Soldier

About classes | Class list | Skill list | Extended Mastery


Class Data
Class line GunslingerSoldier
Description Use the physique and skills honed on the harshest battlefields to wear down your enemies.
Style Specialty  
Prerequisites CP ×3,000
Gunslinger Distinction ×20
Granblue SurvivalistComplete the quest The Will to Survive
Rewards
Crystal ×50
- Clear Chapter 54 Quest: The Will to Survive
Change the Nebuchad's Element
Clear Chapter 63 Story: Boundless Joy
Level BonusesLevel bonuses are earned with levels 1, 5, 10, 15, and 20.
Lvl 1 ATK +400
TA +2%
  Total:
ATK +2000
TA +10%
Lvl 5 ATK +400
TA +2%
Lvl 10  ATK +400
TA +2%
Lvl 15 ATK +400
TA +2%
Lvl 20 ATK +400
TA +2%
Master Bonuses Boost to main weapon's ATK when main weapon is a gun +3%
Class Weapon John Doe
Release date 2019-05-27 Other sites gbf-wiki
(Japanese wiki)
GamewithKamigame
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].
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:
 FortitudeGain 10% DMG AmplifiedDMG for one-foe attacks and counterattacks is amplified
Strength: 10%Multiplier: SeraphicDuration: 5 turns
, JammedATK is greatly boosted based on how low HP is
Strength: 7%-20%Duration: 5 turns
, and 70% / 50% Critical Hit Rate UpAttacks made with elemental superiority have a chance to deal boosted DMG
Strength: 70% chance of dealing 50% more damage.Duration: 5 turns
..
: An excellent buff for Soldier which compensates the lack of raw ATK from  Triple ThreatGain Triple ThreatGuaranteed triple attack
Duration: 6 turns or until used
for 1 hit.
Gain 30% ATK Up (Stackable / Max: 150%)ATK is boosted while active (Stackable)
Strength: 30% (Max: 150%)Multiplier: Unique StackableDuration: 6 turns
and self-inflict 7% DEF Down (Stackable / Max: 20%)DEF is lowered (Stackable / Can't be removed)
Strength: 7% (Max: 20%)Duration: 6 turns
.
and grants a massive DMG Cap boost via Seraphic modifier, synergizing well with Seasoned Survivalist in a great uptime.
 Guerrilla TacticsGain 50% Dodge Rate UpImmune to DMG and debuffs for a fixed amount while in effect
Strength: 50%Duration: 2 turns
, 30% Charge Bar Gain UpCharge bar gain is boosted
Strength: 30%Duration: 2 turns
and Guerrilla WarfareDeals 4-hit superior elemental DMG to random foes upon dodging
Strength: ~250,000 per hitDuration: 2 turns
. (Damage cap: ~1,000,000.)
: A decent dodge on a short cooldown, with a powerful nuke if MC dodges.
 Open FireDeal one-foe attacks until all bullets are consumed.: Good for a one-turn setup, if you want to land a particular effect or help managing bullets.
 BlitzburstUse all bullets to gain Charge Bar +15%Instantly boosts Charge Bar by 15%
Strength: 15%
per bullet spent.
Gain CockingSharp boost to ATK on next turn
Duration: 1 turn
: Gain ATK Sharply Boosted (1 time)ATK is sharply boosted
Strength: 300% for Normal Attacks
250% for C.A.Multiplier: AssassinDuration: 1 turn
at the start of the next turn.
: For powerful burst damage.
Subskills:
 PandemoniumGain 70% Charge Bar Gain UpCharge bar gain is boosted
Strength: 70%Duration: 3 turns
.
: Has a stronger Charge Bar Gain UpCharge bar gain is boosted
buff than  Guerrilla TacticsGain 50% Dodge Rate UpImmune to DMG and debuffs for a fixed amount while in effect
Strength: 50%Duration: 2 turns
, 30% Charge Bar Gain UpCharge bar gain is boosted
Strength: 30%Duration: 2 turns
and Guerrilla WarfareDeals 4-hit superior elemental DMG to random foes upon dodging
Strength: ~250,000 per hitDuration: 2 turns
. (Damage cap: ~1,000,000.)
and may work better for Charge Attack-oriented setups.
 Rage IIIAll parties gain 30% ATK UpATK is boosted
Strength: 30%Duration: 3 turns
.
: If you want to support the raid while inceasing own thoroughput.
 Miserable MistInflict 25% ATK DownATK is lowered
Strength: 25%Base Accuracy: 80%Duration: 180 secondsStacking: Dual
and 25% DEF DownDEF is lowered
Strength: 25%Base Accuracy: 80%Duration: 180 secondsStacking: Dual
on all foes.
: Overall very useful.
Base Skills:
 Triple ThreatGain Triple ThreatGuaranteed triple attack
Duration: 6 turns or until used
for 1 hit.
Gain 30% ATK Up (Stackable / Max: 150%)ATK is boosted while active (Stackable)
Strength: 30% (Max: 150%)Multiplier: Unique StackableDuration: 6 turns
and self-inflict 7% DEF Down (Stackable / Max: 20%)DEF is lowered (Stackable / Can't be removed)
Strength: 7% (Max: 20%)Duration: 6 turns
.
: Still a great option if you don't have to worry about sustain and/or if you have trouble hitting the DMG Cap without it. Combos well with  FortitudeGain 10% DMG AmplifiedDMG for one-foe attacks and counterattacks is amplified
Strength: 10%Multiplier: SeraphicDuration: 5 turns
, JammedATK is greatly boosted based on how low HP is
Strength: 7%-20%Duration: 5 turns
, and 70% / 50% Critical Hit Rate UpAttacks made with elemental superiority have a chance to deal boosted DMG
Strength: 70% chance of dealing 50% more damage.Duration: 5 turns
..
for extra attack power.
 Lock 'n' LoadDiscard remaining bullets and reload.: Useful for managing Bullets if you're not running Nebuchad/John Doe or if you want to work on a combo with  Triple ThreatGain Triple ThreatGuaranteed triple attack
Duration: 6 turns or until used
for 1 hit.
Gain 30% ATK Up (Stackable / Max: 150%)ATK is boosted while active (Stackable)
Strength: 30% (Max: 150%)Multiplier: Unique StackableDuration: 6 turns
and self-inflict 7% DEF Down (Stackable / Max: 20%)DEF is lowered (Stackable / Can't be removed)
Strength: 7% (Max: 20%)Duration: 6 turns
.
,  Open FireDeal one-foe attacks until all bullets are consumed. or  BlitzburstUse all bullets to gain Charge Bar +15%Instantly boosts Charge Bar by 15%
Strength: 15%
per bullet spent.
Gain CockingSharp boost to ATK on next turn
Duration: 1 turn
: Gain ATK Sharply Boosted (1 time)ATK is sharply boosted
Strength: 300% for Normal Attacks
250% for C.A.Multiplier: AssassinDuration: 1 turn
at the start of the next turn.

Skills

Icon Skill Name Effect C/DCooldown in Turns DurDuration in Turns or Seconds SubSubskill usable on other classes LVLClass level required Notes
Three-Round Burst Gain Guaranteed TAGuaranteed triple attack regardless of Triple Attack Lowered debuffs
Duration: 1 turn
and perform a one-foe attack with no turn progression. (Consumes bullets.)
4T 1T No 1 Double StrikeAttacks twice each turn
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
Open Fire Deal one-foe attacks until all bullets are consumed. 7T - 35
Fortitude Gain 10% DMG AmplifiedDMG for one-foe attacks and counterattacks is amplified
Strength: 10%Multiplier: SeraphicDuration: 5 turns
, JammedATK is greatly boosted based on how low HP is
Strength: 7%-20%Duration: 5 turns
, and 70% / 50% Critical Hit Rate UpAttacks made with elemental superiority have a chance to deal boosted DMG
Strength: 70% chance of dealing 50% more damage.Duration: 5 turns
.[1].
8T 5T 30
Guerrilla Tactics Gain 50% Dodge Rate UpImmune to DMG and debuffs for a fixed amount while in effect
Strength: 50%Duration: 2 turns
, 30% Charge Bar Gain UpCharge bar gain is boosted
Strength: 30%Duration: 2 turns
and Guerrilla WarfareDeals 4-hit superior elemental DMG to random foes upon dodging
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:

  1. Through the top-left corner of the Party screen (if your class is set to Gunslinger/Soldier, and displays your main weapon's menu).
  2. 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).
  3. 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, Ten-Wolf Gun to Ten-Wolf Gun Sterling), the bullets will not carry overmake sure to unload it before making the upgrade.

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]

Iron Bullet
90 ATK
Hits all: No
Iron Bullet II
100 ATK
Hits all: No
Iron Bullet III
110 ATK
Hits all: No
ATK: 110
Iron Bullet IV
130 ATK
Hits all: No
Iron Bullet V
150 ATK
Hits all: No
Rapid Bullet
60 ATK
Hits all: No
Chance to gain DA Up (Stackable)Double attack rate is boosted (Stackable)
Duration: Indefinite
.
Rapid Bullet II
80 ATK
Hits all: No
Chance to gain DA Up (Stackable)Double attack rate is boosted (Stackable)
Duration: Indefinite
.
Rapid Bullet III
80 ATK
Hits all: No
Chance to gain DA Up (Stackable)Double attack rate is boosted (Stackable)
Duration: Indefinite
and TA Up (Stackable)Triple attack rate is boosted (Stackable)
Duration: Indefinite
.
Rapid Bullet IV
80 ATK
Hits all: No
~50 chance to gain ?% DA Up (Stackable / Max: 40%)Double attack rate is boosted (Stackable)
Strength: ?% (Max: 40%)Duration: Indefinite
.
~50 chance to gain ?% TA Up (Stackable / Max: 30%)Triple attack rate is boosted (Stackable)
Strength: ?% (Max: 30%)Duration: Indefinite
.[1][2]
Flame Bullet
90 ATK
Hits all: No
Chance to burn a foe
Poison Bullet
90 ATK
Hits all: No
Chance to poison a foe
Sleep Bullet
70 ATK
Hits all: No
Chance to put a foe to sleep
Charm Bullet
70 ATK
Hits all: No
Chance to inflict CharmedAttacks are slightly limited
on a foe.
Shield Bullet
50 ATK
Hits all: No
Chance to gain 500-damage Shield (500)Next ATK received will be ineffective for a fixed amount
Strength: 500Duration: 1.5 turnsApplied during the attack phase.
On the next turn, it'll have 1 turn remaining.
.
Paralyze Bullet
80 ATK
Hits all: No
~25% chance to inflict ParalyzedCan't attack
Duration: 0.5 turnsLocal status effectApplied during the attack phase.
On the next turn, it'll have 0 turns remaining.
on a foe.[3]
Healing Bullet
80 ATK
Hits all: No
All allies gain RefreshHP is restored on every turn
Strength: 1000 HPDuration: 1.5 turnsApplied during the attack phase.
On the next turn, it'll have 1 turn remaining.
.

Rifle[edit]

Full Metal Jacket
60 ATK
Hits all: No
Chance to inflict DEF Down (Stackable)DEF is lowered (Stackable)
Duration: 180 seconds
.
Full Metal Jacket II
80 ATK
Hits all: No
Chance to inflict DEF Down (Stackable)DEF is lowered (Stackable)
Duration: 180 seconds
.
Full Metal Jacket III
100 ATK
Hits all: No
Chance to inflict DEF Down (Stackable)DEF is lowered (Stackable)
Duration: 180 seconds
.
Full Metal Jacket IV
130 ATK
Hits all: No
Chance to inflict DEF Down (Stackable)DEF is lowered (Stackable)
Duration: 180 seconds
.
Full Metal Jacket V
150 ATK
Hits all: No
95%Verification needed. chance to inflict 5% DEF Down (Stackable / Max: 25%)DEF is lowered (Stackable)
Strength: 5% (Max: 25%)Duration: 180 seconds
.[4][2]
Exploder
50 ATK
Hits all: No
Chance to gain ATK Up (Stackable)ATK is boosted while active (Stackable)
Duration: Indefinite
.
Chance to inflict DEF Down (Stackable)DEF is lowered (Stackable)
Duration: 180 seconds
on foe.
Exploder II
75 ATK
Hits all: No
Chance to gain ATK Up (Stackable)ATK is boosted while active (Stackable)
Duration: Indefinite
.
Chance to inflict DEF Down (Stackable)DEF is lowered (Stackable)
Duration: 180 seconds
on foe.
Exploder III
105 ATK
Hits all: No
Chance to gain 7% ATK Up (Stackable / Max: 25%)ATK is boosted while active (Stackable)
Strength: 7% (Max: 25%)Duration: Indefinite
.
Chance to inflict 10% DEF Down (Stackable / Max: 15%)DEF is lowered (Stackable)
Strength: 10% (Max: 15%)Duration: 180 seconds
on foe.
Armor Piercing
50 ATK
Hits all: No
Chance to boost critical hit rate / Possible hit to caster's double attack rate (Stackable)
Armor Piercing II
70 ATK
Hits all: No
Chance to boost critical hit rate / Possible hit to caster's double attack rate (Stackable)
Armor Piercing III
70 ATK
Hits all: No
Chance to boost critical hit rate / Possible hit to caster's double attack rate (Stackable)
Silver Bullet
30 ATK
Hits all: No
Chance to gain C.B. DMG Up (Stackable)Chain burst DMG is boosted (Stackable)
Duration: Indefinite
.
Silver Bullet II
50 ATK
Hits all: No
Chance to gain C.B. DMG Up (Stackable)Chain burst DMG is boosted (Stackable)
Duration: Indefinite
.
Silver Bullet III
80 ATK
Hits all: No
Gain 10% C.B. DMG Up (Stackable / Max: 50%)Chain burst DMG is boosted (Stackable)
Strength: 10% (Max: 50%)Duration: Indefinite
.[5]
Gold Bullet
80 ATK
Hits all: No
~50% chance to gain 10% C.A. DMG Up (Stackable / Max: 50%)Charge attack DMG is boosted (Stackable)
Strength: 10% (Max: 50%)Duration: Indefinite
.[6]
Gold Bullet II
100 ATK
Hits all: No
~70% chance to gain 10% C.A. DMG Up (Stackable / Max: 50%)Charge attack DMG is boosted (Stackable)
Strength: 10% (Max: 50%)Duration: Indefinite
.
Gain 4% C.A. DMG Cap Up (Stackable / Max: 20%)Can deal more DMG when charge attack DMG reaches a certain amount (Stackable)
Strength: 4% (Max: 20%)Duration: Indefinite
.[7][8][2]

Cartridge[edit]

Fire Cylinder
50 ATK
Hits all: Yes
Chance to inflict Fire DEF Down (Stackable)DEF is lowered for fire DMG (Stackable)
on all foes.
Fire Cylinder II
90 ATK
Hits all: Yes
Chance to inflict Fire DEF Down (Stackable)DEF is lowered for fire DMG (Stackable)
on all foes.
Shotshell
35 ATK
Hits all: Yes
Shotshell II
50 ATK
Hits all: Yes
Shotshell III
70 ATK
Hits all: Yes
Shotshell IV
105 ATK
Hits all: Yes
Shotshell V
120 ATK
Hits all: Yes
Water Cylinder
50 ATK
Hits all: Yes
Chance to inflict Water DEF Down (Stackable)DEF is lowered for water DMG (Stackable)
on all foes.
Water Cylinder II
90 ATK
Hits all: Yes
Chance to inflict Water DEF Down (Stackable)DEF is lowered for water DMG (Stackable)
on all foes.
Strike Shell
90 ATK
Hits all: Yes
Self-inflict DEF Down (Stackable)DEF is lowered (Stackable / Can't be removed)
Duration: Indefinite
.
Strike Shell II
135 ATK
Hits all: Yes
Self-inflict DEF Down (Stackable)DEF is lowered (Stackable / Can't be removed)
Duration: Indefinite
.
Earth Cylinder
50 ATK
Hits all: Yes
Chance to inflict Earth DEF Down (Stackable)DEF is lowered for earth DMG (Stackable)
on all foes.
Earth Cylinder II
90 ATK
Hits all: Yes
Chance to inflict Earth DEF Down (Stackable)DEF is lowered for earth DMG (Stackable)
on all foes.
Guard Breaker
50 ATK
Hits all: Yes
Possible hit to DEF for all foes (Stackable)
Guard Breaker II
75 ATK
Hits all: Yes
Possible hit to DEF for all foes (Stackable)
Wind Cylinder
50 ATK
Hits all: Yes
Chance to inflict Wind DEF Down (Stackable)DEF is lowered for wind DMG (Stackable)
on all foes.
Wind Cylinder II
90 ATK
Hits all: Yes
Chance to inflict Wind DEF Down (Stackable)DEF is lowered for wind DMG (Stackable)
on all foes.
Slug Shot
200 ATK
Hits all: No
Hit to caster's DEF / Hit to caster's double attack rate (Stackable)
Slug Shot II
300 ATK
Hits all: No
Hit to caster's DEF / Hit to caster's double attack rate (Stackable)
Light Cylinder
50 ATK
Hits all: Yes
Chance to inflict Light DEF Down (Stackable)DEF is lowered for light DMG (Stackable)
on all foes.
Light Cylinder II
90 ATK
Hits all: Yes
Chance to inflict Light DEF Down (Stackable)DEF is lowered for light DMG (Stackable)
on all foes.
Sticky Shell
50 ATK
Hits all: Yes
Hit to foe's multiattack rate
Sticky Shell II
80 ATK
Hits all: Yes
Inflict 50% DA DownDouble attack rate is lowered
Strength: 50%Duration: 180 seconds
and 50% TA DownTriple attack rate is lowered
Strength: 50%Duration: 180 seconds
on all foes.[9]
Dark Cylinder
50 ATK
Hits all: Yes
Chance to inflict Dark DEF Down (Stackable)DEF is lowered for dark DMG (Stackable)
on all foes.
Dark Cylinder II
90 ATK
Hits all: Yes
Chance to inflict Dark DEF Down (Stackable)DEF is lowered for dark DMG (Stackable)
on all foes.
Chaser Shell
60 ATK
Hits all: Yes
~80% chance to gain 15% Bonus DMGDeals bonus DMG for one-foe one-ally attacks
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  Open FireDeal one-foe attacks until all bullets are consumed., the effect won't affect 2nd and 3rd hit but will affect 4th, 5th, and 6th.Verification needed.
.[10]
Enhancing Shell
90 ATK
Hits all: Yes
~50% chance for each ally to gain Supplemental DMGDMG dealt is supplemented
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]

Ifrit Point
80 ATK
Hits all: No
Chance to gain Fire ATK Up (Stackable)Fire ATK is boosted (Stackable)
Duration: Indefinite
.
Ifrit Point II
100 ATK
Hits all: No
Chance to gain Fire ATK Up (Stackable)Fire ATK is boosted (Stackable)
Duration: Indefinite
.
Ifrit Point III
120 ATK
Hits all: No
Gain 10% Fire ATK Up (Stackable / Max: 30%)Fire ATK is boosted (Stackable)
Strength: 10% (Max: 30%)Duration: Indefinite
.[13]
Agni Point
65 ATK
Hits all: No
Chance for each ally to gain Fire ATK Up (Stackable)Fire ATK is boosted (Stackable)
Duration: Indefinite
.
Agni Point II
100 ATK
Hits all: No
Chance for each ally to gain Fire ATK Up (Stackable)Fire ATK is boosted (Stackable)
Duration: Indefinite
.
Agni Point III
120 ATK
Hits all: No
All allies gain 5% Fire ATK Up (Stackable / Max: 25%)Fire ATK is boosted (Stackable)
Strength: 5% (Max: 25%)Duration: Indefinite
.[14]
Cocytus Point
80 ATK
Hits all: No
Chance to gain Water ATK Up (Stackable)Water ATK is boosted (Stackable)
Duration: Indefinite
.
Cocytus Point II
100 ATK
Hits all: No
Chance to gain Water ATK Up (Stackable)Water ATK is boosted (Stackable)
Duration: Indefinite
.
Cocytus Point III
120 ATK
Hits all: No
Gain 10% Water ATK Up (Stackable / Max: 30%)Water ATK is boosted (Stackable)
Strength: 10% (Max: 30%)Duration: Indefinite
.
Neptune Point
65 ATK
Hits all: No
Chance for each ally to gain Water ATK Up (Stackable)Water ATK is boosted (Stackable)
Duration: Indefinite
.
Neptune Point II
100 ATK
Hits all: No
Chance for each ally to gain Water ATK Up (Stackable)Water ATK is boosted (Stackable)
Duration: Indefinite
.
Neptune Point III
120 ATK
Hits all: No
All allies gain 5% Water ATK Up (Stackable / Max: 25%)Water ATK is boosted (Stackable)
Strength: 5% (Max: 25%)Duration: Indefinite
.
Vohu Manah Point
80 ATK
Hits all: No
Chance to gain Earth ATK Up (Stackable)Earth ATK is boosted (Stackable)
Duration: Indefinite
.
Vohu Manah Point II
100 ATK
Hits all: No
Chance to gain Earth ATK Up (Stackable)Earth ATK is boosted (Stackable)
Duration: Indefinite
.
Vohu Manah Point III
120 ATK
Hits all: No
Gain 10% Earth ATK Up (Stackable / Max: 30%)Earth ATK is boosted (Stackable)
Strength: 10% (Max: 30%)Duration: Indefinite
.[15]
Titan Point
65 ATK
Hits all: No
Chance for each ally to gain Earth ATK Up (Stackable)Earth ATK is boosted (Stackable)
Duration: Indefinite
.
Titan Point II
100 ATK
Hits all: No
Chance for each ally to gain Earth ATK Up (Stackable)Earth ATK is boosted (Stackable)
Duration: Indefinite
.
Titan Point III
120 ATK
Hits all: No
All allies gain 5% Earth ATK Up (Stackable / Max: 25%)Earth ATK is boosted (Stackable)
Strength: 5% (Max: 25%)Duration: Indefinite
.
Sagittarius Point
80 ATK
Hits all: No
Chance to gain Wind ATK Up (Stackable)Wind ATK is boosted (Stackable)
Duration: Indefinite
.
Sagittarius Point II
100 ATK
Chance to gain Wind ATK Up (Stackable)Wind ATK is boosted (Stackable)
Duration: Indefinite
.
Sagittarius Point III
120 ATK
Hits all: No
Gain 10% Wind ATK Up (Stackable / Max: 30%)Wind ATK is boosted (Stackable)
Strength: 10% (Max: 30%)Duration: Indefinite
.
Zephyrus Point
65 ATK
Hits all: No
CChance for each ally to gain Wind ATK Up (Stackable)Wind ATK is boosted (Stackable)
Duration: Indefinite
.
Zephyrus Point II
100 ATK
Hits all: No
Chance for each ally to gain Wind ATK Up (Stackable)Wind ATK is boosted (Stackable)
Duration: Indefinite
.
Zephyrus Point III
120 ATK
Hits all: No
All allies gain 5% Wind ATK Up (Stackable / Max: 25%)Wind ATK is boosted (Stackable)
Strength: 5% (Max: 25%)Duration: Indefinite
.
Corow Point
80 ATK
Hits all: No
Chance to gain Light ATK Up (Stackable)Light ATK is boosted (Stackable)
Duration: Indefinite
.
Corow Point II
100 ATK
Hits all: No
Chance to gain Light ATK Up (Stackable)Light ATK is boosted (Stackable)
Duration: Indefinite
.
Corow Point III
120 ATK
Hits all: No
Gain 10% Light ATK Up (Stackable / Max: 30%)Light ATK is boosted (Stackable)
Strength: 10% (Max: 30%)Duration: Indefinite
.
Zeus Point
65 ATK
Hits all: No
Chance for all allies to gain Light ATK Up (Stackable)Light ATK is boosted (Stackable)
Duration: Indefinite
.
Zeus Point II
100 ATK
Hits all: No
Chance for all allies to gain Light ATK Up (Stackable)Light ATK is boosted (Stackable)
Duration: Indefinite
.
Zeus Point III
120 ATK
Hits all: No
All allies gain 5% Light ATK Up (Stackable / Max: 25%)Light ATK is boosted (Stackable)
Strength: 5% (Max: 25%)Duration: Indefinite
.
Diablo Point
80 ATK
Hits all: No
Chance to gain Dark ATK Up (Stackable)Dark ATK is boosted (Stackable)
Duration: Indefinite
.
Diablo Point II
100 ATK
Hits all: No
Chance to gain Dark ATK Up (Stackable)Dark ATK is boosted (Stackable)
Duration: Indefinite
.
Diablo Point III
120 ATK
Hits all: No
Gain 10% Dark ATK Up (Stackable / Max: 30%)Dark ATK is boosted (Stackable)
Strength: 10% (Max: 30%)Duration: Indefinite
.
Hades Point
65 ATK
Hits all: No
Chance for all allies to gain Dark ATK Up (Stackable)Dark ATK is boosted (Stackable)
Duration: Indefinite
.
Hades Point II
100 ATK
Hits all: No
Chance for all allies to gain Dark ATK Up (Stackable)Dark ATK is boosted (Stackable)
Duration: Indefinite
.
Hades Point III
120 ATK
Hits all: No
All allies gain 5% Dark ATK Up (Stackable / Max: 25%)Dark ATK is boosted (Stackable)
Strength: 5% (Max: 25%)Duration: Indefinite
.[16]

Icon Name ATK Hits All Description EMP Cost
Iron Bullet 90
Rapid Bullet 60 Chance to gain DA Up (Stackable)Double attack rate is boosted (Stackable)
Duration: Indefinite
.
Flame Bullet 90 Chance to land Burn effect to a foe
Poison Bullet 90 Chance to land Poison effect to a foe
Sleep Bullet 70 Chance to land Sleep effect to a foe
Shield Bullet 50 Chance to gain Shield (500)Next ATK received will be ineffective for a fixed amount
Strength: 500Duration: 1.5 turnsApplied during the attack phase.
On the next turn, it'll have 1 turn remaining.
.
Charm Bullet 70 Chance to inflict CharmedAttacks are slightly limited
on a foe.
Full Metal Jacket 60 Chance to inflict DEF Down (Stackable)DEF is lowered (Stackable)
Duration: 180 seconds
.
Exploder 50 Chance to gain ATK Up (Stackable)ATK is boosted while active (Stackable)
Duration: Indefinite
.
Chance to inflict DEF Down (Stackable)DEF is lowered (Stackable)
Duration: 180 seconds
on foe.
Piercer 50 Chance to boost MC's critical hit rate and lower double attack rate (Stackable)
Silver Bullet 30 Chance to gain C.B. DMG Up (Stackable)Chain burst DMG is boosted (Stackable)
Duration: Indefinite
.
Shotshell 35 Yes
Strike Shell 90 Yes Self-inflict DEF Down (Stackable)DEF is lowered (Stackable / Can't be removed)
Duration: Indefinite
.
Fire Cylinder 50 Yes Chance to inflict Fire DEF Down (Stackable)DEF is lowered for fire DMG (Stackable)
on all foes.
Water Cylinder 50 Yes Chance to inflict Water DEF Down (Stackable)DEF is lowered for water DMG (Stackable)
on all foes.
Earth Cylinder 50 Yes Chance to inflict Earth DEF Down (Stackable)DEF is lowered for earth DMG (Stackable)
on all foes.
Wind Cylinder 50 Yes Chance to inflict Wind DEF Down (Stackable)DEF is lowered for wind DMG (Stackable)
on all foes.
Light Cylinder 50 Yes Chance to inflict Light DEF Down (Stackable)DEF is lowered for light DMG (Stackable)
on all foes.
Dark Cylinder 50 Yes Chance to inflict Dark DEF Down (Stackable)DEF is lowered for dark DMG (Stackable)
on all foes.
Guard Breaker 50 Yes Chance to lower all foes' DEF (Stackable)
Slug Shot 200 Hit to MC's double attack rate and DEF (Stackable)
Sticky Shell 50 Yes Hit to all foes' multiattack rate
Ifrit Point 80 Chance to gain Fire ATK Up (Stackable)Fire ATK is boosted (Stackable)
Duration: Indefinite
.
Cocytus Point 80 Chance to gain Water ATK Up (Stackable)Water ATK is boosted (Stackable)
Duration: Indefinite
.
Vohu Manah Point 80 Chance to gain Earth ATK Up (Stackable)Earth ATK is boosted (Stackable)
Duration: Indefinite
.
Sagittarius Point 80 Chance to gain Wind ATK Up (Stackable)Wind ATK is boosted (Stackable)
Duration: Indefinite
.
Corow Point 80 Chance to gain Light ATK Up (Stackable)Light ATK is boosted (Stackable)
Duration: Indefinite
.
Diablo Point 80 Chance to gain Dark ATK Up (Stackable)Dark ATK is boosted (Stackable)
Duration: Indefinite
.
Agni Point 65 Chance for each ally to gain Fire ATK Up (Stackable)Fire ATK is boosted (Stackable)
Duration: Indefinite
.
Neptune Point 65 Chance for each ally to gain Water ATK Up (Stackable)Water ATK is boosted (Stackable)
Duration: Indefinite
.
Titan Point 65 Chance for each ally to gain Earth ATK Up (Stackable)Earth ATK is boosted (Stackable)
Duration: Indefinite
.
Zephyrus Point 65 Chance for each ally to gain Wind ATK Up (Stackable)Wind ATK is boosted (Stackable)
Duration: Indefinite
.
Iron Bullet II 100
★☆☆
Iron Bullet III 110
★★☆
Iron Bullet IV 130
★★★
Iron Bullet V 150
★☆☆
Rapid Bullet II 80 Chance to gain DA Up (Stackable)Double attack rate is boosted (Stackable)
Duration: Indefinite
.

★☆☆
Rapid Bullet III 80 Chance to gain DA Up (Stackable)Double attack rate is boosted (Stackable)
Duration: Indefinite
and TA Up (Stackable)Triple attack rate is boosted (Stackable)
Duration: Indefinite
.

★★☆
Rapid Bullet IV 80 ~50 chance to gain ?% DA Up (Stackable / Max: 40%)Double attack rate is boosted (Stackable)
Strength: ?% (Max: 40%)Duration: Indefinite
.
~50 chance to gain ?% TA Up (Stackable / Max: 30%)Triple attack rate is boosted (Stackable)
Strength: ?% (Max: 30%)Duration: Indefinite
.[1][2]

★★☆
Paralyze Bullet 80 ~25% chance to inflict ParalyzedCan't attack
Duration: 0.5 turnsLocal status effectApplied during the attack phase.
On the next turn, it'll have 0 turns remaining.
on a foe.[3]

★★★
Healing Bullet 80 All allies gain RefreshHP is restored on every turn
Strength: 1000 HPDuration: 1.5 turnsApplied during the attack phase.
On the next turn, it'll have 1 turn remaining.
.

★★★
Full Metal Jacket II 80 Chance to inflict DEF Down (Stackable)DEF is lowered (Stackable)
Duration: 180 seconds
.

★☆☆
Full Metal Jacket III 100 Chance to inflict DEF Down (Stackable)DEF is lowered (Stackable)
Duration: 180 seconds
.

★★☆
Full Metal Jacket IV 130 Chance to inflict DEF Down (Stackable)DEF is lowered (Stackable)
Duration: 180 seconds
.

★★★
Full Metal Jacket V 150 95%Verification needed. chance to inflict 5% DEF Down (Stackable / Max: 25%)DEF is lowered (Stackable)
Strength: 5% (Max: 25%)Duration: 180 seconds
.[4][2]

★☆☆
Exploder II 75 Chance to gain ATK Up (Stackable)ATK is boosted while active (Stackable)
Duration: Indefinite
.
Chance to inflict DEF Down (Stackable)DEF is lowered (Stackable)
Duration: 180 seconds
on foe.

★☆☆
Exploder III 105 Chance to gain 7% ATK Up (Stackable / Max: 25%)ATK is boosted while active (Stackable)
Strength: 7% (Max: 25%)Duration: Indefinite
.
Chance to inflict 10% DEF Down (Stackable / Max: 15%)DEF is lowered (Stackable)
Strength: 10% (Max: 15%)Duration: 180 seconds
on foe.[2]

★★☆
Piercer II 70 Chance to boost MC's critical hit rate and lower double attack rate (Stackable)
★☆☆
Piercer III 70 Chance to boost MC's critical hit rate and lower double attack rate (Stackable)
★★☆
Silver Bullet II 50 Chance to gain C.B. DMG Up (Stackable)Chain burst DMG is boosted (Stackable)
Duration: Indefinite
.

★☆☆
Silver Bullet III 80 Gain 10% C.B. DMG Up (Stackable / Max: 50%)Chain burst DMG is boosted (Stackable)
Strength: 10% (Max: 50%)Duration: Indefinite
.[5]

★★★
Gold Bullet 80 ~50% chance to gain 10% C.A. DMG Up (Stackable / Max: 50%)Charge attack DMG is boosted (Stackable)
Strength: 10% (Max: 50%)Duration: Indefinite
.[6]

★★☆
Gold Bullet II 100 ~70% chance to gain 10% C.A. DMG Up (Stackable / Max: 50%)Charge attack DMG is boosted (Stackable)
Strength: 10% (Max: 50%)Duration: Indefinite
.
Gain 4% C.A. DMG Cap Up (Stackable / Max: 20%)Can deal more DMG when charge attack DMG reaches a certain amount (Stackable)
Strength: 4% (Max: 20%)Duration: Indefinite
.[7][8][2]

★★★
Shotshell II 50 Yes
★☆☆
Shotshell III 70 Yes
★★☆
Shotshell IV 105 Yes
★★★
Shotshell V 120 Yes
★☆☆
Strike Shell II 135 Yes Self-inflict DEF Down (Stackable)DEF is lowered (Stackable / Can't be removed)
Duration: Indefinite
.

★☆☆
Fire Cylinder II 90 Yes Chance to inflict Fire DEF Down (Stackable)DEF is lowered for fire DMG (Stackable)
on all foes.

★☆☆
Water Cylinder II 90 Yes Chance to inflict Water DEF Down (Stackable)DEF is lowered for water DMG (Stackable)
on all foes.

★☆☆
Earth Cylinder II 90 Yes Chance to inflict Earth DEF Down (Stackable)DEF is lowered for earth DMG (Stackable)
on all foes.

★☆☆
Wind Cylinder II 90 Yes Chance to inflict Wind DEF Down (Stackable)DEF is lowered for wind DMG (Stackable)
on all foes.

★☆☆
Light Cylinder II 90 Yes Chance to inflict Light DEF Down (Stackable)DEF is lowered for light DMG (Stackable)
on all foes.

★☆☆
Dark Cylinder II 90 Yes Chance to inflict Dark DEF Down (Stackable)DEF is lowered for dark DMG (Stackable)
on all foes.

★☆☆
Guard Breaker II 75 Yes Chance to lower all foes' DEF (Stackable)
★☆☆
Slug Shot II 300 Hit to MC's double attack rate and DEF (Stackable)
★☆☆
Sticky Shell II 80 Yes Inflict 50% DA DownDouble attack rate is lowered
Strength: 50%Duration: 180 seconds
and 50% TA DownTriple attack rate is lowered
Strength: 50%Duration: 180 seconds
on all foes.[9]

★★☆
Chaser Shell 60 Yes ~80% chance to gain 15% Bonus DMGDeals bonus DMG for one-foe one-ally attacks
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  Open FireDeal one-foe attacks until all bullets are consumed., the effect won't affect 2nd and 3rd hit but will affect 4th, 5th, and 6th.Verification needed.
.[10]

★★★
Enhancing Shell 90 Yes ~50% chance for each ally to gain Supplemental DMGDMG dealt is supplemented
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]

★★★
Ifrit Point II 100 Chance to gain Fire ATK Up (Stackable)Fire ATK is boosted (Stackable)
Duration: Indefinite
.

★☆☆
Ifrit Point III 120 Gain 10% Fire ATK Up (Stackable / Max: 30%)Fire ATK is boosted (Stackable)
Strength: 10% (Max: 30%)Duration: Indefinite
.[13]

★★☆
Cocytus Point II 100 Chance to gain Water ATK Up (Stackable)Water ATK is boosted (Stackable)
Duration: Indefinite
.

★☆☆
Cocytus Point III 120 Gain 10% Water ATK Up (Stackable / Max: 30%)Water ATK is boosted (Stackable)
Strength: 10% (Max: 30%)Duration: Indefinite
.

★★☆
Vohu Manah Point II 100 Chance to gain Earth ATK Up (Stackable)Earth ATK is boosted (Stackable)
Duration: Indefinite
.

★☆☆
Vohu Manah Point III 120 Gain 10% Earth ATK Up (Stackable / Max: 30%)Earth ATK is boosted (Stackable)
Strength: 10% (Max: 30%)Duration: Indefinite
.[15]

★★☆
Sagittarius Point II 100 Chance to gain Wind ATK Up (Stackable)Wind ATK is boosted (Stackable)
Duration: Indefinite
.

★☆☆
Sagittarius Point III 120 Gain 10% Wind ATK Up (Stackable / Max: 30%)Wind ATK is boosted (Stackable)
Strength: 10% (Max: 30%)Duration: Indefinite
.

★★☆
Corow Point II 100 Chance to gain Light ATK Up (Stackable)Light ATK is boosted (Stackable)
Duration: Indefinite
.

★☆☆
Corow Point III 120 Gain 10% Light ATK Up (Stackable / Max: 30%)Light ATK is boosted (Stackable)
Strength: 10% (Max: 30%)Duration: Indefinite
.

★★☆
Diablo Point II 100 Chance to gain Dark ATK Up (Stackable)Dark ATK is boosted (Stackable)
Duration: Indefinite
.

★☆☆
Diablo Point III 120 Gain 10% Dark ATK Up (Stackable / Max: 30%)Dark ATK is boosted (Stackable)
Strength: 10% (Max: 30%)Duration: Indefinite
.

★★☆
Agni Point II 100 Chance for each ally to gain Fire ATK Up (Stackable)Fire ATK is boosted (Stackable)
Duration: Indefinite
.

★☆☆
Agni Point III 120 All allies gain 5% Fire ATK Up (Stackable / Max: 25%)Fire ATK is boosted (Stackable)
Strength: 5% (Max: 25%)Duration: Indefinite
.[14]

★★★
Neptune Point II 100 Chance for each ally to gain Water ATK Up (Stackable)Water ATK is boosted (Stackable)
Duration: Indefinite
.

★☆☆
Neptune Point III 120 All allies gain 5% Water ATK Up (Stackable / Max: 25%)Water ATK is boosted (Stackable)
Strength: 5% (Max: 25%)Duration: Indefinite
.

★★★
Titan Point II 100 Chance for each ally to gain Earth ATK Up (Stackable)Earth ATK is boosted (Stackable)
Duration: Indefinite
.

★☆☆
Titan Point III 120 All allies gain 5% Earth ATK Up (Stackable / Max: 25%)Earth ATK is boosted (Stackable)
Strength: 5% (Max: 25%)Duration: Indefinite
.

★★★
Zephyrus Point II 100 Chance for each ally to gain Wind ATK Up (Stackable)Wind ATK is boosted (Stackable)
Duration: Indefinite
.

★☆☆
Zephyrus Point III 120 All allies gain 5% Wind ATK Up (Stackable / Max: 25%)Wind ATK is boosted (Stackable)
Strength: 5% (Max: 25%)Duration: Indefinite
.

★★★
Zeus Point 65 Chance for all allies to gain Light ATK Up (Stackable)Light ATK is boosted (Stackable)
Duration: Indefinite
.

★☆☆
Zeus Point II 100 Chance for all allies to gain Light ATK Up (Stackable)Light ATK is boosted (Stackable)
Duration: Indefinite
.

★★☆
Zeus Point III 120 All allies gain 5% Light ATK Up (Stackable / Max: 25%)Light ATK is boosted (Stackable)
Strength: 5% (Max: 25%)Duration: Indefinite
.

★★★
Hades Point 65 Chance for all allies to gain Dark ATK Up (Stackable)Dark ATK is boosted (Stackable)
Duration: Indefinite
.

★☆☆
Hades Point II 100 Chance for all allies to gain Dark ATK Up (Stackable)Dark ATK is boosted (Stackable)
Duration: Indefinite
.

★★☆
Hades Point III 120 All allies gain 5% Dark ATK Up (Stackable / Max: 25%)Dark ATK is boosted (Stackable)
Strength: 5% (Max: 25%)Duration: Indefinite
.[16]

★★★

  1. 1.0 1.1 ULTZZ - Rapid Bullet IV, https://twitter.com/ULTZZ/status/1135153247784558592
  2. 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. 3.0 3.1 ULTZZ - Paralyze Bullet, https://twitter.com/ULTZZ/status/1138107390216163328
  4. 4.0 4.1 ULTZZ - Full Metal Jacket V, https://twitter.com/ULTZZ/status/1134804289451249665
  5. 5.0 5.1 ULTZZ - Silver Bullet III, https://twitter.com/ULTZZ/status/1133354019739455488
  6. 6.0 6.1 Kobito opencv - Gold Bullet, https://twitter.com/kobito_opencv/status/1133694738668765184
  7. 7.0 7.1 Kobito opencv - Gold Bullet II, https://twitter.com/kobito_opencv/status/1135107730593669120
  8. 8.0 8.1 ULTZZ - Gold Bullet II, https://twitter.com/ULTZZ/status/1135075454107377664
  9. 9.0 9.1 https://twitter.com/ULTZZ/status/1138103242812903424
  10. 10.0 10.1 https://twitter.com/ULTZZ/status/1136991472459214848
  11. 11.0 11.1 Kobito opencv - Enhancing Shell, https://twitter.com/kobito_opencv/status/1133694737414647809
  12. 12.0 12.1 ULTZZ - Enhancing Shell, https://twitter.com/ULTZZ/status/1135175211555336192
  13. 13.0 13.1 Kobito opencv - Ifrit Point III, https://twitter.com/kobito_opencv/status/1133694736064057345
  14. 14.0 14.1 Kobito opencv - Agni Point III, https://twitter.com/kobito_opencv/status/1133694734507974657
  15. 15.0 15.1 ULTZZ - Vohu Manah Point III, https://twitter.com/ULTZZ/status/1133374908036145153
  16. 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 costthe materials needed for bullet craftingto run optimally but is well worth the effort.

Notable Main Weapons

John Doe, the Class Champion Weapon, is in almost all circumstances the main weapon used with this class. Its ability to reload bullets on Charge Attack is invaluable for the class' playstyle, and any other weapon will require you to waste either a skill slot or a turn for reloading.

John Doe Emblems:

  • 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 John Doe in that element currently and do not have the resources to build one), but always remember John Doe is the best choice for almost all situations.

  • 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.


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 Supplemental DMGDMG dealt is supplemented
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 Fire Cylinder II
Water Cylinder II
Earth Cylinder II
Wind Cylinder II
Light Cylinder II
Dark Cylinder II
90 Chance to inflict Elemental DEF Down (Stackable)Fire DEF Down (Stackable)DEF is lowered for fire DMG (Stackable)

Water DEF Down (Stackable)DEF is lowered for water DMG (Stackable)

Earth DEF Down (Stackable)DEF is lowered for earth DMG (Stackable)

Wind DEF Down (Stackable)DEF is lowered for wind DMG (Stackable)

Light DEF Down (Stackable)DEF is lowered for light DMG (Stackable)

Dark DEF Down (Stackable)DEF is lowered for dark DMG (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 10% C.A. DMG Up (Stackable / Max: 50%)Charge attack DMG is boosted (Stackable)
Strength: 10% (Max: 50%)Duration: Indefinite
.
Gain 4% C.A. DMG Cap Up (Stackable / Max: 20%)Can deal more DMG when charge attack DMG reaches a certain amount (Stackable)
Strength: 4% (Max: 20%)Duration: Indefinite
.

Full Metal Jacket V
150 95%Verification needed. chance to inflict 5% DEF Down (Stackable / Max: 25%)DEF is lowered (Stackable)
Strength: 5% (Max: 25%)Duration: 180 seconds
.
3 Parabellum
Iron Bullet V
150 None
4 Parabellum
Healing Bullet
80 All allies gain RefreshHP is restored on every turn
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 Agni Point III
Neptune Point III
Titan Point III
Zephyrus Point III
Zeus Point III
Hades Point III
120 All allies gain 5% Elemental ATK Boosted (Stackable)5% Fire ATK Up (Stackable / Max: 25%)Fire ATK is boosted (Stackable)
Strength: 5% (Max: 25%)Duration: Indefinite

5% Water ATK Up (Stackable / Max: 25%)Water ATK is boosted (Stackable)
Strength: 5% (Max: 25%)Duration: Indefinite

5% Earth ATK Up (Stackable / Max: 25%)Earth ATK is boosted (Stackable)
Strength: 5% (Max: 25%)Duration: Indefinite

5% Wind ATK Up (Stackable / Max: 25%)Wind ATK is boosted (Stackable)
Strength: 5% (Max: 25%)Duration: Indefinite

5% Light ATK Up (Stackable / Max: 25%)Light ATK is boosted (Stackable)
Strength: 5% (Max: 25%)Duration: Indefinite

5% Dark ATK Up (Stackable / Max: 25%)Dark ATK is boosted (Stackable)
Strength: 5% (Max: 25%)Duration: Indefinite
(Max: 25%).
6 Aetherial

Resources

Class Navigation
I FighterKnightPriestWizardThiefEnhancerGrapplerRangerHarpistLancer
II WarriorSentinelClericSorcererRaiderArcana DuelerKung Fu ArtistArcherBardDragoon
III Weapon MasterHoly SaberBishopHermitHawkeyeDark FencerOgreSidewinderSuperstarValkyrieGladiator
IV BerserkerSpartanSageWarlockBandit TycoonChaos RulerLuchadorNighthoundElysianApsaras
ChrysaorLumberjackCavalierMonkRobin Hood
EX I AlchemistNinjaSamuraiSword MasterGunslingerMysticAssassinDrum MasterDancerMechanic
EX II DoctorRuneslayerKengoGlorybringerSoldierNekomancerTormentorRising Force

References

This article is issued from Wiki. The text is licensed under Creative Commons - Attribution - Sharealike. Additional terms may apply for the media files.