Soldier
About classes | Class list | Skill list | Extended Mastery
| Class Data | |||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Class line | |||||||||||||||
| Description | Use the physique and skills honed on the harshest battlefields to wear down your enemies. | ||||||||||||||
| Style | Specialty | ||||||||||||||
| Prerequisites | Rewards Change the Clear Chapter 63 Story: Boundless Joy |
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| Level BonusesLevel bonuses are earned with levels 1, 5, 10, 15, and 20. |
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| Master Bonuses | |||||||||||||||
| Class Weapon | |||||||||||||||
| Release date | 2019-05-27 | Other sites | (Japanese wiki) |
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| Support Skills | |||||||||||||||
| Seasoned Survivalist | Bonus effect for one-foe attacks based on bullet type loaded into main weapon's current barrel. 10% boost to one-foe attack DMG cap.[1]. |
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| One-Person Army | 3% boost to ATKNormal multiplier (Max: 30%) and dodge rate (Max: 15%) based on number of turns passed.[1]. | ||||||||||||||
| Base Multiattack Rates | |||||||||||||||
| Base DA RateIncluding Support Skills/Level Bonuses | 10%[2] | Base TA RateIncluding Support Skills/Level Bonuses | 15%[2] | ||||||||||||
| Recommended Extended Mastery Perks | |||||||||||||||
| Recommended Subskills | |||||||||||||||
Extended Mastery Skills: |
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Skills
| Icon | Skill Name | Effect | C/DCooldown in Turns | DurDuration in Turns or Seconds | SubSubskill usable on other classes | LVLClass level required | Notes |
|---|---|---|---|---|---|---|---|
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Three-Round Burst | Gain Duration: 1 turn and perform a one-foe attack with no turn progression. (Consumes bullets.) |
4T | 1T | No | 1 | buffs will not activateVerification needed. upon casting. Cannot be activated if MC has no bullets. |
Extended Mastery Skills
| Icon | Skill Name | Effect | C/DCooldown | DurDuration | EMPCost in EMP | Notes |
|---|---|---|---|---|---|---|
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Open Fire | Deal one-foe attacks until all bullets are consumed. | 7T | - | 35 | |
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Fortitude | Gain Strength: 10%Multiplier: SeraphicDuration: 5 turns, Strength: 7%-20%Duration: 5 turns, and Strength: 70% chance of dealing 50% more damage.Duration: 5 turns.[1]. |
8T | 5T | 30 | |
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Guerrilla Tactics | Gain Strength: 50%Duration: 2 turns, Strength: 30%Duration: 2 turns and Strength: ~250,000 per hitDuration: 2 turns. (Damage cap: ~1,000,000.)[1] |
5T | 2T | 20 |
Gameplay Notes
Open Fire
- Bullets are used in 2 volleys when necessary. 4 bullets become 2 double attacks instead of a triple attack and a single attack, while 5 bullets result in a double attack followed by a triple attack.
- Assassin buffs are consumed by the first volley.
Bullets
- Main article: Bullets
Gunslinger and Soldier load Bullets into their main weapons to augment their abilities. A bullet's damage and effects (if any) depends on what you have crafted and loaded. Each gun has its own number of bullet slots and restrictions on bullet types.
Bullets are crafted, loaded, and unloaded through the Bullet menu, which can be accessed three ways:
- Through the top-left corner of the Party screen (if your class is set to Gunslinger/Soldier, and displays your main weapon's menu).
- Through the bottom-left corner on MC's portrait on the Classes screen (if your class is set to Gunslinger/Soldier, and displays your main weapon's menu).
- By selecting the desired gun on the Inventory screen. (Works regardless of your current class.)
Bullets can be unloaded and added to a different gun. Multiple copies of the same gun will have the same loadout. If a gun's upgrade will cause it to change names (for example, ![]()
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In Battle:
- Every hit in a normal attack uses one bullet, in the same sequence they are loaded in. You can only attack as many times as you have bullets remaining.
- If a slot does not have a bullet loaded, that slot will use a standard 50 ATK bullet during battle.
- Once you run out of bullets, you will have to reload on the next turn (or through
John Doe
Defender of the Peace Massive Dark damage to a foe.
Gain Charge Bar +30%Instantly boosts Charge Bar by 30%
Strength: 30%.
Reload bullets.'s C.A. effect). - If the targeted enemy is defeated during a multiattack, the next enemy in that wave will be targeted by remaining attacks.
- Charge attacks don't consume bullets and can be performed even without them.
Crafting Bullets
Parabellum[edit]
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90 ATK Hits all: No |
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100 ATK Hits all: No |
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110 ATK Hits all: No ATK: 110 |
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130 ATK Hits all: No |
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150 ATK Hits all: No | ||
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60 ATK Hits all: No Chance to gain Duration: Indefinite. |
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80 ATK Hits all: No Chance to gain Duration: Indefinite. |
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80 ATK Hits all: No Chance to gain Duration: Indefinite and Duration: Indefinite. |
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80 ATK Hits all: No ~50 chance to gain Strength: ?% (Max: 40%)Duration: Indefinite. ~50 chance to gain Strength: ?% (Max: 30%)Duration: Indefinite.[1][2] | |||
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90 ATK Hits all: No Chance to burn a foe |
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90 ATK Hits all: No Chance to poison a foe |
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70 ATK Hits all: No Chance to put a foe to sleep |
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70 ATK Hits all: No Chance to inflict on a foe. |
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50 ATK Hits all: No Chance to gain 500-damage Strength: 500Duration: 1.5 turnsApplied during the attack phase. On the next turn, it'll have 1 turn remaining.. |
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80 ATK Hits all: No ~25% chance to inflict Duration: 0.5 turnsLocal status effectApplied during the attack phase. On the next turn, it'll have 0 turns remaining. on a foe.[3] |
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80 ATK Hits all: No All allies gain Strength: 1000 HPDuration: 1.5 turnsApplied during the attack phase. On the next turn, it'll have 1 turn remaining.. |
Rifle[edit]
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60 ATK Hits all: No Chance to inflict Duration: 180 seconds. |
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80 ATK Hits all: No Chance to inflict Duration: 180 seconds. |
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100 ATK Hits all: No Chance to inflict Duration: 180 seconds. |
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130 ATK Hits all: No Chance to inflict Duration: 180 seconds. |
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150 ATK Hits all: No 95%Verification needed. chance to inflict Strength: 5% (Max: 25%)Duration: 180 seconds.[4][2] |
Exploder50 ATK Hits all: No Chance to gain Duration: Indefinite. Chance to inflict Duration: 180 seconds on foe. |
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75 ATK Hits all: No Chance to gain Duration: Indefinite. Chance to inflict Duration: 180 seconds on foe. |
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105 ATK Hits all: No Chance to gain Strength: 7% (Max: 25%)Duration: Indefinite. Chance to inflict Strength: 10% (Max: 15%)Duration: 180 seconds on foe. | ||
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50 ATK Hits all: No Chance to boost critical hit rate / Possible hit to caster's double attack rate (Stackable) |
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70 ATK Hits all: No Chance to boost critical hit rate / Possible hit to caster's double attack rate (Stackable) |
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70 ATK Hits all: No Chance to boost critical hit rate / Possible hit to caster's double attack rate (Stackable) | ||
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30 ATK Hits all: No Chance to gain Duration: Indefinite. |
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50 ATK Hits all: No Chance to gain Duration: Indefinite. |
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80 ATK Hits all: No Gain Strength: 10% (Max: 50%)Duration: Indefinite.[5] | ||
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80 ATK Hits all: No ~50% chance to gain Strength: 10% (Max: 50%)Duration: Indefinite.[6] |
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100 ATK Hits all: No ~70% chance to gain Strength: 10% (Max: 50%)Duration: Indefinite. Gain Strength: 4% (Max: 20%)Duration: Indefinite.[7][8][2] |
Cartridge[edit]
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50 ATK Hits all: Yes Chance to inflict on all foes. |
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90 ATK Hits all: Yes Chance to inflict on all foes. |
Shotshell35 ATK Hits all: Yes |
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50 ATK Hits all: Yes |
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70 ATK Hits all: Yes |
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105 ATK Hits all: Yes |
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120 ATK Hits all: Yes | |
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50 ATK Hits all: Yes Chance to inflict on all foes. |
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90 ATK Hits all: Yes Chance to inflict on all foes. |
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90 ATK Hits all: Yes Self-inflict Duration: Indefinite. |
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135 ATK Hits all: Yes Self-inflict Duration: Indefinite. | ||||
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50 ATK Hits all: Yes Chance to inflict on all foes. |
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90 ATK Hits all: Yes Chance to inflict on all foes. |
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50 ATK Hits all: Yes Possible hit to DEF for all foes (Stackable) |
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75 ATK Hits all: Yes Possible hit to DEF for all foes (Stackable) | ||||
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50 ATK Hits all: Yes Chance to inflict on all foes. |
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90 ATK Hits all: Yes Chance to inflict on all foes. |
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200 ATK Hits all: No Hit to caster's DEF / Hit to caster's double attack rate (Stackable) |
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300 ATK Hits all: No Hit to caster's DEF / Hit to caster's double attack rate (Stackable) | ||||
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50 ATK Hits all: Yes Chance to inflict on all foes. |
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90 ATK Hits all: Yes Chance to inflict on all foes. |
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50 ATK Hits all: Yes Hit to foe's multiattack rate |
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80 ATK Hits all: Yes Inflict Strength: 50%Duration: 180 seconds and Strength: 50%Duration: 180 seconds on all foes.[9] | ||||
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50 ATK Hits all: Yes Chance to inflict on all foes. |
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90 ATK Hits all: Yes Chance to inflict on all foes. |
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60 ATK Hits all: Yes ~80% chance to gain Strength: 15%Duration: 2 turnsDoes not take effect for the following one-foe attacks in the same turn. When placed as 1st bullet and used with | |||||
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90 ATK Hits all: Yes ~50% chance for each ally to gain Strength: 5% of foe's max HP (Damage cap: 50,000)Duration: 2.5 turnsApplied during the attack phase. On the next turn, it'll have 2 turns remaining..[11][12] |
Aetherial[edit]
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80 ATK Hits all: No Chance to gain Duration: Indefinite. |
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100 ATK Hits all: No Chance to gain Duration: Indefinite. |
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120 ATK Hits all: No Gain Strength: 10% (Max: 30%)Duration: Indefinite.[13] |
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65 ATK Hits all: No Chance for each ally to gain Duration: Indefinite. |
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100 ATK Hits all: No Chance for each ally to gain Duration: Indefinite. |
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120 ATK Hits all: No All allies gain Strength: 5% (Max: 25%)Duration: Indefinite.[14] |
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80 ATK Hits all: No Chance to gain Duration: Indefinite. |
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100 ATK Hits all: No Chance to gain Duration: Indefinite. |
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120 ATK Hits all: No Gain Strength: 10% (Max: 30%)Duration: Indefinite. |
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65 ATK Hits all: No Chance for each ally to gain Duration: Indefinite. |
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100 ATK Hits all: No Chance for each ally to gain Duration: Indefinite. |
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120 ATK Hits all: No All allies gain Strength: 5% (Max: 25%)Duration: Indefinite. |
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80 ATK Hits all: No Chance to gain Duration: Indefinite. |
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100 ATK Hits all: No Chance to gain Duration: Indefinite. |
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120 ATK Hits all: No Gain Strength: 10% (Max: 30%)Duration: Indefinite.[15] |
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65 ATK Hits all: No Chance for each ally to gain Duration: Indefinite. |
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100 ATK Hits all: No Chance for each ally to gain Duration: Indefinite. |
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120 ATK Hits all: No All allies gain Strength: 5% (Max: 25%)Duration: Indefinite. |
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80 ATK Hits all: No Chance to gain Duration: Indefinite. |
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100 ATK Chance to gain Duration: Indefinite. |
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120 ATK Hits all: No Gain Strength: 10% (Max: 30%)Duration: Indefinite. |
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65 ATK Hits all: No CChance for each ally to gain Duration: Indefinite. |
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100 ATK Hits all: No Chance for each ally to gain Duration: Indefinite. |
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120 ATK Hits all: No All allies gain Strength: 5% (Max: 25%)Duration: Indefinite. |
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80 ATK Hits all: No Chance to gain Duration: Indefinite. |
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100 ATK Hits all: No Chance to gain Duration: Indefinite. |
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120 ATK Hits all: No Gain Strength: 10% (Max: 30%)Duration: Indefinite. |
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65 ATK Hits all: No Chance for all allies to gain Duration: Indefinite. |
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100 ATK Hits all: No Chance for all allies to gain Duration: Indefinite. |
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120 ATK Hits all: No All allies gain Strength: 5% (Max: 25%)Duration: Indefinite. |
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80 ATK Hits all: No Chance to gain Duration: Indefinite. |
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100 ATK Hits all: No Chance to gain Duration: Indefinite. |
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120 ATK Hits all: No Gain Strength: 10% (Max: 30%)Duration: Indefinite. |
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65 ATK Hits all: No Chance for all allies to gain Duration: Indefinite. |
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100 ATK Hits all: No Chance for all allies to gain Duration: Indefinite. |
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120 ATK Hits all: No All allies gain Strength: 5% (Max: 25%)Duration: Indefinite.[16] |
| Icon | Name | ATK | Hits All | Description | EMP | Cost |
|---|---|---|---|---|---|---|
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Iron Bullet | 90 |
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Rapid Bullet | 60 | Chance to gain Duration: Indefinite. |
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Flame Bullet | 90 | Chance to land Burn effect to a foe |
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Poison Bullet | 90 | Chance to land Poison effect to a foe |
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Sleep Bullet | 70 | Chance to land Sleep effect to a foe |
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Shield Bullet | 50 | Chance to gain Strength: 500Duration: 1.5 turnsApplied during the attack phase. On the next turn, it'll have 1 turn remaining.. |
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Charm Bullet | 70 | Chance to inflict on a foe. |
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Full Metal Jacket | 60 | Chance to inflict Duration: 180 seconds. |
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Exploder | 50 | Chance to gain Duration: Indefinite. Chance to inflict Duration: 180 seconds on foe. |
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Piercer | 50 | Chance to boost MC's critical hit rate and lower double attack rate (Stackable) |
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Silver Bullet | 30 | Chance to gain Duration: Indefinite. |
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Shotshell | 35 | Yes | |||
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Strike Shell | 90 | Yes | Self-inflict Duration: Indefinite. |
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Fire Cylinder | 50 | Yes | Chance to inflict on all foes. |
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Water Cylinder | 50 | Yes | Chance to inflict on all foes. |
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Earth Cylinder | 50 | Yes | Chance to inflict on all foes. |
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Wind Cylinder | 50 | Yes | Chance to inflict on all foes. |
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Light Cylinder | 50 | Yes | Chance to inflict on all foes. |
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Dark Cylinder | 50 | Yes | Chance to inflict on all foes. |
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Guard Breaker | 50 | Yes | Chance to lower all foes' DEF (Stackable) |
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Slug Shot | 200 | Hit to MC's double attack rate and DEF (Stackable) |
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Sticky Shell | 50 | Yes | Hit to all foes' multiattack rate |
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Ifrit Point | 80 | Chance to gain Duration: Indefinite. |
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Cocytus Point | 80 | Chance to gain Duration: Indefinite. |
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Vohu Manah Point | 80 | Chance to gain Duration: Indefinite. |
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Sagittarius Point | 80 | Chance to gain Duration: Indefinite. |
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Corow Point | 80 | Chance to gain Duration: Indefinite. |
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Diablo Point | 80 | Chance to gain Duration: Indefinite. |
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Agni Point | 65 | Chance for each ally to gain Duration: Indefinite. |
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Neptune Point | 65 | Chance for each ally to gain Duration: Indefinite. |
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Titan Point | 65 | Chance for each ally to gain Duration: Indefinite. |
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Zephyrus Point | 65 | Chance for each ally to gain Duration: Indefinite. |
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Iron Bullet II | 100 | ![]() ★☆☆ |
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Iron Bullet III | 110 | ![]() ★★☆ |
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Iron Bullet IV | 130 | ![]() ★★★ |
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Iron Bullet V | 150 | ![]() ★☆☆ |
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Rapid Bullet II | 80 | Chance to gain Duration: Indefinite. |
![]() ★☆☆ |
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Rapid Bullet III | 80 | Chance to gain Duration: Indefinite and Duration: Indefinite. |
![]() ★★☆ |
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Rapid Bullet IV | 80 | ~50 chance to gain Strength: ?% (Max: 40%)Duration: Indefinite. ~50 chance to gain Strength: ?% (Max: 30%)Duration: Indefinite.[1][2] |
![]() ★★☆ |
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Paralyze Bullet | 80 | ~25% chance to inflict Duration: 0.5 turnsLocal status effectApplied during the attack phase. On the next turn, it'll have 0 turns remaining. on a foe.[3] |
![]() ★★★ |
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Healing Bullet | 80 | All allies gain Strength: 1000 HPDuration: 1.5 turnsApplied during the attack phase. On the next turn, it'll have 1 turn remaining.. |
![]() ★★★ |
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Full Metal Jacket II | 80 | Chance to inflict Duration: 180 seconds. |
![]() ★☆☆ |
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Full Metal Jacket III | 100 | Chance to inflict Duration: 180 seconds. |
![]() ★★☆ |
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Full Metal Jacket IV | 130 | Chance to inflict Duration: 180 seconds. |
![]() ★★★ |
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Full Metal Jacket V | 150 | 95%Verification needed. chance to inflict Strength: 5% (Max: 25%)Duration: 180 seconds.[4][2] |
![]() ★☆☆ |
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Exploder II | 75 | Chance to gain Duration: Indefinite. Chance to inflict Duration: 180 seconds on foe. |
![]() ★☆☆ |
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Exploder III | 105 | Chance to gain Strength: 7% (Max: 25%)Duration: Indefinite. Chance to inflict Strength: 10% (Max: 15%)Duration: 180 seconds on foe.[2] |
![]() ★★☆ |
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Piercer II | 70 | Chance to boost MC's critical hit rate and lower double attack rate (Stackable) | ![]() ★☆☆ |
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Piercer III | 70 | Chance to boost MC's critical hit rate and lower double attack rate (Stackable) | ![]() ★★☆ |
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Silver Bullet II | 50 | Chance to gain Duration: Indefinite. |
![]() ★☆☆ |
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Silver Bullet III | 80 | Gain Strength: 10% (Max: 50%)Duration: Indefinite.[5] |
![]() ★★★ |
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Gold Bullet | 80 | ~50% chance to gain Strength: 10% (Max: 50%)Duration: Indefinite.[6] |
![]() ★★☆ |
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Gold Bullet II | 100 | ~70% chance to gain Strength: 10% (Max: 50%)Duration: Indefinite. Gain Strength: 4% (Max: 20%)Duration: Indefinite.[7][8][2] |
![]() ★★★ |
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Shotshell II | 50 | Yes | ![]() ★☆☆ |
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Shotshell III | 70 | Yes | ![]() ★★☆ |
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Shotshell IV | 105 | Yes | ![]() ★★★ |
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Shotshell V | 120 | Yes | ![]() ★☆☆ |
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Strike Shell II | 135 | Yes | Self-inflict Duration: Indefinite. |
![]() ★☆☆ |
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Fire Cylinder II | 90 | Yes | Chance to inflict on all foes. |
![]() ★☆☆ |
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Water Cylinder II | 90 | Yes | Chance to inflict on all foes. |
![]() ★☆☆ |
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Earth Cylinder II | 90 | Yes | Chance to inflict on all foes. |
![]() ★☆☆ |
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Wind Cylinder II | 90 | Yes | Chance to inflict on all foes. |
![]() ★☆☆ |
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Light Cylinder II | 90 | Yes | Chance to inflict on all foes. |
![]() ★☆☆ |
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Dark Cylinder II | 90 | Yes | Chance to inflict on all foes. |
![]() ★☆☆ |
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Guard Breaker II | 75 | Yes | Chance to lower all foes' DEF (Stackable) | ![]() ★☆☆ |
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Slug Shot II | 300 | Hit to MC's double attack rate and DEF (Stackable) | ![]() ★☆☆ |
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Sticky Shell II | 80 | Yes | Inflict Strength: 50%Duration: 180 seconds and Strength: 50%Duration: 180 seconds on all foes.[9] |
![]() ★★☆ |
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Chaser Shell | 60 | Yes | ~80% chance to gain Strength: 15%Duration: 2 turnsDoes not take effect for the following one-foe attacks in the same turn. When placed as 1st bullet and used with |
![]() ★★★ |
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Enhancing Shell | 90 | Yes | ~50% chance for each ally to gain Strength: 5% of foe's max HP (Damage cap: 50,000)Duration: 2.5 turnsApplied during the attack phase. On the next turn, it'll have 2 turns remaining..[11][12] |
![]() ★★★ |
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Ifrit Point II | 100 | Chance to gain Duration: Indefinite. |
![]() ★☆☆ |
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Ifrit Point III | 120 | Gain Strength: 10% (Max: 30%)Duration: Indefinite.[13] |
![]() ★★☆ |
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Cocytus Point II | 100 | Chance to gain Duration: Indefinite. |
![]() ★☆☆ |
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Cocytus Point III | 120 | Gain Strength: 10% (Max: 30%)Duration: Indefinite. |
![]() ★★☆ |
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Vohu Manah Point II | 100 | Chance to gain Duration: Indefinite. |
![]() ★☆☆ |
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Vohu Manah Point III | 120 | Gain Strength: 10% (Max: 30%)Duration: Indefinite.[15] |
![]() ★★☆ |
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Sagittarius Point II | 100 | Chance to gain Duration: Indefinite. |
![]() ★☆☆ |
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Sagittarius Point III | 120 | Gain Strength: 10% (Max: 30%)Duration: Indefinite. |
![]() ★★☆ |
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Corow Point II | 100 | Chance to gain Duration: Indefinite. |
![]() ★☆☆ |
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Corow Point III | 120 | Gain Strength: 10% (Max: 30%)Duration: Indefinite. |
![]() ★★☆ |
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Diablo Point II | 100 | Chance to gain Duration: Indefinite. |
![]() ★☆☆ |
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Diablo Point III | 120 | Gain Strength: 10% (Max: 30%)Duration: Indefinite. |
![]() ★★☆ |
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Agni Point II | 100 | Chance for each ally to gain Duration: Indefinite. |
![]() ★☆☆ |
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Agni Point III | 120 | All allies gain Strength: 5% (Max: 25%)Duration: Indefinite.[14] |
![]() ★★★ |
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Neptune Point II | 100 | Chance for each ally to gain Duration: Indefinite. |
![]() ★☆☆ |
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Neptune Point III | 120 | All allies gain Strength: 5% (Max: 25%)Duration: Indefinite. |
![]() ★★★ |
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Titan Point II | 100 | Chance for each ally to gain Duration: Indefinite. |
![]() ★☆☆ |
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Titan Point III | 120 | All allies gain Strength: 5% (Max: 25%)Duration: Indefinite. |
![]() ★★★ |
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Zephyrus Point II | 100 | Chance for each ally to gain Duration: Indefinite. |
![]() ★☆☆ |
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Zephyrus Point III | 120 | All allies gain Strength: 5% (Max: 25%)Duration: Indefinite. |
![]() ★★★ |
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Zeus Point | 65 | Chance for all allies to gain Duration: Indefinite. |
![]() ★☆☆ |
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Zeus Point II | 100 | Chance for all allies to gain Duration: Indefinite. |
![]() ★★☆ |
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Zeus Point III | 120 | All allies gain Strength: 5% (Max: 25%)Duration: Indefinite. |
![]() ★★★ |
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Hades Point | 65 | Chance for all allies to gain Duration: Indefinite. |
![]() ★☆☆ |
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Hades Point II | 100 | Chance for all allies to gain Duration: Indefinite. |
![]() ★★☆ |
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Hades Point III | 120 | All allies gain Strength: 5% (Max: 25%)Duration: Indefinite.[16] |
![]() ★★★ |
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- ↑ 1.0 1.1 ULTZZ - Rapid Bullet IV, https://twitter.com/ULTZZ/status/1135153247784558592
- ↑ 2.0 2.1 2.2 2.3 2.4 2.5 2.6 Kamigame, https://kamigame.jp/グラブル/ゲーム知識/バレットまとめ.html
- ↑ 3.0 3.1 ULTZZ - Paralyze Bullet, https://twitter.com/ULTZZ/status/1138107390216163328
- ↑ 4.0 4.1 ULTZZ - Full Metal Jacket V, https://twitter.com/ULTZZ/status/1134804289451249665
- ↑ 5.0 5.1 ULTZZ - Silver Bullet III, https://twitter.com/ULTZZ/status/1133354019739455488
- ↑ 6.0 6.1 Kobito opencv - Gold Bullet, https://twitter.com/kobito_opencv/status/1133694738668765184
- ↑ 7.0 7.1 Kobito opencv - Gold Bullet II, https://twitter.com/kobito_opencv/status/1135107730593669120
- ↑ 8.0 8.1 ULTZZ - Gold Bullet II, https://twitter.com/ULTZZ/status/1135075454107377664
- ↑ 9.0 9.1 https://twitter.com/ULTZZ/status/1138103242812903424
- ↑ 10.0 10.1 https://twitter.com/ULTZZ/status/1136991472459214848
- ↑ 11.0 11.1 Kobito opencv - Enhancing Shell, https://twitter.com/kobito_opencv/status/1133694737414647809
- ↑ 12.0 12.1 ULTZZ - Enhancing Shell, https://twitter.com/ULTZZ/status/1135175211555336192
- ↑ 13.0 13.1 Kobito opencv - Ifrit Point III, https://twitter.com/kobito_opencv/status/1133694736064057345
- ↑ 14.0 14.1 Kobito opencv - Agni Point III, https://twitter.com/kobito_opencv/status/1133694734507974657
- ↑ 15.0 15.1 ULTZZ - Vohu Manah Point III, https://twitter.com/ULTZZ/status/1133374908036145153
- ↑ 16.0 16.1 ULTZZ - Hades Point III, https://twitter.com/ULTZZ/status/1133371524033929216
See these Google Spreadsheets for crafting material details:
Bullets before Soldier's implementation: https://docs.google.com/spreadsheets/d/1be94_B6KpWWv03M0i8rPRg_1Hf6movQ6rReE7AONDv0/edit#gid=1011556769
Bullets after Soldier's implementation: https://docs.google.com/spreadsheets/d/1kiEdxiO_Uy-y0dvHAKl9MMFj3PNegyxMrIkC6lQ9W54/edit?usp=sharing
Assessment
Soldier is an all-in-one attacker, debuffer, and buffer that requires a large investment cost—the materials needed for bullet crafting—to run optimally but is well worth the effort.
Notable Main Weapons
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- Gunslinger's Humanity - Dodging a lethal attack can be useful, but the effect can be acquired elsewhere, such as from Titan calls.
- Gunslinger's Divinity - The absolute standout option, providing 760K damage every turn as long as you can avoid being hit, and that's before any Supplemental Damage or skill cap up is considered. Users may have trouble with bosses that have high multi-attack rates and/or all-ally attacks. For best results, bring some method of redirecting attacks away from the MC.
- Gunslinger's Devilry - Bonus damage can be strong, but requires manual reloading or charge bar acceleration from another source to gain the full effect of the buff. Bonus damage can also be relatively easily acquired from other sources such as summon calls or character abilities.
For another weapon to even begin to be considered, it must pass all the following tests:
- Can I afford losing a turn to reloading, and/or a skill slot to
Lock 'n' LoadDiscard remaining bullets and reload.? Is the charge attack effect on the new gun powerful enough to compensate?
- Is it really worth losing the enormous damage from the Divinity Emblem? Can something else about this new gun replace it, like a high damage modifier or special weapon skill?
- Does the gun have six bullet slots, and a bullet layout worth investing materials in?
Very few guns in the game even come close to meeting these standards. Guns below may be worth considering in some circumstances (especially if you do not have a ![]()
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Flamma Orbis - Has a similar effect to the Divinity emblem, with the same trigger effect of not being hit that turn. Deals 600K damage in one go instead of Divinity's split 720K damage, so does not work as well with Supplemental Damage. Has a 23.0% boost to ATK for the whole team vs
John Doe's MC-only 20%. The
Mirror ImageNext one-to-one attack received will be ineffective
(Effect removed on next all-foe all-ally attack)
on charge attack helps protect the team and ensure the end-of-turn nuke goes off in fights where John Doe may have trouble reliably activating it. Bullet layout is focused almost entirely on quickly ramping up Elemental Attack, and your only real debuff capability comes from Full Metal Jackets and Exploders. The boost to skill damage specs for the whole team is also worth considering if you have a skill-damage heavy team composition.
Arachne ⚠️

⚠️This weapon is acquired from the Premium Draw. It will require the use of duplicate copies or Damascus Ingots to uncap to its full potential. It may be difficult to get this weapon in the first place, and will be expensive to bring to its full power. Consider whether you can use a farmable replacement instead. - The "Femme Fatale" skill gives a chance to stack Def Down on every attack, effectively acting like an extra Full Metal Jacket bullet effect for every bullet slot. Loses significant damage in comparison to
John Doe with the Divinity Emblem due to no replacement for the nuke and only a passable attack modifier.
DrainDamage dealt is partially absorbed to HP
and DelayReduce a foe's charge diamonds by 1
on charge attack will be helpful against some enemies. Only gains its full strength at 4 stars, and is not worth spending Damascus Ingots on. Consider use if you happen to have acquired 4 copies and need an alternate dark gun. Galleon's Jaw - Has exactly the same bullet layout as a
John Doe, as well as the same charge bar boost on charge attack. Loses personal damage due to no Divinity Emblem equivalent, but adds significantly to team damage by boosting charge attack damage by 25% for the whole team, as well as supplementing charge attack damage by up to 400K for each team member. Also applies an effect similar to Gold Bullets, but to the entire team after each charge attack instead of how Gold Bullets apply it to just the MC. A decent option if you have a charge-attack focused Earth team with methods of accelerating the team's Charge Bar.
Other guns can be viewed sorted by bullet count and arrangement at Bullets#Gun List but are not recommended.
Recommended John Doe Loadout
The following are bullets commonly used in John Doe.
| Slot | Type | Bullet | ATK | Effect | Notes | |
|---|---|---|---|---|---|---|
| 1 | Cartridge | Enhancing Shell |
90 | ~50% chance for each ally to gain Strength: 5% of foe's max HP (Damage cap: 50,000)Duration: 2.5 turnsApplied during the attack phase. On the next turn, it'll have 2 turns remaining.. |
||
Cylinder II |
90 | Chance to inflict Elemental DEF Down (Stackable) on all foes. |
Cheaper than Enhancing Shell and allows MC to fill the DEF Down role on their own (with Full Metal Jacket), but loses out in damage to Enhancing Shell. | |||
| 2 | Rifle | Gold Bullet II |
100 | ~70% chance to gain Strength: 10% (Max: 50%)Duration: Indefinite. Gain Strength: 4% (Max: 20%)Duration: Indefinite. |
||
Full Metal Jacket V |
150 | 95%Verification needed.
chance to inflict Strength: 5% (Max: 25%)Duration: 180 seconds. |
||||
| 3 | Parabellum | Iron Bullet V |
150 | None | ||
| 4 | Parabellum | Healing Bullet |
80 | All allies gain Strength: 1000 HPDuration: 1.5 turnsApplied during the attack phase. On the next turn, it'll have 1 turn remaining.. |
Only if healing is needed. Otherwise use Iron Bullet V. | |
| 5 | Aetherial | Primal Point III |
120 | All allies gain 5% Elemental ATK Boosted (Stackable) Strength: 5% (Max: 25%)Duration: Indefinite Strength: 5% (Max: 25%)Duration: Indefinite Strength: 5% (Max: 25%)Duration: Indefinite Strength: 5% (Max: 25%)Duration: Indefinite Strength: 5% (Max: 25%)Duration: Indefinite Strength: 5% (Max: 25%)Duration: Indefinite (Max: 25%). |
||
| 6 | Aetherial | |||||
Resources
| Class Navigation | |
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| II | Warrior • Sentinel • Cleric • Sorcerer • Raider • Arcana Dueler • Kung Fu Artist • Archer • Bard • Dragoon |
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| EX I | Alchemist • Ninja • Samurai • Sword Master • Gunslinger • Mystic • Assassin • Drum Master • Dancer • Mechanic |
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