Pooky’s GBF Weapon Grid Resource – Fire





Mainhands

Wrathfire Longblade has a passive mainhand revenge effect (DMGs all foes after MC takes damage, 630-700k cap) and its Charge Attack provides 25% Normal ATK and 5% DMG Cap Up to the party for 3.5 turns.  It also has very good Swordmaster/Glorybringer skills and is capable of providing lots of extra damage; a very strong choice if your team does not require DA/TA support from your MC.  With Swordmaster/Glorybringer, it provides DEF Down on Awakening (can cap DEF Down with Miserable Mist) and provides 36% echo for the MC (one of the highest % echos).

True Infernal Flamescythe‘s charge attack offers 2.5 turns of 30% party DA/TA, it also has a passive echo for the MC on burned enemies, very strong with the Berserker class (or with splitting spirit and any class that can use axes) if you are looking for a source of party DA/TA.

Sol Remnant‘s main draw is its mainhand passive that provides teamwide 10% echo to your characters on triple attacks (at 4*); if you 5* this weapon, the echo skill is available even when its just in your grid (not mainhand) and therefore it loses some mainhand value once you do so. The charge attack provides your MC with a guaranteed TA and 10% Adversity (seraphic for auto attacks and counters) for 1.5 turns, which is essentially just the next turn unless you have double/triple strike on the turn you ougi.

Ushumgal‘s charge attack provides a large additional damage effect (635k cap) and Fire Def down (15%). This can be a powerful effect for OTK/ST setups or if your party does not depend on your MC’s charge attack for buffs. It can also provide Salted Wound (Break Assassin) with Swordmaster/Glorybringer, but has tough competition with Wrathfire Longblade for that MH slot.

Shiva M2 Weapons (available as Sword, Spear and Melee) provide 20% party TA on their Charge Attacks (and DA/TA down on the enemy).  They are a downgrade compared to the Flamescythe, but are good mainhands for non-axe classes.

Summer’s Mirage is the best farmable gun mainhand for fire (from the Rise of the Beasts event), it is basically also the only farmable gun that is useful besides a Revenant/GW Weapon and the SHRIMP Spreader.  Anyway, this should be your go to gun, especially for Mechanic 1T Charge Attack setups as its CA boosts your Chain Burst DMG/Cap and it has a medium Magna Sentence skill that increases your team’s CA DMG/Cap.

The Hollowsky Spear is a great MH for sustain in Fire and is well suited for solos and/or for maintaining Stamina.  Its charge attack provides your party with Drain and Revitalize (both cap at 500HP healing) for 3.5 turns, giving the healing effects a very high (if not full) up time.  The Spear’s weapon skills only effect spear and katana proficiency characters, but even if your party lacks those characters it can still be utilized if the sustain is required.  The weapon skills are 20% EX/Unknown ATK and 10% HP.  In addition, when above 80% HP, spear/katana proficiency characters gain 30k Supplemental Damage.

The following 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.

Ixaba (Grand Sturm’s unlock weapon) grants a one-time assassin buff (once fully uncapped) and 3.5 turns of a strong Crit buff to the MC after using its CA.  Its Swordmaster/Glorybringer skills are very similar to Wrathfire Longblade’s but slightly worse; if you can take advantage of the assassin buff it can be a strong choice to dish out extra damage.

Kerak (Grand Mugens’s unlock weapon) is a very nice mainhand for the Lumberjack Class. Its Ougi provides a hefty 15% DMG Cap Up and a Revitalize effect (1000 HP healing cap) for 2.5 turns, making it good for both sustain and damage.

Fist of Destruction (Grand Reinhardtzar’s unlock weapon) is one of those weapons that has an Ougi effect that synergizes well with its weapon skills. The fist’s Ougi provides a Keen buff for 3.5 turns which gives Supplemental DMG to Crits (50k cap) and can provide a large amount of extra damage if paired with echos or multihit abilities. The Ougi also applies stacking Fire Defense Down (10% per stack, 30% cap) to the Ougi’s target, which may be useful depending on what other debuffs you have in your party.

Benedia (Grand Rackam’s unlock weapon) is a niche weapon for both mainhand and grid usage.  It’s best use is probably as a mainhand for Mechanic setups.  For other uses it is not that great of a choice as its CA effect is not particularly strong (2.5 turns of ATK and Skill DMG Up).  It can be useful as a gun MH at 0* and will gain significant strength if 4*, however, fully uncapping a Benedia is a significant investment (and generally avoided due to opportunity cost) so make sure you plan on getting a tonne of use out of this weapon if you do.

Purifying Thunderbolt (Shiva’s unlock weapon) has a strong charge attack buff on an uncommon mainhand weapon type, a bow.  At 4*, It provides your party with 15% TA and 20% echo for 3.5 turns upon using its CA.  However this weapon is not generally included in Primal Fire grids and currently classes capable of wielding bows are not currently in favour compared to the other class options.  Similar to Benedia, it can be useful, but fully uncapping it is a significant investment (and generally avoided due to opportunity cost) so make sure you plan on getting good use out of this weapon if you do.

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 (Colossus Omega + Shiva)

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Grid and Flex options

About This Grid

Basic M1 Fire grid, likely a players first Fire grid; a minimum of one more Omega/Magna weapon should be added to complete the base grid, either another Colossus Cane Omega or the Scythe of Renunciation. You’ll likely want to use Sol Remnant as your EX/Unknown weapon if you have it. A Bahamut Weapon is included as a default choice for the Normal Modifier Weapon but does not necessarily have to be included.  Many players use grids with Colossus Cane Omega as a transition grid while they collect Ancient Ecke Sachs, leaving their Canes at 3*, 4*, or even 0*. A grid of 5* Colossus Cane Omega (4 or 5 copies) simulates less damage than a grid of 4* Ancient Ecke Sachs (5 copies) at 100% HP and therefore investing in multiple 5* Canes is not recommended.

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

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 generally five are recommended; ideally four Canes and the Scythe of Renunciation.  The Scythe 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). You can add a sixth Omega/Magna Weapon if you need more filler.
– Summer’s Mirage is a good weapon to include if your setup wants to utilize the extra Charge Attack DMG/Cap and can either replace a Cane or be added as another Omega/Magna Weapon.

EX/Unknown Weapons: 1-3


This grid should use at least one EX/Unknown Weapon while two are normally recommended; the number you use really depends on how many other weapons you are trying to fit in the grid and if there is space for more.  Ideally the EX/Unknowns should consist of Astral, Xeno, Proving Grounds, or Hollowsky Weapons as they are currently the strongest options.
– Sol Remnant is fire’s Astral weapon, which provides 33% Ex/Unknown modifier at 4* (37% @ 5*) and is the strongest flat EX mod you can get. It also provides 10% echo to your team members when they TA (MH only if 4*, grid/MH if 5*). If you want/need more damage, this is your go-to EX weapon.
– Xeno weapons are the default choice and provide 23% EX/Unknown modifier (25.5% @ slvl 20 for the Flamescythe) as well as strong Charge Attack effects when used as mainhands.
– Ushumgal (Proving Grounds) is an EX/Unknown Weapon that focuses on maximizing Skill Damage.  It provides less EX/Unknown multiplier than Xenos (18% vs 23%), but it also provides 15% Skill Damage Cap up (this bonus caps at 40%).  If you find yourself using a lot of damaging skills you may want to consider these instead of, or in addition to, Xeno(s).
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 guaranteed Triple Attacks and Echo or 1T Charge Attack setups, Strength (13% Normal Stamina) or Zeal (up to 30% Normal Enmity) are better options.
– 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.
– Fire of Prometheus provides a total of 32.5% Normal ATK and 5% Normal DA, making it a very powerful weapon; however, it also burns your characters for 5% of their Max HP every turn.  This can either be beneficial (for any Enmity modifiers) or detrimental (for any Stamina modifiers and staying alive) and needs to be taken into consideration before including it in your grid.  The high modifier is particularly suited for 1-Turn (1T) farming setups or short fights where the burn does not negatively effect your damage or survivability.
– Consider Ray of Zhuque 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.
– Extra Consideration for Anila users: her large Normal ATK buff (50% with 5/7 or higher up-time) will lower the damage value of Normal mod weapons due to diminishing returns.

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 Rod (Staff) is the only cosmic weapon that could be considered in a Colossus Cane grid.  This should only be used if you are running a staff team and are fielding 7 or 8 staves (3-4 Canes with Ultima Staff, Bahamut Staff, Hollowsky Staff and Cosmic Staff).  Generally you will want to +99 all the weapons relevant to your cosmos to maximize its effect.



Standard AES

Summons (Colossus Omega + Shiva)

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Grid and Flex Options

About This Grid

Fire’s “M2 grid”, with Ancient Ecke Sachs (AES) as the core; a minimum of one more Omega/Magna weapon should be added to complete the base grid, either another AES or the Scythe of Renunciation. You’ll likely want to use Sol Remnant as your EX/Unknown weapon if you have it. A standard finished AES grid usually has 5 AES and the Dark Opus Weapon as its base.

Why is AES good? What about M2? (scroll further down to see my comments on M2). Ancient Ecke Sachs boast three offensive Omega/Magna skills (med ATK, med Crit, small Enmity), all of which are boosted by Colossus Omega. AES provide high damage at low HP percentages as well as an above average total HP pool (AES have a very high base HP stat but have a very low base attack stat).  4* AES are generally better than 5* Colossus Canes at all HP percentages, although if you do not crit at high HP your attacks may do less than a Cane grid would have.

Each 4* AES provides a base 6.5% Crit chance, this is boosted to 14.3% with a 4* Colossus Omega Summon. Meaning the standard grid of 5 AES provides a 71.5% chance to Crit. In order to obtain 100% Crit chance you require 7 AES with a single Colossus or 5 AES with double Colossus. In general it tends to not be worth it to go for 100% Crit with AES, but there are some setups that can make use of it such as OTK or Full Auto setups. Losing the support Shiva call is a major downside to using double Colo, but in Full Auto summon calls are not used and therefore it can be viable for such use.

Omega/Magna Weapons: 5-8 (Weapon Skills boosted by Colossus Omega)
EX/Unknown Weapons: 1-2
Normal Weapons: 1-3
Seraphic Weapon: 1 or 0
Cosmic Weapon: 0-1

Grid Composition

Omega/Magna Weapons: 5-8


This grid should use a minimum of five Omega/Magna Weapons though you’ll likely want six: five AES and the Scythe of Renunciation.  The Scythe of Renunciation has both ATK and HP modifiers and can provide a Cap Up option at 4* and another modifier at 5* (Stamina or Enmity are common choices).  If you need something else to fill the grid, using more Omega/Magna Weapons is an option. 
– Summer’s Mirage could be considered if your setup wants to utilize the extra Charge Attack DMG/Cap and can either replace a AES or be added as the seventh weapon. 
– Colossus Cane Omegas can be used in place of AES until you have enough for your base grid.

EX/Unknown Weapons: 1-2


This grid normally only has room for one EX/Unknown Weapon but could use up to two; the number you use really depends on how many other weapons you are trying to fit in the grid and if there is space for more. Ideally the EX/Unknowns should consist of Astral, Xeno, Proving Grounds, or Hollowsky Weapons as they are currently the strongest options.
– Sol Remnant is fire’s Astral weapon, which provides 33% Ex/Unknown modifier at 4* (37% @ 5*) and is the strongest flat EX mod you can get. It also provides 10% echo to your team members when they TA (MH only if 4*, grid/MH if 5*). If you want/need more damage, this is your go-to EX weapon.
– Xeno weapons are the default choice and provide 23% EX/Unknown modifier (25.5% @ slvl 20 for the Flamescythe) as well as strong Charge Attack effects when used as mainhands.
– Ushumgal (Proving Grounds) is an EX/Unknown Weapon that focuses on maximizing Skill Damage.  It provides less EX/Unknown multiplier than Xenos (18% vs 23%), but it also provides 15% Skill Damage Cap up (this bonus caps at 40%).  If you find yourself using a lot of damaging skills you may want to consider these instead of, or in addition to, Xeno(s).
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 or more 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 guaranteed Triple Attacks and Echo, Strength (13% Normal Stamina) or Zeal (up to 30% Normal Enmity) are better options.
– Fire of Prometheus is a very strong Normal Weapon to include in an AES grid.  It provides a total of 32.5% Normal ATK and 5% Normal DA and it also burns your characters for 5% of their Max HP every turn.  This is very beneficial for the Enmity modifier on AES, especially on fights where taking damage proves to be difficult; just be careful when utilizing the Fire of Prometheus on long fights as you’ll need to find a way to sustain your HP.
– Likely inferior to the Fire of Prometheus, but you may consider a Bahamut Weapon if you need more HP and your team’s races fit into one of the Bahamut Weapon’s restrictions, providing up to 32% Normal ATK and 18% Normal HP modifiers at the Coda stage.
– Consider Ray of Zhuque 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.
– Extra Consideration for Anila users: her large Normal ATK buff (50% with 5/7 or higher up-time) will lower the damage value of Normal mod weapons due to diminishing returns.

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: 0-1


A Cosmic Sword is the only cosmic weapon that could be considered in an AES grid.  This can be used once you have max uncapped your AES.  You will have 7 Swords total, 5 AES, the Seraphic Weapon, and the Cosmic Sword itself.  Once you reach this point, the Cosmic sword will be preferred over the Ray of Zhuque as your DMG Cap up weapon.  Generally you will want to +99 all the weapons relevant to your cosmos to maximize its effect.


Omega/Magna 2 Weapons


Shiva’s M2 weapon series do not really offer any significant offensive upgrades over the two previous Omega/Magna grids.
– Scimitars of Brahman can replace other Omega/Magna or Xeno Weapons if you need or want more HP and double attack without sacrificing too much damage.  The scimitars are the best health boosting option for Fire Magna players aiming to meet the HP requirements for Dark Rapture Hard.
– Trident of Brahman did not simulate well on motocal, but if you can cap while using them in your grid (unlikely in most scenarios) that extra TA% is a way to potentially increase your damage output; if you reach this point you should know if it is right to use them or not.
– Hand of Brahman are only useful for fist/melee proficiency characters, making them too niche to be worth investing in beyond one for mainhand use, if even that.



Primal Epic

Summons (Agni + Shiva)

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Grid and Flex Options

About This Grid

Fire’s Epic Weapon grid, with four Chains of Caucasus and one Fire of Prometheus as its required core (core weapons must be 4*). Fire of Prometheus and Chains of Caucasus perfectly complement each other as Chains do not provide a Normal ATK modifier while Fire of Prometheus has two Normal ATK modifiers and lowers your HP every turn, thus empower the Enmity modifiers on the Chains. This combination of weapons also maximizes the EX/Unknown bonus from Chains (max 80%, which is achieved through 5 Epic weapons resulting in 20% EX/Unknown modifier per Chains).

There are four Flex slots but you’ll usually want to include a Dark Opus Weapon and at least one more Normal ATK weapon (ideally a second Fire of Prometheus if survival is not an issue), so you really only have two Flex slots.

Shrimp has written an informative guide on the Chains of Caucasus grid, please check it out for a more in-depth look at Fire’s Epic Weapon grid!

Chains of Caucasus: 4 (Enmity skill is boosted by Agni)
Normal Weapons: 2-5 (Weapon skills boosted by Agni)
Other Weapons: 0-2
Seraphic Weapon: 1 or 0
Cosmic Weapon: 0-1

Grid Composition

Chains of Caucasus: 4

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You need 4, no exceptions.

Normal Weapons: 2-5


After the first Fire of Prometheus, you have the option of adding additional normal weapons (you should add at least one more):
– Another Fire of Prometheus.  Provides more Normal ATK, which the Chains lack, and forces you into enmity faster.  You’ll have to practice around with this grid to get used to managing your HP.
– Primal Dark Opus.  Choosing a Primal Dark Opus over an Omega/Magna Dark Opus will provide you with more HP.  Usually you’ll want to opt for the Stamina pendulum, as if you were to choose Enmity, the Omega/Magna Dark Opus is a superior choice (Primal and Magna Enmity is similar damage until ~40%, below which Magna Enmity provides more damage).
– Ray of Zhuque Malus is, as usual, your default choice for DMG Cap up.  If you want more HP you can use Cosmic Sword over this, but using both is also an option!
– Sword of Pallas can be used to bolster your HP for difficult content or if you need to reach an HP threshold.
– Metal Destroyer/Ixaba/Crimson Finger (Gacha/Moon Weapon options, see Shrimp’s guide for more details) are options for non-farmable additions to your Epic Weapon grid.

Other Weapons: 0-2


In addition to normal weapons you can also add an Omega/Magna weapon and/or an EX/Unknown weapon:
– Omega/Magna Dark Opus.  Choose an Enmity pendulum with an Omega/Magna Dark Opus to maximize your damage at lower HP.
– Colossus Cane Omega.  Filler option if you did not choose to use an Omega/Magna Dark Opus.
– A strong EX/Unknown weapon (Astral/Xeno/etc) can be a filler option, but should mainly be used for MH (or the Astral’s echo effect) as you already have plenty of EX/Unknown modifiers from the Chains.

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: 0-1


A Cosmic Sword is the only cosmic weapon that could be considered in a Chains of Caucasus grid.  The Cosmic Sword is an easy to include weapon for the full F2P grid, as it bolsters the moderately high ATK of your six total swords and would provide at least an additional 6% DMG Cap up.



Primal Gacha

Core Weapons


A grid containing multiple Ixaba (Grand weapon, Sturm’s) and/or Crimson Finger (Moon weapon) makes up the best grid that Gacha Fire has to offer.  Ixaba has Massive Normal ATK (22% @ Slvl 15) and Medium Normal Stamina (9.56% @ Slvl 15 at 100% HP) and Crimson Finger 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 Ixabas and/or Fingers that you choose to aim for depends on your setup and the fights you plan on using it for.  There are many possibilities for you to choose from; please do your research before investing in these weapons.

Note that a completed Chains of Caucasus grid is essentially better than a Crimson Finger grid for the Primal Enmity option in Fire and does not require the investment of Moons or Bars.  Please take this into account when considering Crimson Finger investments.  Also note that Chains of Caucasus grids can be supplemented with Ixaba or Crimson Finger. The one bonus that Crimson Fingers have is that they have much more room in the grid to play around with and therefore have an easier time slotting in weapons with other skills such as Crit or Garrison, but again, this would cost more bars and/or suptixes.

Other Weapons


Fist of Destruction (Grand weapon, Reinhardtzar’s) is the Fire’s instalment of what appears to be the “Ivory Ark” Grand Weapon line, as in it has Big II Celere (ATK and Crit) and another skill; in this Fist’s case, it gives Small Normal Trium (DA and TA). As this weapon has Big II Crit (12% Crit @ Slvl15; 28.8% with single Agni; 45.6% with double Agni), it makes creating a Crit grid much more attainable and viable. Crit weapons are usually best suited for double Magna/Primal summons as normally you want to achieve damage consistency by having a high or 100% Crit rate. The use of double Agni is not as widespread as Agni+Shiva setups as the immediate access to a support Shiva’s call is invaluable for most fights. When a support Shiva’s call becomes less of a priority, double Agni becomes a more viable option.


Kerak (Grand weapon, Mugen’s) has Big Progression (Boost to Fire Elemental Attack based on number of turns passed) and Medium Normal Majesty and is a weapon that it best utilized in double Agni setups and/or for long fights. In these types of setups, Kerak is a very strong option as Progression boosted by two summons synergizes very well with itself since double Primal summons greatly benefit from Elemental Attack boosts. The use of double Agni is not as widespread as Agni+Shiva setups as the immediate access to a support Shiva’s call is invaluable for most fights. When a support Shiva’s call becomes less of a priority, double Agni becomes a more viable option.


Benedia (Grand weapon, Rackam’s) offers Massive Normal Attack (22% @ Slvl 15) and Medium DA/Crit (5% DA and 6.5% Crit). Benedia is in a slightly awkward position for fitting into a Gacha Primal Fire grid as generally there are better options to spend your bars on for Crit grids and there exists a usable farmable option in Ecke Sachs. You may be able to find a use for this weapon but make sure you know (and accept) the amount of use you’ll get out of this bad boy before you spend resources on it.


Purifying Thunderbolt (Grand Weapon, Shiva’s) offers Big Sentence (CA DMG/Cap Up) and Big Crit. With the infusion of new Crit weapons for Primal Fire, this Bow may find its way into more grids as players start investing into guaranteed Crit grids. The Big Sentence skill can be very useful for OTK or Ougi focused setups.


Gangasta Knife (Gacha Weapon, Fire Yuisis’s) and Deiredre’s Heart (Limited Weapon, Valentine Scathacha’s) are Garrison weapons for Primal Fire. As with the Fist of Destruction and Kerak, these weapons are more suited for difficult and long fights that tend to want double Agni for the survivability that comes with the large defense boosts from Garrison. Dieredre’s Heart is basically an all-in defensive weapon, as it has Big Garrison and Small Majesty (ATK and HP), meaning it won’t provide much offense but the added Defense and HP greatly boosts your durability. Gangsta knife has Medium Garrison, Big Enmity, and Small Crit, making it the more offensive option; the Small Crit can also top off attaining 100% Crit if that is something you are going for.



3 thoughts on “Pooky’s GBF Weapon Grid Resource – Fire”

  1. I haven’t really tried it (haven’t recruited alanaan) but wouldn’t a fire fist team with anila, mugen and alanaan work fine? Just an idea to maybe make use of that hand of brahman

    Reply

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