Pooky’s GBF Weapon Grid Resource – Earth





Mainhands

The Hollowsky Axe is a good mainhand even if your team is not full of Axe/Melee characters as its CA provides 35% TA and 10k Supplmental Damage to your party for 2.5 turns.  If you do build a team around the Axe/Melee proficiencies, the CA effect is very helpful for proc’ing its weapon skill that gives 100k Supplmental Damage on the third attack of Triple Attacks.  Its other weapon skills are 20% EX/Unknown ATK and 10% TA to Axe/Melee characters.

Last Sahrivar is mainly a defensive mainhand; its CA gives a buff for 3.5 turns that converts all incoming Elemental damage to Water damage instead and also gives your MC 3.5 turns of 20% Earth Elemental ATK.  It can be combined with SR/SSR buncles to greatly reduce incoming damage from a boss of any element.  In addition it has a mainhand passive that gives your MC a stackable 8k supplemental damage buff every time they take damage, capping at 40k.

True Judgement Lyre is a decent mainhand if you are using a class that can wield harps.  Its CA gives a small heal and 3.5 turns of a weak revitalize; also has potent self DA/TA effect when under High Voltage (buff from Elysian/Drum Master skills).

Autumn’s Transformation is one of the few farmable spear mainhands for Earth (obtainable from the Rise of the Beasts event) and offers a defensive CA effect that grants your party 2.5 turns of an Armored buff, which has an 80% chance to reduce damage taken by 30%.

Dawn Rising is a niche defensive mainhand that can be used when the debuff removal (Clear) upon CA is useful; the CA also heals up to 900 HP.

The following three 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.

Ichigo Hitofury (Grand Cain’s unlock weapon) is a good katana mainhand in addition to being a strong grid weapon.  Its CA provides 30% Normal ATK for 2.5 turns and has a 50% chance of giving your MC Double Strike on the next turn (the buff lasts 1.5 turns, but your MC will not Double Strike the turn you obtain the buff).  As a mainhand it is more effective for Omega/Magna grids than Titan grids due to the diminishing returns of stacking Normal modifiers.

Mirror-Blade Shard (Alexiel’s unlock weapon) has to ability to add on significant amounts of free damage.  Its CA dispels an enemy buff and gives a buff to your MC that increases DEF and inflicts a nuke 1.5 turns later; the buff refreshes once after the first nuke.

AK-4A (Grand Eugen’s unlock weapon) is a good grid weapon with a decent Charge Attack effect.  It inflicts a short DEF down (15% at 0-3*, 35% at 4*) on an enemy, can be useful for 1T’s and the 10% Charge Bar boost (4* only) can be useful.

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, making them good mainhand options for whatever weapon type and element you chose 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-star CCW!



Standard M1

Summons (Yggdrasil Omega + Godsworn Alexiel or Uriel)

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Grid and Flex options

About This Grid

Basic M1 Earth Grid; a minimum of one more Omega/Magna weapon should be added to complete the base grid, either another Yggdrasil Crystal Blade Omega or the Harp of Renunciation.  A very simple yet effective grid; ends up being completely replaced by M2 Earth.

Omega/Magna Weapons: 4-6 (Weapon Skills boosted by Yggdrasil Omega)
EX/Unknown Weapons: 1-3
Normal Weapons: 1-3
Seraphic Weapon: 1 or 0

Grid Composition

Omega/Magna Weapons: 4-6


This grid should use a minimum of four Omega/Magna Weapons (if you have three strong EX weapons) but five or six is recommended; ideally four or five Swords and the Harp of Renunciation.  The Harp of Renunciation has both ATK and HP modifiers and can provide a Cap Up option at 4* and another modifier at 5* (Stamina is most commonly chosen [Elemental Attack may be another choice]).
– Ancient Perseus has two offensive skills that provide a total of 26.5% Omega/Magna ATK, 14.5% from Medium Haunt and 12% from Small Majesty; however, you must note that the Haunt skill lowers your DA by 10%, and it stacks with itself. For raw power comparison, a 4* Ygg Sword is 18% and 5* Ygg Sword is 20%. Ancient Perseus is very useful for raw power in burst setups where you don’t need to perform regular attacks or have guaranteed Triple Attacks.
Raw Power Ranking: 4* Ancient Perseus > 5* Sword > 3* Ancient Perseus > 4* Sword > 0* Ancient Perseus.
– Autumn’s Transformation is not that great of a grid weapon, but can be used in place of a Sword if you’d like to have a decent stand-in that can still be used later (niche use in M2 Grids and can be used MH) unlike Swords, which are generally not used in M2 Grids (except as a one-of when 5*).

EX/Unknown Weapons: 1-3


This grid should use at least one EX/Unknown Weapon; three 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 Sword is the default grid choice as it has more attack than the Harp.
– Dawn Rising (Proving Grounds) can be useful for long fights when you can maintain max stacks of its 2nd skill, which provides 10% Earth ATK up per stack (50% Cap).  If you can’t make use of the stacks you are better off using a Xeno or Hollowsky for your EX Weapon.
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 two sub-optimal EX/Unknown Weapons as they are probably not strong enough to warrant three grid slots.

Normal Weapons: 1-3


This grid should use at least one Normal Modifier Weapon, but no more than three (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.  This weapon is shown in the base grid but does not necessarily have to be included, although it will likely be the optimal choice.
– Consider Baihu Claw Malus in situations where you find yourself being able to utilize the extra 7% DMG Cap.  Note that this weapon is the weakest Normal Weapon option in terms of grid strength, so you potentially lose some power by slotting it in.

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.



Standard M2

Summons (Yggdrasil Omega + Yggdrasil Omega, Uriel, Gorilla, or Godsworn Alexiel)

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Grid and Flex options

About This Grid

Earth M2 offers high HP and damage; a minimum of one more regular Omega/Magna ATK weapon should be added to complete the base grid, either another Nibelung Klinge (or Yggdrasil Crystal Blade Omega) or the Harp of Renunciation (at 4* it is essentially a 4* Nibelung Klinge, but with a cap up option).  This grid wants to maintain a high percentage of HP due to Nibelung Horn’s Stamina skill, which is made somewhat easier by Nibelung Klinge’s HP skill.  Yggdrasil Crystal Blade Omegas can be used while working on collecting Nibelung Klinges.

The three Nibelung Horns are core for obtaining high and consistent damage as double Yggdrasil summons will provide 100% Crit with three 4* Nibelung Horns (Alex Axe) and boost Nibelung Klinge’s HP skill even more.  Each Axe provides 10% Crit at Slvl 15, equating to 22% and 34% respectively with single and double Yggdrasil summons.  Ideally this setup has some source of Elemental Attack buffs (Ultima MH, 5* Eahta, De La Fille, etc.) to maximize its potential.  Another option in friend summon is Uriel; his call is very strong, so choosing him as your support summon is also a great choice even when you have three Nibelung Horns.

For in depth analysis on M2 Earth (out of date, but the math behind 3 Axes still stands): Pooky’s Ponderings – Omega/Magna Earth Grid Guide

Omega/Magna Weapons: 6-7 (Weapon Skills boosted by Yggdrasil Omega)
EX/Unknown Weapons: 0-1
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 three Nibelung Horn, two Nibelung Klinge, and the Harp of Renunciation.  The Harp of Renunciation has both ATK and HP modifiers and can provide a Cap Up option at 4* and another modifier at 5* (Stamina is most commonly chosen [Elemental Attack may be another choice]).  If you need more HP, using a third Nibelung Klinge is a good option.
– Ancient Perseus has two offensive skills that provide a total of 26.5% Omega/Magna ATK @ Slvl15, 14.5% from Medium Haunt and 12% from Small Majesty; however, you must note that the Haunt skill lowers your DA by 10%, and it stacks with itself. For raw power comparison, a 4* Ygg Sword is 18% and 5* Ygg Sword is 20%. Ancient Perseus is very useful for raw power in burst setups where you don’t need to perform regular attacks or have guaranteed Triple Attacks.
Raw Power Ranking: 4* Ancient Perseus > 5* Sword > 3* Ancient Perseus > 4* Sword > 0* Ancient Perseus.
– Autumn’s Transformation is not that great of a grid weapon, but can be used with four Nibelung Horns to obtain 100% Crit with just one 5* Yggdrasil Omega, very useful for Huanglong setups if you’d like to avoid farming a fifth Axe.

EX/Unknown Weapons: 0-1


This grid has very little room for EX/Unknown Weapons due to the amount of core Omega/Magna Weapons as well as the common inclusion of Ultima and use of a CCW as MH, so a maximum of one EX/Unknown Weapon is the norm.  Ideally the EX/Unknown should be either a Xeno, Proving Grounds, Hollowsky Weapon 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 Sword is the default grid choice as it has more attack than the Harp.
– Dawn Rising (Proving Grounds) can be useful for long fights when you can maintain max stacks of its 2nd skill, which provides 10% Earth ATK up per stack (50% Cap).  If you can’t make use of the stacks you are better off using a Xeno or Hollowsky for your EX Weapon.
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: 1-3


This grid normally uses at least one Normal Modifier Weapon, but no more than three (excluding the Seraphic Weapon) although you’ll probably find it difficult to fit more than two in your grid.
– 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 Baihu Claw Malus in situations where you find yourself being able to utilize the extra 7% DMG Cap.  Note that this weapon is the weakest Normal Weapon option in terms of grid strength, so you potentially lose some power by slotting it in.

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


Ichigo Hitofury (Grand Weapon, Cain’s) is like Eden and Ixaba, it has Massive Normal ATK (22% @ Slvl 15) and Medium Normal Stamina (9.56% @ Slvl 15 at 100% HP), making it a very strong weapon.  AK-4A (Grand Weapon, Eugen’s) has one of the highest attack stats in the game and also has three offensive skills: Massive ATK, Small ATK (12% @ Slvl 15), and Small TA (2%), all boosted by Titan.  In terms of raw power, Ichigo Hitofury is stronger than AK-4A and you can make a strong Titan grid consisting only of Ichigo Hitofury (just like Fire and Light do with Ixaba and Eden), however that power is reliant on staying at high HP.  A strong Titan grid will use a combination (or not) of at least four of these two weapons.  There is an alternative to stacking 5+ Grand Weapons to make a strong Primal grid, and that alternative is a Caim grid; but this is locked behind obtaining the Caim Evoker/Oracle (which is a time-gated and opportunity cost riddled feat) and utilizing his backline passive.

Other Weapons


Mirror-Blade Shard (Grand Weapon, Alexiel’s) is not optimal for damage but boasts four different skills, all boosted by Titan: Big II ATK (20% @ Slvl 15), Big II DA (9%), Small HP (14%), Small Crit (2.4%).  It is a very good all-round weapon but is overshadowed by Ichigo Hitofury and AK-4A in terms of raw power.  However, the HP skill it has is very valuable for providing Titan teams with HP (especially Stamina focused builds), which is something Titan grids tend to lack (a Dark Opus Weapon also helps with this) and its three other offensive skills means you do not have to sacrifice a tonne of power to gain that HP.  This weapon is normally only included as a one-of in Titan grids.


Use Stratomizers (regular character weapon, Eustace’s) if capable of abusing Enmity, can be used in conjunction with SS Zooey and Nighthound’s Tactical Relocation skill.


Greatsword Andalius (regular character weapon, Aletheia’s) is better version of Baihu Claw Malus.  The Cap Up weapons are weaker than other options for pure damage but increase your DMG Cap by 7% each, up to a maximum of 20% (this 20% cap is shared with Baihu Claw Malus, All-Might Battle-Axe, and Scales of Dominion).



4 thoughts on “Pooky’s GBF Weapon Grid Resource – Earth”

    • For raw dmg/power, yes. Its very good short burst comps like 2turn ougi huanglong setups or guaranteed TA qilin burst setups.

      Reply

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