Pooky’s GBF Weapon Grid Resource – Dark





Mainhands

Advocatus Diaboli is a great spear mainhand and has the capability to significantly increase your team’s damage output via its passive mainhand effect. The passive provides Enmity (multiplicative with Enmity from weapon skills) to your party based on the MC’s %HP (see wiki page for details) and synergizes well with Dark, both Omega and Primal. The CA effect is also strong as Supplemental Damage for the party (30k for 3.5 turns) is a good way to get even more damage when you are already capping and the party uplift (10% for 3.5 turns) can also be useful.

Zwei Schaedel is a good mainhand for Luchador not because it has a special MH effect or an amazing CA, but because it is a melee weapon and is slot efficient for the setup. For Luchador setups you will likely be running Qilin or Shiva friend summon and abuse Death’s call along with Tagteam to pump out high damage with guaranteed TA (activating Zwei Schaedels echo effect). The CA provides 15% TA and 10k Supplemental Damage to your party for 3.5 turns, which is decent and synergizes well with its echo skill.

True Phantom Demon Blade has a passive MH effect that boosts the MC’s stats (70% DA, 25% TA, and 20% Dodge) while they have a Mirror Image buff active.  Conveniently, its CA provides a two-hit Mirror-Image buff and has a chance to apply sleep to the target.  Like the other Xenos, the True Phantom Demon Blade is a strong MH for Swordmaster/Glorybringer as it has the strong 36% echo as well as an ignition Resonance skill effect if you wish to use it.

Hermanubis is an axe with a Charge Attack similar to True Infernal Flamescythe, providing 30% DA/TA.  It supplies Medium Normal Majesty (12% ATK/HP @ Slvl 10), so it provides less raw power as a grid weapon, but it also increases the CA DMG Cap; like the Flamescythe, it is very good with Berserker.  

Phantasmas, when 4*, gives 3.5 turns of 20% party DA/TA (unconfirmed on my part) which is longer than the 2.5 turn norm; it also gives Medium Normal Majesty (14.5% ATK/HP @ Slvl 15).  This weapon has potential if your MC is looking to wield a gun for non-mechanic use.

The Hollowsky Blade is particularly suited for solo fights and/or fights where the extra Debuff Success and Debuff Resistance Down it provides can be useful.  Its CA provides stacking 10% debuffs for each of Debuff Resistance Down, Attack Down, and Defense Down, capping at 30%.  It has very useful Swordmaster/Glorybringer skills for solo battles, as the MC can cap on Defense Down with its Awakening Skill (-20% Dark Defense Down) and fully stacked CA debuffs while also providing Veil (with Resonance, an optional skill), and 24% Echo on attacks while energized.  The Supplemental Damage skill relies on the amount of debuffs on your target (3k per debuff, 30k max) but only works for dagger and sword proficiency characters.  Like the other Hollowsky weapons it provides 20% Ex/Unknown ATK to its respective proficiencies as well as 10% Debuff Success Up.

Qilin Lyre is a farmable harp mainhand with a good amount of utility.  It has a static MH effect that applies to your party: 20% Debuff Success Rate and 20% boost to Skill DMG Cap; also gives immunity to skill-sealing debuffs.  The Charge Attack is essentially the Clarity skill, it removes a debuff from all parties.

The following five weapons are Grand Weapons and require their 4* Uncaps to reach their full potential; make sure to weigh the opportunity costs of your resources if you plan on investing in them.

Parazonium (Orchid’s unlock weapon) is a very good dagger mainhand; basically a GW dagger on steroids.  It is a Grand Weapon, so it boasts high stats and a Massive Normal ATK skill (along with its small Normal DA/TA); its Charge Attack gives your party a 30% DA/TA and 15% echo buff.  Very strong, good with the Splitting Spirit skill.

Unheil (Grand Ferry’s unlock weapon) is a harp mainhand with a Charge Attack that is all about doing more damage, providing a Crit buff (70% chance for 50% more damage) and a 15% DMG Cap Up buff for 2.5 turns.  Somewhat ironically, the weapon itself does not have its own ATK skill, making it harder to take advantage of the extra Cap Up unless your grid is very strong; instead, Unheil provides boosts to CA DMG/Cap, Chain Burst DMG/Cap, HP and debuff resistance.  Given the choice, most players would likely default to Parazonium, but Hades players with strong grids may consider using this as another way to further break the DMG Cap.

Bab-el-Mandeb (Helel ben Shalem’s unlock weapon) has a CA that synergizes with its weapon skills as it provides your team with 3.5turns of a 50k Keen buff (Supplemental Damage on Critical Hits) as well as a 2k shield. Hades Crit grids are not very desirable at the moment as far as I know, since Enmity grids are very strong and can work on bosses of any element, but if they do fall into favour the Keen buff from this MH may be something to consider.

Blutgang (Black Knight’s unlock weapon) is mainly used as a sustain mainhand for hard fights where you need extra healing for your team. At 4* it provides a 1k drain to your party for 2.5 turns, it also gives your MC stacking CA DMG/CAP Up.

Sunya (Rei’s unlock weapon) is another sustain mainhand but on a Harp rather than a sword. Its CA provides a 1.5k Refresh to your team for 2.5 turns as well as a party veil for the turn of the CA.

Element Changed Revenant/GW Weapons can offer a variety of effects on their Charge Attacks, most notably: dagger (for DA/TA), sword (for cut), fist (counters) and harp (just a harp for elements that don’t have a good harp option).

Ultima Weapon Charge Attacks provide both 30% Elemental Attack and Double Attack to your team; a strong effect and a very good mainhand option for whatever weapon type/element you choose to make.  Remember, you can only have six different Ultima at one time, choose wisely!

Class Champion Weapons (CCW) can range in strength from niche uses to absolute powerhouse.  Make sure you know what you’re getting into before your spend all your mats on a 5* CCW!



Standard M1

Summons (Celeste Omega + Bahamut)

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Grid and Flex options

About This Grid

Basic M1 Dark; a minimum of one more Omega/Magna weapon should be added to complete the base grid, either another Celeste Claw Omega (more potential damage), Katana of Renunciation (provides better damage at full HP as well as an HP skill), or Ancient Cortana (Big DA/TA at the cost of a 10% HP cut). Celeste Claw Omega boasts the same type of skills that Tiamat Bolt Omega does, Medium ATK and Small Enmity.  Therefore the grid is essentially the same as Wind’s Standard M1 except with less base attack (guns have more attack than melee/fists), strong at low HP; very good with SS Zooey.

Omega/Magna Weapons: 5-7 (Weapon Skills boosted by Celeste Omega)
EX/Unknown Weapons: 1-2
Normal Weapons: 1-2
Seraphic Weapon: 1 or 0
Cosmic Weapon: ?

Grid Composition

Omega/Magna Weapons: 5-7


This grid should use a minimum of five Omega/Magna Weapons; ideally four or five Claws and the Katana of Renunciation.  The Katana of Renunciation has both ATK and HP modifiers and can provide a Cap Up option at 4* and another modifier at 5* (Enmity and Stamina are both good options).  If you need something else to fill the grid, using additional Omega/Magna Weapons is a good option, especially if you don’t have strong EX/Unknown Weapons yet.
– Ancient Cortana can be used to increase DA/TA if desired, but ensure that your setup can handle the 10% hit to max HP.  Ancient Cortana loses its value if you have characters with guaranteed multiattacks or other ways to gain guaranteed multiattacks.
– Celeste Zaghnal Omega (Axe, has more attack) and Celeste Horn Omega (Spear) are Dark’s equivalent of Leviathan Gaze Omega/Yggdrasil Crystal Blade Omega/etc. They provide more damage at full HP than Celeste Claw Omega, but Claws become equal or better at around ~85% HP.  While Axes are an M1 option, many players do not end up investing in any Axes due to Dark’s synergy with Enmity.  For non-Enmity options, M2 Dark outclasses Axe builds for Elemental Advantage fights (or Null Element that allows Crit).

EX/Unknown Weapons: 1-2


This grid should use at least one EX/Unknown Weapon; two can be used depending on what other weapons/mainhand you are using.  Ideally the EX/Unknowns should consist of Xeno, Proving Grounds, or Hollowsky Weapons as they are currently the strongest options.
– Xeno weapons are the default choice and provide 23% EX/Unknown modifier as well as strong Charge Attack effects when used as mainhands.  The Katana is the default grid choice as it has more attack than the Spear.
– Zwei Schaedel (Proving Grounds) can be used as a second EX/Unknown modifier, or in the place of a Xeno. It offers less EX/Unknown modifier (18% vs 23%) but provides 20% Bonus Dark DMG (Echo) to the third hit of dark party members’ triple attacks.  It is particularly useful when you have 4* Death or other ways to obtain guaranteed triple attacks and synergizes well with Hollowsky Axe.
Hollowsky Weapons provide a way to exceed the Damage Cap via Supplemental Damage in addition to a base 20% EX/Unknown mod and another effect, but the effects only apply to characters of certain weapon proficiencies (see Hollowsky Weapon section).
– Any other EX/Unknowns (such as ones from Story/Side Story Events) are fine as temporary filler, though you’ll likely only want to use a maximum of one sub-optimal EX/Unknown Weapons as they are probably not strong enough to warrant two grid slots.

Normal Weapons: 1-2


This grid should use at least one Normal Modifier Weapon and usually only has room for a maximum of two (excluding the Seraphic Weapon).
– Consider an Atma/Ultima Weapon if your team consists of characters that share weapon proficiencies in order to benefit from a Gauph Key or if you can utilize the DMG Cap option from its Ultima Key.  The Strife Key (20% DA/TA for characters sharing a weapon proficiency with the Atma/Ultima) is normally the default choice, but for compositions focused on 1T Charge Attack setups, Strength (13% Normal Stamina) may be a better option.
– If your team’s races fit into one of the Bahamut Weapon’s restrictions, a Bahamut Weapon is a good choice, providing up to 32% Normal ATK and 18% Normal HP modifiers at the Coda stage.
– Consider Qilin Bow in situations where you find yourself being able to utilize the extra 10% DMG Cap, it also provides a good amount of Normal ATK (25.5% @ Slvl20). Note that this weapon is the does come with 10% HP Cut to your party!

Seraphic Weapon: 1 or 0


The Seraphic Weapon is essentially an auto-include while fighting with Elemental Advantage.  The unique Blessing skill increases your final damage by a set percent (20% when SSR, 23% at 4*); this modifier can increase your damage past the regular DMG Cap.  This weapon should not be used without Elemental Advantage as it only provides 10-12% Normal ATK/HP from its Majesty skill which can be easily surpassed with other weapons.

Cosmic Weapon: ?


A Cosmic Gauntlet is the only cosmic weapon that could be considered in this grid.  This should only be used if you are running at least five or six other melee weapons (Claws, Zwei Schaedel and possibly Ultima).  Generally you will want to +99 all the weapons relevant to your cosmos to maximize its effect.



Standard M2

Summons (Celeste Omega + Bahamut)

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Grid and Flex options

About This Grid

M2 Dark offers almost exactly the same upgrade as M2 Water, as Abyss Spine is like Tyros Zither except it has Medium ATK and HP instead of just Medium ATK.  Including up to two Spines provides a good upgrade over M1 Dark, as the extra HP and CA DMG/Cap are quite valuable; your basic attacks will lose some power for each Spine you add, but the CA DMG/Cap should make up for it.  When boosted by a single 4* Celeste Omega, the first Abyss Spine will add ~20% Charge Attack DMG/Cap, the second will add an additional ~20% CA DMG/~10% Cap (CA DMG Cap increase is capped at 30% for the Magna Sentence weapon skill).

For OTK purposes you can utilize up to 5 Abyss Spine, which reaches the cap with one Celeste Omega summon for CA DMG from the Sentence weapon skill.

Omega/Magna Weapons: 6-7 (Weapon Skills boosted by Celeste Omega)
EX/Unknown Weapons: 0-2
Normal Weapons: 1-2
Seraphic Weapon: 1 or 0
Cosmic Weapon: ?

Grid Composition

Omega/Magna Weapons: 6-7


This grid should use a minimum of six Omega/Magna Weapons; ideally at least four Claws, at least one Abyss Spine and the Katana of Renunciation.  The Katana of Renunciation has both ATK and HP modifiers and can provide a Cap Up option at 4* and another modifier at 5* (Enmity and Stamina are both good options).
– Ancient Cortana can be used to increase DA/TA if desired, but ensure that your setup can handle the 10% hit to max HP.  Ancient Cortana loses its value if you have characters with guaranteed multiattacks or other ways to gain guaranteed multiattacks.

EX/Unknown Weapons: 0-2


This grid does not necessarily have to use an EX/Unknown Weapon, but it is likely that you’ll use one; two can be used depending on what other weapons/mainhand you are using.  Ideally the EX/Unknowns should consist of Xeno, Proving Grounds, or Hollowsky Weapons as they are currently the strongest options.
– Xeno weapons are the default choice and provide 23% EX/Unknown modifier as well as strong Charge Attack effects when used as mainhands.  The Katana is the default grid choice as it has more attack than the Spear.
– Zwei Schaedel (Proving Grounds) offers less EX/Unknown modifier (18% vs 23%) but provides 20% Bonus Dark DMG (Echo) to the third hit of dark party members’ triple attacks.  It is particularly useful when you have 4* Death or other ways to obtain guaranteed triple attacks and synergizes well with Hollowsky Axe.
Hollowsky Weapons provide a way to exceed the Damage Cap via Supplemental Damage in addition to a base 20% EX/Unknown mod and another effect, but the effects only apply to characters of certain weapon proficiencies (see Hollowsky Weapon section).
– Any other EX/Unknowns (such as ones from Story/Side Story Events) are probably not worth considering unless you need filler.

Normal Weapons: 1-2


This grid usually includes one Normal Modifier Weapon and only has room for a maximum of two (excluding the Seraphic Weapon).
– Consider an Atma/Ultima Weapon if your team consists of characters that share weapon proficiencies in order to benefit from a Gauph Key or if you can utilize the DMG Cap option from its Ultima Key.  The Strife Key (20% DA/TA for characters sharing a weapon proficiency with the Atma/Ultima) is normally the default choice, but for compositions focused on 1T Charge Attack setups, Strength (13% Normal Stamina) may be a better option.
– If your team’s races fit into one of the Bahamut Weapon’s restrictions, a Bahamut Weapon is a good choice, providing up to 32% Normal ATK and 18% Normal HP modifiers at the Coda stage.
– Consider Qilin Bow in situations where you find yourself being able to utilize the extra 10% DMG Cap, it also provides a good amount of Normal ATK (25.5% @ Slvl20). Note that this weapon is the does come with 10% HP Cut to your party!

Seraphic Weapon: 1 or 0


The Seraphic Weapon is essentially an auto-include while fighting with Elemental Advantage.  The unique Blessing skill increases your final damage by a set percent (20% when SSR, 23% at 4*); this modifier can increase your damage past the regular DMG Cap.  This weapon should not be used without Elemental Advantage as it only provides 10-12% Normal ATK/HP from its Majesty skill which can be easily surpassed with other weapons.

Cosmic Weapon: ?


A Cosmic Gauntlet is the only cosmic weapon that could be considered in this grid.  This should only be used if you are running at least five or six other melee weapons (Claws, Zwei Schaedel and possibly Ultima).  Generally you will want to +99 all the weapons relevant to your cosmos to maximize its effect.



Alternate M2

Summons (Celeste Omega + Bahamut)

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Grid and Flex options

About This Grid

A possible non-Enmity option for dark.  A grid with 3-5 Gaze provides more damage than a 4-5 Claw grid when above ~60-75% HP (depends on if your Claws are 4* or 5* and how much your team benefits from Gaze’s DA).  You can consider this grid if you use characters that have a hard time taking damage or you want to escape from Enmity, but it should be noted that this grid is generally weaker than Standard Enmity M2 Dark.

Abyss Gazes rely on Crit for damage, so they are only for Elemental Advantage fights (or Null Element that allows Crit).

Omega/Magna Weapons: 6-7 (Weapon Skills boosted by Celeste Omega)
EX/Unknown Weapons: 0-2
Normal Weapons: 1-2
Seraphic Weapon: 1 or 0

Grid Composition

Omega/Magna Weapons: 6-7


This grid should use a minimum of six Omega/Magna Weapons; ideally at least three or four Guns, one or two Abyss Spines and the Katana of Renunciation.  The Katana of Renunciation has both ATK and HP modifiers and can provide a Cap Up option at 4* and another modifier at 5* (Enmity and Stamina are both good options).

EX/Unknown Weapons: 0-2


This grid normally uses at least one EX/Unknown Weapon; depending on what other weapons/mainhand you are using you may not be able to fit one.  Ideally the EX/Unknowns should consist of Xeno, Proving Grounds, or Hollowsky Weapons as they are currently the strongest options.
– Xeno weapons are the default choice and provide 23% EX/Unknown modifier as well as strong Charge Attack effects when used as mainhands.  The Katana is the default grid choice as it has more attack than the Spear.
– Zwei Schaedel (Proving Grounds) offers less EX/Unknown modifier (18% vs 23%) but provides 20% Bonus Dark DMG (Echo) to the third hit of dark party members’ triple attacks.  It is particularly useful when you have 4* Death or other ways to obtain guaranteed triple attacks and synergizes well with Hollowsky Axe.
Hollowsky Weapons provide a way to exceed the Damage Cap via Supplemental Damage in addition to a base 20% EX/Unknown mod and another effect, but the effects only apply to characters of certain weapon proficiencies (see Hollowsky Weapon section).
– Any other EX/Unknowns (such as ones from Story/Side Story Events) are probably not worth considering unless you need filler.

Normal Weapons: 1-2


This grid usually includes one Normal Modifier Weapon and only has room for a maximum of two (excluding the Seraphic Weapon).
– Consider an Atma/Ultima Weapon if your team consists of characters that share weapon proficiencies in order to benefit from a Gauph Key or if you can utilize the DMG Cap option from its Ultima Key.  The Strife Key (20% DA/TA for characters sharing a weapon proficiency with the Atma/Ultima) is normally the default choice, but for compositions focused on 1T Charge Attack setups, Strength (13% Normal Stamina) may be a better option.
– If your team’s races fit into one of the Bahamut Weapon’s restrictions, a Bahamut Weapon is a good choice, providing up to 32% Normal ATK and 18% Normal HP modifiers at the Coda stage.
– Consider Qilin Bow in situations where you find yourself being able to utilize the extra 10% DMG Cap, it also provides a good amount of Normal ATK (25.5% @ Slvl20). Note that this weapon is the does come with 10% HP Cut to your party!

Seraphic Weapon: 1 or 0


The Seraphic Weapon is essentially an auto-include while fighting with Elemental Advantage.  The unique Blessing skill increases your final damage by a set percent (20% when SSR, 23% at 4*); this modifier can increase your damage past the regular DMG Cap.  This weapon should not be used without Elemental Advantage as it only provides 10-12% Normal ATK/HP from its Majesty skill which can be easily surpassed with other weapons.



Primal Gacha

Core Weapons


Dark has almost exactly the same options as Fire when it comes to “Gacha” weapons.  A grid containing multiple Fallen Sword (Grand weapon, Olivia’s) and/or Gisla (Moon weapon) makes up the best grid Dark has to offer; Fallen Sword has Massive Normal ATK (22% @ Slvl 15) and Medium Normal Stamina (9.56% at 100% HP) and Gisla has Normal Big II ATK (20% @ Slvl 15) and Medium Normal Enmity.  Players can go all in on Stamina or Enmity, or even a combination of the two, to create very powerful grids for different scenarios/fights.  The amount of Fallen Sword and/or Gisla that you choose to aim for depends on your setup and the fights you plan on using it for. Dark Enmity tends to dominate high-end racing scenarios as far as I know, but there are many possibilities for you to choose from; please do your research before investing in these weapons.

Other Weapons


Unheil (Grand Weapon, Ferry’s) is a very unique weapon, it has two skills, Big Glory and Medium Grace.  Big Glory is basically an upgraded version of Big Sentence that also boosts Chain Burst Specs; it provides 12.5% CA DMG, 6.8% CA Cap Up, 14.5% Chain Burst DMG, and 6.8% Chain Burst Cap Up at Slvl 15;  respectively it gives 27.5%, 14.96%, 31.9% and 14.96% with single Hades and 42.5%, 23.12%, 49.3%, and 23.12% with double Hades.  The CA Cap Up caps at 30% like other Sentence weapons, so the maximum amount of Unheils you’d likely want to use is two.  In addition to Glory, Unehil has Medium Grace, which boosts HP (17%) and debuff resistance (value not yet known).  Unheil does not have a regular ATK skill, and is therefore hard to fully utilize if the rest of your grid is not already powerful enough to function with one less ATK skill; useful to add once you have established a strong base grid.


Blutgang (Grand Weapon, Black Knight’s) provides Massive Normal ATK (22% @ Slvl 15) as well as Small Normal ATK (12%) and Crit (3%).  Blutgang is a good accessory weapon to include in Hades grids as it provides a large amount of Normal ATK Modifier that acts as a strong base to go with Stamina/Enmity; the Crit can also be useful for high defense targets and/or topping off a 100% Crit setup.


Sunya (Grand Weapon, Rei’s) has Big Progression and Medium Enmity, it is a good choice to replace a Gisla for long fights where the Progression skill has a chance to ramp up. Note that the Progression cap is 75% and can be achieved in Double Hades with either two Sunya or one Sunya and a Progression Dark Opus.


Bab-el-Mandeb (Grand Weapon, Helel ben Shalem’s) has Big II Crit and Medium Majesty. The interesting thing to note about this weapon is the Big II Crit skill (12% @ Slvl 15). For single Hades, a single Axe provides 28.8% Crit Chance and for double Hades, it provides 45.6% Crit Chance. This means that two Bab-el-Mandeb in double Hades setups gives 91.2% Crit Chance


Parazonium (Grand Weapon, Orchid’s) provides Massive Normal ATK and Small Normal Trium, just like Murgleis and Gambanteinn.  While a decent weapon in a vacuum, it is not recommended to invest in Parazonium purely for use in Grid (it is an amazing MH though), the other options are stronger as the Small Trium is generally not as useful as another ATK/Enmity/Stamina modifier.  Many of the best dark attackers have their own DA/TA buffs and usually a Para MH along with an Ultima will provide your team with enough DA/TA anyway; and, if you want more DA/TA, Cerberus Order may be a better option.



5 thoughts on “Pooky’s GBF Weapon Grid Resource – Dark”

  1. What about Zooey’s and Gisla-chan’s weapons in Dark primal? Or is that just going to be added with highlander?

    Reply
    • Also all of the new grand progression weapons could be on there, since it saves changing your opus final skill lol

      Reply
  2. Correction on Bab-el-Mandeb’s description- the axe only has Big II Crit and Medium Majesty. No Big II ATK. 😉

    Reply

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