Contents
Introduction
Granblue Fantasy is undoubtedly one of the more exciting games to play in its genre. That said, one of the more frustrating aspects of the game is certainly centered around properly acquiring and utilizing EMP in the game.
Well, hopefully, that issue will be solved here today. In this guide breakdown, I’ll be going over the best EMPs to get and which characters they will best suit.
EMP Groups
One important note to keep in mind is that I will be breaking the different recommended EMPs into three groups: Priority 1, 2, and 3.
Items in Priority 1 are all but required regardless of your character or their particular class.
Items in Priority 2, while essentially good no matter the class, do have some that may be character-specific.
Finally, Priority 3 are the lowest ones, with some being barely good enough to make this list. The reason for this is to let you know not only what EMP to get but in what order you should ideally get them in.
So, without further ado, let’s begin!
What is EMP?
Before we get started, we all must have a baseline understanding of exactly what EMP is.
EMP, more commonly known as “Extended Mastery Point,” is a single point given to a character in the game after they have hit their maximum level. These points are acquired after gaining 36,000 additional EXP. In addition, characters can also convert their gems or CP into EMP based on their amount.
An EMP item essentially improves your character’s overall skills and attributes when acquired, making them much more formidable while in combat. As you gain more EMP, your character will become more capable against stronger foes.
Alright, now that you understand this, we will now go over which EMP to get for your main character and other characters in your group.
Main Character
As mentioned earlier, with some exceptions, character and class preference will not play a massive part in the EMP acquisition. When there is a discrepancy, I will make it clear.
Priority 1 EMP
- ATK Bonus: As you can imagine, this EMP is vitally essential for improving your character’s effectiveness in combat. When upgraded to rank 3, it improves your base attack value by 3,000! While this is incredible on its own, when combined with some of the EMPs on this list, as well as weapon damage, you can only imagine just how powerful this will make your character.
- HP Bonus: Another powerful EMP to get as soon as possible. When upgraded to the highest level, this EMP improves your base health by 1,000 points. Not only that, but depending on your class or type of attack, HP Bonus can play a vital role in making you more dangerous as well as harder to kill.
- Debuff Success: Ideal for those that are often solo playing the game, this EMP works great for Berserkers, Warlocks, and Chaos Ruler.
- Elemental ATK I & II: While certainly, a somewhat contentious placement (based on who you talk to), the fact of the matter is that more and more items are being given elemental damage. By upgrading this EMP to level 3, you are given a 5% increase on all elemental attacks. Again, when combined with the standard ATK Bonus EMP and an elemental-based weapon… you can see just how powerful and useful this can become.
- DA/TA: Technically, these are two separate EMP skills to get and require separate purchase and upgrading. That said, they both fundamentally do the same thing, so I include them as the one here. Both Double Attack and Triple Attack do precisely what their names imply, with both doing up to 5% extra damage when fully upgraded. If you have been paying attention to the potential damage stacking from these different EMPs, you’ll start understanding why they are in the order they are in.
- DMG CAP: Another self-explanatory EMP that you need. This raises the damage cap around the amount of damage you can deal by 3-10%, depending on the level upgraded. 10% extra damage? Yeah, enough said.
- Total Party HP Bonus: Similar to HP Bonus only for the entire party, this EMP can increase party as the whole’s health by 1,000 when fully upgraded.
Priority 2 EMP
Unlike items in Priority 1, EMP in this area is not essential while very good in their own right. They may only need to be picked up depending on the class you are in in some instances.
- DEF Bonus: An excellent addition for any character, this EMP improves your base defense stat by 5% at its fully upgraded form.
- Heal Bonus: Another good EMP option to get. Heal Bonus improves your healing ability by upwards of an additional 5%. This made it even better because your summons is also given this perk when it is activated.
- C.A. DMG: More for characters that use katanas and have Katana Mastery, this skill improves C.A. damage by upwards of 5%, making it very impressive depending on the class, weapon, and abilities.
- Specialty WPN/WPN 2 DMG: Ideally meant for those looking to specialize in a particular weapon, these two EMPs do not go well for individuals looking to mix and match their playstyle and weapon choices.
- Bullet Casting/Energy Bonus: Like the Specialty WPN bonus EMP, these two options aren’t helpful for individuals who are not interested in using their particular weapons in combat.
Priority 3 EMP
EMP items in this third priority list are largely optional and only worth considering after you have invested and gotten the EMPs in the earlier lists.
- Crit Hit Bonus: While it looks good on its surface, and certainly is to an extent, this EMP is too much squeeze and not enough juice. The EMP ultimately increases your critical damage by up to 10%, and while that sounds great at first, you realize that it will take six levels to do so. If you have invested in the above EMPs first, this is something to consider. If not, know that there are better options available.
- Chain Burst/Skill DMG: These two EMP options are similar to Crit Hit Bonus in that the amount of effort required is just too much compared to what you are getting in exchange. Again, they are certainly worth considering depending on your specific build and if you have gotten the other EMPs on this list. That said, even then, it is a bit of a stretch.
Other Characters
Now, for other characters outside your main character. While things are largely the same between the two, a few key differences need to be mentioned.
For one, whereas your main character can begin accruing EMP after level 20, for other characters, this only begins after level 70 (SR-tier) and 80 (SSR-tier).
Secondly, unlike the main character, who has a free choice on which EMP to collect, other characters have a select pool of EMP options to choose from. What’s more, these choices are based on their type, race, and characteristics.
Now that that is all cleared up, this will be put in a similar setup as earlier with a Priority labeled 1,2 and 3.
Priority 1
Crit Hit: A much more effective EMP for side characters than the main character; at its highest level, it does an extra 25% of damage while also having an increased chance of scoring a critical hit by 25%. Not only that, these can potentially be stacked, making this a genuinely deadly EMP.
Elemental ATK: Similar to before, it is an excellent EMP that improves all elemental damage.
DA/TA: Also, just as good when given to other characters, these EMPs increase damage by upwards of 6% and 5%, respectively.
Charge Bar Up Increases the Charge Bar for an attack. While its fully upgraded form increases it by 10%, most argue that there is a minimal improvement compared to its base level of 5%.
Priority 2
Healing: Offers a 20% improvement to healing for other characters. Great for high-level raids, though its use outside of that may vary from person to person.
Debuff Success: Works similar to the main character version. As with Healing, its use is more contingent on your overall party-build, though debuffing an opponent is always a benefit.
ATK Bonus: Slightly different than for the main character. Investing at least one point is good, though its full strength is only a third of what the main character is offered.
DEF Bonus: Not as necessary as ATK Bonus, but still a good add-on. At its highest level, it increases your character’s defense by 10%
HP Bonus: Another great option to have. Its full strength increases your character’s health by 750.
Overdrive/Break ATK Bonus: Largely based on the character class as well as the party type, these two EMPs both improve their respective attack damage by 10% when fully maxed out.
C.A. DMG: A serviceable EMP to include, though not needed. It improves C.A. Damage by 20% when maxed out.
C.A. DMG CAP: Also like the main character version. At full strength, characters have a 10% increase in damage offered.
D.Up ATK Down: Ideal more for those that are already hitting damage cap or have a high-grade weapon, this EMP increases your defense at the cost of your attack. The higher the level, the lower the penalty. Still, unless you are sufficiently strong, it’s better to skip this one.
Dodge Bonus: A pretty optional EMP. It gives you an upwards of 3% chance of dodging an attack.
Priority 3
- Skill DMG Bonus: An EMP that is not worth too much of your time. It gives, at most a 20% of additive damage, meaning a 500% water damage attack will only be increased by 520%. All in all, it just isn’t worth the benefit.
- Skill DMG Cap: This increases the skill damage by upwards of 10%. As with others in this area, it just isn’t worth the cost for what it offers.