granblue fantasy team light building

Team Building is a core system in Granblue Fantasy. Your party consists of the main character, 3 front line characters, 2 back line characters, 1 main weapon, 9 sub weapons (known colloquially as the “grid”), 1 main summon, and 4 sub-summons.

Each character, weapon, and summon has its own statistics and abilities to consider. Combining all these factors into a competent party is a very satisfying experience when you are able to take that party and see it slowly progress and improve, allowing you to take on harder and harder content.

※ This article is a general guideline. Specific grid compositions and optimal main character classes and main weapons may vary based on your party composition, main weapon options, and available summons. For a beginner”s list of cookie-cutter grids to pursue, see Basic Grids.

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Contents

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1 Characters 2 Weapons 3 Summons 4 Omega Grids 4.1 Progression 4.2 Colossus 4.3 Leviathan 4.4 Yggdrasil 4.5 Tiamat 4.6 Luminiera 4.7 Celeste 5 Primal Grids 5.1 Agni 5.2 Varuna 5.3 Titan 5.4 Zephyrus 5.5 Zeus 5.6 Hades 6 Resources 6.1 Parties 6.2 Grids 6.3 Summons

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Characters

A character”s strength largely depends on your weapon grid and their synergy with other party members, rather than their individual stats. Because a player”s character availability depends on what their Premium Draw pulls and what events or side stories they”ve cleared, it is impractical to recommend specific characters or party combinations here.

A few key points to consider while picking characters for your team:

Capping DEF Down: Learning how DEF Down Stacking works is extremely important. Many players will use

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 Miserable MistInflict

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25% ATK DownATK is lowered
Strength: 25% Base Accuracy: 80% Duration: 180 seconds Stacking: Dual and

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25% DEF DownDEF is lowered
Strength: 25% Base Accuracy: 80% Duration: 180 seconds Stacking: Dual on all foes. (from the Row III class Dark Fencer) as a subskill on the Main Character for

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25% DEF DownDEF is lowered
Strength: 25% Stacking: Dual . Because it is a “dual-sided” debuff, it will stack with other types of DEF Down until the -50% cap is reached. Multiattack Buffs: Commonly referred to by players as DATA (Double Attack/Triple Attack). Having multiattack is vital—it means more attacks per turn, and less turns to your next Charge Attack. Characters who can multiattack more reliably should be placed before characters who can”t; each character who uses their C.A. fills the charge bars of characters after them by 10%, allowing those characters to use their own C.A.s even if they weren”t at 100% charge bar at the start of the turn. In later-mid grids, grids can also gain multiattack options by slotting in certain weapons. Most notable are the Atma Weapons, which can use a Strife Key to boost DATA for all characters that have a proficiency in its weapon type. Charge Attack Effects: Characters” Charge Attacks may have special effects, such as a party-wide buff or a buff for its user. Characters with party-wide buffs may want to be placed in the second or third slots so more characters will be immediately affected. Synergy with one another: Taking note of each character”s gimmicks and working around them is key to making team-building more fulfilling. Does someone have a stacking buff that dispels if they take damage? Slot in a tanky character who draws hostility towards themselves so the first character gets targeted less. If a character”s kit revolves around constantly charge attacking, pairing them with characters that supply

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Charge Bar +Instantly boosts Charge Bar by
or

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Charge Bar Gain UpCharge bar gain is boosted
will help with that.

Weapons

See also: Basic Grids

A party”s element is decided by the equipped main weapon; the types of main weapons that can be equipped are decided by the main character”s Class. The remaining nine sub weapons (the grid) can be freely equipped and are not limited to the main weapon types.

Because Weapon Skills are far more important than an individual weapon”s stats, grid progression relies on strengthening single-element grids, then working on other elements” grids as one gets stronger. While building early-game grids, first raise the skill levels on a newly-obtained weapon, then add it to your grid until you have enough (usually 5-6). After you have that base grid down, then you can uncap weapons with copies.

There are a few weapon series that will almost always have a place on your grid; most of these are crafted through Shop > Weapon Series:

Seraphic Weapons (early game): These weapons have one for each element and bring an extremely important boost to total damage against their effective element: 10% as an SR weapon, 20% as an SSR weapon. They can (and should) be added to the party even as SRs. Dark and Light Seraphic weapons have steeper unlock and uncap requirements than the other four Seraphic Weapons, requiring the What Makes the Sky Blue II: Paradise Lost side story to be completed first. Unlike most other weapons, Seraphic Weapons are solely uncapped through trading in materials in the Shop. While their levels will be raised by regular upgrading, each ★ cannot be raised through conventional means. Bahamut Weapons (mid game): While these weapons are always Dark-element, their skills take effect based on character race rather than element, so they will find a place in every applicable team. Unknown and Primal characters will be buffed by any Bahamut Weapon, so it is encouraged to look at your overall teams to decide which one to craft. The side story What Makes the Sky Blue will give players a free SSR Bahamut Weapon of their choice, instead of having to craft one from SR to SSR. It is highly encouraged to make your first Bahamut Weapon selection there, despite its relatively late main story unlock requirement. Most players recommend selecting Dagger of Bahamut Nova because Human is the most common race, with Erunes second (who will also be boosted upon upgrading the dagger to Coda). Atma/Ultima Weapons (mid-late game): Like Bahamut Weapons, their skills are not based on element. They instead provide HP and ATK boosts based on a character”s weapon proficiencies; a character with two proficiencies will be boosted by either (or both) Atma Weapons. (The main character”s weapon proficiencies are based on class and are the same as the main hand weapons.) Atma Weapons can gain an additional skill by trading for Gauph Keys. Only one key can be equipped at a time; the most common pick is the Strife Key for its multiattack rate boost. Atma Weapons can be upgraded into Ultima Weapons, but this requires being High Level. Upon upgrading to Ultima, it can gain a second additional skill with an Ultima Key. Due to the large amounts of Sword proficiency characters, Atma Sword is a common first pick. Other Atma weapon selections will heavily rely on your character composition. Dark Opus Weapons (rank 120+): Extremely flexible weapon after its 4★ and 5★ uncaps. Each element has two variations of the weapon for its base skill: one has an Omega modifier while the other has a Normal modifier. Notice that it is possible for an Omega modifier 5★ Dark Opus weapon to be good in a Normal grid; due to the difficulty in obtaining one, players should carefully consider their options before committing to it. Like Ultima Weapons, they have slots for two additional skills that can be unlocked using items after their uncaps. Although identical damage cap boosts will not stack (for example, if both Ultima and Dark Opus skills grant a 15% boost to CA DMG Cap, you only gain a 15% boost), the two weapons are not mutually exclusive and can be used to raise different damage caps. Beast Weapons from the event Rise of the Beasts will vary in use. Fire, Water, Earth, and Wind all have two weapons with Normal modifiers two with Omega modifiers. Light and Dark both have one EX weapon each:

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Huanglong Gauntlet and

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Qilin Sword , and both have a second skill that reduces damage taken from their advantage element. Xeno Weapons: These weapons have the one of the strongest EX modifiers in the game, as well as 4★ uncaps that make them even more powerful than regular EX weapons. However, the infrequent appearances and short duration of Xeno Clashes, can make them difficult to acquire for new and even mid-level players. Cosmos Weapons (rank 150+): Fully-upgraded Cosmos Weapons are a strong option for grids that use a large number of the same weapon type. They offer a 50% multiplier to the ATK and HP stats (including the stats from Plus Bonuses) of weapons of its type, as well as 1% boost to damage cap for every matching weapon. A general rule of thumb is to have at least 5 of a given weapon type in your grid before considering adding a Cosmos Weapon. A common Cosmos Weapon grid is the Lumi Sword Grid, which uses a Cosmic Sword with 4-6 Luminiera Sword Omega, one True Purity Sunblade, the Sword of Renunciation, and optionally Ultima Sword and Hollowsky Blade. Astral Weapons (rank 150+): Even at 4★, Astral weapons offer the strongest EX modifier in the game, significantly stronger than Xeno weapons, as well as a cap-breaking option when used as a mainhand weapon (does not stack with similar keys from Dark Opus or Ultima weapons). At 5★, this bonus becomes available even if the weapon is not used as a mainhand, making them a powerful option in nearly any grid.

Summons

The main summon will be picked for its aura. For new players, an elemental ATK-boosting summon is ideal, but as players progress, switching their main summon to a weapon skill boosting summon is preferred. For example, in an Omega team, using a 3★ Omega summon will be preferable over a 50% Elemental Attack boost summon.

Sub summons, meanwhile, have much more freedom. The only benefit gained from matching their elements to the main weapon”s is a 3-turn initial cooldown cut. Otherwise, unless they have a sub-summon aura, they are mainly being used for their call or for their stats.

For most battles, a Support Summon will be selected before fighting. The Support Summon”s aura will affect your party unless otherwise stated, so it is best to choose a summon that complements your team. (For example, teams with an Omega main summon will usually pick an Elemental summon.)

Some notable summons:

Carbuncles are the only premium draw SR summons to see common use. A 3★ SR Carbuncle is much easier to obtain than its SSR equivalent (Epic Series), and have an extremely good call (50% Elemental ATK Up and 50% Elemental DMG Cut of its element). In certain difficult fights, players may equip up to three 3★ SR Carbuncles of the element they”re fighting for the damage cut.

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White Rabbit and

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Black Rabbit are staples for EXP farming in Shiny Slime Search!. While both are technically free, White Rabbit requires Rare Monster farming to trade for it in the Treasure Trade Shop, while Black Rabbit only has one copy obtainable from Arcarum: The World Beyond and needs to be uncapped with Moonlight Stones.

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Belle Sylphid is another commonly-used SR summon, used for Rare Monster farming. She is only obtained through Rare Monster drops. (With the addition of Rare Weapons for upgrading Siero”s Shop in Unite and Fight token drawboxes, however, Belle Sylphid has fallen out of favor.)

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Huanglong and

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Qilin are a set of farmable summons that are extremely useful at 3★. Summons that can only be used once per battle (Genesis Series, Freyr, Typhon) often have very strong calls. Uncapping these with duplicates is usually inadvisable unless you have enough copies to 3★ at once. (Even then, depending on the summon, you might not want to do that.) Non-ticketable summons almost always have extremely good auras and/or calls. The

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