Runeslayer
Main Character
About Classes | Class List | Class Skills
Player Growth Systems: Rank | EXP | Extended Mastery | Master Level | Ultimate Mastery
| BASE DA/TAThis class's base double attack rate and triple attack rate.Classes with support skills that grant guaranteed multiattacks may have very high values. | 4% DA / 1% TA |
|---|---|
| Style | |
| SpecialtyThe MC gains 20% more ATK from weapons of this type in your grid. | |
| CCWClass Champion Weapon |
| Unlock Requirements |
|---|
Rewards Change the Clear Chapter 63 Story: Boundless Joy |
| ID | 210301 |
|---|---|
| NameJP | 魔法戦士 |
| Release Date | 2018-05-17 |
| Other Sites | (Japanese wiki) |
| Command the power of the tetra-elements to overwhelm your opponents with ever-changing magic. |
| Support SkillsDoes not work as a sub ally unless explicitly stated. | |||
|---|---|---|---|
| Icon | Name | Effect | Obtained |
| |
Black Enhanced Spellweaving | Increase MC's Element ATK UpElement ATK is boosted Element ATK Up buff based on weapon element effect by 50%Multiplier: Additive. (E.g. Strength: 20% becomes Strength: 70%)..[1] |
Lvl 1 |
| |
Elemental Charge | Add 1 Magic Circle of main weapon's element upon charge attack (Max: 2 for each element). |
Lvl 1 |
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Spell Geyser | Add 2 Magic Circles of random elements at battle start. |
Master Lvl 20 |
| Base Skills | ||||||
|---|---|---|---|---|---|---|
| Icon | Name | Effect | Cooldown | Duration | SubSubskill usable on other classes | Obtained |
| Runeweaving | Call forth the power of the tetra-elements to cast a spell. At level 30: Also gain Strength: 30%. |
5 turns Lvl 30: 4 turns |
- | No | Lvl 1 | |
| Extended Mastery Skills | |||||
|---|---|---|---|---|---|
| Icon | Name | Effect | Cooldown | Duration | EMPCost in EMP |
| Mana Burst | Big damage to all foes based on caster's Magic Circles (Damage cap: ~1,160,000).[1] |
6T | - | 15 | |
| Dragon Break | All allies gain 10% x (Magic Circles ) Strength: 10% x (Magic Circles ) (Max: 80%)Duration: 1 turn (Max: 80%).[1] (Consumes all Magic Circles .) |
8T | 1T | 25 | |
| Spell Boost | Set Magic Circles currently on caster to 2. 2-turn cut to At level 30: Also gain Strength: 30%.'s cooldown. (Consumes 30% of charge bar.) |
7T | - | 40 | |
| Ultimate Mastery Skills | |||||
|---|---|---|---|---|---|
| Icon | Name | Effect | Cooldown | Duration | MaterialsMaterials consumed to learn |
| Multiplying Magic | Gain Adds 1 Magic Circle of a random element at end of turn / Adds 1 Magic Circle of each element every 7 turns 1 or more Fire Circles: ATK is boosted 1 or more Water Circles: DEF is boosted 1 or more Earth Circles: C.A. DMG and C.A. DMG cap are boosted 1 or more Wind Circles: Deals bonus superior elemental DMG upon normal attacks 1 or more Light Circles: Maximum amount of DMG that can be dealt per hit is boosted 1 or more Dark Circles: DMG dealt is supplemented (Can't be removed) Duration: Indefinite. (Can't be recast.) |
- | - |
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| Circle of Coalescence | Cast a spell. (Effect changes based on spell selected.) | 8T | 2T |
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| Quadruple Hex | 24-hit elemental damage to random foes. Restore all allies' HP (Healing cap: 10000). Remove all debuffs from all allies. (Consumes 1 Magic Circle of each element.) |
10T | - | ||
| Level Bonuses | |||||||||||||
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| Total Stat Bonuses | Completion Bonuses These bonuses are applied while as any class. | ||
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Master Level Bonuses
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| Total Stat Bonuses | Skill Bonuses | ||
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New Support Skill: Spell Geyser Skill Upgrade: At level 30: Also gain Strength: 30%. |
| Ultimate Mastery Level Bonuses Requirements to unlock Ultimate Mastery
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Grid Suggestions
Gameplay Notes
Black Enhanced Spellweaving
- Does not stack with other support skills that increase Element ATK Up effects, such as Shiva's
Venerable DevaIncrease the effect of buffs on allies that boost Fire ATK by an additional 30%. (Excludes 'stackable' buffs.)
At level 95:
When Fire ATK is boosted: Also boost all allies' damage cap by 10%.. Only the highest boost takes effect.
Spell Combo Explanations
Upon tapping
RuneweavingCall forth the power of the tetra-elements to cast a spell.
At level 30:
Also gain
Charge Bar +30%Instantly boosts Charge Bar by 30%
Strength: 30%. a menu appears with buttons for each of the tetra-elements. Select any two symbols (including the same element twice) to produce effects based on the element and order of the selected seals. For instance, tapping
and then
will cast "Flame Saber", giving the MC Instant ChargeInstantly sets Charge Bar to 100%
Unaffected by Charge Bar Gain status effects.
No effect when afflicted with Shorted debuffs or when Charge Bar is above 100%.. However, reversing the order to
then
produces "Freezing Shackles", which inflicts Water damage and
ColdcageCan't attack
Local status effect against a foe.
- Combinations may generate Magic Circles
Fire CircleA magic circle possessing the power of fire (Max: 2 / Can't be removed)
Water CircleA magic circle possessing the power of water (Max: 2 / Can't be removed)
Earth CircleA magic circle possessing the power of earth (Max: 2 / Can't be removed)
Wind CircleA magic circle possessing the power of wind (Max: 2 / Can't be removed)
Light CircleA magic circle possessing the power of light (Max: 2 / Can't be removed)
Dark CircleA magic circle possessing the power of dark (Max: 2 / Can't be removed)
as part of their effects. - Combinations consume Magic Circles
Fire CircleA magic circle possessing the power of fire (Max: 2 / Can't be removed)
Water CircleA magic circle possessing the power of water (Max: 2 / Can't be removed)
Earth CircleA magic circle possessing the power of earth (Max: 2 / Can't be removed)
Wind CircleA magic circle possessing the power of wind (Max: 2 / Can't be removed)
Light CircleA magic circle possessing the power of light (Max: 2 / Can't be removed)
Dark CircleA magic circle possessing the power of dark (Max: 2 / Can't be removed)
to amplify their effects if their conditions are met.
| Spell Combo | First Rune | Second Rune | Effects Conditional Additional EffectEqual amount of magic circles will be consumed if the condition is fulfilled. |
Duration |
|---|---|---|---|---|
| Burning Blade | Fire damage to a foe and gain . : All allies gain Strength: 30%Duration: 3 turnsStacking: Charge Attack and Strength: ??% chance of taking 30% less damage.Duration: 3 turns. |
3T | ||
| Cyclonic Blade | Wind damage to a foe and gain . : All allies gain Strength: 30%Duration: 3 turnsStacking: Charge Attack, Strength: 50%Duration: 3 turns and Strength: 20%Duration: 3 turns. |
3T | ||
| Earthen Blade | Earth damage to a foe and gain . : All allies gain Strength: 30%Duration: 3 turnsStacking: Charge Attack, Strength: 40%Duration: 3 turns and Strength: 15%Duration: 3 turns. |
3T | ||
| Aquatic Blade | Water damage to a foe and gain . : All allies gain Strength: 30%Duration: 3 turnsStacking: Charge Attack, Elemental SwitchOne of the following based on the element inferior to your main weapon's element: Duration: 3 turns Duration: 3 turns Duration: 3 turns Duration: 3 turns Duration: 3 turns Duration: 3 turns , and 20% Elemental DMG LoweredOne of the following based on the element inferior to your main weapon's element: Strength: 20%Duration: 3 turnsFire DEF Up. Not a Damage Cut. Reduces Fire damage taken on a multiplier separate from Damage Cuts. Strength: 20%Duration: 3 turnsWind DEF Up. Not a Damage Cut. Reduces Wind damage taken on a multiplier separate from Damage Cuts. Strength: 20%Duration: 3 turnsEarth DEF Up. Not a Damage Cut. Reduces Earth damage taken on a multiplier separate from Damage Cuts. Strength: 20%Duration: 3 turnsWater DEF Up. Not a Damage Cut. Reduces Water damage taken on a multiplier separate from Damage Cuts. Strength: 20%Duration: 3 turnsLight DEF Up. Not a Damage Cut. Reduces Light damage taken on a multiplier separate from Damage Cuts. Strength: 20%Duration: 3 turnsDark DEF Up. Not a Damage Cut. Reduces Dark damage taken on a multiplier separate from Damage Cuts. based on the element inferior to your main weapon's element. |
3T | ||
| Thunderous Blade | Light damage to a foe and gain . : All allies gain Strength: 30%Duration: 3 turnsStacking: Charge Attack and (Effect removed on next all-foe all-ally attack) . |
3T | ||
| Shadowy Blade | Dark damage to a foe and gain . : All allies gain Strength: 30%Duration: 3 turnsStacking: Charge Attack, Strength: 50%Duration: 3 turns and Strength: 25%Duration: 3 turns. |
3T | ||
| Flaming Saber | Gain Instant ChargeInstantly sets Charge Bar to 100% Unaffected by Charge Bar Gain status effects. No effect when afflicted with Shorted debuffs or when Charge Bar is above 100%.. : All allies gain Strength: ??% chance of dealing ~30% more damage.Duration: 3 turns. |
3T | ||
| Freezing Shackles | Water damage to a foe. : Inflict Duration: 2 turnsLocal status effect. |
2T | ||
| Energizing Gust | All allies gain Strength: 5% of max HP (Healing cap: 700) or 10% charge barDuration: 3 turns. : Gain Strength: 10%Duration: 2 turns. |
2T | ||
| Blackened Sand | Earth damage to a foe. : Inflict Duration: 2 turnsLocal status effect. |
2T | ||
| Lava Shield | All parties gain Strength: 70%Duration: 2 turns. |
2T | ||
| Aqueous Breeze | Restore all parties' HP. (Healing cap: 2500 [1250 for other parties].) | |||
| Searing Wind | All allies gain Strength: 15%Duration: 3 turns. Gain Duration: 3 turns (Effect activates when a foe uses a special attack. All allies gain Duration: 1 turn upon activation). |
3T | ||
| Icy Draft | Inflict 15% Elemental ATK DownOne of the following based on the element superior to your main weapon's element: Strength: 15%Duration: 180 seconds Strength: 15%Duration: 180 seconds Strength: 15%Duration: 180 seconds Strength: 15%Duration: 180 seconds Strength: 15%Duration: 180 seconds Strength: 15%Duration: 180 seconds on a foe based on the element superior to your main weapon's element. |
180s | ||
| Elemental Break | Inflict 30% Element DEF DownElement DEF Down debuff based on weapon element Strength: 30%Duration: 180 seconds on a foe based on your main weapon's element. |
180s | ||
| Cleanse Soul | Remove 1 debuff from all allies. All allies gain Strength: 15%Duration: 3 turns. |
3T | ||
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Diagram of rune effects by @panarice
Multiplying Magic
Multiplying Magic1 or more Magic Circles of each element: Deals triple attacks / 3-hit DMG to a random target upon each normal attack
Adds 1 Magic Circle of a random element at end of turn / Adds 1 Magic Circle of each element every 7 turns
1 or more Fire Circles: ATK is boosted
1 or more Water Circles: DEF is boosted
1 or more Earth Circles: C.A. DMG and C.A. DMG cap are boosted
1 or more Wind Circles: Deals bonus superior elemental DMG upon normal attacks
1 or more Light Circles: Maximum amount of DMG that can be dealt per hit is boosted
1 or more Dark Circles: DMG dealt is supplemented
(Can't be removed)
grants the following effects:[1][2]- When 1 or more
Fire CircleA magic circle possessing the power of fire (Max: 2 / Can't be removed)
is in effect: 30% ATKMultiplier: Perpetuity Up. - When 1 or more
Water CircleA magic circle possessing the power of water (Max: 2 / Can't be removed)
is in effect: 100% DEF Up. - When 1 or more
Earth CircleA magic circle possessing the power of earth (Max: 2 / Can't be removed)
is in effect: 50% C.A. DMG Up and 30% C.A. DMG Cap Up. - When 1 or more
Wind CircleA magic circle possessing the power of wind (Max: 2 / Can't be removed)
is in effect: 20% Bonus Superior Elemental DMG effect. - When 1 or more
Light CircleA magic circle possessing the power of light (Max: 2 / Can't be removed)
is in effect: 20% DMG Cap Up. - When 1 or more
Dark CircleA magic circle possessing the power of dark (Max: 2 / Can't be removed)
is in effect: Supplemental damage effect (Damage cap: 50,000). - When 1 or more Magic Circles of each element is in effect: Guaranteed triple attacks, normal attacks deals 3-hit damage to random foes.
- At end of turn: Gain 1 Magic Circle of a random element. Gain 1 Magic Circle of each element every 7 turns.
- When 1 or more
Circle of Coalescence
| Circle of Coalescence | Icon | Effect | Duration |
|---|---|---|---|
| Coalescence: Recovery | Remove 2 buffs from all foes. Restore all allies' HP (Healing cap: 2000). 2-turn cut to debuff durations. (Consumes and .) |
- | |
| Coalescence: Protection | All allies gain Duration: Indefinite"Veil" is an unofficial name used by the wiki for this status effect. Its actual in-game name is "Immune.", Duration: Indefinite, and Duration: Indefinite. (Consumes and .) |
- | |
| Coalescence: Enhancement | All allies gain Duration: 2 turns, Strength: 100% chance of dealing 20% more damage.Duration: 2 turns, Strength: 15%Duration: 2 turns, and Strength: 20%Duration: 2 turns.[1] (Consumes and .) |
2T |
Quadruple Hex
- Heals before removing debuffs.
- The 24 hits are divided into 3 sets, each with different damage multipliers and caps.[3]
| Set | Hits | DMG Multiplier | DMG Cap | Total DMG Cap |
|---|---|---|---|---|
| 1 | 14 | 90% | ~90,000 | ~4,900,000 |
| 2 | 7 | 250% | ~210,000 | |
| 3 | 3 | 600% | ~700,000 |
Facsimile Compatibility
| Icon | Skill | Copyable? |
|---|---|---|
| Runeweaving | No | |
| Mana Burst | No | |
| Dragon Break | No | |
| Spell Boost | No | |
| Multiplying Magic | No | |
| Circle of Coalescence | No | |
| Quadruple Hex | No |
Resources
Reddit Class Discussion (2019-09-14)
Reddit Class Discussion (2022-07-20) (post-Master Level Update)
Reddit Class Discussion (2023-08-03) (post-Ultimate Mastery Update)
Assessment
| This section contains subjective remarks about this class. Relevancy of information and recommended weapons can quickly change over time. Use substantial discretion before heavily investing resources. |
Overview
Runeslayer is one of the more complicated classes in Granblue. It possesses a unique class skill that allows for a diverse array of skill effects through its rune system. Although learning its many functions can be daunting, in practice, only a handful of combinations are commonly employed. Runeslayer often sees use in Full Auto, heavily-invested endgame raid setups, and specific burst rotations.
Skill Overview
Class Skill
| Skill | Priority | Comments |
|---|---|---|
RuneweavingCall forth the power of the tetra-elements to cast a spell. At level 30: Also gain Strength: 30%. |
Default |
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Extended Mastery
| Skill | Priority | Comments |
|---|---|---|
Mana BurstBig damage to all foes based on caster's Magic Circles (Damage cap: ~1,160,000). |
Low |
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Dragon BreakAll allies gain 10% x (Magic Circles ) Strength: 10% x (Magic Circles ) (Max: 80%)Duration: 1 turn (Max: 80%). (Consumes all Magic Circles .) |
High |
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Spell BoostSet Magic Circles currently on caster to 2. 2-turn cut to At level 30: Also gain Strength: 30%.'s cooldown. (Consumes 30% of charge bar.) |
Low |
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Ultimate Mastery
| Skill | Priority | Comments |
|---|---|---|
Multiplying MagicGain Adds 1 Magic Circle of a random element at end of turn / Adds 1 Magic Circle of each element every 7 turns 1 or more Fire Circles: ATK is boosted 1 or more Water Circles: DEF is boosted 1 or more Earth Circles: C.A. DMG and C.A. DMG cap are boosted 1 or more Wind Circles: Deals bonus superior elemental DMG upon normal attacks 1 or more Light Circles: Maximum amount of DMG that can be dealt per hit is boosted 1 or more Dark Circles: DMG dealt is supplemented (Can't be removed) Duration: Indefinite. (Can't be recast.) |
High |
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Circle of CoalescenceCast a spell. (Effect changes based on spell selected.) |
Medium |
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Quadruple Hex24-hit elemental damage to random foes. Restore all allies' HP (Healing cap: 10000). Remove all debuffs from all allies. (Consumes 1 Magic Circle of each element.) |
Medium |
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Notable Main Weapon Options
Below is a curated list of weapons which work well as main weapons. This list is not exhaustive and does not include every useful option, instead specifically including weapons that have a charge attack effect or main weapon exclusive skills that synergize with how the class tends to be utilized.
Feel free to explore and experiment with weapons available to you.
For practical examples, refer to the Basic Grids or Advanced Grids pages, which showcase these weapons and others in action.
Class Champion Weapon Overview
| Weapon | Info | Comments |
|---|---|---|
Tetrastreamer |
MC gains Duration: 1.5 turnsApplied during the attack phase. On the next turn, it'll have 1 turn remaining.. (elemental damage to all foes at end of turn) |
Tetrastreamer is not recommended as a main weapon. The weapon skills it provides are not enough for it to be a competitive option. Better alternatives are listed below. |
Farmable Options
| Weapon | Element | Source | Charge Attack | Comments |
|---|---|---|---|---|
Kiss of The Devil |
Treasure Trade: New World Foundation Weapons |
HellfireMassive Fire damage to a foe. Gain Strength: 50%Duration: 1.5 turnsApplied during the attack phase. On the next turn, it'll have 1 turn remaining. and Strength: 200%Duration: 1.5 turnsApplied during the attack phase. On the next turn, it'll have 1 turn remaining.. Additional effect at 4★: Effect increased to Strength: 60%Duration: 1.5 turnsApplied during the attack phase. On the next turn, it'll have 1 turn remaining. and Strength: 250%Duration: 1.5 turnsApplied during the attack phase. On the next turn, it'll have 1 turn remaining.. Additional effect at 5★: Effect increased to Strength: 70%Duration: 1.5 turnsApplied during the attack phase. On the next turn, it'll have 1 turn remaining. and Strength: 300%Duration: 1.5 turnsApplied during the attack phase. On the next turn, it'll have 1 turn remaining.. |
| |
Heat of The Sun |
Treasure Trade: New World Foundation Weapons |
Coronal EjectionMassive Fire damage to a foe. 50% chance to gain Duration: 1.5 turnsApplied during the attack phase. On the next turn, it'll have 1 turn remaining.. Remove 1 debuff from all allies. Additional effect at 5★: Upgraded to 100% chance to gain Duration: 1.5 turnsApplied during the attack phase. On the next turn, it'll have 1 turn remaining.. |
| |
Wrathfire Longblade |
Special Quest: Xeno Ifrit Clash |
Hidden Edge ImmolationMassive Fire damage to a foe. All allies gain Strength: 25%Multiplier: NormalDuration: 3.5 turnsApplied during the attack phase. On the next turn, it'll have 3 turns remaining. and Strength: 5%Duration: 3.5 turnsApplied during the attack phase. On the next turn, it'll have 3 turns remaining.. Additional effect at 5★: All allies also gain Strength: 30,000Duration: 3.5 turnsApplied during the attack phase. On the next turn, it'll have 3 turns remaining.. |
| |
Gauntlet of Proudearth |
Weapon Series: Seraphic Weapons |
Uriel BomberMassive Earth damage to a foe. All allies gain Strength: 20%Duration: 3.5 turnsApplied during the attack phase. On the next turn, it'll have 3 turns remaining. and Strength: 20%Duration: 3.5 turnsWater DEF Up. Not a Damage Cut. Reduces Water damage taken on a multiplier separate from Damage Cuts.Applied during the attack phase. On the next turn, it'll have 3 turns remaining.. |
| |
Dark Opus (Dark) |
Treasure Trade: Dark Opus Weapons |
Apocalyptic PainMassive Dark damage to a foe. All allies gain 1 Duration: Indefinite. Additional effect based on the pendulum. Additional effect at Transcendence Stage 1: All allies also gain Strength: 5% (Max: 25%)Multiplier: Unique Stackable and Strength: 5% (Max: 25%). Additional effect at Transcendence Stage 5: Multiplier upgraded to Unworldly. Buffs upgraded to Strength: 10% (Max: 50%)Multiplier: Unique Stackable and Strength: 10% (Max: 50%). |
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Premium Draw Options
| WARNING! Players should not uncap weapons in this list using |
| Weapon | Element | Source | Charge Attack | Comments |
|---|---|---|---|---|
Creepy Claws |
Seasonal Draw: Halloween Premium Draw |
Tricky Moon StrikeMassive Wind damage to a foe. All allies gain Strength: 35%Duration: 2.5 turnsApplied during the attack phase. On the next turn, it'll have 2 turns remaining. and Strength: 35%Duration: 2.5 turnsApplied during the attack phase. On the next turn, it'll have 2 turns remaining.. Additional effect at 4★: All allies also gain Strength: 15%Duration: 2.5 turnsApplied during the attack phase. On the next turn, it'll have 2 turns remaining.. |
|
Gold Moon Options
| WARNING! Weapons in this section require a significant The player should be absolutely positive before making the purchase. |
| Weapon | Element | Source | Charge Attack | Comments |
|---|---|---|---|---|
Golden Fists of Ura |
Trade Moons: |
Ura's WardUnworldly Light damage to a foe (Damage cap: ~2,550,000). Gain (Excludes all-foe all-ally attacks) Duration: 0.5 turnsApplied during the attack phase. On the next turn, it'll have 0 turns remaining. for 0.5 turns. Additional effect at 4★: Also gain Strength: 100% chance of taking 80% less damage.Duration: 0.5 turnsApplied during the attack phase. On the next turn, it'll have 0 turns remaining. for 0.5 turns. |
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References
- ↑ 1.0 1.1 1.2 1.3 1.4 1.5 GameWith, Runeslayer. https://グランブルーファンタジー.gamewith.jp/article/show/113303
- ↑ 2.0 2.1 Kamigame, Runeslayer. https://kamigame.jp/グラブル/ジョブ/魔法戦士.html
- ↑ Huijiwiki, Runeslayer. https://gbf.huijiwiki.com/wiki/%E9%AD%94%E6%B3%95%E6%88%98%E5%A3%AB

