⚔️ Granblue Fantasy Damage Calculator
Calculate normal attacks, charge attacks & skill damage with full multiplier breakdown
| Damage Type | Soft Cap | Hard Cap (Base) | Max w/ Cap Break | Notes |
|---|---|---|---|---|
| Normal Attack | ~630,000 | ~1,000,000 | ~2,000,000 | Per hit |
| Charge Attack | ~2,700,000 | ~3,200,000 | ~6,500,000 | Base ougi |
| Skill Damage | ~800,000 | ~1,000,000 | ~2,000,000 | Per hit |
| Supplement Dmg | ~100,000 | ~200,000 | ~400,000 | Flat add-on |
| Critical Hit | — | +20% raw | +30%+ raw | Multiplies final |
| Multi-hit Skills | ~630,000 | ~1,000,000 | ~2,000,000 | Per sub-hit |
| Skill Name | Type | Max Boost (SL15) | Stacking Category | Applies To |
|---|---|---|---|---|
| Massive / Big / Colossal | Normal | 6.5% / 11% / 13% | Normal | All damage |
| Magna / Grand Magna | Magna | 13% / 27% | Magna | Magna summon aura |
| Omega Anima (EX) | EX | 7–10% | EX | All damage |
| Amplify | EX | ~10% | EX | Specific element |
| Stamina | HP Mod | +50% at full HP | Stamina | All damage |
| Enmity | HP Mod | +100% at 1 HP | Enmity | All damage |
| Progression | Turn Mod | Up to +30% | Unique | After turn 5+ |
| Assault (CA) | CA Mod | +20–30% | CA Bonus | Charge ATK only |
| Enemy / Content | Est. DEF % | Effective Dmg Penalty | DEF Down Recommended |
|---|---|---|---|
| Normal Mobs | ~5–10% | Low | Optional |
| Story Boss | ~10% | Mild | Helpful |
| Raid Boss (Normal) | ~15% | Moderate | Yes |
| Raid Boss (Hard) | ~20% | Moderate | Yes |
| Extreme/HL Raid | ~25–30% | Significant | Essential |
| Nightmare / Lv200+ | ~30%+ | High | Essential |
• Stack multiplier categories: Normal, Magna, and EX mods are all multiplicative with each other — mix them for maximum gain.
• Enmity vs. Stamina: Enmity peaks at 1% HP (×2.0); Stamina peaks at 100% HP (×1.5). They do NOT stack — pick one strategy.
• Cap breaking matters at high ATK: Once your raw damage exceeds the soft cap, invest in Damage Cap Up skills (e.g., Celeste Omega Sword).
• DEF Down is multiplicative: A 25% DEF Down does not reduce DEF by 25 flat — it multiplies the defense modifier, making it more valuable on high-DEF enemies.
Note: This script bases on real chats of players and community thinking about the mechanics of Damage in Granblue Fantasy.
Granblue Fantasy is a typical Japanese role game that first appeared in Japan for mobile devices and browsers in 2014. In that game, Damage points the amount of Damage, that one causes by means of attack skills and debuffs. Well know, how the Damage works, matters a lot, especially after one ends the first big gate and new Omega SSR-weapons emerge.
How Damage Caps Work in Granblue Fantasy
The formula for Damage is really important. What strengthens the Damage and the whole power, depends on the current weapons and available calls. In Granblue Fantasy, figuring the whole power is not easy task.
Many players no fully grasp, how Damage acts in the gate, what can lead to weird builds, that simply does not work well.
The cap of Damage forms upper limit for the amount of Damage, that one can deal. Every kind of attack has his own cap. If one limits in normal attacks, that does not mean, that skills also limit.
One skill, that reaches his cap, does not cause, that all do that. There is also separate cap for Damage of SBA. The value of 1,16 million acts as last limit for Damage, that one can not pass.
Even so, normal multi-attacks count as separate blows, so each blow in triple attack can cause 440 thousand Damage separately.
Yellow light or outline around the numbers of Damage points, when one reached the cap of Damage. Even so it stays quite hard to sea. The yellow background itself signals element advantage, while the reddish yellow outline shows the cap.
Some players hardly read big numbers of Damage and want clearer possible displays.
Only those effects, that clearly points that, can raise the cap. Seals for Upper Cap of Damage, the 54-percent cap from knots of mastery tree, certain special seals for characters and some effects of endgame weapons all can push it more high. Because one can add the cap of Damage to anything by means of mix of seals, there is bigger freedom in the builds.
Roll four or five seals for Cap of Damage in tournaments above other items help to range thebuilds.
Bonus Damage is extra blow, that happens above other attack, usually normal attack. It causes fixed percentage from the original Damage and appear as wild number of Damage. Extra Damage delivers other way to pass the limits.
Damage Cut is buff, that lowers the incoming Damage by means of certain percentage. For instance, one such effect lowers the Damage by 10 percent, so only 90 percent from the normal Damage pass through. Maximize the Damage stays the main goal even for characters with defensive or healing skills.
Pushing ATK past the cap of Damage no longer helps. After one reaches the cap, extra ATK becomes useless unless effects for raising the cap are active. Higher defensive content stays coming, what makes it more hard to limit in some phases of fight.
Play around the cap of Damage really forms one of the most fun parts of the game, and the math forms quite a big portion of that experience.
