Team Building is a core system in Granblue Fantasy. Your party consists of the main character, 3 front line characters, 2 back line characters, 1 main hand weapon*, 9 support weapons, 1 main summon, and 4 support summons. Each character, weapon, and summon has its own statistics and abilities to consider. Combining all these factors into a competent party is a very satisfying experience when you are able to take that party and see it slowly progress and improve, allowing you to take on harder and harder content.
*Must match the main character class' weapon specialties and determines the main characters element and charge attack. Reduces the initial cooldown of all summons with a matching element.
※ This article is a general guideline on the main points of each team discussed. Specific numbers of weapons and optimal main character classes and main hand weapons may vary based on your party composition and available summons.
Almost every team will have 1-2 Bahamut Weapons and possibly a Cosmos Weapon as well. If you are building your first team, a Bahamut weapon will be the single most influential weapon you can add to your party, so craft one for the race you have the most of; the main character's race is Unknown, so all Bahamut weapons will affect her/him. Because human characters are the most plentiful, most players will craft a Bahamut Dagger first, but it really just depends on what characters you have.
The most common and basic team is the Omega team, which makes use of all farmable weapons and summons. Most new players are suggested to first build this style of team since there are no specific Premium Draw requirements to it, you simply need to choose an element, usually the one with the best/most characters.
25pxAncient Ecke Sachs (T1): Strong option for an alternative Colossus Omega grid focusing on enmity. Difficult to acquire, but a grid of 0★s is more effective than a 3Template:Star Cane grid once your party drops below 85% HP.
25pxScimitar of Brahman (M2): Filler/utility weapon for Cane grids, usually 1-2. Powerful health booster which also provides decent DA.
25pxTrident of Brahman (M2): Utility weapon for Cane grids. Most useful when characters in your party are desperate for DATA. Having strong multiattackers like Grea or Therese will greatly devalue this weapon.
25pxSummer's Mirage (RotB): Strong filler weapon. Even though Fire teams does not typically build around Charge Attack damage, it is still much better than Canes and the Sentence-type skill is always welcome.
25pxGarnet Broadaxe (RotB):Niche weapon for Progression, useful in longer battles when running double Omega summons.
25pxBonito (4★) + 25pxLeviathan Omega: Option for CA-based teams and short fights in general. Using this option to its fullest effect requires at least 3 water summons in your sub summons, as well as a 4Template:Star Bonito.
25pxWinter's Frostnettle (RotB): Strong weapon skills but only one can be obtained, which limits its utility as both Critical Hit and Enmity are modifiers that want to be the main build of a grid, and not fillers. However, it is still a good replacement for Gaze in early, general purpose builds, and is fairly easy to obtain for new players.
25pxAquamarine Hatchet (RotB): Niche weapon for Progression, useful in longer battles when running double Omega summons.
25pxSpirit of Mana(M2): Similar to Winter's Frostnettle with stronger Enmity but weaker skills otherwise. Strong in parties that can effectively utilize Enmity.
25pxAncient Perseus (T1): Provides a huge amount of attack and solid HP, but has the drawback of lowering Double Attack. Very reliant on team composition and/or grid composition, mostly seeing experimentation in teams intended for short term battles or teams that have a high Triple Attack rate (thus negating the Double Attack decrease).
25pxNibelung Klinge (M2): Core weapon for Omega II grids. A direct upgrade to Crystal Blade unless it was uncapped to 5★, but even then usually the HP is worth more than the small amount of additional attack.
25pxNibelung Horn (M2): Core weapon for Omega II grids. Provides a very powerful Stamina multiplier in addition to a good amount of Critical Hit. When 3 of these are used with double Omega main auras, Critical Hit is guaranteed.
25pxSephira Emerald Sword and 25pxSephira Emerald Bow (Arcarum): Suitable Omega skill filler weapons. The Sword, like the Sephira Blade, is a useful main weapon for Slime teams; however, the Blade also gives elemental advantage against Slime Swarms for players with less ways of dealing with them.
25pxAncient Nalakuvara (T1): A strong option when the context requires less than 8 turns. Only use 1 due to the exclusivity of the weapon's second skill.
25pxLast Storm Harp (M2): Core weapon for Omega II grids. Provides a very powerful Stamina multiplier in addition to a good amount of Critical Hit. Two Harps and either a third Harp or a Coruscant Crozier will guarantee Critical Hit with double Omega main auras.
25pxLast Storm Blade (M2): Niche utility weapon that's sometimes used for HP. Compared to similar limiting weapons in Omega II, Primal teams is not a thing but may become one later on. Decent mainhand for Glorybringer.
25pxLuminiera Sword Omega (4Template:Star) (M1): Core weapon for Light Omega grids. Due to having both an Omega and Normal skill, you can use more of this weapon compared to other Omega weapons (up to 8). This also makes Bahamut Weapons in your grid less useful the more Swords you have.
25pxMittron's Bow (M2): Utility weapon for the Stamina multiplier. Generally outclassed by Pillar of Flame, but one Bow can be used alongside two Pillars since it will max out the Critical Hit chance anyways and the dodge and counter skill has some value.
25pxMittron's Treasured Blade (M2): Utility weapon for the Enmity multiplier. Generally outclassed by Ancient Artemis, though it also has a Small Critical Hit skill.
25pxAncient Bow of Artemis (T1): Strong weapon with both Attack and Enmity. Characters in Light who can proactively take advantage of Enmity are rare, but it is effective in battles where you may not be able to maintain high HP.
25pxMittron's Bow (M2): Core weapon for Omega II grids if you can obtain two 4★ copies. Provides a powerful Stamina multiplier in addition to a good amount of Critical Hit. Two Pillars and a Mittron's Bow will guarantee Critical Hit with double Omega main auras.
25pxCeleste Omega + 25pxCeleste Omega: Consider this combination when you have at least 5 of 4★25pxAbyss Gazes for the Critical Hit rate. Compared to similar builds in Wind and Earth, this option is not as strong due to the lower Critical Hit rate skill and the lack of modifier. Remember that when this option is used, sources of Dark ATK up outside of your Main aura becomes increasingly powerful. Examples include the Charge Attack of 25pxFerry (Grand), 25pxOrchid's skill and 25pxAnubis's call effect.
25pxAncient Cortana (T1): Powerful utility weapon, offers a very strong multiattack buff compared to other Omega options. Each copy will reduce max HP by 10%, down to 70%, which is important to consider.
25pxAbyss Gaze (M2): Core weapon for Critical Hit build. In general not as strong or popular as the Enmity build, but this can work well in a Stamina team with Doctor MC.
25pxAbyss Spine (M2): Powerful utility weapon that offers ATK/HP and C.A. Cap Up, both of which are largely useful regardless of team composition. Core weapon for Charge Attack teams, which aren't as dominant as in Water but are on the rise (with characters like Clarisse (Valentine) and Nier).
A more advanced/expensive team that uses the Normal premium summon series and strong Normal skill weapons. Zephyrus teams are not significantly stronger than Tiamat Omega teams, so wind currently doesn't have a Normal team worth building.
25pxAgni + 25pxAgni: This option is used to greatly enhance the normal skills. It should be considered when the player have a large number of Stamina weapons in their grid (at least 3, in general 4). However, this does lose one slot for Shiva's powerful call.
25pxChains of Caucasus (T3): Centerpiece of an alternate Enmity grid. 4 Chains + 2 Fire of Prometheus will provide a strong EX modifier from Grand Epic and self-damage for Enmity. Powerful but difficult to obtain enough to make the grid worthwhile, and not suited for long battles.
25pxVaruna + 25pxBonito: Option for Charge Attack based teams and short fights in general. Using this option to its fullest effect requires at least 3 Water sub summons, as well as a 4Template:Star Bonito.
25pxTaisai Spirit Bow (Grand): For a double Varuna Crit build, only 2 Taisais and 1 Galilei's Insight (or another medium Crit weapon) are needed for 100% Crit, leaving some space in grid for other modifiers. Greatly recommended for teams that aren't centered around Charge Attacks.
25pxTitan + 25pxTitan: Used to greatly enhance Normal skills. An option for grids with a large number (2~3) of Stamina weapons. It also works well with Fandango skills to significantly raise their TA boost.
As a sub ally, the Evoker 25pxCaim provides a significant boost to stats if no weapon is used twice in the grid. This can allow for a powerful grid that requires less total Grand weapons and Damascus Ingots, and additionally benefits from 10% Cap Up. It is strongly recommended to have an Ichigo Hitofuri and AK-4A before considering this.
25pxIndra's Edge (T2): Utility weapon for Garrison. Useful in certain situations, like soloing high difficulty raids and Lucilius (Hard).
25pxLove Eternal (Grand): Core weapon for the high Attack modifier. Also a useful main weapon for its C.A. effect.
25pxReunion (Grand): Utility weapon for the high Attack modifier and HP.
25pxHatsoiiłhał (Malice): Utility weapon for enmity modifier and Charge Attack Damage Cap Up.
25pxUnius (T3): 4 FLB Unius provide a large amount of Attack as well as a total of 64% EX modifier. Can be used to create a strong Zephyrus grid that requires few Grands, but generally less popular due to the time investment needed, as well as the relative strength of Tiamat grids.
25pxLe Fay (T3): Offers a strong boost to multiattack and normal Attack in exchange for reducing max HP by 10%. Also provides an additional 16% EX modifier if used in a grid with 4 Unius.
25pxSpear of Assail (Vintage): Utility weapon for Enmity. Rarely used as the focus of a grid but useful to have in high-difficulty content.
25pxLuminiera Sword Omega (M1): A Lumi Sword Grid using Zeus' aura will already slightly higher damage than its Omega counterpart. However, spending Sunlight Stones for this is generally not worth it unless you plan to build a stronger Zeus grid later. Lumi Swords are also useful as filler/Omega modifiers if you have less Edens.
25pxEden (Grand): Core weapon for Stamina focused Zeus grids.
25pxIvory Ark (Grand): Versatile weapon thanks to having three relevant bonuses in HP/ATK/Crit. 2 copies will allow around 90% Crit in a Zeus + Zeus team.
25pxCertificus (Grand): Powerful mainhand, also strong weapon for C.A. teams thanks to Sentence. Useful in harder content.
25pxSacred Standard (Grand): Utility weapon for multiattack and Progression. Particularly effective in double Zeus setups where the elemental bonus from Progression is stronger. Only used in difficult content.
25pxRuler of Fate (Draw): Niche weapon that can allow for very strong Charge Attacks. Usually 1~2 can fit in a grid alongside 2~3 Certificus.
25pxQilin Bow (RotB): Very high attack modifier (at the cost of lower max HP) and a boost to skill damage cap. In battles where you hit damage cap and HP is not an issue, this weapon should definitely be taken into consideration.
25pxHermanubis (T3): Good mainhand and relevant skills. Use it if you don't have Parazonium or if you want to use Axe classes.
25pxMajestas (Malice): Utility weapon for Garrison and HP. Mostly used for soloing high difficulty raids.
25pxParazonium (Grand): Extremely powerful mainhand. Skills are borderline decent to put into a grid, but not optimal.
25pxBlutgang (Grand): Filler weapon for either Enmity or Stamina grids. A good mainhand option if long term sustain is needed.
25pxUnheil (Grand): Powerful utility weapon as both HP and C.A. DMG Up are relevant. Great mainhand for harp classes and C.A.-centric teams. As it has no ATK modifiers, it's generally the last addition to an already-powerful grid.
25pxBab-el-Mandeb (Grand): Versatile weapon thanks to having three relevant bonuses in HP/Attack/Crit. 3 copies (or 2 copies + 2 Blutgangs) will allow 100% Crit in a Hades + Hades team.