condition. '''The Hierophant Upright''' buff become much stronger, and immediately activates '''Sun-Touched Paradise''' upon entry. And finally '''Day of Redemption''', his fourth skill, gives the entire team Flurry, a buff that splits your hits into 2 separate instances, which lets them benefit from Supplemental Damage twice, guaranteed 20% Critical Damage modifier to activate his field condition bonus, and activates Renatian Creed without requiring 100% Charge Bar condition. Alanaan's combination of efficient skill activation and powerful buffs was so overwhelming hes responsible for near singlehandedly pushing Fire into the best burst element upon his uncap's release without Fire having similarly powerful Illustrious weapons to leverage their power level.
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*** Now, if you '''''really''''' want to make the Hraesvelgr absolutely bonkers, consider its six rifle bullet slots for the Soldier class. The optimal bullet loadout consists of five Expert Model: Chaos Legions from Beelzebub, and an Expert Model: Genesis Nova from Super Ultimate Bahamut. These Expert Model bullets are '''''extremely''''' difficult to craft[[labelnote:The material costs are...]]'''''18 Full Metal Jacket [=Vs=], 750 Abyssal Wings, 150 Ultimate Memories, 60 Damascus Crystals, and a Gold Brick.''''' Yep. [[/labelnote]], but once you manage to assemble it all, you're looking at ''five'' shots that can inflict the broken Bore debuff from Bubs's summon, finishing with an extremely high powered shot before reloading. With Soldier's absurdly front-loaded burst potential, the damage this all deals combined with the truly insane power of the Hraesvelgr simply cannot be underestimated. With this, Water is capable of such extreme burst damage that easily beats out ''Dark'' of all elements.

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*** Now, if you '''''really''''' want to make the Hraesvelgr absolutely bonkers, consider its six rifle bullet slots for the Soldier class. The optimal bullet loadout consists of five Expert Model: Chaos Legions from Beelzebub, and an Expert Model: Genesis Nova from Super Ultimate Bahamut. These Expert Model bullets are '''''extremely''''' difficult to craft[[labelnote:The craft,[[labelnote:The full material costs are...]]'''''18 Full Metal Jacket [=Vs=], 750 Abyssal Wings, 150 Ultimate Memories, 60 Damascus Crystals, and a Gold Brick.''''' Yep. [[/labelnote]], [[/labelnote]] but once you manage to assemble it all, you're looking at ''five'' shots that can inflict the broken Bore debuff from Bubs's summon, finishing with an extremely high powered shot before reloading. With Soldier's absurdly front-loaded burst potential, the damage this all deals combined with the truly insane power of the Hraesvelgr simply cannot be underestimated. With this, Water is capable of such extreme burst damage that easily beats out ''Dark'' of all elements.
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*** Now, if you '''''really''''' want to make the Hraesvelgr absolutely bonkers, consider its six rifle bullet slots for the Soldier class. The optimal bullet loadout consists of five Expert Model: Chaos Legions from Beelzebub, and an Expert Model: Genesis Nova from Super Ultimate Bahamut. These Expert Model bullets are '''''extremely''''' difficult to craft[[labelnote:The material costs are...]]'''''18 Full Metal Jacket [=Vs=], 750 Abyssal Wings, 150 Ultimate Memories, 60 Damascus Crystals, and a Gold Brick.''''' Yep.[[/labelnote]], but once you manage to assemble it all, you're looking at ''five'' shots that can inflict the broken Bore debuff from Bub's summon, and finishing with an extremely high powered shot before reloading. With Soldier's absurdly front-loaded burst potential, the damage this all deals simply cannot be underestimated. With this, Water is capable of such extreme burst damage that easily beats out ''Dark'' of all elements.

to:

*** Now, if you '''''really''''' want to make the Hraesvelgr absolutely bonkers, consider its six rifle bullet slots for the Soldier class. The optimal bullet loadout consists of five Expert Model: Chaos Legions from Beelzebub, and an Expert Model: Genesis Nova from Super Ultimate Bahamut. These Expert Model bullets are '''''extremely''''' difficult to craft[[labelnote:The material costs are...]]'''''18 Full Metal Jacket [=Vs=], 750 Abyssal Wings, 150 Ultimate Memories, 60 Damascus Crystals, and a Gold Brick.''''' Yep. [[/labelnote]], but once you manage to assemble it all, you're looking at ''five'' shots that can inflict the broken Bore debuff from Bub's Bubs's summon, and finishing with an extremely high powered shot before reloading. With Soldier's absurdly front-loaded burst potential, the damage this all deals combined with the truly insane power of the Hraesvelgr simply cannot be underestimated. With this, Water is capable of such extreme burst damage that easily beats out ''Dark'' of all elements.
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** '''Godsworn Alexiel''' initially provides 70% guaranteed damage reduction to the party for 1 turn, which can then be combo'd and stacked with other character abilities that provide further damage reduction. When you uncap the summon to 3★, the buff is strengthened to 100% damage reduction... or in other words, a [[NoSell complete invulnerability]] to your entire party for 1 turn. Even the notorious 999,999 damage from Proto Bahamut's [[ThatOneAttack Skyfall]] would mean nothing if you can simply take it without risks. The only things that could render it useless are [[NonElemental Plain Damage]] attacks that [[ArmorPiercingAttack ignore defense buffs.]] That said, she starts to fall off starting with the Six Dragon raids, who ignore All Elemental Damage Cuts by default.

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** '''Godsworn Alexiel''' initially provides 70% guaranteed damage reduction to the party for 1 turn, which can then be combo'd and stacked with other character abilities that provide further damage reduction. When you uncap the summon to 3★, the buff is strengthened to 100% damage reduction... or in other words, a [[NoSell complete invulnerability]] to your entire party for 1 turn. Even the notorious 999,999 damage from Proto Bahamut's [[ThatOneAttack Skyfall]] would mean nothing if you can simply take it without risks. The only things that could render it useless are [[NonElemental Plain Damage]] attacks that [[ArmorPiercingAttack ignore defense buffs.]] That said, she She starts to fall off starting with the Six Dragon raids, who ignore All Elemental Damage Cuts by default.default... ''but'' when she's uncapped to 4☆, she buffs the party's DEF by ''1000%'' and gains a new and powerful utility by also dishing out a 3-hit attack and dispelling an enemy buff whenever the MC attacks.
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*** Now, if you '''''really''''' want to make the Hraesvelgr absolutely bonkers, consider its six rifle bullet slots for the Soldier class. The optimal bullet loadout consists of five Expert Model: Chaos Legions from Beelzebub, and an Expert Model: Genesis Nova from Super Ultimate Bahamut. These Expert Model bullets are '''''extremely''''' difficult to craft[[labelnote:The material costs are...]]'''''18 Full Metal Jacket [=Vs=], 750 Abyssal Wings, 150 Ultimate Memories, 60 Damascus Crystals, and a Gold Brick.''''' Yep.[[/labelnote]], but once you manage to assemble it all, you're looking at ''five'' shots that can inflict the broken Bore debuff from Bub's summon, and finishing with an extremely high powered shot before reloading. With Soldier's absurdly front-loaded burst potential, the damage this all deals simply cannot be underestimated.

to:

*** Now, if you '''''really''''' want to make the Hraesvelgr absolutely bonkers, consider its six rifle bullet slots for the Soldier class. The optimal bullet loadout consists of five Expert Model: Chaos Legions from Beelzebub, and an Expert Model: Genesis Nova from Super Ultimate Bahamut. These Expert Model bullets are '''''extremely''''' difficult to craft[[labelnote:The material costs are...]]'''''18 Full Metal Jacket [=Vs=], 750 Abyssal Wings, 150 Ultimate Memories, 60 Damascus Crystals, and a Gold Brick.''''' Yep.[[/labelnote]], but once you manage to assemble it all, you're looking at ''five'' shots that can inflict the broken Bore debuff from Bub's summon, and finishing with an extremely high powered shot before reloading. With Soldier's absurdly front-loaded burst potential, the damage this all deals simply cannot be underestimated. With this, Water is capable of such extreme burst damage that easily beats out ''Dark'' of all elements.

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** The '''Hraesvelgr''' is widely regarded to rival Ereshkigal in terms of the sheer power it provides. Its first passive kills off the MC's charge bar gain from normal attacks, but compensates by amplifying their normal attack damage by 30%, and turns their normal attacks into a 4-hit flurry, and its second passive grants all allies a humongous 80% echo on their first normal attack, for huge damage potential right off the bat. Its third passive grants a massive '''100,000 supplemental damage''' and a 10% boost to the damage cap, but reduces everyone's DATA rate by a nasty 100%. Now, that last drawback might seem very crippling, but Water has numerous ways to boost multiattack rate to help mitigate it (e.g. Haaselia), not to mention several very powerful characters have built in guaranteed multiattacks to begin with (e.g. Poseidon, Water Zeta, Grand Lancelot, Vajra, Payila), which makes the drawback not nearly as prominent. And even with single attacks, you're already dishing out so much damage that it's still an overall DPS gain! Now, if you '''''really''''' want to make the Hraesvelgr absolutely bonkers, consider its six rifle bullet slots for the Soldier class. The optimal bullet loadout consists of five Expert Model: Chaos Legions from Beelzebub, and an Expert Model: Genesis Nova from Super Ultimate Bahamut. The Expert Model bullets are '''''extremely''''' difficult to craft, but once you manage to assemble it all, you're looking at five shots that can inflict the broken Bore debuff from Bub's summon, and finishing with an extremely high powered shot before reloading. With Soldier's absurdly front-loaded burst potential, the damage this all deals simply cannot be underestimated.

to:

** The '''Hraesvelgr''' is widely regarded to rival Ereshkigal in terms of the sheer power it provides. Its first passive kills off the MC's charge bar gain from normal attacks, but compensates by amplifying their normal attack damage by 30%, and turns their normal attacks into a 4-hit flurry, and its second passive grants all allies a humongous 80% echo on their first normal attack, for huge damage potential right off the bat. Its third passive grants a massive '''100,000 supplemental damage''' and a 10% boost to the damage cap, but reduces everyone's DATA rate by a nasty 100%. Now, that last drawback might seem very crippling, but Water has numerous ways to boost multiattack rate to help mitigate it (e.g. Haaselia), Haaselia, the Street King class), not to mention several very powerful characters have built in guaranteed multiattacks to begin with (e.g. Poseidon, Water Zeta, Grand Lancelot, Vajra, Payila), which makes the drawback not nearly as prominent. And even with single attacks, you're already dishing out so much damage that it's still an overall DPS gain! gain!
***
Now, if you '''''really''''' want to make the Hraesvelgr absolutely bonkers, consider its six rifle bullet slots for the Soldier class. The optimal bullet loadout consists of five Expert Model: Chaos Legions from Beelzebub, and an Expert Model: Genesis Nova from Super Ultimate Bahamut. The These Expert Model bullets are '''''extremely''''' difficult to craft, craft[[labelnote:The material costs are...]]'''''18 Full Metal Jacket [=Vs=], 750 Abyssal Wings, 150 Ultimate Memories, 60 Damascus Crystals, and a Gold Brick.''''' Yep.[[/labelnote]], but once you manage to assemble it all, you're looking at five ''five'' shots that can inflict the broken Bore debuff from Bub's summon, and finishing with an extremely high powered shot before reloading. With Soldier's absurdly front-loaded burst potential, the damage this all deals simply cannot be underestimated.

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* '''Illustrious Weapons''' is a special series of weapons that was meant to be PurposelyOverpowered for their respective elements that you can only get from trading 150 gold moons (equivalent of a sierotix). Naturally, some weapons tend to be more powerful than others, and two among them stands out.

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* '''Illustrious Weapons''' is a special series of weapons that was meant to be PurposelyOverpowered for their respective elements that you can only get from trading 150 gold moons (equivalent of a sierotix). Naturally, some weapons tend to be more powerful than others, and two three among them stands stand out.


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** The '''Hraesvelgr''' is widely regarded to rival Ereshkigal in terms of the sheer power it provides. Its first passive kills off the MC's charge bar gain from normal attacks, but compensates by amplifying their normal attack damage by 30%, and turns their normal attacks into a 4-hit flurry, and its second passive grants all allies a humongous 80% echo on their first normal attack, for huge damage potential right off the bat. Its third passive grants a massive '''100,000 supplemental damage''' and a 10% boost to the damage cap, but reduces everyone's DATA rate by a nasty 100%. Now, that last drawback might seem very crippling, but Water has numerous ways to boost multiattack rate to help mitigate it (e.g. Haaselia), not to mention several very powerful characters have built in guaranteed multiattacks to begin with (e.g. Poseidon, Water Zeta, Grand Lancelot, Vajra, Payila), which makes the drawback not nearly as prominent. And even with single attacks, you're already dishing out so much damage that it's still an overall DPS gain! Now, if you '''''really''''' want to make the Hraesvelgr absolutely bonkers, consider its six rifle bullet slots for the Soldier class. The optimal bullet loadout consists of five Expert Model: Chaos Legions from Beelzebub, and an Expert Model: Genesis Nova from Super Ultimate Bahamut. The Expert Model bullets are '''''extremely''''' difficult to craft, but once you manage to assemble it all, you're looking at five shots that can inflict the broken Bore debuff from Bub's summon, and finishing with an extremely high powered shot before reloading. With Soldier's absurdly front-loaded burst potential, the damage this all deals simply cannot be underestimated.
Is there an issue? Send a MessageReason:
None

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* '''Alanaan''', the Evoker of the Sun have a long history of being a game breaker. On release, he was considered one of the best Evoker owing to his '''Renatian Creed''', a skill copied from Light Ferry which grants 100% Triple Attack rate, and 30% Echo for 4 turns by consuming 100% Charge Bar from the entire team. '''Sun-Touched Paradise''' allows Alanaan to set a field condition that debuffs defense, increases attack power, and lets critical hits to happen even off-element. '''Wrath of the Goddess'' was also quite good, being a nuke with massive damage cap tied with a attack and defense debuff, local petrify, and a lingering damage over time effect. For a very long time, Alanaan had a stranglehold over the burst damage set of of Fire. With Renatian Creed, he ensures the entire team to output their optimal damage and due to its usage of Charge Meter, Fire become one of few elements who can actively made use of Strike Time during the time when Strike Time was considered sub-optimal. '''Sun-Touched Paradise'' allows him to apply a selfish debuff for the raid, on top of further increasing firepower, and ''Wrath of the Goddess'' can be useful to apply even more selfish debuff. Alanaan also had surprising amount of usage of what his skills are able to do. Since '''Wrath of the Goddess''' applies debuff to the party, it allows him to see off-element usage by using it to fulfill debuff conditions in the party. Similarly '''Sun-Touched Paradise''' can debuff any enemy regardless of their debuff resistance on top of giving extra power. Alanaan's '''The Hierophant Upright''' adds to his surprisingly diverse kit, being a powerful defense buff with drain attached into it with permanent uptime. Alanaan only started to fall off after the release of Michael and Wilnas which combined with Percival offers more modern mechanics for burst damage, without having to deal with giving him the charge bar to activate '''Renatian Creed'''.
** And then his 5-star uncap drops. His '''The Sun's Benevolence''' now gives 50,000 suppelemtnal damage on Critical hits when '''Sun-Touched Paradise''' is active, that stacks with other sources of supplemental damage since its tied into his field condition. '''The Hierophant Upright''' buff become much stronger, and immediately activates '''Sun-Touched Paradise''' upon entry. And finally '''Day of Redemption''', his fourth skill, gives the entire team Flurry, a buff that splits your hits into 2 separate instances, which lets them benefit from Supplemental Damage twice, guaranteed 20% Critical Damage modifier to activate his field condition bonus, and activates Renatian Creed without requiring 100% Charge Bar condition. Alanaan's combination of efficient skill activation and powerful buffs was so overwhelming hes responsible for near singlehandedly pushing Fire into the best burst element upon his uncap's release without Fire having similarly powerful Illustrious weapons to leverage their power level.


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