Pooky’s GBF Weapon Grid Resource – Water





Mainhands

Dante Alighieri is a very interesting mainhand that provides utility and team damage buffs, very good with the Rising force class if you do not opt to use the CCW.  Its static MH effect will activate a nuke (600k base damage cap) that applies a stacking 15% ATK/DEF down debuff to all foes (max 30%) whenever an enemy uses a special attack.  Its CA provides one of the strongest party-wide Strength buffs (30% max, 10% minimum) for 2.5 turns in addition to 25% Debuff Success Rate Up, making it strong for offense and utility.

Some of Water’s most common grids synergize very well with CA focused classes. Using the Kengo class with the Unsigned Kaneshige is a strong option for CA focused comps as it provides your MC with 50% increased Charge Bar gain just by using it as your MH. Its CA provides 10% Charge Bar and 30% increased Charge Bar gain (if you equip the Emblem of Devilry) to your team.

The Hollowsky Staff is a good buffing mainhand for Staff teams, its CA provides 20% Water ATK and High Voltage ATK/DEF which synergizes well with its Supplemental Damage skill, which provides 3k Supplemental Damage per buff on your Staff/Harp characters (max 30k bonus).  Its weapon skills only apply to Staff and Harp characters, so you will probably want to build a team around these proficiencies if you want to fully utilize this as a MH.  The Staff’s weapon skills are 20% Ex/Unknown ATK as well as an additional 10% Ex/Unknown ATK for the first 10 turns of a battle for Staff/Harp characters.

Winter’s Frostnettle (obtainable from Rise of the Beasts) is an offensive MH that gives your party a Crit buff for 2.5 turns (100% chance to Crit for 20% extra damage).  It is unlikely that this will see significant use over other common mainhands, but it may find niche use for players looking for a way to guarantee Critical Hits.

Clarion is a farmable gun mainhand and therefore automatically useful for mechanic setups, however, 4* Bonito’s call effect makes mechanic subpar compared to classes that can perform two CAs in a turn (Kengo/Chrysaor/Rising Force).  Its CA effect grants your party 25% Dodge chance and bonus damage upon dodging (400k base damage cap) for 1.5 turns, which is not particularly strong but could possibly find some niche use.

The True Glacial Dream Staff provides small party heal and clear/clarity on its CA; it also has a static MH effect that provides a significant boost to your MC’s Charge Attack DMG (boost based on how high HP% is).

Charge attacks: Xuanwu Shellfists provide echo for your MC, Wilhelm provides 20% party TA but will not stack with 5* Feower/Quatre’s Charge Attack.  Both these weapons are good candidates for farmable Luchador mainhands.

The following two 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.

Blue Sphere (Grand Drang’s unlock weapon) is the premier sustain mainhand.  Its Charge Attack provides a party-wide 1500 HP refresh (if 4*) for three turns as well as a 1-hit mirror image.

Murgleis (Grand Katalina’s unlock weapon) is a better version of the Seven-Star Sword (Revenant/GW sword), its Charge Attack provides a 35% DMG Cut (if 4*) that can stack with Phalanx for a full Cut; also has good Swordmaster/Glorybringer skills.

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 (Leviathan Omega + Europa or Bonito)

+

Grid and Flex options

About This Grid

Basic M1 Water Grid; a minimum of one more Omega/Magna weapon should be added to complete the base grid, either another Leviathan Gaze Omega or the Staff of Renunciation.  A Bahamut Weapon is included as a default choice for the Normal Modifier Weapon but does not necessarily have to be included.

Omega/Magna Weapons: 4-6 (Weapon Skills boosted by Leviathan Omega)
EX/Unknown Weapons: 1-2
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 is generally recommended; ideally four Gaze (Daggers) and the Staff of Renunciation.  The Staff 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).  If you need something else to fill the grid, using a fifth or sixth Omega/Magna Weapon is a good option, especially if you don’t have strong EX/Unknown Weapons yet.
– Winter’s Frostnettle is the same as an Ancient Ecke Sachs, except that it is water, can be uncapped to 150/Slvl15, and you can only obtain one copy.  It is a good choice to slot into your grid instead of a Dagger, as trading Big ATK for Med ATK to gain Med Crit and Small Enmity should generally be worth it.
– Ancient Auberons can be used to increase your HP while not losing as much damage if you were to use something like Leviathan Bow Omega. Only consider these if you desperately need HP, they are not for optimizing your damage.

EX/Unknown Weapons: 1-2


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 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.  In grid, the Staff will be better if you have multiple Staff proficiency team members, otherwise the Harp has more ATK and is the default choice.
– Clarion (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 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.
– Bow of Sigurd has two Normal ATK skills (but one expires after 8 turns) and in total provides more Normal multiplier (38%) than a Bahamut Weapon (30-32%) without any racial restrictions. Useful as a one-of (the temporary buff does not stack with other copies of the bow) for 1T setups and short fights; can be used in place of, or in addition to, a Bahamut Weapon.
– Consider Xuanwu Mace 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 (Leviathan Omega + Europa or Bonito)

+

Grid and Flex options

About This Grid

Omega/Magna Water gets a significant upgrade by replacing Leviathan Gazes with Tyros Zithers.  When boosted by a single 4* Leviathan Omega the first Tyros Zither will add ~20% Charge Attack DMG/Cap, the second will add an additional ~20% CA DMG/~10% Cap (because CA DMG Cap increase is capped at 30% for the Magna Sentence weapon skill).  Replacing Leviathan Gaze Omega with Tryos Zither is a small damage loss on basic attacks, but the increased CA damage should more than make up for it. Three or more Tyros Zither should be used for most setups; 1T setups that want to only press Bonito and then attack (for quick farming of event raids) can use up to five.

A Bahamut Weapon is included as a default choice for the Normal Modifier Weapon but does not necessarily have to be included.

Omega/Magna Weapons: 4-6 (Weapon Skills boosted by Leviathan Omega)
EX/Unknown Weapons: 1-2
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, and up to six, Omega/Magna Weapons.  Ideally you want to include three or four (can use up to five for OTK ougi setups) Tyros Zither and the Staff of Renunciation, which 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).  If you need something else to fill the grid, using a sixth Omega/Magna Weapon is an option, especially if you are trying to fit in two Tryos Sceptre for staff compositions.
– Leviathan Gaze Omega and Winter’s Frostnettle are purely for filler if you do not yet have enough Zithers or have no other filler to use.
– Ancient Auberons can be used to increase your HP while not losing as much damage if you were to use something like Leviathan Bow Omega.  Only consider these if you desperately need HP, they are not for optimizing your damage.  These weapons will be receiving a 4* uncap in April.
– At 4*, Tyros Sceptre is essentially the same thing as a 4* Leviathan Gaze Omega, except its Magna ATK only applies to staff proficiency characters and has an Excelsior skill, which boosts CA Cap by 15% when maxed (not restricted by proficiencies; not boosted by Leviathan Omega).  This Cap boost has a 30% cap and stacks additively with Tyros Zither, so with two of each you can get 60% increased CA Cap.  If you include Tyros Sceptre, make sure your team is all staff proficiency and do not include any Gaze.  You will likely want to use two or three Zithers (for more CA DMG) with two Sceptre to ensure you fully utilize the Cap up. Including one or more of Ultima Staff (flex or replace Baha), Staff of Renunciation (flex slot), Hollowsky Staff (flex or replace Xeno), and Cosmic Rod (flex slot) will add power and round out the grid.

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.  In grid, the Staff will be better if you have multiple Staff proficiency team members, otherwise the Harp has more ATK and is the default choice.
– Clarion (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 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.
– Bow of Sigurd has two Normal ATK skills (but one expires after 8 turns) and in total provides more Normal multiplier (38%) than a Bahamut Weapon (30-32%) without any racial restrictions. Useful as a one-of (the temporary buff does not stack with other copies of the bow) for 1T setups and short fights; can be used in place of, or in addition to, a Bahamut Weapon.
– Consider Xuanwu Mace 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.

Cosmic Weapon: ?


A Cosmic Rod (Staff) can be used, but should only be considered for an M2 Staff grid.  This should only be used if you are running a staff team and are fielding 7 or 8 staves.  Generally you will want to +99 all the weapons relevant to your cosmos to maximize its effect.



Primal Gacha

Core Weapons


The core of Bonito+Varuna grids is Blue Sphere (Grand Weapon, Drang’s), but they are also a mainstay in Varuna grids even without Bonito or the Kengo class. Blue Sphere provides Massive Normal ATK (22% @ Slvl 15) and Medium Normal Sentence (CA DMG/Cap Up). Blue Spheres synergize extremely well with Ougis/Charge Attacks and the Kengo class. Completed Ougi/CA focused Varuna grids will typically include two or three copies of Blue Sphere. Each copy provides 9.5% CA DMG Up and 5% CA Cap Up and can be boosted by Varuna; this equates to 22.8% DMG/12% Cap with single Varuna and 36.1% DMG/19% Cap with double Varuna. Note that the CA Cap up bonus maxes out at 30%.


Taisai Spirit Bow (Grand Weapon, Pholia’s) and Galilei’s Insight (Grand Weapon, Europa’s) provide an alternative style of grid for Primal Water that revolves around Crit.  Taisai Spirit Bow provides Massive Normal ATK and Big Crit (10% @ Slvl 15), which gives 38% Crit with double Varuna.  Galilei’s Insight is essentially a Grand Weapon version of Fimbul provides Large Stamina and instead of HP, it provides Medium Double Attack and Crit (6.5% @ Slvl 15), which gives 24.7% Crit chance with double Varuna.

Pairing two Bows (76%) with one Galilei’s Insight (24.7%) in double Varuna setups will result in 100% Crit chance.  Note that there is more than one way to achieve 100% Crit in both single and double Varuna setups; even Highlander versions are also possible (using Taisai Spirit Bow, Galilei’s Insight, and two other Medium Crit weapons in double Varuna achieves 100% Crit).  100% Crit setups usually incorporate some number of Blue Spheres and/or Murgleis into the grid.

Investing in Primal Water Crit grids is more expensive in terms of Damascus Bar usage compared to CA/Ougi focused builds but can be very strong in events such as Water advantage Unite and Fight.  It is only recommended to invest in the Crit grid if you have Cagliostro (Summer), as her kit is what pushes the setup to the max.  As far as I know, this grid is not able to compete in Gold Brick racing and is mostly reserved for committed Water mains.

Other Weapons


Gacha Water also has access to Murgleis (Grand Weapon, Katalina’s) which provides Massive Normal ATK (22% @ Slvl 15) and Small Normal DA/TA (3.5% @ Slvl 15). Primal Gacha grids tend to focus on weapons that provide multiple ATK skills and therefore Murgleis is more of an accessory weapon these days. There is generally not room for more than one or two Murgleis in Varuna grids.  A Murgleis provides 8.4% DA/TA with one Varuna 13.3% with double Varuna.



Leave a comment