Weapon Skills

Weapon Skills are modifiers found on Rare and higher weapons. These skills give stat bonuses to certain types of characters, or provide other bonuses based on the skill.

Most weapon skills have 2 parts: the base skill, and the skill level. The base skill has a fixed effect, such as "% boost to allies' ATK," and the skill level amplifies the effect by increasing that base percentage. For weapons with maximum levels of 100 or lower, the maximum skill level is 10. For weapons with maximum levels of 150, the maximum skill level is 15. For most weapons, each skill level from 1-10 increases the base effect by 1%, while each skill level from 11-15 increases the base effect by less than 1%.

There are some skills that require the weapon to be a certain level. This naturally also requires the weapon to be uncapped enough for you to reach that level. Refer to individual weapon pages to determine if that weapon has such a skill.

Each party uses 1 main weapon and up to 9 sub weapons. This is colloquially referred to as the "weapon grid." The main weapon dictates the element and charge attack of your main character, but weapon skills on all weapons in your grid are always active (apart from a few exceptions specifically stating so) and will strengthen all applicable characters in your party.

Raising Weapon Skills
Raising weapon skill levels requires sacrificing other weapons with skills or Skill Shards/Skill Jewels as upgrade fodder. When upgrading a weapon with another weapon with a skill and/or Fury items, the upgrade summary will state "Skill Level Rise Rate: X%." This is the chance your weapon will gain a skill level if you perform this upgrade. Depending on the weapon rarity and current skill level, different amounts of upgrade fodder is needed to reach a 100% chance.

Caution
Do not use SR or SSR weapons obtained from the Draw as upgrade material. SSR draw weapons may be needed for future weapon grids and SR draw weapons are usually more valuable reduced for weapon stones.

Upgrade Material Value
Note that 100% is the highest rate you can get; using more points than necessary will not allow you to get more than 1 skill up per upgrade.

A fodder weapon is worth as many points as its base form times its skill level, e.g. is normally worth 100 points, but an  with skill level 3 is worth 300 points. Uncapping or weapon level do not factor in at all and should be avoided for fodder.

Upgrade Value for Skill Stones
Note: As upgrade attempts can use a maximum of 20 weapons at one time, it is not possible to upgrade certain levels with skill stones alone. For maximum efficiency, skill shards should be used only on standard SSR upgrades from 9 to 10 (20 skill shards) and skill jewels should be used only on standard SSR upgrades from 19 to 20 (20 skill jewels). For practicality, skill shards can be used at any time while it is recommended to save skill jewels for standard SSR upgrades from 16-20.

Standard SSR Efficiency Chart
As each level of an SSR weapon is worth 1000 points, it is more efficient to use SR weapons to upgrade SSRs at higher upgrade levels. For example, it costs 200 points (2 SR weapons) to upgrade an SSR weapon from level 1 to 2 which makes it worth 2000 points instead of 1000 points giving an 800 point increase compared to if you were to use the 2 SR weapons and 1 SSR weapon separately. The game will automatically combine SR and SSR fodder on a single upgrade attempt to make the most efficient combination.

Additionally, a weapon from 0 - 3 stars uncapped have a maximum skill level of 10, 4 stars have a maximum skill level of 15, and 5 stars have a maximum skill level of 20. If the skill level on the upgrade screen is in yellow text, you have reached the current maximum skill level.

Note: All weapons are skill level 1 unless noted otherwise by SLv.

For the below table, any SR weapon can be replaced with 4 R weapons with no efficiency loss.

For level 15 and above, each SSR level will take that many skill level 1 SSR weapons.

Bahamut / Seraphic / Ultima / Dark Opus / Draconic SSR Efficiency Chart
For skill level 14 and below, each SSR level requires an equivalent number of skill level 1 SSR weapons in point value.

Craftsman's Anvil Efficiency chart
As of Sep 29, 2020 skill points can be reserved for use in the Craftsman's Anvil (refer to http://game.granbluefantasy.jp/#news/detail/4427/3/0/2)

However, upgrading using the Craftsman's Anvil tends to favor using as many SR points as possible to "pre-upgrade" the SSR points, rather than using more SSR points. If the player only has a certain number of SR points available from reserving, then the Craftsman's Anvil can be forced to "pre-upgrade" only to level 2 or 3 in order to reach a target level. The following chart represents alternative combinations of reserve skill points that favors using SSR points. Do not reserve any more SR points than the recommendation if it is desired to not spend more than the designated number of SR points to "pre-upgrade" the SSR point.

The columns are as follows:


 * 1) standard weapons: reserved skill point combination to get to target from previous level (use no more than 6 SR points to pre-upgrade an SSR point to level 3)
 * 2) standard weapons: alternative reserved skill point combination to get to target from previous level (use no more than 2 SR points to pre-upgrade an SSR point to level 2)
 * 3) high-tier weapons: reserved skill point combination to get to target from previous level (use no more than 6 SR points to pre-upgrade an SSR point to level 3)
 * 4) high-tier weapons: alternative reserved skill point combination to get to target from previous level (use no more than 2 SR points to pre-upgrade an SSR point to level 2)


 * 1) standard weapons: total reserved skill point combo to get to the target level, from level 1 (use no more than 6 SR points to pre-upgrade an SSR point)
 * 2) standard weapons: alternative total reserved skill point combo to get to the target level, from level 1 (use no more than 2 SR points to pre-upgrade an SSR point)
 * 3) high-tier weapons: total reserved skill point combo to get to the target level, from level 1 (use no more than 6 SR points to pre-upgrade an SSR point)
 * 4) high-tier weapons: alternative total reserved skill point combo to get to the target level, from level 1 (use no more than 2 SR points to pre-upgrade an SSR point)

Weapon Skill Types
There are 3 weapon skill types:


 * FireAtkLarge.png Normal - Generally found on Draw and event weapons.
 * The Normal type includes NormalIIEarthAttackUpLarge.png Normal II weapons and BahaDraphHuman.png Bahamut Weapons.
 * MagnaWindAtkUp.png Omega - Found on weapons named after the tier 1 raids.
 * UnknownWaterAtkLarge.png Unknown - Found on collaboration event weapons.

The three skill types modify their own multipliers and can be boosted by certain summons:


 * Normal skills are boosted by Premium Draw summons, specifically Agnis (fire), Varuna (water), Titan (earth), Zephyrus (wind), Zeus (light), and Hades (dark).
 * Omega skills are boosted by the element's respective Omega summon.
 * Mysterious skills, a type of Unknown, are boosted by the Ranko Kanzaki summon.

For more details on damage multipliers and team building strategy, see Damage Formula and Team Building.

Standard Weapon Skills

 * Attack Up
 * Skill Name: Might
 * Increases elemental ATK by 0%/2%/5%/6% (small, medium, big, Normal II). Each skill level increases the boost by 1% until level 10, and 0.4%/0.5%/0.6% after level 10.


 * Health Up
 * Skill Name: Aegis
 * Increases the health of characters of the skill's element. Normal HP effects are much more powerful (3%/6%/9%) than Omega and Unknown HP skills (1%/3%/6%).
 * The "Titan's Aegis" skill on the Broadsword of Earth is a flat +500 HP to all characters.


 * Last Stand
 * Alternate Term: Backwater
 * Skill Name: Enmity
 * Damage increases as HP decreases. See Enmity for details.


 * Critical
 * Skill Name: Verity
 * Chance to deal an additional 50% damage to weak elements.


 * Counter
 * Skill Name: Clarity
 * Chance to evade an enemy's normal attack and counterattack.


 * Double Attack Up
 * Skill Name: Dual-Edge
 * Increases the rate of double attacks.


 * Healing Cap Up
 * Skill Name: Healing
 * Increases the maximum amount that can be healed per skill.

Unique Weapon Skills
Skills that only appear on special weapons.


 * Attack Up/HP Up
 * Skill Name: Majesty
 * Appears on: Perseus, Auberon, Caduceus, Luminiera Sword Omega
 * Increases Attack and HP by a small amount (base +1%)


 * Attack Up/HP Down
 * Skill Name: Tyranny
 * Appears on: Nalakuvara, Cortana, Freikugel
 * Large Attack modifier, but reduces HP by 10%


 * Double Attack/Crit
 * Skill Name: Restraint
 * Appears on: Hercules, Auberon
 * Medium increase to Double Attack and Crit Rate.


 * Honor Up
 * Appears on: Flohrenberk (Level 100 only)
 * Honor applied towards event rewards is increased by 10%.


 * Experience Up
 * Appears on: Anemoi Silver Lyre
 * Increases EXP gain


 * Item Drop Rate Up
 * Appears on: Septian Burner
 * Increases drop rate akin to the Treasure Hunter effect


 * Auto Attack Up
 * Skill Name: Tyranny
 * Appears on: Nalakuvara
 * All characters begin the battle with an attack buff.


 * Auto Defense Up
 * Skill Name: Preemptive Wall
 * Appears on: Lohengrin, Broadsword of Earth
 * All characters begin the battle with a defense buff.

Cosmos Weapon Skills
Cosmos weapons have two skills, depending on their weapon type.


 * The first skill boosts the stats of all weapons of the same type by 30% (50% at weapon level 120). This stacks additively with the 20% bonus for weapon specialty.
 * Azure Discipline: At weapon level 150 the second skill increases the damage cap based on how many of the corresponding weapon type are equipped by 1% per weapon up to 10%