Pooky’s GBF Weapon Grid Resource

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 grid to understand the context of my recommendations!

Last updated – January 12, 2020 (probably not the update you were looking for though… yet):
– Updated this section to let you know that I’m alive.  I am planning on updating the whole guide soon™.
– Updated “Setting the Stage” section.  In particular, the Ultima Weapon section, as they have become relatively weaker with all the changes since I last updated this section.
– Minor changes to Hollowsky Weapon Section.
– Removed double elemental fire section.
– Updated Fire Section.  Added cosmic weapon options and Epic Weapon Grid (Chains of Caucasus).  Included link to Shrimp’s Fire Epic Weapon grid guide.
– Updated Water Section.  Minor adjustments to Magna section, removed F2P Primal grid, updated Grand Weapons and added comments about Water Primal Crit setups.

To be updated Soon™:
– General Review/Update of entire guide.
– Convert Wind/Light/Dark Omega/Magna sections to “new” format (similar to Fire/Water/Earth).
– Add 4* Cosmic Weapons as options for certain grids.
– Update Grand Weapons.
– New Proving Grounds/Xeno weapons.
– Highlander Grids.
– Epic Weapon Grids.

On the Backburner:
– Dark Opus Weapon section.
– Condense Ultima Weapon section in “Setting the Stage” and create a section for Ultima Weapons similar to Hollowsky and Dark Opus Weapons.
– Create “Starter” Gacha grid examples.
– Non-Epic F2P Primal Grids.
– Maybe add “A note on the Meta” for each element.

A Note on Gacha/Whale Grids:
I removed my Gacha Primal Builds.  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.



Quick Links:      


Hollowsky Weapons



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 and Primal grids are explored for all six elements in this all-in-one resource!

You should really read this section to have proper viewing context, but if you want, you can jump straight into it with the quicklinks above.

Grid Definitions:

– 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 KamiGameAll grids are presented under the assumption of being used with Elemental Advantage.

Thanks to my friends in Ninaverse Discord 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 proficieny 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 (20 million for the next Ex+ boss in Unite and Fight/Guild Wars, will be 21 million for subsequent events).

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 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.

Summon Combinations

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 will mainly be considered to be 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 4*.
– Unless otherwise stated, all other weapons are assumed to be at their maximum level cap, level, and skill level.

Click individual weapon icons to go to their wiki page!

Table of Contents:

Fire
MainhandsOmega/MagnaPrimal
Water
MainhandsOmega/MagnaPrimal
Earth
MainhandsOmega/MagnaPrimal
Wind
MainhandsOmega/MagnaPrimal
Light
MainhandsOmega/MagnaPrimal
Dark
MainhandsOmega/MagnaPrimal
Other
Hollowsky Weapons


Fire


Mainhands

 
Wrathfire Longblade and True Infernal Flamescythe are very strong offensive mainhands, and they are both farmable from the Xeno Ifrit Clash event.
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.


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 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.


Ixaba, a Grand 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.  It’s 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.


Benedia, also a Grand 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
, a Grand 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 a tonne of 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; a strong effect and a very good mainhand option for whatever weapon type/element you choose to make.  Remember, you can only have five 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!


Omega/Magna

Summons

 + 

[Colossus Omega] + [Shiva]

Colossus Cane Omega

About This Grid

Basic M1 Fire grid, likely a players first Fire grid but can also hold its own late game with fully upgraded 5* Colossus Cane Omega; 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.  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*.

Omega/Magna Weapons: 4-5 (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: 4-5


This grid should use a minimum of four Omega/Magna Weapons; ideally three 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).  If you need something else to fill the grid, using a fifth Omega/Magna Weapon is a good option, especially if you don’t have strong EX/Unknown Weapons yet.
– 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 the fifth weapon.

EX/Unknown Weapons: 1-3

Hollowsky Weapons
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 Ground, 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.
– 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.

Ancient Ecke Sachs

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.  A standard finished AES grid usually has 5 AES and the Dark Opus Weapon.

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 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).  3* AES are generally better than 4* Colossus Canes below ~90-95% HP, and ~80-85% HP for 5* canes.

Each AES provides a base 5% Crit chance, this is boosted to 11% with a 4* Colossus Omega Summon. Meaning the standard grid of 5 AES provides a 55% chance to Crit.

Omega/Magna Weapons: 5-7 (Weapon Skills boosted by Colossus Omega)
EX/Unknown Weapons: 1-3
Normal Weapons: 1-3
Seraphic Weapon: 1 or 0
Cosmic Weapon: 0-1

Grid Composition

Omega/Magna Weapons: 5-7

 
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 a seventh Omega/Magna Weapon 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: 1-3

Hollowsky Weapons
This grid normally only has room for one EX/Unknown Weapon but could theoretically use up to three; 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 Ground, 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.
– 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

 
Shiva’s M2 weapon series do not really offer any significant offensive upgrades over the two previous 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

Is “No Gacha” Agni Viable? When Should I Invest In/Start Using a Primal Setup?

There exists a competitive endgame “No Gacha” Primal Fire grid.  This grid is fully farmable but requires a large commitment to complete.  The grid requires four 4* Chains of Caucasus, which only drop from blue chests and red chests from the Prometheus Raid (check for drop rates).  Chains of Caucasus currently can not be purchased via treasure or pendant trading and therefore you will need to obtain 16 drops to obtain a workable Epic Weapon grid.

So the answer is Yes, but it requires a lot of farming.  Other “No Gacha” Primal Fire grids, Ecke Sachs for example, are not worth investing in, especially if you need to use Sunstones to fully uncap your own Agni.  Primal Fire will always want to have their own Agni, as having a friend Shiva allows immediate access to his call.

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!

Summons

 + 

[Agni] + [Shiva]

No Gacha
Chains of Caucasus

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


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.
– Wrathfire Longblade.  Another filler option, but should mainly be used for MH 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 provides an additional 6% DMG Cap up.

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.

Other Weapons


Benedia (Grand weapon, Rackam’s) is in a slightly awkward position for fitting into a Gacha Primal Fire grid due to the strength and versatility of both Ixaba and Crimson Finger. Benedia offers Massive Normal Attack (22% @ Slvl 15) like most of its Grand weapon counterparts but falls short on its second skill, which is Medium DA/Crit (5% DA and 6.1% Crit); second skills with Stamina, Enmity, Sentence, or another ATK skill perform better.  Benedia can still find use in grids 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) is another Fire Grand Weapon in a slightly awkward position for fitting into a Gacha Primal Fire grid.  It offers Big Sentence (CA DMG/Cap Up) and Big Crit.  Crit is generally an awkward skill to invest in for Primal grids as their strength is mainly limited to elemental advantage fights only; and players often want some returns on their investments on more than just elemental advantage fights (such as for Gold Brick racing/farming).  Primal Fire players are more likely to invest in Stamina or Enmity as those are more versatile investments that do not rely on elemental advantage as much.  That being said, a Purifying Thunderbolt can be used in OTK setups to maximize CA damage output.



Quick Links:      


Hollowsky Weapons



Water


Mainhands


I normally do not show individual Class Champion Weapons (CCW) or Ultima Weapons here, as I provide links to their Wiki Pages at the end of each MH section, but M2 and Gacha Water generally provide the most damage when using the Unsigned Kaneshige, or Ultima Blade for 1t/short fights, with the Kengo class combined with a Bonito summon and characters that benefit from a high frequency of Charge Attacks.


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.  For a static effect, this harp will apply a nuke (600k base damage cap) that applies a stacking 15% ATK/DEF down debuff to all foes (max 30%) when 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.


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 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
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.


Murgleis, a Grand 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.


Blue Sphere, a Grand 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.


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 five different Ultima at one time, choose wisely!


Class Champion Weapons (CCW) can range in strength from niche uses to absolute powerhouse.  The 5* weapons are usually very good options for the EX II classes.


Omega/Magna

Summons

or 

[Leviathan Omega] + [Europa or Bonito]

Standard M1

About This Grid

Basic M1 Water Grid, very simple and has an easy transition to M2.; 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: 1-3
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; ideally three 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 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 and can be uncapped to 150/Slvl15.  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: 1-3

 Hollowsky Weapons
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 Ground, 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 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.
– 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

About This Grid

Omega/Magna Water gets a significant upgrade by replacing two Leviathan Gaze with two Tyros Zither in the grid.  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) but is still highly recommended to use, especially in CA/Ougi focused setups.  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 can be utilized in CA/Ougi focused setups (to ensure CAs cap); 1T setups that want to only press Bonito and then attack (for quick farming of event raids) can use up to five.

Note that while a Gaze is included in the base grid, it may be removed/swapped for another Omega/Magna weapon, especially if you are trying to fit in Tyros Sceptres and/or 3-5 Tyros Zithers.  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: 0-1

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 two or three 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.
– For Kengo/CA focused setups, you’ll likely want three Tyros Zither.  Use Opus and a Gaze or Frostnettle plus two Zither for non-Kengo/non-staff setups.
– Winter’s Frostnettle is the same as an Ancient Ecke Sachs, except that it is Water and can be uncapped to 150/Slvl15.  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.
– 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

 Hollowsky Weapons
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 Ground, 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

Is “No Gacha” Varuna Viable? When Should I Invest In/Start Using a Primal Setup?

No, not really, just make an Omega/Magna grid instead.

I personally use a Bonito/Varuna grid with two Grand Weapons (Murgleis and Blue Sphere with 5* Dark Opus) and it has served me quite well.  However, the general break point to start considering a Water Primal grid would be two 4* Blue Spheres and one to two 4* Fimbuls.

Summons

+ or or

[Varuna] + [Bonito or Varuna or Europa]

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 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 essential 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 very recommended to only invest in the Crit grid if you have Cagliostro (Summer), as her Keen effect is what pushes the setup to the max.  As far as I know, this grid is not currently top tier for Gold Brick racing and is mostly reserved for committed Water whales.

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). Due to the frequency of CAs in Kengo setups, the once all-mighty Murgleis’ small DA/TA skill loses value. There is generally not room for more than one Murgleis in Kengo Varuna grids but multiple copies can still be utilized in auto-focused setups if desired.  A Murgleis provides 7.7% DA/TA with one Varuna 11.9% with double Varuna.

Note: Ougi-focused is much stronger at the moment, and you will still want 1-2 Blue Spheres in a Murgleis/auto-focused build.  And with just 2 Blue Spheres you can have a strong Primal Water setup without investing more resources into Murgleis.



Quick Links:      


Hollowsky Weapons



Earth


Mainhands


True Judgement Lyre is a great 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).


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.


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%.


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.

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, a Grand 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.


AK-4A
, a Grand weapon, is a strong 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) is always good.


Mirror-Blade Shard
, another Grand 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.  Only use if your setup does not need a DA/TA or charge boosting mainhand.


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 five different Ultima at one time, choose wisely!


Class Champion Weapons (CCW) can range in strength from niche uses to absolute powerhouse.  The 5* weapons are usually very good options for the EX II classes.


Omega/Magna

Summons

 +  or or

[Yggdrasil Omega] + [Godsword Alexiel or Uriel or Yggdrasil Omega*]
*Double Yggdrasil is only recommended for completed M2 grids

Standard M1

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: 4-5 (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: 4-5

 
This grid should use a minimum of four Omega/Magna Weapons; ideally three 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]).  If you need something else to fill the grid, using a fifth Omega/Magna Weapon is a good option, especially if you don’t have strong EX/Unknown Weapons yet.
– Ancient Perseus has two offensive skills that provide a total of 22% Omega/Magna ATK (4* sword is 18%, 5* is 20%), but also lowers your DA by 10%.  It is useful for raw power in 1T setups, can replace swords.  Raw Power Ranking: 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.

EX/Unknown Weapons: 1-3

Hollowsky Weapons
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 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.
– 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

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: 1-3
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 22% Omega/Magna ATK (4* sword is 18%, 5* is 20%), but also lowers your DA by 10%.  It can be useful for raw power in 1T setups.
– 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

Hollowsky Weapons
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 or 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.
– 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 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

Slightly Out of Date – to be updated later
Is “No Gacha” Titan Viable? When Should I Invest In/Start Using a Primal Setup?

“No Gacha” Earth Primal is outclassed by M2 Earth unless very low %HP can be maintained.  There is very little reason to use “No Gacha” Titan over M2 Earth.  It is recommended to have at least three to four core Grand Weapons in order for Primal Earth to surpass the power of M2 Earth.

Summons

 +  or or

[Titan] + [Godsworn Alexiel or Uriel or Titan]

No Gacha

Out of Date – to be updated later

About This Grid

   
The “No Gacha” grid for Titan is Enmity focused due to Solomon’s Axe, it will perform best if Ayer and/or Threo are included in the party.  Earth M2 will outperform this grid.  Nibelung Klinge can be used instead of Yggdrasil Crystal Blade if more HP is desired.

Pooky’s Flex Recommendations

  
Same as M1. But you can also add Spymur’s Vision to Earth Primal grids.  The weapon is a bit lackluster in terms of providing multiattacks for your team.  It offers medium DA, big ATK and small Crit at the cost of a 10% max HP cut.  If you have any other DA/TA buffs you’ll likely only want one Spymur’s Vision at max, especially if you want to feel safer at low %HP.

  
– An additional Solomon’s axe will enhance your damage at low HP while an additional Xeno is decent filler.
– A Baihu Claw can be used for extra DMG Cap (Malus) or medium Crit (Regus).

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, often 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).


 

Caim

To be added

 



Quick Links:      


Hollowsky Weapons



Wind


Mainhands


Windhose is made for Charge Attack/Ougi focused teams, and is very powerful with the Chyrsaor 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%).


The Charge Attacks of Grimnir M2 Weapons 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.


True Conviction Flashspear 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.


Love Eternal 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.  Reunion offers damage buffs on its CA instead of DA/TA, providing 20% Wind ATK and Stamina on its Charge Attack (note that Reunion’s Wind ATK will not stack with SS Jeanne d’Arc’s Charge Attack effect).  Both of these Grand weapons are strong dagger mainhands.


Vortex of the Void, a Grand 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 five different Ultima at one time, choose wisely!


Class Champion Weapons (CCW) can range in strength from niche uses to absolute powerhouse.  The 5* weapons are usually very good options for the EX II classes.


Omega/Magna

Summons

 +  or  (M2 Only)

[Tiamat Omega] + [Grimnir or Tiamat Omega (M2 Only)]

Standard M1

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.

Pooky’s Flex Recommendations

 
I highly recommend using an Atma/Ultima weapon and/or the Spear of Renunciation somewhere in grid or as MH.  Ultima and Dark Opus Weapons can provide you with Damage Cap Up options (same types will not stack); in addition, an Atma/Ultima can provide you with 20% DA/TA while the Spear of Renunciation is the best weapon available for both flat Omega/Magna ATK and HP modifiers.  You’ll likely want a DA/TA providing MH (GW Dagger) or class (such as Elysian, for its Call of the Abyss skill).  Many end game setups include an Ultima (MH or grid) and/or a DA/TA MH (with Berserker or Splitting Spirit) along with 5* Niyon to provide their team with large amounts of immediate and sustained DA/TA buffs.

 
– An additional Tiamat Bolt Omega will enhance your damage at low HP while an additional Xeno is better filler for high HP damage.
– Ancient Nalakuvara has two Omega/Magna attack skills (but one expires after 8 turns) that are both boosted by Tiamat Omega.  It is useful as a one-of (the temporary buff does not stack with other copies of the spear) for 1T setups and short fights; may be added to the grid or take the place of a Tiamat Bolt Omega.

 
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 especially if you are using an Ultima; make sure to take this into consideration when doing your calculations!  Use Qinglong Spear Malus for Cap up (otherwise its a fairly weak grid weapon) or a Bahamut Weapon for more ATK and HP.


Windhose 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.

Standard M2

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 (e.g. Ultima MH, SS Jeanne d’Arc, Scathacha, etc.) to 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

Pooky’s Flex Recommendations

 
Same as M1.  For most content three Tiamat Bolt Omegas are recommended.

 


Same as M1.

Tiamat Gauntlet Omega


Tiamat Gauntlet Omega is Wind’s equivalent of Leviathan Gaze Omega/Yggdrasil Crystal Blade Omega/etc.  It provides more damage at full HP than Tiamat Bolt Omega, but Bolts become equal or better at around ~90% HP.  These are best utilized for 1T or short fights; if you do invest in fists, generally you’ll use 1-2 of these plus the Dark Opus and an Ancient Nalakuvara in addition to Last Storm Harps.


Primal

Out of Date – to be updated later
Is “No Gacha” Zephyrus Viable? When Should I Invest In/Start Using a Primal Setup?

Similar to Earth, Wind has a very strong setup with M2 Wind.  There is almost no merit in using “No Gacha” Primal Wind over M2 Wind (or even M1 Wind).  It is recommended to have at least three to four Love Eternal/Reunion/Spear of Assail to match the power of M2 Wind.

While Gacha Wind can be an upgrade over M2 Wind, I mildly recommend that players spend their Damascus Ingot resources on other elements.  I say this because Wind has a variety of strong DA/TA and Normal ATK buffers, which have greater synergy with Omega/Magna setups.  Wind M2 grids combined with Wind’s top tier buffers should easily hit the damage cap for low/med defense content and makes the power level increase from Zephyrus Gacha grids mostly unnecessary.  That said, the power of Wind’s Grand/Moon weapons should be noticeably stronger on high defense targets and you may find a Zephyrus setup that suites your tastes or allows you to achieve something that M2 Wind might not be able to do; invest your resources where you please, but also do your research!

Summons

 +

[Zephyrus] + [Grimnir]

No Gacha

The options for a No Gacha Zephyrus build are currently lacking, it is recommended to use Omega/Magna Wind instead.

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 Grand Weapon.


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.



Quick Links:      


Hollowsky Weapons



Light


Mainhands


True Purity Sunblade has a static MH effect that gives a Normal Stamina modifier (15% @ 100% HP); it also gives party uplift (10%) for 2.5 turns and applies a 2 turn local blind to your target with its Charge Attack.  A very good sword mainhand option, especially for Berserker and Swordmaster/Glorybringer (has 36% echo) if your setup can go without a MH DA/TA generator.


Huanglong Spear has a strong static MH effect that boosts party Charge Attack DMG and Cap by 20% and its Charge Attack boosts Charge Bar gain (10% for 2.5 turns).  Also prevents Charge Attack Sealing Debuffs.  Very good farmable mainhand for spear classes.


The Hollowsky Bow‘s CA provides a 5% DMG Cap Up and 60% Chance for  30% Crit DMG buff to the party for 3.5 turns.  The Crit buff is sort of redundant as you’ll likely be running 5* Song for 100% Crit (the two Crit buffs do stack though) to activate the Supplemental Damage skill of the Bow – 30k Supplemental Damage on Crits for Bow/Gun characters.  It might be hard to properly use this weapon as a MH (limited amount of gun/bow characters to choose from, teams will likely lack DA/TA) but it could be good in the right scenario.  The Bow’s weapon skills are 20% Ex/Unknown ATK and 10% Chance for 45% Crit DMG for Bow/Gun characters.


Certificus is a very good mainhand for both offense and defense. Its charge attack provides DA/TA (30%/30%) and Defense (40%) to the whole party for 3.5 turns (usually these effects only last 2.5 turns).  Because it is an axe you can have easy access to its buffs on T1 via Berserker, just like with the Xeno Ifrit axe.   The Defense buff is a very welcome additional effect as it helps reduce incoming damage for  maintaining high %HP in both M2 and Primal stamina builds, although one should consider the opportunity cost of investing in a 4* Certificus purely for MH use with a Magna grid.

 
Gambanteinn and Eden are both Grand weapons that are not great mainhands, but can be used as a MH for slot/grid efficiency in Primal grids as they have good skills for Zeus Grids (many strong mainhands are not strong grid weapons).  Gambanteinn offers healing while Eden gives a shield and small Normal attack boost.  The effects, while decent, are not strong enough to warrant spending resources on them purely for MH use.


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 five different Ultima at one time, choose wisely!


Class Champion Weapons (CCW) can range in strength from niche uses to absolute powerhouse.  The 5* weapons are usually very good options for the EX II classes.


Omega/Magna

Summons

 +

[Luminiera Omega] + [Lucifer]

Standard M1

About This Grid

 
Basic M1 Light grid, offers very high HP; a minimum of one more Omega/Magna weapon should be added to complete the base grid, either another Luminiera Sword Omega or the Sword of Renunciation.  Luminiera Bolt Omegas can be used as stepping stones while you work on uncapping Luminiera Sword Omegas (do not use swords before 4*).

Pooky’s Flex Recommendations

 
I highly recommend using an Atma/Ultima weapon and/or the Sword of Renunciation somewhere in grid or as MH.  Ultima and Dark Opus Weapons can provide you with Damage Cap Up options (same types will not stack); in addition, an Atma/Ultima can provide you with 20% DA/TA while the Sword of Renunciation is the best weapon available for both flat Omega/Magna ATK and HP modifiers.  You’ll likely want a DA/TA providing MH (GW Dagger) or class (such as Elysian, for its Call of the Abyss skill).

     
Any leftover slots can be filled with these weapons:
– Another Luminiera Sword Omega is the best no-strings-attached option for damage and comes with bonus HP, but will also cost you time/quartz/resources that you may want to spend or invest into M2 instead.
– A second Xeno is usually optimal for damage, while a third can be used as filler if you have nothing else (but do you really want to farm three?)
– Cosmic Sword is a good option when your grid is all swords, especially when you have your plus marks on your light swords, BAL and ATK types offer damage oriented bonuses.


Luminiera Bolt Omega are the best placeholders (Luminiera Harp Omega also provides the same skill as Bolts, but has less attack) to use while you are making progress on 4*’ing Luminiera Sword Omega, which are only to be used once 4* and above level 120.


A Bahamut Weapon is not the best option (diminishing returns on its Normal ATK due to Lumi Swords) but can make for decent filler if you are still using Bolts.


Huanglong Katana is a very unique weapon and its use is often debated about, mainly with regards to racing due to the extra animations/skills/time it takes to fully utilize.  It provides massive Normal ATK (22% @ Slvl 15, 25.5% @ Slvl 20) at the cost of a 10% max HP cut and has a second skill (Prayer of the Sunrise) that activates when your party uses a healing skill, providing a 10% Light Elemental ATK buff for 7 turns and stacks up to a maximum of 50% (new stacks refresh the duration).  Generally you should only use this weapon when you can take full advantage of its passive skill, but if its massive Normal ATK by itself is optimal for your setup (even moreso when 5*’d), then none of the following applies.
The following questions should be asked before using this weapon:
– does your team composition have multiple healing (green skills) that are useful to be used on cooldown for quick stacking?
– can you prevent the 10% HP cut from having a significant negative effect on your setup?
– can you avoid having the bonus dispelled or dropped off in the fight? (less important if you can quickly reach max stacks)
– will the bonus provide a significant damage boost in your setup?
– if racing, is it worth any extra time it takes you to stack and maintain the bonus over just attacking?
If you answer no to any of these questions you may want to consider other options.

Standard M2

About This Grid

  
M2 Light offers a good upgrade over M1, you will lose some HP to gain damage as Mittron’s Bow gives Stamina and Crit skills that are boosted by Luminiera Omega; a minimum of one more Omega/Magna weapon should be added to complete the base grid, either another Luminiera Sword Omega or the Sword of Renunciation.

Pooky’s Flex Recommendations

   
Same as M1.


A third Mittron’s Bow can increase your damage if you can maintain full/high percentages of HP for the entire fight/encounter.


A 5* Huanglong Guantlet can be used in place of a Xeno for the EX/Unknown ATK mod.  It provides slightly less power than a Xeno but also lowers Dark damage received by 17.5%.

Alternate M2

About This Grid

  
A grid that is focused on Mittron’s Treasured Blade offers an alternative playstyle in Light that revolves around Enmity.  If you are below ~75-80% HP, this grid will be be superior to other Magna Light grids.  If you plan on maintaining ~75% HP or higher, the Standard M2 option is recommended.

This grid is an option, but Light lacks ways to activate Enmity and is generally more synergistic with healing and Stamina.  The damage from Standard M2 is generally sufficient as well, while the Enmity payoff of daggers is not as high as other elements’ Enmity setups.  Therefore I would only recommend exploring this alternative if you have extra time and resources.

Pooky’s Flex Recommendations

    
Same as M1/M2.

 
– Add more Mittron’s Treasured Blades to further invest in Enmity.  This will result in lower damage output at high %HP, so ensure you can spend the majority of the fight below 75% HP if you do so.
– A combination of daggers and bows can provide a “Stamnity” curve that simulates decently at all %HP (although the high HP damage output is decently less than Standard M2 at high HP).  This setup performs best with elemental buffs and double 4* Luminiera Omega Summons; however, with 5* Lucifer being released, this type of setup is likely not worth investing in.


Primal

Out of Date – to be updated later
Is “No Gacha” Zeus Viable? When Should I Invest In/Start Using a Primal Setup?

“No Gacha” Primal Light is inferior to M2 Light, it uses basically the same grid but provides less HP and damage.  Depending on your characters/setups, one Eden (plus 1-2 of the other Gacha Weapons) Zeus can be around equal with M2 Light.  However, it is recommended to have at least two Eden maxed out before using Zeus instead of M2 Light.

Summons

 + or 

[Zeus] + [Lucifer or Zeus]

*Note: Zeus + 5*/ULB Lucifer is normally the preferred summon setup.

No Gacha

Uses the same grid as Omega/Magna, many Luminiera Sword Omega and a couple True Purity Sunblade (unless you farm Bow of Iliad/Gungnir, which are very average weapons), but has less HP and Normal buffs are less effective.

Gacha

Core Weapons


Gacha Primal Light revolves around Eden (Grand Weapon, Lucio’s) and has strong accessory options in Certificus (Grand weapon, Vira’s) and Gambanteinn (Grand weapon, Io’s).  Eden provides Medium Normal Stamina (9.56% @ Slvl 15) in addition to the standard Massive Normal ATK (22%), similar to Ixaba, and synergizes well with Light’s strong healers and damage reduction to maintain the Stamina Modifier.

Other Weapons


Certificus (Grand Weapon, Vira’s) is the Blue Sphere of Light.  Light as an element does not have the same synergy with Ougis/CAs that Water does, but Certificus is a very strong addition to Gacha Light grids.  In addition to Massive Normal ATK (22%), each copy provides 9.5% CA DMG Up and 5% CA Cap Up and can be boosted by Zeus; this equates to 20.9% DMG/11% Cap with single Zeus and 32.3% DMG/17% Cap with double Zeus. Note that the CA Cap up bonus maxes out at 30%.


Gambanteinn
(Grand Weapon, Io’s) is good for setups that want more DA/TA from grid as it gives Massive Normal ATK (22%) and Small Normal Trium (3.5% DA/TA).  Note that there are strategies that forgo the use of DA/TA weapons such as Ferry comps or set ups that already have a substantial amount of DA/TA (eg. Certificus MH with additional DA/TA buffing characters) and would rather have more grid damage than DA/TA; so make sure you know you’ll get good use out of a Gamba before uncapping it.  Each Gambanteinn provides 7.7% DA/TA with one Zeus and 11.9% with double Zeus.


Crystal Luin (Limited Character Weapon, SS Heles’) and Levin Shooter (Regular Character Weapon, Levin Sisters’) are weapons with Normal Big Trium skills and are not normally included in Zeus grids but can be considered if extra DA/TA is desired (although it probably won’t be).  They might be optimal/useful if you can Cap with essentially one less weapon as they do not have notable ATK skills besides small Enmity on Crystal Luin, which does not provide any boost at full HP.  Crystal Luin provides 5% basae DA/TA at Slvl 10, which is 11% DA/TA with one Zeus, and 17% with double Zeus.  Levin Shooter has a 4* uncap, meaning its skill can be raised to Slvl 15 and provides 7% base DA/TA; giving 15.4% with one Zeus and 23.8% with double Zeus.



Quick Links:      


Hollowsky Weapons



Dark


Mainhands


True Phantom Demon Blade has a passive MH effect that boosts the MC’s stats (70% DA, 25% TA, and 20% Dodge) while they have a Mirror Image buff active.  Conveniently, its CA provides a two-hit Mirror-Image buff and has a chance to apply sleep to the target.  Like the other Xenos, the True Phantom Demon Blade is a strong MH for Swordmaster/Glorybringer as it has the strong 36% echo as well as an ignition Resonance skill effect if you wish to use it.

 
Hermanubis is an axe with a Charge Attack similar to True Infernal Flamescythe, providing 30% DA/TA.  It supplies Medium Normal Majesty (12% ATK/HP @ Slvl 10), so it provides less raw power as a grid weapon, but it also increases the CA DMG Cap; like the Flamescythe, it is very good with Berserker.  Phantasmas, when 4*, gives 3.5 turns of 20% party DA/TA (unconfirmed on my part) which is longer than the 2.5 turn norm; it also gives Medium Normal Majesty (14.5% ATK/HP @ Slvl 15).  This weapon has potential if your MC is looking to wield a gun for non-mechanic use.


Qilin Lyre is a good harp mainhand.  It has a static MH effect that applies to your party: 20% Debuff Success Rate and 20% boost to Skill DMG Cap; also gives immunity to skill-sealing debuffs.  The Charge Attack is essentially the Clarity skill, it removes a debuff from all parties.


The Hollowsky Blade supplies very good debuffs and is particularly suited for solo fights and/or fights where the extra Debuff Success and Debuff Resistance Down allows for the-harder-to-land debuffs to succeed (paralyze, fear, etc.).  Its CA provides stacking 10% debuffs for each of Debuff Resistance Down, Attack Down, and Defense Down, capping at 30%.  It has very useful Swordmaster/Glorybringer skills for solo battles, as the MC can cap on Defense Down with its Awakening Skill (-20% Dark Defense Down) and fully stacked CA debuffs while also providing Veil (with Resonance, an optional skill), 20% Light Damage Lowered and 24% Echo.  Sword teams are pretty common in Dark, so it is relatively easy to take advantage of the Supplemental Damage skill that relies on the amount of debuffs on your target (3k per debuff, 30k max).  Like the other Hollowsky weapons it provides 20% Ex/Unknown ATK to its respective proficiencies as well as 10% Debuff Success Up.


Parazonium is one of the strongest mainhands in the game; basically a GW dagger on steroids.  It is a Grand Weapon, so it boasts high stats and a Massive Normal ATK skill (along with its small Normal DA/TA); its Charge Attack gives your party a 30% DA/TA and 15% echo buff.  Very strong, good with the Splitting Spirit skill.


Unheil, a Grand Weapon, is a harp mainhand with a Charge Attack that is all about doing more damage, providing a Crit buff (70% chance for 50% more damage) and a 15% DMG Cap Up buff for 2.5 turns.  Somewhat ironically, the weapon itself does not have its own ATK skill, making it harder to take advantage of the extra Cap Up unless your grid is very strong; instead, Unheil provides boosts to CA DMG/Cap, Chain Burst DMG/Cap, HP and debuff resistance.  Given the choice, most players would likely default to Parazonium, but Hades players with strong grids may consider using this as another way to further break the DMG Cap.


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 five different Ultima at one time, choose wisely!


Class Champion Weapons (CCW) can range in strength from niche uses to absolute powerhouse.  The 5* weapons are usually very good options for the EX II classes.


Omega/Magna

Summons

 +

[Celeste Omega] + [Bahamut]

Standard M1

About This Grid

 
Basic M1 Dark; a minimum of one more Omega/Magna weapon should be added to complete the base grid, either another Celeste Claw Omega (more potential damage), Katana of Renunciation (provides better damage at full HP as well as an HP skill), or Olden Cortana (Big DA/TA at the cost of a 10%HP cut). Celeste Claw Omega boasts the same type of skills that Tiamat Bolt Omega does, Medium ATK and Small Enmity.  Therefore the grid is essentially the same as Wind’s Standard M1 except with less base attack (guns have more attack than melee/fists), strong at low HP; very good with SS Zooey.

Pooky’s Flex Recommendations

 
I highly recommend using an Atma/Ultima weapon and/or the Katana of Renunciation somewhere in grid or as MH.  Ultima and Dark Opus Weapons can provide you with Damage Cap Up options (same types will not stack); in addition, an Atma/Ultima can provide you with 20% DA/TA while the Katana of Renunciation is the best weapon available for both flat Omega/Magna ATK and HP modifiers.  You’ll likely want a DA/TA providing MH (GW Dagger) or class (such as Elysian, for its Call of the Abyss skill). Hermanubis is a very good farmable mainhand choice for Dark when used with Berserker (or other weapons with DA/TA CA’s when combined with Splitting Spirit for any class) to immediately provide your team with an extra 30% DA/TA.

 
– An additional Celeste Claw Omega will enhance your Enmity while an additional True Phantom Demon Blade is standard filler.
– Olden Cortana can be used to increase DA/TA further if desired, but ensure that your setup can handle the 10% hit to max HP.  Olden Cortana loses value if you have characters with guaranteed multiattacks.


– A Bahamut Weapon will provide you with ample Normal ATK and HP.
– Qilin Bow provides massive Normal ATK (at the cost of a 10% max HP cut) and increases Dark Allies’ DMG Cap by 10%.  Consider this if you can consistently take advantage of the extra Cap or in 1T’s /short fights when you can take advantage of large damage spikes (SS Zooey, Bahamut’s call).


Celeste Zaghnal Omega is Dark’s equivalent of Leviathan Gaze Omega/Yggdrasil Crystal Blade Omega/etc.  It provides more damage at full HP than Celeste Claw Omega, but Claws become equal or better at around ~85% HP.  While they are a decent M1 option, many players do not end up investing in any Axes due to Dark’s synergy with Enmity.  For non-Enmity options, M2 Dark outclasses Axe builds for Elemental Advantage fights (or Null Element that allows Crit).

Standard M2

About This Grid

 
M2 Dark offers almost exactly the same upgrade as M2 Water, as Abyss Spine is like Tyros Zither except it has Medium ATK and HP instead of just Medium ATK.  Including up to two Spines provides a good upgrade over M1 Dark, as the extra HP and CA DMG/Cap are quite valuable; your basic attacks will lose some power for each Spine you add, but the CA DMG/Cap should make up for it.  When boosted by a single 4* Celeste Omega, the first Abyss Spine will add ~20% Charge Attack DMG/Cap, the second will add an additional ~20% CA DMG/~10% Cap (CA DMG Cap increase is capped at 30% for the Magna Sentence weapon skill).

Pooky’s Flex Recommendations

  
Same as M1.

 
If you use an Ultima and designate another slot for a MH, there are only two flex spots left, making it a tough decision for what to include:
– A second Abyss Spine provides more HP and high CA DMG/Cap; the extra CA Cap synergizes very well with 5* Bahamut’s call.
– A Dark Opus (4*) is generally less damage than another Celeste Claw if you are utilizing enmity, but it provides HP and a Cap Up option.
– It is hard to fit in a Xeno, but it is good standard filler if you need it.


Same as M1, you will likely only have room in your grid for at most one of these.  With an M2 grid, you will likely get more use out of the Qilin Bow for the Cap Up.


A 5* Qilin Sword provides slightly less EX Mod than a Xeno (Sword: 21% vs Xeno: 23%) but also lowers Light damage received by 17.5%.

Alternate M2

About This Grid

   
A possible non-Enmity option for dark.  A grid with 3-5 Gaze provides more damage than a 4-5 Claw grid when above ~60-75% HP (depends on if your Claws are 4* or 5* and how much your team benefits from Gaze’s DA).  You can consider this grid if you use characters that have a hard time taking damage or you want to escape from Enmity, but it should be noted that this grid is generally weaker than Standard Enmity M2 Dark.

Abyss Gazes rely on Crit for damage, so they are only for Elemental Advantage fights (or Null Element that allows Crit).

Pooky’s Flex Recommendations

  
Same as M1.

 
After slotting in a MH and/or an Atma/Ultima there is only room for one or two flex options.  The above choices are all very close in terms of damage so you can choose whichever suites your preferences/availability.

A 5th Gaze is an option, and can give you 100% Crit with double Celeste Omega Summons; however, the strength of a 5*/ULB Bahamut is hard to beat and would require ample Elemental Attack Buffs (>50%, while also disregarding the buffs from Bahamut’s call) for a double Celeste setup to be on par with the regular Celeste + Bahamut summon pairing.  You would likely one use one Spine if you do choose to use double Celeste, as one Spine would reach the maximum CA Cap Up on its own.


You will likely find it hard to utilize the Cap Up from the Qilin Bow with this grid, but if you can Cap this weapon is an good option.


Primal

Is “No Gacha” Hades Viable? When Should I Invest In/Start Using a Primal Setup?

“No Gacha” Primal Dark is inferior to M1 Dark.  Up to two Gisla can be used to increase the power of Omega/Magna setups.  Until at least three or four Grand/Moon weapons are maxed out, preferably at least three Fallen Sword or three Gisla, it is recommended to continue using M1/M2 Dark.

Summons

+ or 

[Hades] + [Hades or Bahamut]

*Note: In most cases you will want to use Hades + 5*/ULB Bahamut as your summon combination.

No Gacha

Dark’s No Gacha Primal options are currently lacking in damage options.  Until enough Grand/Moon weapons are acquired, it is recommended to use an Omega/Magna setup instead.

Gacha

Core Weapons

 
Dark has almost exactly the same options as Fire when it comes to “Gacha” weapons.  A grid containing multiple Fallen Sword (Grand weapon, Olivia’s) and/or Gisla (Moon weapon) makes up the best grid Dark has to offer; Fallen Sword has Massive Normal ATK (22% @ Slvl 15) and Medium Normal Stamina (9.56% at 100% HP) and Gisla 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 (note that Enmity focused builds will still prefer to use at least one Fallen Sword).  The amount of Fallen Sword and/or Gisla 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.

Other Weapons


Blutgang (Grand Weapon, Black Knight’s) provides Massive Normal ATK (22% @ Slvl 15) as well as Small Normal ATK (12%) and Crit (2.4%).  Blutgang is a good accessory weapon to include in Hades grids as it provides a large amount of Normal ATK Modifier that acts as a strong base to go with Stamina/Enmity; the Crit can also be useful for high defense targets.


Unheil (Grand Weapon, Ferry’s) is a very unique weapon, it has two skills, Big Glory and Medium Grace.  Big Glory is basically an upgraded version of Big Sentence that also boosts Chain Burst Specs; it provides 12.5% CA DMG, 6.8% CA Cap Up, 14.5% Chain Burst DMG, and 6.8% Chain Burst Cap Up at Slvl 15;  respectively it gives 27.5%, 14.96%, 31.9% and 14.96% with single Hades and 42.5%, 23.12%, 49.3%, and 23.12% with double Hades.  The CA Cap Up caps at 30% like other Sentence weapons, so the maximum amount of Unheils you’d likely want to use is two.  In addition to Glory, Unehil has Medium Grace, which boosts HP (17%) and debuff resistance (value not yet known).  Unheil does not have a regular ATK skill, and is therefore hard to fully utilize if the rest of your grid is not already powerful enough to function with one less ATK skill; useful to add once you have established a strong base grid.


Parazonium (Grand Weapon, Orchid’s) provides Massive Normal ATK and Small Normal Trium, just like Murgleis and Gambanteinn.  While a decent weapon in a vacuum, it is not recommended to invest in Parazonium purely for use in Grid (it is an amazing MH though), the other options are stronger as the Small Trium is generally not as useful as another ATK/Enmity/Stamina modifier.  Many of the best dark attackers have their own DA/TA buffs and usually a Para MH along with an Ultima will provide your team with enough DA/TA anyway; and, if you want more DA/TA, Cerberus Order may be a better option.



Quick Links:      


Hollowsky Weapons



Other


Hollowsky Weapons

       

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).

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.

Primal Grids:

In Progress.

5* Dark Opus Weapons

In Progress.

Comments

  1. i think on fire on primal(its good to use a magna2 sword than a stick due its has hp boost/da + its a good main hand for sword users…who want ougi buff ta)

    1. I do mention that it is a good mainhand, but yea thats a good point. I’ll add that you could use it instead of a cane for a bit more HP.

  2. Are the m2 fire grid recomended by you or better stick it to aes build?
    And if i want to add 1 scimitar to the grid what should i remove the aes or xeno?
    Thx before

  3. I found the grid guide very useful. May I translate it into Chinese and post it on other forum? I will quote original author and link.

  4. – – I missed the Fenrir Showdown for fimbul farming because too weak when I started in Feb this year and it came few weeks later.. I just slot in another 2 Xuanwu mace while waiting for Fenrir to come. Four beasts event comes too often than Fenrir showdown. *sigh* I also didn’t manage to farm xeno light dagger, again weak. gonna put in huanglong gauntlet for the “unknown weapon” slot. regret that didn’t farm the xeno earth sword, lazy. AAAAAAARRRRRGGGGHHH

  5. Nevermind, my bad. I was wrong. It’s just a bit confusing, seeing the Bolt and then the talk about the sword 😀

  6. How come you did not consider discussing in F2P zues of the weapon Bow of Illiad which covers a BIG stamina + Med DA which lights lack ? another thing is the newly 4* gungnir which offers med atk , med critical and med DA (which also lights lack). F2P zeus can be 2 bow, 2 gungnir a xeno and some cosmo swords . this is way better than magna sword build due to the fact that this build can DA.

    1. I do “discuss” it, and say that I do not recommend using them. This is because illiad+gungnir is worse than light M2 and farming 2 mlb hector bows + 2 flb gungnirs is probably more work than farming two flb metatron bows. you can find DA/TA boosts elsewhere since the grid boost of those weapons is not really that high/worth it. primal crit (on gungnir) is also not very reliable/over valued on sims.

  7. Thank you for this guide. The formatting is clear, and it’s very helpful now that I have more or less full 3* Magna 1 grids and am not sure how to go about optimizing them.

  8. Would it be possible to add segments to the flex options sections for Magna that cover some common gacha weapon inclusions, such as Gisla in Magna Dark?

  9. Hiya. I just have some questions about dark.

    Recently I managed to draw 2 fallen swords, Summer Zooey, Dark Knight, Beatrix, and thought that I may as well try to make something like a Hades grid. Unfortunately I don’t have Hades or Bahamut, so my first question is,

    Is an Omega x Primal setup viable?

    Second, while looking at your guide, I didn’t notice you mention the Cute Ribbon at all. Is it not a good weapon to use in a grid? It has big enmity and small attack so I thought it might be fairly powerful, especially when used in conjunction with summer zooey. I also have a similar question regarding Bea’s weapon, since the wiki doesn’t specify whether it should be reduced or kept.

    So if you wouldn’t mind sharing a bit of advise on whether those two weapons can be used, as well as on whether I can make something of what I have? After all, it would be a shame to not all of that stuff.

    Also, thanks for the great guide! It’s good to know that putting stamina and enmity together in one grid isn’t taboo, the only regret would be not being able to have full HP and 1hp at the same time.

    1. cute ribbon doesnt have FLB, so for now its just filler that people can use if they need to. gram has wasted power in double attack and crit, so gisla is just better.

      i havent looked into celeste+hades, but I’d assume it probably isn’t too great unless you have a really good source of elemental attack buffs.

  10. Hey there! I’m currently deciding between no gacha primal and upgrading my daggers to M2. I finished farming my 2nd fimbul this past event and I noticed that the guide mentions that a 2 fimbul f2p primal grid can be on par with M2 water with the right team. What is the suggested team composition that would allow for that?

    Thanks!

    1. That section is worded poorly and slightly outdated (ill see what i can do about that). Its more about what you dont have (as M2) which will make F2P primal water comparatively closer. Having a good ougi centric team (eg. vajra/s.grea)+ 5* Uno will push M2 water far fast F2P primal. If you dont have characters well suited for ougi focused teams to take advantage of europa harps, F2P Varuna becomes stronger comparatively; which could bring it close to par with M2.

  11. Ermm i running 6 light bolts, is 2 ex weap or 1 ex weap and 1 cosmic rifle a good choice here? I have a baha weap for my last slot.

    1. Do two party members benefit from cosmic rifle?
      I’d run two ex weapons. to counter the cosmic rifle.
      What Chars are you running?
      What’s your MH?

  12. Thoughts on putting diablo bows on a hades stamina grid? And also is a xeno weapon not viable in aforementioned grid?

    1. I don’t have my own FS grid, so I wouldn’t know if Diablo bows would be useful or not, but including them would reduce the damage output by a significant amount. Xeno weapons are fine, my general grid recommendation has one in it. However, if you happen to invest in 5 or more Gacha Weapons you may find there is no room for a Xeno/it wont be optimal to include.

  13. Since the release of the new wind gold moon weapon (Spear of Assail), has Zephyrus become more viable to build? Since the major problem Wind Primal had was the complete lack of Enmity/Stamina. Can a Zephyrus grid be stronger than Magna with the new addition?

    1. I removed my primal gacha grid examples as I received mostly negative feedback on those; I wanted to give examples of everything but I am not a whale so my suggestions were a bit over-reaching and not qualified. See my comment at the top of the page.

  14. Thanks for the guide! What do you think of parazonium as a grid weapon? You seem to not mention it other than being a mainhand

    1. right, sorry forgot to put a comment on it. When compared to the other Gacha weapons, it is not a strong option for use in grid; however, if you lack gacha weapons, it is good to slot in if you have already invested in one as it still has Massive ATK. But generally if you have one I would recommend using it MH pretty much all the time if you can and to not invest your damas into it if you do not plan on using it MH often.

    1. If you are only magna and have no plans on Zeus, it is a hard sell to justify using 3 damas on Cert just for a MH. If you plan on Zeus in the future its a decent option or if you are swimming in damas and have no Primal grid plans it could be an alright investment.

    1. Varuna adds 120% (1.2x) to your primal multiplier, the base primal multiplier is 100% (1x). Murgs, unboosted, provide 3.5% DA/TA at slvl 15.

      No Varuna:
      100% Primal Multiplier * 3.5%
      = 1 * 3.5%
      = 3.5%

      Single Varuna:
      (100% + 120%) Primal Modifier * 3.5%
      = 220% * 3.5%
      = 2.2 * 3.5%
      = 7.7%

      Double Varuna:
      (100% + 120% + 120%) Primal Modifier * 3.5%
      = 340% * 3.5%
      = 3.4 * 3.5%
      = 11.9%

  15. Lucillius weapons are out!
    What do you think about it? (The weapon itself, the Pendulums)
    What will they replace?

    Also, thank you for all the hard work~

  16. Dear Pooky,
    update the Zephyrus section,
    There are many factors that i think would make it pretty strong now.
    For example:
    -Vortex of the Void (Stamina!)
    -Hatsoiiłhał (Enmity+Excelsior).

    Also, with the advent of Lucilius Hard, Lucilius Weapons and Grimnir playable. Zephyrus is a very relevant grid in the meta game IMO.

    I want to see your in depth analysis regarding this, and the best weapon combination that maximize damage without losing survivability for Zephyrus grid.

    1. I do plan to add the new weapons to my guide, but there will not be an in-depth analysis on “Gacha” Zephyrus grids as I am not a qualified whale to discuss these grids beyond theorycrafting/motocal.

      I do agree that the addition of Grimnir’s weapon makes Zephyrus stronger.

      Dark Opus weapons (once 5*) are lined up to be the strongest weapons in the game, adding strength to all elements.

      Updates come when I have time and I usually wait for concrete data on new weapons before writing about them as speculation is a waste of time with regards to updating this guide. In addition to non-GBF things, I am also busy farming new content as well as GW right now, so atm I do not have time for updates.

      1. I see, that makes sense.
        Thank you for replying,
        And i’m sorry for being overbearing without considering your time,
        Keep up the good work!

  17. Hello! Doesnt the AES Grid woth six of then run a 100% (102% iirc) at double Colossus *5? Uhm if im wrong pls correct me i just used the same idea of getting the crit rate at Dual Tia/Yggu with 3 FLB weaps with big crit rates

    1. More often than not, a shiva call is extremely hard to pass up due to the raw power it has, which basically is a party wide assassin buff.

      So unless u r in situations where u don’t use shiva call(very unlikely) or u maybe need stuff like another colo to boost your hp from shiva(raid) sword for soloing or hard raids like faahl, u dont often drop shiva for another colo friend.

  18. So will the new Omega weapons from Rise of the Beasts change these grids much? The Winter’s Frostnettle in particular has the same skills as the Ancient Ecke Sachs… and while there’s currently only one available, it can be uncapped to four star, unlike the AES.

  19. You should update F2P Primal grids like CoC on fire or Anubis staff grids. Thanks for the guide, interesting and usefull, but now outdated. It will be good if you would be able to update it.
    If you need i can search for 1-2 grids elemental grids.

  20. Hi,i just wanted to thank the author,for almost 2 years i found myself coming here every time i start farming for a new element or if i have a doubt about a weapon in my grid,as of now all of my grids (except earth and wind) are completed m2 thanks to your guides,i couldn’t have done it without them and probably would’ve gave up a long time ago if i did not find someone to point me to the right direction,thanks again !

  21. Thanks Pooky

    I’ve been using this site advice starting the game about a year ago…Ive been a filthy casual. This has really helped me work toward a grid and get a rough idea in what to do. I hope to see more primal, highlander and epic weapons here as Im now building my f2p zeus grid with 2 edens,certificus, 3hector bows and 2fist…hopefully soon. This has really helped me and I always check in. Honestly I probably would have gave up this game if it weren’t for the community. Now I just need to find a crew.

  22. Thanks for the guide
    I hope there will be an update about zeus grid
    And I wonder what do you think about ivory ark
    I currently have 2 of them

  23. Thank you for the guide and update! As a relatively new player, your guide has helped me understand what to work towards and why people use certain weapons in their grids.

    I know you’ve got it on the backburner for now, but if you have the time, a note on the meta for each element would be really helpful for a beginner like me — examples of meta team comps and explanations of why they are considered strong would really help me with my own teambuilding.

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