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Other seasonal characters



Mainly Halloween and Christmas, the two characters above are pretty good, but other non summer seasonal characters generally aren’t as good as swimsuit characters, but again just them being limited characters give them a certain value.

 

Grand Series characters

Those limited characters have two advantages: not only do they all range from Great to Extraordinary in terms of team usability, but the gacha weapon they come with have or will receive an upgrade making them among the strongest late game weapons in the game. Those characters are however less rare than the other mentioned limited, as they are available to pull every month during Legend Festival / Premium Gala. They are still limited though, so impossible to surprise ticket them.

 

 

If you don’t have any of the above mentioned SSR, don’t panic! It doesn’t mean your account is trash, the game is completely playable and enjoyable without those units / items. It’s mostly a matter of optimization / competition / min-maxing that a lot of Granblue players tend to enjoy, but that doesn’t mean you have to force yourself to enjoy it as well.

 


 

How to Play

User Interface (UI)

Feel free to skip to the next section since this is merely detailing what each button means.

 

This is your Homepage. It’ll be your starting point most of the time. If you press Switch, you can change which character (of your current party) will be on screen! Tap them for comments. They make cute ones on holidays like Valentines or Christmas.

 

The Menu button is the same as the Submenu button.

 

Have a click around, get a feel of things. Most things match their labels, but here’s the gist of what they mean:

 

Party Where you’ll mostly be arranging your components for battle. Here you can arrange your characters, weapons, and summons, as well as change your class. You are given 42 free party slots; feel free to mix up your party compositions for different situations. [For more detail on team building]

 

Upgrade Where you can upgrade the levels of your characters, weapons and summons, as well as uncap them. Uncapping requires duplicate copies of the same item: it’ll boost the maximum stats of that item. There are ways of uncapping when you don’t have another copy, however… [This is the place where you’ll be getting stronger.]

 

Co-Op While most gameplay is either done in solo or raid battles (i.e. multiple people in one battle), co-op smushes the two concepts together so that 4 people can play together in one room.

 

Draw Otherwise known as the gacha. This is where you’ll acquire most of your weapons, characters that come along with your weapons, and your summons.

 

Quest Your entrance to most of the gameplay. [Here’s a more detailed look at what you can play.]

 

Profile It’s you! This is where you can change your gender, write a profile message, and look at your stats. It’s your public face to the world. You can change what you show publicly via settings.

 

Journal Lyria’s helping out and keeping a record of everything you’re doing. Read up on flavour text of weapons and characters you’ve met or have, or reread main or event stories.

 

Crew Players band together here to form one group. Someone else can find you or you can find your own crew/group to settle down with. If you leave a crew, you cannot join another for 24 hours.

 

Supplies A list of your materials, which are used for crafting and upgrading, and wonders, which are items you can collect via the main story that give you a little boost.

 

Shop Sierokarte wants your money. You’ll be seeing this screen a lot because this is where you trade your ingame currency for items you actually want.

 

Crate This is where things go when your inventory is overflowing. Be sure to check the time limit tab! Items in this tab disappear after time’s up. Cygames also sends compensation/apology items here for you to pick up.

 

Inventory A list of your characters, weapons, summons, and outfits. This is where you can sort and see items or characters you possess in detail. Outfits are merely cosmetic items for your characters; a few are free in-game but most have to be purchased. Note that outfits do not come with their characters. Make sure to use the Sort button at the top right in order to filter your items, it makes life much easier.

 

Stash If your inventory is overflowing and you need somewhere to store things, this is where they go. Stashes can be purchased from the shop with crystals.

 

Friends Where you’ll find your friends list, friend requests you’ve sent, and friend requests you have received.

 

World The world map. Jump to each island through here.

 

Settings Where you can fiddle around with settings to suit your comfort level.

We strongly advise you to go in “Animation/Resolution” settings and set your version settings to Beta to run the game more smoothly on newer devices.

 

Help Cygames provides its own help book and glossary here. This will always be the most up-to-date and accurate information because it comes from within the game itself.

 

 


AP and EP/BP

AP (Action Points) is the equivalent of Stamina in other mobage; it’s the primary resource used to start any kind of quest or raid battle. Your maximum natural amount of AP will increase the more you rank up. You will need AP to start:

● Any main quest past chapter 63

● Any story side quest (called Free Quest)

● Any skill-unlocking fate episode.

● Any raid that you will host yourself

● Any in-game event (story, collaboration)

● Any coop fight that you will host yourself

 

You can refill your AP through several ways:

● By leveling up, you will automatically gain your new max amount as additional AP

● By using a half potion, you will regenerate 50 AP or half of your total AP, whichever is the highest value.

● By using a full potion, you will regenerate 100 AP or your whole AP bar, whichever is the highest value. Note that these are also used to revive yourself when you get K.O’ed in fights.

● By using a Twitter Reset, you can refill your whole AP (and EP), to a limit of once per day.

● Naturally over time, you will recover 1 AP every 5 minutes until full.

 

 

EP/BP (Encounter points) is a separate resource that will be used whenever you join a multiplayer battle (aka Raids). Unlike AP, EP has a permanent natural limit of 10. It is refilled through:

● Leveling up, you will automatically gain 10 additional BP

● Berries/Seeds, one berry refilling you 1 BP

● Balms, one balm refilling you 5 BP

● Twitter Reset

● Naturally over time, you will recover 1 BP every 10 minutes until full.

 

Note that both AP and BP can overflow, meaning that you can go over the natural cap. For example, using a twitter reset or leveling up while your AP/BP gauges aren’t empty will make you go over the natural maximum amount. Overflow AP caps at 999, while overflow EP caps at 99.

Also note that Cygames is generally very generous with AP and BP supplies, as they are extremely easy to get through in-game grinding (Shop trade, Casino, Coop), but Cygames also often rewards their players with free potions (Daily login bonus, special events).

 

As a result, it is actually extremely difficult to run out of Stamina and get time gated in GBF, which explains partially why it feels more like an MMO than a regular mobage.

 

Crystals

Crystals are the substitute currency used for in-game purchases, and what allows Granblue Fantasy to be bearable as a F2P (free-to-play) player. Crystals will allow you to:

● Draw from the premium gacha- 300 crystals for a single draw, 3000 Crystals for a ten draw. Note that crystals cannot be used to buy anything else in the premium gacha (no special gacha like Star Gacha, no daily promotional pull, no Surprise Ticket), but they can be used for Premium Gala / Legend Festival.

Inventory Slots and Stashes. While you start with a rather comfortable 300 inventory space, getting a few stashes can be a pretty good investment for the future.

● A few special characters (known as Eternals / Guild War characters) will require 2000-3000 Crystals in order to be recruited (but that’s outside the scope of this guide).

● There are other things you can buy with Crystals in Siero’s shop, but you shouldn’t consider them at all as they are a waste of Crystals.

 

The main ways to acquire Crystals are:

● Finishing a story or event chapter

● Hosting and killing certain raids for the first time

● Hosting and killing any Co-op quest for the first time

● Playing through a character introductory fate episode

● Getting a trophy (= achievement for doing X or Y in game)

● Daily login and special rewards

● Guild Wars betting (more about that later on)

 

It is heavily recommended to save your Crystals until Legend Festival / Premium Gala happens (at the end of the month), as you will have a higher chance at getting SSR and limited units.

 

Another possibility is to save your crystals and free draws for a Spark, which consists of drawing 300 times all at once in order to get a guaranteed character of your choice so long as it is featured in the current gacha (this includes limited). However, I heavily recommend against doing this as a completely new player, and would wait until you have at least a few good SSR units for each element. Saving for a spark when most of your in-game Crystals are not farmed yet typically takes around 3-4 months, and around twice the time if you’re out of farmable Crystals from Story, Trophies, Coop...

 


Party

Alright! Time to get into the heart of the gameplay. You’ll mainly be fighting enemies. In order to fight enemies, you’ll need a party to do so. A party is comprised of 3 things:

 

Your Main Summon will boost your Weapons which will boost your Characters and You.

 

You play as the Main Character (MC), but you’ll be able to bring 5 characters along with you- 3 in the frontline, and 2 in the backline, who will replace any one in the frontline if they die.

 

Each character has a Level, HP, Attack, an Element, a Race, a Type, and a Specialty/Proficiency Weapon. What matters mainly at this point for you is the element and the level of your character. The other attributes will come in handy later in the game, but at this point they aren’t extremely important.

 

You actually start off with 42 party slots. Notice the 6 circular nodes at the bottom, as well as the 7 icons at the top. You can change the icons through the “Change Party Icon” button at the bottom of the party screen.

 

Characters need to be uncapped with various materials so they can get higher stats and improve their abilities / unlock new abilities.

In order to gain levels, you will have to make your characters participate in battles in your party, which will grant the experience required to level up the character.



Weapons

Raw Stats:

The bulk of your power will come from your weapon grid. Your grid is a roster of weapons located in your party screen; it is comprised of 1 main weapon slot which determines your MC’s element and charge attack (often called a mainhand weapon) and 9 sub-weapon slots that contribute stats and weapon skills to your party’s combined strength.

 

First of all, every weapon and summon in this game has two stats: Attack and HP

Those stats will be added directly to your characters’ stats and will increase your own damage and HP. The amount of HP and attack they can grant will increase with the weapon/summon level. Feeding any kind of weapon or summon to other weapons will grant them experience that will increase their level. Angel weapons and summons labeled “EXP Boost” are made for this purpose. Battle experience will not increase your weapon or summon levels.

 

The maximum level a weapon/summon can get to is limited by the number of stars it has. We call this “uncap amount.” In order to raise the level cap, done in the Uncap tab, you’ll need to feed them a copy of the same weapon/summon. Each time you do, it will raise its level cap by one star. We say the weapon/summon is 0*, 1*, 2*, 3* or MLB (Max Limit Break), 4* or FLB (Final Limit Break).

 

Skills:

Most of the weapons in this game also have skills that will provide various buffs to your stats in battle. These buffs come in many forms (boost to HP, attack, multi-attack rate, etc.), but your primary focus will be to work on getting ATK skills in your main element. Many of those skills are also conditional: in most cases they will only affect characters of a certain element, but they can also only affect characters of a certain race, type, or weapon proficiency.

Normal skill  Omega/Magna skills Unknown skills Unique skills (many variants)

 

Skills are divided into 4 different categories: Omega/Magna, Normal, Unknown

and Unique. You will mix these into your grid in healthy variants based on your summons.

It’s important to note a few things regarding skills:

● Normal weapons (as in weapons with normal skills) are both obtainable from the gacha and farmable in game.

Gacha weapons are exclusively normal type.

Omega/Magna weapons are exclusively farmable in game, at any time.

Unknown weapons are nearly exclusively farmable during events (There’s a way to get them even outside of events, but that’s not until you’re at least rank 80).

 

Most skills have a “level” that can increase once you start to feed those weapons other weapons that have any kind of skill. For each level gained, the strength of the skill will increase by a certain percent (for example, from 5% HP at level 1 to 6% HP at level 2). A weapon’s skill level has a maximum of either 10 or 15 depending on the weapon, although lvl 15 is rarely accessible before you reach High Level (rank 101+).

Two other things to note:

● Weapon rarity will influence the strength of the skill, so SSR weapons will have a higher total boost than SR weapons (obviously)

● A weapon that has been skill leveled is harder to further level. For anything regarding skill leveling in general, I’ll recommend reading the wiki page as it gets a bit more technical.

As you’ve probably noticed, you can have different categories of skills that will do the same thing. For example, “Magna attack increase” skills and “Normal attack increase” skills both increase your damage in a very similar way; the main difference is that their “multipliers” (i.e the percentage increase they grant to your damage) are multiplicative with each other.

As a result, like Charlotta tells us, it’s more beneficial to our damage to mix different types of skills in our grids. Unfortunately, things aren’t as simple as getting an equal amount of each type of skill in your weapon grid because of summon aura considerations. To be perfectly exact, your damage will also increase depending on your raw attack (increased by the ATK value of your weapons and summons) and your elemental multiplier (more about that later).

 

Summons


You’ve probably noticed that summons have two components in their descriptions, an active one that will have an effect when called during the battle, and a passive one that will boost your characters for the whole duration of the fight regardless of if the summon has been used or not (we call it an “aura”). It’s important to note that only your “main” (see left screenshot) and “support” (see right screenshot) summons will have their aura be active.

While at lower ranks, the damage brought by high level summons will be extremely useful to kill bosses, it will eventually become negligible. The key point is to pick relevant auras that can boost your team. Support and main summon choices must be done according to your team, as the different auras and bonus provided are often conditional (most of the time, you’ll need the characters to be of a certain element / same element as the summon).

 

It’s important to understand that for any fight you’ll start, you’ll have to pick a support summon from a list of random people, so you won’t be able to constantly use the same set of support summon all the time. That’s when the friend system comes into play, but we’ll get back to this later.

 


Grids

Baby Setups

Your early game grid will be one comprised of “stat sticks,” or your weapons with the highest ATK and HP stats. At this point in the game, you most likely will not have a team of one element and you’ll be lacking useful weapons, so you’ll be using gacha weapons you pulled as filler.

 

If you happen to have a full team of a single element, slotting same element weapons with attack skills will be beneficial to your damage, but if you don’t, simply trying to raise your raw attack stat as much as possible is a valid strategy. As a result, make sure to level your weapons and summons whenever possible to increase your damage.

 

At this level, when most players won’t be able to form a party with same element characters, one of the go-to summons to pick as a support summon is Grand Order, since it provides a large boost in damage if your party has characters of at least 3 different elements in the front line.

If you can’t find her, using summons that will benefit only certain characters in your team is also a valid choice. Don’t forget that you can use the summon call to do a good amount of damage at your level as well, so try to pick up high level summons if possible.

 

 


Early-Mid Game Setups

From this point onward, you should have mainly mono-elemental teams, which means you’ll have to specialize your grid and pick only weapons that boost the same element, but you’ll also have to choose your summon auras more carefully so that you can start to optimize your damage.

 

While we won’t go into the details of how to optimize a weapon grid and what each weapon in those grids is, you’ll generally want something that looks like:

● 5-6 Magna/Omega weapons

● 1 Bahamut weapon

● 1-2 Unknown weapon(s)

● 1-2 other normal type weapon(s) (generally celestials, obtained from the Rise of the Beasts event)

● Various main hands with good Charge attack/Ougi effects.

 

You’ll be starting to slot in weapons that will stay permanently in your grid, and as such you’ll have to consider uncapping and skill leveling those weapons as much as possible.

 

Despite suggesting an even distribution of weapon multipliers, you’ll notice that my recommended grid includes more Omega/Magna weapons. Why is that? The answer is: Magna/Omega Summons.

As you can see, those summons will increase the efficiency of their respective Magna weapons skills by 100%, tipping the balance in favor of Magna weapons in your grid. Note that you should only consider switching to an Magna summon (main or friend) once you have a sufficient amount of corresponding weapons in your grid and if those weapons are sufficiently skill leveled.

 

However, much like Charlotta explains to us, that doesn’t mean you should use double Magna as a combination of Main and Support summon. Remember that in the damage formula, there is also an “Elemental Multiplier” number?

 

This boost means that all your characters that share the said element will get increased damage. This boost end up being multiplicative with the other multiplier, hence why it is important to have it on at least one of your summon aura slots.

 

Finally, do not confuse auras that give “Boost to X element allies attack” and “Boost to X element attack”. The first one will grant you a Normal type of damage boost, while the second will grant you an Elemental type of damage boost. It’s important to differentiate them since an Elemental boost is generally more valuable since it is not possible to get them through your weapon grid (unlike Normal boosts)

         Normal Aura                                Elemental Aura

Elements

There are 6 elements in this game: fire, water, wind, earth, light, and dark.

 

As you can see, they interact with each other, just like your basic rock, paper, scissors triangle. Fire is superior against wind, which is superior against earth, which is superior against water, which is superior against fire. Light and dark are separate from this quartet, and are only superior against each other, and do not have an elemental weakness (if you are dark and attack light, you will have the advantage, and if light attacks you, you will still have the advantage).

 

Superior elements will have increased damage, while inferior elements will deal weakened damage. Attacking with the superior element also has the advantage of potentially dealing critical hits against the enemy.

 

I’ll provide an example. WIth a water team, remember that water > fire.

This is water against fire. As fire is weak to water, my damage output is increased.

Now, how will the same team fare against its inferior element? Remember that earth > water.

The numbers appear much smaller against earth. My damage output has been weakened because water is the inferior element to earth.

 

We won’t go into the details of what element you should focus on yet. Just know that what element you’ll start with is highly dependant on what the gacha will give you as SSR characters, and you should wait until you have used some crystals to draw (typically during Premium Gala/Legfest) before committing to an element.

It’s still important to note, however, that while Dark and Light do not have an elemental weakness, they are both plagued by much worse drop rates (in addition to no good SR drops usable to increase your damage), which makes progression extremely painful early on. It is estimated to be about two or three times harder to get SSR drops from Light and Dark main raids (Chevalier/Luminiera Magna and Celeste Magna).

 

Here is a short list of the pros and cons of starting with each element:

Element Pros Cons
Fire Has great attackers, one of the best elemental summon call (Shiva), has some of the best SR characters Main Raid difficult to farm, only one SSR attack weapon (cane), has quite a few outdated SSR characters
Water Jack of all trades, very good to solo raids, has Yoda, has Charlotta as a SSR starter, has one of the best character selection Main Raid difficult to farm, only one SSR attack weapon (dagger), some of its best characters are limited
Earth Easy to kill Main Raid, two SSR attack weapons, best defensive unit in the game (Sara) and great defensive summon call (Alex) Attackers with more complex mechanics that only truly shine later on, 5* characters who require lvl100 to be functional
Wind Best buffers in the game, best magna weapon in the game (bolt), two SSR starting weapons, easy to kill Main Raid, Elemental summon for free in Casino Most of its best buffers are limited characters, characters often have a lot of complex mechanics
Light Best healers in the game, has access to paralyze, good amount of HP once you reach HL, best nukers in the game (Lucio), Good Strike Time burst, No elemental weakness One of the most difficult Main Raid to solo MVP, no attack skill SR, Chevalier swords drop rate will make you go crazy, Chevalier swords only become great post HL
Dark Best attackers in the game, extremely high burst and DPS with Summer Zooey (limited) and base claw grid, No elemental weakness One of the most difficult Main Raid to farm, no attack skill SR, Summer Zooey is limited,, overall very squishy characters

 


Battles

 

Battle System:

 

Battles in Granblue fantasy are similar to your typical JRPG settings: they are turn based, with actions divided between auto-attacking, using a character ability, using a summon, and using a healing potion. You can use any number of abilities in a turn as long as they’re available, however you can only use one summon per turn. Auto-attacking will automatically end the turn (and make the enemy take its turn). Healing potions can be used like skills, but their number is limited.

 

Instead of Mana or MP, all the above actions (except for auto attacking) are gated by cooldowns. The total amount of damage you will be dealing upon attacking an enemy is decided by several factors:

 

The character’s innate strength. Unsurprisingly, the higher the character rarity, the more damage they will be able to dish out. Please do note, however, that the difference in rarity is by no means a huge gap, and that character rarity only has a medium influence on your final damage output. This is one of the particularities of Granblue; even SR characters have their uses and can be extremely good placeholders until you get more SSRs.


Your main summon and friend summon aura: Refer to the sections about summons and grids for more details. Summons’ auras have a high impact on your team’s damage, and the fact that you don’t need to own a summon to benefit from its effect plays a lot in favor of non-spenders.


Your weapon grid: Even though we kind of glossed over it earlier, your weapon grid is actually what will have the highest impact on your damage. Like in most RPG games, your weapons have stats and skills, and those directly increase the damage of all your characters. Do note that weapon skills only boost damage for one element, which is the main reason why mono-element teams are the norm once you’ve started to progress.

 

Charge Attack:

 

You might have noticed that under each character’s HP bar, there is a percentage number. It’s what we call a “C.A gauge”, or “Meter gauge.” Normally, an auto attack increases this gauge by 10%, and receiving damage will also increase it. Certain skills can increase or decrease the rate of charge attack gauge gain.

 

Once this gauge reaches 100%, it means that instead of an auto attack, your character will perform a Charge Attack (also called “Ougi”), which is basically a special move that will deal very high damage, and sometimes have additional effects. Every time a character uses their C.A., all the other characters will receive 10% meter at the end of the attack. Therefore, if your MC and characters’ meters read 100%/90%/80%/70%, each character will perform their charge attack, even though none but the MC has 100% at the start of the turn. This is pretty handy when you want to get several charge attacks going in the same turn. Note that if you do manage to get more than one Ougi / C.A. going in the same turn, you’ll be rewarded by what is called a chain burst: additional damage scaling higher the more characters you got to use their C.A.

Skills:

 

 

Character skills have 5 different types of effects:

 

Nukes, basically damage-focused skills. Skills that only deal damage with no effect added tend to have a stronger “multiplier” (= will deal more damage).

 

Offensive buffs, their aim is to increase the damage of your characters. Those buffs can be team wide, or only self-targeted. Their effects are:

- Attack buff: Will apply to any character in the team regardless of their element.

- Element buff: Will only increase damage of characters from said element.

- Multi-attack buff: Instead of single attacking with their auto attack, characters will be more likely to hit a second and/or third time on the same turn (abbreviated DA and TA : Double Attack and Triple Attack). The amount of meter generated will be higher as well as a result.

- Ignition: Fills the meter gauge of the character

- C.A. Damage: increases the damage of your C.A. (and sometimes also the damage of the Chain Burst).

- Critical: Chance to deal higher damage against enemies when you are the superior element.

 

Defensive buffs, which aim to make your characters sturdier, sometimes even invincible for the turn. The different effects are:

- Defense buff: Reduces the incoming damage, but can’t ever completely negate it.

- Damage cut: Negate received damage by a certain percentage, can potentially reach 100%.

- Veil: Immunity to debuffs for one turn (more about debuffs in the next section).

- Substitute: Enemies attacks will be directed to this character for the turn.

- Dodge: All enemy damage will be avoided for the next turn.

- Shield: Will absorb a fixed amount of damage until the shield expires or is consumed.

 

Heals, pretty self-explanatory, they will allow your team to regain HP.

- Flat Heal: Will regen your team HP by a flat amount of HP.

- Refresh: Will regen your team a certain amount of HP every turn for a certain duration.

- Resurrection: Will resurrect a dead ally.

- Revitalize: Refresh or Meter gain each turn if target ally is at full HP.

- Drain: Gain HP if you deal damage against the enemy.

- Clear: Will remove one debuff from your team.

 

Finally, skills can also inflict debuffs against enemies, but this topic deserves a section of its own. Do note that skills are not restricted to one category- most skills will have several effects at the same time (for example a nuke + a debuff). Buff durations are always counted in turns.

 

Debuffs:

 

Debuffs are the equivalent of Status effects in any other RPG. Them landing is not guaranteed, and is dependant on your job and added bonus chance to land debuffs your class will offer, and also dependant on the element of the enemy. Chance to land a debuff against an off-element enemy (i.e the enemy is neither weak against your element, is of the same element, or strong against your element) is reduced by 40%, while fighting the same element or the element you are weak to will reduce your chances to land them by 70%.

 

There are a lot of debuffs in the game, some being unique and exclusive to some characters/bosses, some others being more generic and shared by most characters. We will only go over the most commonly seen debuffs; you can refer to the wiki if you want a more detailed list.

 

Stats reduction debuffs are the most commonly seen. The most important ones are Attack down and Defense down. Their use is simple: if you land attack down, incoming damage will be reduced. If you land defense down, your damage will be increased. Stats reduction debuffs have different categories and can stack with each other if chosen right, allowing you to reach up to a 50% stats reduction. Basically, you can reduce incoming damage by 50% at best, and multiply your damage output by two.

Crowd Control debuffs, the most commonly known being Blind and Charm. Blind creates a chance for the boss to miss their auto attacks. Charm can potentially cause the boss to not act at all during a turn, including a turn when it might perform a special attack. The difference might seem subtle, but it is more important than it seems.

 

Damage over time debuffs (aka DoT), most of the time Poison and Burn. Their effect is generally very negligible as they rarely tick for a high amount of damage.

 

Tempo debuffs, such as Delay, Gravity, and Break Lock. These debuffs are meant to slow down the occurrence of special attacks from enemies (more about that below).

 

Debuff effect duration is always counted in seconds. Using a debuff while its effect is still active will simply refresh the duration. Using the same type of debuff that has lower value/efficiency than the one active on the boss will result in a “no effect” message.


Enemy Mechanics

 

 

 

Diamonds: It’s the equivalent to your character meter gauge for the boss. It will fill by one every passing turn, and when it’s full, the boss will unleash a special attack on your team.

 

Overdrive bar: It’s a gauge that has three states: Normal, increases into Overdrive, decreases into Break. Depending on the state of this gauge, the behavior of the enemy will change. If Normal is the default starting state, pushing the boss in Overdrive will make it use different types of special attacks once it has full diamonds (and most of the time deadlier ones). When in Break, the enemy will not be able to gain diamonds and won’t use any special attack for a certain amount of time. After break is finished, the enemy will return into normal state. The overdrive gauge increases or decreases depending on the damage the boss receives.

 

Triggers: These are scripted boss behaviors (charge attack, full diamonds) that will happen automatically regardless of the state of the boss (even if it’s in break or if it has full diamonds), generally once the boss has reached a certain HP threshold. The majority of debuffs will not prevent triggers either (save for rare debuffs like Paralysis).

 

Note that enemy triggers can also debuff you similarly to how you are able to debuff them.

Those debuffs are sometimes even worse than receiving damage as they can prevent you from attacking for several turns in a row or lower your damage a lot.


 

Raids

A particularity of GBF is that it actually has real-time multiplayer battles for most of its relevant content. Much like in MMORPGs, those are called “Raids.” Up to 30 players can join those fights and battle together to defeat a boss. Player contribution is judged based on a “Honour” system, which is directly proportional to the amount of damage you deal and the number of buffs/debuffs you cast. The host and the 3 (or sometimes 6) players in the raid with the highest amount of honour will all have more chance to get loot than the others.

 

Players in a raid aren’t only competing for honour through damage- there is also a cooperation aspect that is crucial the more you progress in the game. The debuff system is shared among the raid, for example, which means that one person debuffing the raid benefits all the other players, allowing for more flexibility in terms of character and class use in a multiplayer battle.

Likewise, a good amount of MC buffs are raid buffs, which allows the whole raid to benefit from the effects of a single buff. Coordination and finding people who can complement what you bring in a raid can help a lot when tackling strong boss you can’t deal with alone.

 

And if you’re not able to kill a boss by yourself, people will gladly come to help you if you share your raid (and sometimes will destroy your raid in the blink of an eye). Remember to tweet your raids as most people join/camp raids through twitter.










Main Character Class

Most of the time, your MC will be the strongest member of your party and also one of the most flexible. Similarly to most JRPG games, your MC can change class/job according to your preferences and needs. There is a vast array of class to choose from, which allows your MC to fit in any of the common roles you’d want in a party (Buffer, Debuffer, Tank, DPS, Assassin, Healer, etc).

 

Before HL, you’ll have access to 4 different rows of classes, Row I, Row II, Row III, and the EX Row. For the three first rows, each line of class creates a “category” where all of the classes have the same kind of skillset and where each subsequent row becomes an upgrade of the previous one. For example, Knight (Row I) will upgrade into Sentinel (Row II) which will upgrade into Holy Saber (Row III).

 

Unlocking a new class will most of the time require:

● A certain amount of CP (class points). You can get CP through leveling up, event gachas, and moon exchange.

● Mastering a combination of classes in the previous row

● Drops and trophies from coop (mainly for ex classes)

 

It’s important to note that at lower ranks, the amount of CP you can get through leveling is limited, and thus you’ll have to choose which Row 3 job you’ll want to unlock first. Here is a requirement picture taken from the wiki:

 

Unlocking and mastering Jobs will allow you to get Ex skills that you can use on any other class, which makes MC extremely flexible in what it can do.

 

Row III Job Role Notable Ex Skill unlocked Priority
Weapon Master Ignition, burster (used for Strike Time) Defense breach Medium
Holy Saber Tank, protects the raid and your team Substitute High
Bishop Healer, clears and prevent debuffs Clarity (Cleric), Veil, Dispel Medium
Hermit Damaging skills (nukes) Blind (Sorcerer) Low
Hawkeye Assassin, drop chance increase Treasure Hunter High
Dark Fencer Debuffs that makes your life much, much easier, prevents enemy from using their special attacks Miserable Mist, Gravity Wave Highest
Ogre Attacker None Low
Sidewinder Burster, debuffer Arrow Rain III High
Superstar Buffer, debuffer, one of the best class to increase team damage Charm (Bard) High
Valkyrie Buffer, attacker Double Trouble III Medium

 

Eventually, you’ll want to master all the classes, as they grant your MC permanent bonuses upon mastering them.

 

Ex classes are generally extremely niche, and not used or rarely used outside of certain situations (like Swordmaster being essentially only used to slime), and their ex skills are not used as much either, but you should eventually unlock them all to get their bonuses.

 

Dark Fencer is the recommended go to class since it is able to do several things other jobs are unable to do:

● It has a debuff allowing you to reduce damage from enemies while increasing your own damage output.

● It has ways to stall the enemy from using their special attacks, which are often deadly in raids.

● It has innate debuff success bonus which will allow you to land all of the above mentioned more easily even when not fighting as the superior element.

● It’s a dagger class that can wield the Guild War Dagger, one of the best main hand weapon in the game.


Battle Rewards

Upon winning a battle, you’ll get certain rewards:

● Chests of various rarities

● Rank points

● Experience Points

● Various currencies (Rupees, Renown)

 

Chests divide in several categories:

Wooden chests will generally have normal weapons or low tier materials

Silver chests will generally have R rarity items or middle tier materials

Gold chests will generally have SR rarity items or high tier materials

Flip chests (= gold chests flipping with a rainbow and harp sound at the end of a raid) will generally have SSR rarity items or rare materials.

Red chests are special chests that only appear in multiplayer battles. One is attributed to the host, while MVP, Vice MVP, and third place in raid contribution are also attributed one (with decreasing chance to get one). Red chests (and particularly host chests) have a much higher chance at dropping rarer items.

 

Getting various drop buffs (from Treasure Hunt, Journey Drops, and certain summon auras) will increase your chances of getting more reward chests, and thus also increase your chances to get rare items.

 

Experience and Rank points are two separate things. Rank points will solely influence your Main Character’s rank, while Experience will increase the level of your characters and also serve as “Job Experience Points” meaning that experience will increase your mastery class/job level.


 


Crew and Strike Time

Quite early in the game, you’re asked to join/make your own crew in order to complete the pinboard missions. Joining a crew is probably one of the most “social” aspects of Granblue Fantasy, especially once you start to take an interest to things like Guild Wars, but at our level we will just want to focus on a few things: the Crew Bonuses and Strike Time.

When joining a crew, you can get “permanent” bonuses that will help you during battles. The most important ones you want your crew to have are:

● Green pots lvl2: Gives you two green pots at the start of a battle

● Drop rate boost lvl3: Gives you 20% additional drop rate boost

● Charge Bar 30%: You’ll start any battle with 30% meter gauge.

 

Make sure to join a crew that has at least those three bonus, since they are the best ones. If you are in a crew that doesn’t have those bonus, or that doesn’t constantly refresh them, feel free to leave and look for a better crew, it’s easy to do.

 

The second thing to consider is Strike Time.

Strike Time is a special period that happens twice every day, during which if you join a raid, you will instantly get full gauge meter on your whole party. This is an extremely important time as it allows you to deal high damage with a full chain burst directly on turn 1. It will make your life much easier to farm all the various things you have to do daily, so joining a crew that has convenient Strike Times for you is very important.

 

Strike Time is always shared in JST, so make sure to do the conversion in your own time zone. Also, Strike Time will only affect multiplayer content (i.e raids), and will not grant you full meter on solo battles.

 

Finally, note that Strike time will also grant you a 1.2x Bonus Rupies and Exp on every battle fought, which is not of much use at our level, but can end up being useful later on as you become a slime addict.


 


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