Pooky’s GBF Weapon Grid Resource – Wind





Mainhands

Windhose is made for Charge Attack/Ougi focused teams, and is very powerful with the Chrysaor class for creating quick one-turn farming setups for events (ex. Unite and Fight Ex+, story events, etc). Its CA provides 10% charge bar as well as 30% CA DMG Up and 10% CA DMG Cap up to the party. It also has a weapon skill (regardless if in grid or MH) that increases the Chain Burst damage cap by 30% (this bonus caps at 50%).

Arkab Prior (a Xeno Weapon) is your go to farmable melee mainhand. It’s ougi effect increases your party members’ Charge Bar Gain by 20% for 2.5 turns and applies a 1-turn cut to your MC’s skill cooldowns. It also has a static mainhand effect that provides your team with guaranteed Triple Attacks the turn after your team does a chain burst activation of 4 or more chains.

The Charge Attacks of Grimnir M2 Weapons (available as Spear, Harp and Katana) provide 2.5 turns of 20% party DA/TA and a mirror image for the MC.  Party DA/TA effects like this are normally restricted to daggers/axes and opens up the use of other classes if your party relies DA/TA support from your MC.

Spring’s Whisperings (obtainable from Rise of the Beasts) another option for a farmable harp mainhand. It is similar to Grimnir’s weapons, as it provides 25% party DA/TA on its CA.

True Conviction Flashspear (a Xeno Weapon) is a decent spear mainhand that offers a dispel and charge gain on its CA as well as a passive stacking DA/TA buff, for the MC, that resets upon taking damage.

The following four 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.

Sky Ace (Grand Monika’s unlock weapon) is a offensively orientated mainhand and its CA provides a rare 10% DMG Amplified buff (Seraphic Modifier for auto attacks and counters) and a one-time Counter on DMG buff to your party; this makes it particularly useful if you are looking to maximize your auto attack damage.  Sky Ace has decent Swordmaster/Glorybringer skills as well.

Reunion (Grand Lecia’s unlock weapon) offers damage buffs on its CA instead of DA/TA, providing 20% Wind ATK and up to 15% Strength on its Charge Attack.

Love Eternal (Grand Rosetta’s unlock weapon) is a essential a much stronger Four-Sky Blade (GW Dagger); it gives a base total of 36.5% Normal ATK mod (GW Dagger is only 15%), a 5% Normal DA mod, and gives 35% DA/TA on its Charge Attack effect.

Vortex of the Void (Grimnir’s unlock weapon) is a defensive mainhand similar to Murgleis, providing a 30% Cut (4* only) on the turn you use its CA; which can be combined with other cuts for Full Cut.  Also applies DA/TA down debuffs to the enemy.

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 (Tiamat Omega + Grimnir)

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Grid and Flex options

About This Grid

Basic M1 Wind grid; a minimum of one more Omega/Magna weapon should be added to complete the base grid, either another Tiamat Bolt Omega (more potential damage) or the Spear of Renunciation (provides better damage at full HP as well as an HP skill). The core weapon of this grid is Tiamat Bolt Omega, it differs from Fire/Water/Earth in that it is not a single big ATK modifier; instead it has Med ATK and Small Enmity.  Lacking in damage at full HP but very strong when Enmity is activated.

Omega/Magna Weapons: 5-7 (Weapon Skills boosted by Tiamat Omega)
EX/Unknown Weapons: 1-2
Normal Weapons: 1-3
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 Bolts and the Spear of Renunciation.  The Spear 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 something else to fill the grid, using a sixth Omega/Magna Weapon is a good option, especially if you don’t have strong EX/Unknown Weapons yet.
– In the olden days we used to use up to seven Bolts, but these days I wouldn’t recommend investing in more than five.
– Ancient Nalakuvara has two Magna ATK skills (but one expires after 8 turns) and in total provides more Magna ATK than any other option. Useful as a one-of (the temporary buff does not stack with other copies of the bow) for 1T setups and short fights.
– Spring’s Whisperings is a decent grid option if you are looking to add some HP to your team.  It provides medium Magna ATK, HP and DA.
– Tiamat Gauntlet Omega can offer a minor upgrade over Bolts for comps/setups that never lose HP.

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 Fist is the default grid choice as it has more attack than the Spear.
– Windhose (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 increases the Chain Burst damage cap by 30% (this bonus caps at 50%).  It is particularly useful for 1T setups as it is very easy to take advantage of the extra Chain Burst damage cap for additional damage.
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). If you have Niyon/Nio (particularly her 5*) and/or Seofon/Siete (or other Normal buffers), their buffs can reduce the value of other Normal weapons/buffs; make sure to take this into consideration when doing your calculations!
– 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 Qinglong Spear 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 Rifle can be considered in a gun-heavy grid (5+ Tiamat Bolt Omega) as guns have high ATK stats and therefore gain quite the benefit from the Cosmic Weapons special weapon skill. This weapon will generally only be used in specific scenarios aiming to maximize enmity, as normally you will be running Standard M2, which cannot support a Cosmic Weapon.



Standard M2

Summons (Tiamat Omega + Grimnir or Tiamat Omega)

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Grid and Flex options

About This Grid

Wind M2 provides a mix of Stamina and Enmity, alleviating the issue of M1 Winds low damage at high HP; a minimum of one more Omega/Magna weapon should be added to complete the base grid, either another Tiamat Bolt Omega or the Spear of Renunciation.  Double Tiamat summons will provide 100% Crit with three Last Storm Harps, which are the core of this grid.  With three Last Storm Harps and three Tiamat Bolt Omega grid power is highest when you are below 50%HP or at 100%HP and lowest at around 75% HP.  Ideally this setup has some source of Elemental Attack buffs (most commonly found through an  Ultima MH) maximize its potential.

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

Omega/Magna Weapons: 6-8 (Weapon Skills boosted by Tiamat Omega)
EX/Unknown Weapons: 0-2
Normal Weapons: 1-2
Seraphic Weapon: 1 or 0

Grid Composition

Omega/Magna Weapons: 6-8


This grid should use a minimum of six Omega/Magna Weapons; ideally three Last Storm Harps, two or three Bolts and the Spear of Renunciation.  The Spear 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 something else to fill the grid, using a sixth Omega/Magna Weapon is a good option, especially if you don’t have strong EX/Unknown Weapons yet.
– Three Harps is the standard to achieve 100% Crit with double Tiamat Omega summons. For low-turn-count setups (mostly Tiamat + Huanglong OTKs) you will want 5 Harps to achieve 100% Crit with a single Tiamat Omega summon.
– Ancient Nalakuvara has two Magna ATK skills (but one expires after 8 turns) and in total provides more Magna ATK than any other option. Useful as a one-of (the temporary buff does not stack with other copies of the bow) for 1T setups and short fights.
– Spring’s Whisperings is a decent grid option if you are looking to add some HP to your team.  It provides medium Magna ATK, HP and DA.
– Tiamat Gauntlet Omega can offer a minor upgrade over Bolts for comps/setups that never lose HP, and this this case you would likely only use 1-2 Gauntlets alongside three Harps, the Dark Opus and 0-1 Ancient Nalakuvara.

EX/Unknown Weapons: 0-2


For most regular setups, there is usually room for only one EX/Unknown Weapon.  For situations where you need extra cap up (usually OTK) two Windhose can be utilized for the Charge Burst Cap up.  For grids using Tiamat Gauntlet Omega instead of Bolts, the number of Magna weapons should be lower and therefore two EX/Unknown Weapons is likely to be optimal.  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 Fist is the default grid choice as it has more attack than the Spear.
– Windhose (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 increases the Chain Burst damage cap by 30% (this bonus caps at 50%).  It is particularly useful for 1T setups as it is very easy to take advantage of the extra Chain Burst damage cap for additional damage.
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 should use at least one Normal Modifier Weapon, and really cant fit more than two (excluding the Seraphic Weapon). If you have characters with strong Normal ATK buffs, their buffs can reduce the value of other Normal weapons/buffs; make sure to take this into consideration when doing your calculations!
– 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.  An Ultima MH is also useful for the Elemental ATK up which double Tiamat setups really benefit from.  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 Qinglong Spear 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.

Note that Tiamat (Character) at 5* gains a passive that gives your party 20% Seraphic Modifier (equivalent to the Blessing skil from the Seraphic Weapon). Therefore a party that includes Tiamat should opt to use another weapon in place of the Seraphic Weapon (usually a Bolt, EX Weapon, or Qinglong Spear).



Primal Gacha

Core Weapons


Love Eternal (Grand Weapon, Rosetta’s) and Reunion (Grand Weapon, Lecia’s) both have three Normal modifiers (one is massive ATK, 22% @ Slvl 15) that are boosted by Zephyrus: LE provides more offense (Medium ATK and DA, 14.5% ATK and 5% DA) while Reunion gives less damage but with added HP (Small Majesty, 12% ATK and HP).  Vortex of the Void (Grand Weapon, Grimnir’s) compliments the raw power of the two Grand daggers very well, providing Large Stamina (15% @ 100% HP) and Medium HP (17%) with an extra Medium Debuff Resistance tacked on.

One Love Eternal and one Vortex of the Void combine to give 36.5% ATK, 15% Stamina and 17% HP (with 5% DA and Medium Debuff Resistance); this combination provides less damage than two Massive ATK/Medium Stamina Grand Weapons (Eden, Ixaba, etc) which provide 44% ATK and 19% Stamina, but the added utility is very useful.  In terms of damage, a combination of three LE/Reunion and three Vortex roughly matches the grid strength of 5 Massive ATK/Medium Stamina Grand Weapons.

Other Weapons


Sky Ace (Grand Weapon, Monika’s) is kind of a hybrid between a Blue Sphere and a AK-4A.  It has Small Normal Fandango (12% ATK and 2% TA) and Big Normal Sentence. Each copy provides 12.5% CA DMG Up and 6.8% CA Cap Up and can be boosted by Zephyrus; this equates to 30% DMG/16.3% Cap with single Zephyrus and 47.5% DMG/25.8% Cap with double Zephyrus. Note that the CA Cap up bonus maxes out at 30%. This is a good weapon to include in your grid if you plan on using CAs.


Spear of Assail (Moon Weapon) is Wind Gisla and offers Gacha Wind an Enmity option, which can be very powerful in the right fights/setups.



7 thoughts on “Pooky’s GBF Weapon Grid Resource – Wind”

  1. Re: Sky Ace
    Don’t you mean Zephyrus instead of Zeus?

    Also I like how your site loads way faster after the revamp and thanks for being a good source.

    Reply
  2. Hi Pooky, first of all i’d to say thank you for helping me through the guides you made, this really helps me when im stuck on certain grid 🙂

    left to say is, i hope you keep improving the website and add more, because i really like the guide you made~ :3 Anyway, thanks for the guide as always, i just happy that you also have a new updates aswell!

    Reply
  3. Nevermind, looked into it a little further. Granblue skill tier naming conventions are wack. Despite the “II” it’s a regular Big skill, the “base” version of the skill is Medium.

    Reply

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