Welcome to my Weapon Grid resource for Granblue Fantasy! I’m Pooky and this guide is my project to help the GBF community get an idea of what finished weapon grids commonly look like. Please read the Change Log below. Please also read the Setting the Stage section a bit further down and make sure to read my comments for each weapon and grid to understand the context of my recommendations!
All images of weapons and summons should link to their Wiki page!
Each Element now has its own page! Use the Quicklinks or Menu Bar to navigate.
Creator’s Note – August 8, 2021:
– All guides are generally outdated at this point, and I do not think there is a very high chance that I will feel up to the task of updating the guides on this website. I have lost the motivation to put in the proper effort and calculations to provide numerically supported Magna/Omega grid advice. The original motivation was me figuring out the best grids for myself and then sharing it with others; but now, most of my grids are Primal (and not whale optimized) so the motivation is lacking.
– Thank you for visiting and supporting me and this website. Some of the information on this website may still be useful and/or it can serve as an archive/time capsule for how grids used to be! The site will likely be left up until summer 2022, I will issue another update when we decide to cancel/renew the webhosting service.
Last updated – September 9, 2020:
– Dark has been super updated up to the new M2 weapons. I am testing out a new format/style, please check it out.
– Night mode switch added (its not perfect, but it at least gives you the option)
Other Elements To be updated Soon™. Key changes include:
– Updating each element to include everything up to the new M2 weapons.
– Removing M1 grids, players progressing through the early and mid game please refer to the wiki basic grids and/or try to get tailored-to-you advice from the available GBF communities.
– Adding a “Grid Weapons” section, which gives a short description of each weapon and how many I think you should acquire for your use.
– Providing more specific and use-tailored example grids with a reduced amount of “Flex” spots. The game has evolved such that there are many powerful options available. Due to all these options, grids should be designed for the exact purpose you are using them for, rather than just relying on the same 10 weapons for every fight.
On the Backburner:
– Everything else.
A Note on Gacha/Whale Grids:
There are too many nuances involved in all the decisions/choices that go into building Gacha Primal builds to be covered by myself (not a whale) in a general guide such as this; and therefore I will not provide endgame grids for Gacha Primal Builds. Basic insight for the weapons commonly included in Gacha Primal builds will be provided.
This is a Community Resource
If you have any suggestions/input/criticisms for this guide please find a way to voice your opinion; leave a comment here or attempt to reach me on a discord server. Not every piece of feedback will result in a change in this resource, but I will definitely take note of all comments.
Help me help you!
This is meant to be a community resource and while I try my best to be a know-it-all, I cannot be at the cutting edge for every element/build/character/weapon/etc (nor do I claim to be). I could definitely use input from anyone who wants to help improve this resource.
Thank you for visiting Nina.Guide and for taking the time to read (please do read what I have written) and view my content!
I’m Pooky, Nina is my danchou.
Setting the Stage
This resource should mainly be used to see what finished weapon grids commonly look like in Granblue Fantasy and give you a rough answer to the common question of “How many copies of X weapon do I need?”. Omega/Magna grids for all six elements are the main focus in this all-in-one resource! Primal grids are briefly covered but this guide does not provide in-depth recommendations for these.
You should really read this section to have proper viewing context, but if you want, you can jump straight into it with the quicklinks I have scattered about the page, an example is below.
– M1 and M2 grids (Leviathan Tier and Europa Tier, respectively) are fully farmable Omega/Magna setups. Some Grand/Moon weapons can provide improvements for these grids, but those options will not be included in this guide.
– No Gacha, commonly referred to as F2P, represents Primal grids without any Grand/Moon weapons and are fully farmable.
– Gacha, commonly referred to as P2W, represents Primal grids that are not limited by Grand/Moon weapon acquisition. Often restricted to only Whales, however it is possible to spark and/or luck your way into them as a F2P player. I will not provide completed examples of these grids in this guide, but I will offer some basic insight on them.
– Highlander grids are setups that provide bonus multipliers to ATK and DMG Cap when all of your weapons have unique weapon ID’s (aka no duplicate weapons). This bonus is currently available from the backline passive of Caim (an Evoker, obtained through Arcarum) which provides ATK (Unique multiplier), DEF, and DMG Cap, and Scales of Dominion, which provides ATK (EX multiplier) and DMG Cap. There is also the All-Might Battle-Axe, which has the same bonus as the Scales of Dominion but requires your grid to have one of every weapon type in order to be activated.
Note for Space Whales or players looking to hyper specialize in Primal grids for one element: I highly recommend you find advice/discussion in more specialized communities. I am not a whale and have little to no exposure to whale grids/strategies so my knowledge regarding these is limited.
The suggested grids are not the be-all and end-all for your grid, they are general examples. In the end, you should run your own tests and calculations to find out what is optimal for you.
I have done rough motocal sims to generate these grids and I also compared them to other sources, namely GameWith and KamiGame. All grids are presented under the assumption of being used with Elemental Advantage.
Thanks to my friends and everyone else for helping me refine and edit this resource!
Important things before we start:
If you do not already have a basic understanding of how grids and damage calculations work in Granblue Fantasy, please take some time to become familiar with it! Here is the wiki page on Damage, of particular importance is the Formula section; the Weapon Skills page is also very useful. Having this knowledge will help you make better choices when building your grids! If you are a beginner and everything here is going right over your head (there is a lot of information to take in when you first start this game) please check out the wiki’s Basic Grid page to help you get started.
This icon represents a flexible grid slot that can be filled with a weapon of your choice. This slot will have options that are better than others but ultimately it depends on your setup/needs/resources and can change from fight to fight.
This icon represents any and all weapons that you might be compelled to use as your mainhand weapon (as there are many cases where none of your ideal grid weapons are also ideal mainhands). I have provided some examples for each element, but my suggestions are not exhaustive and you may use whatever mainhand suits your purposes or needs.
Atma/Ultima Weapons are capable of bolstering your grids with extra cap up and power. The ATK skill of these weapons only apply to party members that have the weapon proficiency of said Atma/Ultima Weapon.
Due to their importance in the past, players often try to build entire teams around one weapon proficiency. However, this is often not the most optimal choice for end game players, as the introduction of new weapons and uncaps of older weapons have made it harder and harder to justify and/or fit an Ultima into every grid. That being said, you can still find good use for Ultima Weapons; in particular, if/when you are looking to take advantage of more than one damage cap up key or if you have fully/almost fully shared weapon proficiencies and the Ultima weapon provides you with DA/TA, Stamina, or Enmity that your setup needs. For example, you may want to include two of Charge Attack/Skill/Chain Burst Damage Cap Ups (Opus and Ultima Keys) for use in One Turn Kill (OTK) setups to be able to reach the required damage (21 million for the Ex+ boss in Unite and Fight/Guild Wars).
Not every grid must include an Atma/Ultima Weapon nor does your entire team have to share a weapon proficiency to warrant its inclusion. In this guide, Atma/Ultima Weapons are represented by an Elementless Ultima Sword that acts as a visual placeholder, your Ultima can be any type and element of your choosing. That said, sword is the most common Atma/Ultima choice due to the abundance of viable sword proficient characters and MC classes. Here is my sheet that shows all SSR character weapon proficiencies.
Atma/Ultima Weapons are very often utilized for their ability to provide a source of Double Attack (DA) and Triple Attack (TA) (20% DA/TA with the Strife key) and/or the various DMG Cap increasing options with the Ultima keys (click the banner for more info). They are very good mainhand options due to their charge attack effect (30% Elemental Attack and 30% DA for 3.5 turns when Ultima) and their high charge attack multiplier.
The first skill of Atma/Ultima Weapons can be customized using a Gauph Key and only effects characters with the respective weapon proficiency of the weapon itself (e.g. Ultima Sword’s first skill only applies to sword proficiency characters). They are generally worth using if at least 3/4 of your frontline benefit from its effects, 2/4 or less can also work but is pushing it unless it is mostly being utilized for the Cap up or you know what you are doing.
For my grid recommendations, I have included them as a flex option as they may not be possible/optimal for every player/setup, but they are often the best option (and also very versatile due to the ability to use it in any element) when it comes to weapons that provide grid DA/TA. Strife is the most commonly chosen Gauph key due to its versatility across all elements, but Strength and Zeal are also good options for when your Ultima is serving a more specific purpose or use.
Players can hold a maximum of six Ultima Weapons at one time (if you have obtained all of the extra Ultima Cores from events/trading). They may be reduced to re-obtain the core needed to make them, so you can change the element/type if necessary. However, the materials/resources required to complete an Ultima Weapon is considerably high for the average player; make sure to plan out what type and element your Atma/Ultima(s) will be!
Bahamut Weapons are usually very strong options for Omega/Magna grids due to the large amount of Normal ATK and HP modifier they provide (they are mostly avoided in Primal grids due to how the damage formula works). The Dagger of Bahamut Coda is shown as a visual placeholder and should be whichever type is best for your setup. Builds that include a Bahamut Weapon are assumed to have full coverage, that is, it affects all four members of your frontline. Their value decreases if you do not have full coverage; make sure to do your own calculations!
Xeno weapons currently provide the largest flat Ex/Unknown attack modifiers and some of these weapons are very strong/useful mainhands. The weapons shown in the suggested grids are the Xenos with the highest ATK stat, but can be replaced with other Xenos/non-Xenos if needed (the optimal number of Ex/Unknown weapons used in a grid will possibly decrease if using non-Xenos).
Proving Grounds provide alternative choices in EX/Unknown weapons. They do not offer the same Massive Ex mod that Xenos do (23% at slvl 15), but they offer unique skills and charge attack effects in addition to their Big Ex mod (18% at slvl 15). If you are able to take advantage of the additional skill or charge attack effects, these are good alternatives/replacements for your EX/Unknown weapon slots.
Seraphic Weapons have one of the strongest effects in the game. While fighting with Elemental Advantage, their 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. Seraphic Weapons should pretty much always be used when fighting with Elemental Advantage.
Dark Opus Weapons, when fully upgraded (5*), are currently the strongest weapons in the game. Each element has an Omega/Magna and Primal version. They can be customized to fit various needs and offer very strong mainhand options in addition to being grid powerhouses for both damage and health. However, upgrading these weapons to their final form requires significant investment in both resources (notably a Gold Brick) and strength/teamwork as you need to defeat Dark Rapture (Lucilius) Hard to obtain the materials necessary for the 5* uncap and pendulum. Thankfully Dark Opus Weapons are still very useful at 4*, which have much more reasonable material requirements and should be accessible to most players. In my grid suggestions, Dark Opus Weapons will be assumed to be at the 4* stage. I will try to note if a 5* Dark Opus changes a grid composition and which 5* Pendulums are commonly chosen.
Grand and Moon Weapons
When investing in Grand/Moon weapons for your grids, make sure to do your research so you can use your resources (and money) wisely as to avoid buyer’s remorse! Ensure you know if it is personally worth it to invest in any Grand/Moon weapons for your grid; calculate the incremental increase of that next weapon, the X% boost may or may not be important to you. Some suggested Primal Gacha weapons are regular Character/Gacha weapons and not Grand/Moon weapons, but are either very strong or fill a particular niche.
I provide the most common summon setups at the beginning of each subsection. The standard summon combination is an Omega/Magna or Primal (e.g. Colossus Omega or Agni) paired with an Elemental (e.g. Shiva). However, in some cases double Omega/Magna or double Primal summons are optimal/preferred; your grid and/or overall setup usually needs to hit some kind of threshold before it becomes optimal. Make sure to calculate and test which summon combination is right for you.
– M1 Weapons are considered to be at least 4*, it will be noted if 5*’s make a difference in grid composition or important %HP thresholds.
– M2 Weapons generally must be 4* before they become usable/optimal over M1 Weapons.
– Dark Opus Weapons are assumed to be at least 4*.
– Unless otherwise stated, all other weapons are assumed to be at their maximum level cap, level, and skill level.
Images of weapons and summons are links to their wiki page!
Here is the Table of Contents for the Weapon Grid Resource:
Supplemental Damage (also known as DMG Boosted) is an effect that some characters can provide through their skills and passives, but Hollowsky weapons are unique in that they can provide this via weapon skills. Supplemental Damage can be utilized as another way to exceed the regular damage cap and has the potential to be a strong addition to any grid; it synergizes very well with echos as the bonus dmg will apply separately to the base autos and each instance of echo. However, these weapons’ skills are restricted to apply only to characters with specific weapon proficiencies:
Spear and Katana
Staff and Harp
Axe and Melee
Bow and Gun
Sabre and Dagger
It may be hard to properly utilize these weapons if you do not possess enough characters that are compatible with them, and wanting to use an Ulitma weapon in addition to a Hollowsky weapon will further restrict your team-building options (without gimping one or more of your party members). Therefore it is hard for me to give any general advice regarding Hollowsky weapons. That being said, you may be able to increase your strength if you can field a team that synergizes with a Hollowsky weapon. The Hollowsky weapons’ CAs synergize very well with their Supplmental Damage skills, so you could consider using them as your MH when fielding a team in their respective elements.
Sometimes you may consider Hollowsky weapons even if your full team does not benefit from its skills. This may be the case if you require/desire the mainhand charge attack/ougi effect: Spear is great for sustain, Staff provides Water ATK and ATK/DEF, Axe provides a lot of TA and a Supplemental Damage buff, Bow provides Crit and Damage Cap Up, and Blade provides strong stacking debuffs.
For use in grid without effecting your whole team, Hollowsky Blade can be a good choice for solos or fights where you really need your dagger/sword characters to land debuffs as the extra debuff success can make all the difference in maintaining debuff uptime.
Dark Opus Weapons
Dark Opus Weapons were introduced with the Lucilius Raids and there are two versions for each element, one with Omega/Magna skills (boosted by Colossus and co.) and the other with Primal/Normal skills (boosted by Agni and co.). A Dark Opus weapon has one base skill and two customizable skill slots that unlock after uncapping and leveling the weapon to 4*/120 and 5*/200, respectively. Dark Opus Weapon skill ups require Bahamut Weapon level fodder amounts, and its own fodder requirement tier after Slvl 15; check the wiki for more details the trade/uncap/skill/key information.
Each weapon begins at 3* and comes with the base skill of Big Majesty (15% ATK/HP @ Slvl 10). Once 4* and at least level 120, the 2nd skill slot is unlocked and can be filled with various keys similar to the Ultima Key of Ultima Weapons; this key also adds an effect to the weapon’s Charge Attack. Once 5* and level 200, the 3rd skill slot is unlocked and can be filled with a key that provides Large Stamina, Large Enmity, Medium Trium, or a unique Elemental ATK boost based on the number of turns passed (all boostable by Omega/Magna or Primal summons); when the final skill is added, these weapons are the most powerful weapons in the game.
Why do I only consider them as 4* in my guide then? Well, a 5* Dark Opus weapon is likely out of reach for most players for the time being. The materials required to uncap them to this level are locked behind defeating Lucilius Hard (with parties consisting only of a specific element) and you also need to spend a gold bar on the 5* uncap.
3* Dark Opus Weapons
At this stage, Dark Opus Weapons, in terms of damage, are just like regular 3* Big ATK weapons (like Yggdrasil Sword Omega), but they additionally boost HP. At 3*, Dark Opus weapons are just expensive filler (due to the skill fodder requirements) and I do not recommend using them at 3* unless you somehow have nothing else and/or require the HP and/or have the fodder to spare.
4* Dark Opus Weapons
Just like at 3*, the 4* Dark Opus Weapons are equivalent to 4* Big ATK weapons. while also boosting HP. They also have the choice of providing Auto/Skill/CA/Chain Burst Cap up (same values as Ultima Keys, same types do not stack with Ultima Keys).
4* Dark Opus in Omega/Magna Grids:
In the case of Fire and Water, they are better than their Omega/Magna counterparts due to having higher base attack, so they are automatic replacements for one of your 4* (or less) Colossus Cane Omega and Leviathan Gaze Omega; the HP and Cap Up is just a welcome bonus. For AES grids, the Dark Opus doesn’t replace an AES, but should rather just be added to the grid (replacing the weakest non-AES weapon, usually the 2nd EX weapon).
In Earth the Harp is essentially equivalent to a 4* Nibelung Klinge, offering a slightly more powerful HP skill and slightly lower base ATK stat. If you can Cap, the Cap Up option should be more useful than the Counter skill of the Katana.
For Wind and Dark, if you are using Tiamat Gauntlet Omega or Celeste Zaghnal Omega, it is that same as for Fire and Water, the Dark Opus Weapons have higher base attack and offer the same ATK skill so they are automatic replacements. It is a bit tricker here however, considering those weapons are not the commonly used Omega/Magna weapons; rather, the Medium ATK and Small Enmity weapons are used: Tiamat Bolt Omega and Celeste Claw Omega. In terms of damage, if you are utilizing Enmity properly, the Dark Opus Weapons are weaker; however, it is likely you will want to include them for HP and/or the Cap Up option. For Dark, when comparing the Dark Opus to Abyss Gaze on motocal, it also loses in damage (even if we remove the DA portion of its skills), however the Dark Opus does not rely on Crit. When including it in a M2 Gun grid, you’ll want to still have at least three Gaze to have some resemblance of Crit consistency (three Guns with a single Celeste is 40% Crit).
In Light the Dark Opus can simply replace either a Luminiera Bolt/Sword Omega. The Bolt’s replacement is like Fire and Water, and the Dark Opus is essentially equal in damage to the Lumi Sword (Dark Opus is greater if you have Normal ATK buffs) in addition to providing more HP and a Cap Up option.
In terms of 1-turn kill farming (such as Unite and Fight/GW EX+ fights), the 4* Dark Opus weapons are superior to Ultima Weapons in grid, as they will effect all your characters with a greater boost and without restriction while still providing a Cap Up option. However, players may use both Ultima and Dark Opus in their 1T setups to utilize two Cap Up options.
5* Dark Opus Weapons