Grand Summoners Newbie Guide
Technical Guide [WIP]
by Monokhrome
Updated as of 24/06/2025
Before Reading Further | 1 |
Settings & Filters | 2 |
Units | 5 |
This guide is for players who are new to the game but have already understood the basics of the game. Please refer to the newbie guide instead if you’re a brand new player:
Under Battle, turn on “Time Mode”. This allows you to see the in-game timer of quests respectively.
Under Options, turn off “Show Tips”. This allows you to skip straight to the results page upon finishing a quest. You can also turn on “Push Notifications for Help Request” and “...when Energy restored” for notifs when people send SOS signals in Raids and if you are full on Energy. Participate in the rankings can also be turned on if you want to appear on the Leaderboards (top 10 fastest clears of each quest).
If you are having a tough time on a certain Quest, pause the game and click the “Logs” button to see the boss’ strengths and weaknesses.
Under Details, check “Show in Battle” to see your unit’s DMG, DMG Taken, Healing and Break values. Set it to whatever opacity you like, but personally halfway is best.
and selection of Units for a team: it’s best to filter out all the non 5★ units and sort by either Level or Limit Break in descending order, depending on your preference. (When sending your box for advice on discord, please send it sorting with Limit Break)
: same with the filters above and enable Duplicates and sort by Limit Break in descending order
: do the same filters above and filter out Lv MAX, since they don’t need to be enhanced anymore. Turn off 5★ Ascended filter on Rarity since SAWKs can’t be levelled through metal chickens. Sort by Level in descending order.
: do the same as the filters but filter out Lv Not MAX instead. This is so you can only see units that require evolving/awakening/ascensions/dream awakening.
: Filter by Date in descending order. Filter out any 5★ Awoken and Ascended from Max Rarity so as to not accidentally sell them.
: Simply sort by Rarity in descending order. Filter to any equip type you wish to see, otherwise keep it at All
: Sort by Date in descending order, since you most likely want to enhance the equips you’ve gotten immediately. Otherwise, Rarity is fine as well.
: Follow the filters from and enable Duplicates similarly to limit breaking units filters.
: Follow the filters from as you wanna sell useless equips ASAP so as to not clog up your equip box.
Each unit has an element: Fire, Water, Earth, Light or Dark, and each element has a weak element that will deal 20% more DMG towards it.
Units will also take a reduced 20% DMG towards their weak element.
However this is mostly negligible for team building.
When dealing DMG, some yellow orbs may drop from enemies, these are called Battle Ether, or BE. These give 10 arts per orb on a random unit. This is usually NOT a reliable form of artsgen, especially in nukes. When forming a nuke team, calculate your arts gained on your nuker to be 100% consistent regardless of BE.
Units with CRI Rate can deal Critical DMG. Critical Hits deal 25% more DMG than non-critical hits, and completely ignore DEF.
SAWK units may have Arts or abilities that grant them Super CRI Rate, which deals 3x the DMG multiplier compared to standard CRI Rate. Do note that to hit Super Critical DMG, a unit must have both CRI Rate and Super CRI Rate Up.
CT buffs are calculated with this formula right here:
Current CT ÷ (1 + CT Buff in %) = New CT
As an example, if an equip has a 35s CT on a unit with 40% Equip CT buff, we sub in the values of the formula:
35s ÷ (1 + 40%)
= 35s ÷ 1.4
= 25s
If you don’t want to calculate the CT buffs all the time, you can remember it in increments instead:
10% CT buff = 10/11 of its original CT
25% CT buff = 4/5 of its original CT
50% CT buff = 2/3 of its original CT
100% CT buff = 1/2 of its original CT
The CT buff formula is mostly used to calculate the up-time to down-time of DEF equips, as you need them to survive certain attacks from enemies. Up-time is a term used to describe how long an equip’s effect lasts for. Otherwise, it serves as a general buff to most equips to get more arts and/or buffs from them.
A special property CT buffs have for crests is that they don’t stack even with different crests. So the Skill CT and Equip CT crests don’t stack with the crest “Magic Circuit γ2”, which buffs both Skill CT and Equip CT in one crest.
Special Effects(Only Once) This effect triggers only once if another unit with the same effect triggers it at the same time.
(First Time Only) This effect can only trigger the first time the Arts/Equip is used, and won’t trigger after subsequent uses.
(Stacks) This effect applied will have an independent cooldown upon applying it, and thus can be applied and stacked infinitely.
(MAX XXX%) This effect stacks until it reaches XXX%. If the effect is permanent, they always stack with other buffs of the same effect. Otherwise, it will have the same stacking rules as regular buffs
Every boss enemy you encounter comes with a big HP bar and a Break bar.
Enemies with diamonds on their HP bar means that at that threshold, they gain invulnerability and immediately use their Arts. Blue diamonds either do not have invulnerability, or can be interrupted via Break.
When the Break bar depletes, enemies enter a BREAK state, taking more DMG called BREAK DMG and momentarily halt their attacks.
Dealing Break is separate from dealing DMG; a unit’s Skill, Arts and their equips all have a set break value that will be dealt to the boss regardless of if the unit dealt DMG. Break values, similarly, only get altered by a boss’ break RES, and the break buffs/debuffs applied to it.
Break is considered a niche among the other mechanics, as there is no need to break bosses unless specified. Consistent DMG and buffs are stronger than the value you get from the momentary DMG increase of Break DMG.
On a unit’s icon in battle, any buffs/debuffs will be placed respectively, starting from the bottom left going right and up as newer status effects get applied.
Buffs
Icon | Status | Effect |
Max HP UP | Increases unit’s Max HP, as well as heals the target for the same amount | |
ATK UP | Increases unit’s ATK | |
DEF UP | Increases unit’s DEF | |
Break Power UP | Increases unit’s Break Power | |
Break Resistance UP | * Only applicable to Giant Bosses Reduce Break taken by units | |
Skill CT DOWN | Reduces unit’s Skill CT (cooldown timer) | |
Equipment CT DOWN | Reduces unit’s Equipment CT | |
Evasion Rate UP | Increases unit’s chance of dodging attacks | |
Elemental Resistance UP | Unit takes reduced DMG from the specified Element | |
CRI Resistance UP | Reduces chance of being hit with a Critical hit | |
Auto-fill Arts gauge | Increases unit’s Arts gauge every second | |
BE Output UP | Increases unit’s BE Generation | |
HP Auto-recovery | Heals unit every second | |
Auto-revive ownself | Unit survives with a certain amount of HP instead of dying, and removes this buff * Does not count as a unit death | |
Auto-revive fallen ally | Automatically revives a fallen ally with a certain amount of HP. Actions cannot be performed while the revival animation plays * Counts as unit death, ally revives with no status effects | |
Heal Rate UP | Increases unit’s Outgoing Healing * Healing received by this unit is increased | |
Heal Received UP | Increases unit’s Incoming Healing * Healing received from other units is increased * Does not affect Lifesteal | |
Negate Damage | Unit has a barrier that absorbs a certain amount of DMG | |
Magic Resistance UP | Reduces unit’s MAG DMG Taken | |
Physical Resistance UP | Reduces unit’s PHY DMG Taken | |
Damage Resistance | Reduces unit’s DMG Taken | |
Giant Boss Resistance UP | Reduces unit’s DMG Taken from Giant Bosses | |
Redirect Damage | Unit redirects all DMG Taken from other allies to self | |
Physical Damage UP | Increases unit’s PHY DMG dealt | |
Magic Damage UP | Increases unit’s MAG DMG dealt | |
Damage UP | Increases unit’s DMG dealt | |
Critical Damage UP | Increases unit’s Critical DMG dealt | |
Ignore DEF | Unit’s attacks ignore enemy DEF | |
CRI UP | Increases unit’s chance of landing a Critical Hit | |
Accuracy Rate UP | Increases unit’s chance to land attacks | |
Flinch Immunity | Unit is immune to Paralyze and Freeze | |
Heal for DMG Taken | Unit heals based on DMG Taken | |
Lifesteal | Unit heals based on DMG dealt | |
Arts Damage UP | Increases unit’s Arts DMG | |
Status Ailment Resistance UP | Reduces unit’s chance of being inflicted with all Status Ailments (except Faint) | |
Reflect Incoming Damage | Unit reflects all DMG Taken back to enemy * Unit still takes DMG while reflecting | |
Blind, Burn, Poison, etc Resistance UP | Reduces unit’s chance of being inflicted with the specified Status Ailment |
Debuffs
Icon | Status | Effect |
Bleed | Increases unit’s DMG Taken by 3% per stack | |
Damage Resistance DOWN | Increases unit’s DMG Taken | |
Max HP DOWN | Reduces unit’s Max HP | |
ATK DOWN | Reduces unit’s ATK | |
DEF DOWN | Reduces unit’s DEF | |
Break Power DOWN | Reduces unit’s Break Power | |
Break Resistance DOWN | * Only applicable for Giant Bosses Reduces Break taken from units | |
Skill CT UP | Increases unit’s Skill CT | |
Equipment CT UP | Increases unit’s Equipment CT | |
Evasion Rate DOWN | Reduces unit’s Evasion | |
Elemental Resistance DOWN | Unit takes increased DMG from the specified element | |
CRI Resistance DOWN | Reduces unit’s CRI Resistance * 100% CRI Resistance DOWN is the same as having 100% CRI UP | |
CRI DOWN | Reduces unit’s chance to land a Critical Hit | |
Accuracy DOWN | Reduces unit’s chance to land attacks | |
Arts Gauge DOWN | Reduces unit’s Arts gauge every second | |
Arts Generation Inverted | Reduces unit’s Arts gauge every second, depending on unit’s auto-fill Arts gauge buff | |
Magic Resistance DOWN | Increases unit’s MAG DMG Taken | |
Physical Resistance DOWN | Increases unit’s PHY DMG Taken | |
Damage DOWN | Reduces unit’s DMG dealt | |
HP Reduction | Reduces unit’s HP by a set/percentage amount of their Max HP every second * This debuff is applied by enemies, counts as status ailment * Cannot kill, will leave unit at 1 HP | |
Reduces unit’s HP by a percentage of their Max HP every second * This debuff is applied by the unit themself, usually as a caveat when a Skill or Arts is unleashed * Cannot kill, will leave unit at 1 HP | ||
Status Ailment Resistance DOWN | Increases unit’s chance of being inflicted with all Status Ailments (except Faint) | |
Blind, Burn, Poison, etc Resistance UP | Increases unit’s chance of being inflicted by the specified Status Ailment |
Status Ailments
Icon | Name | Effect |
Burn | Unit takes Fire DMG per tick, but cannot kill or lower the unit's HP below 1. Burn inflicted units have a red tinted icon and a purple HP bar. Cancelled by Freeze and cancels Freeze upon infliction. | |
Poison | Unit takes Earth DMG per tick, but cannot kill or lower the unit’s HP below 1. Poison inflicted units have a purple tinted icon and a purple HP bar and purple bubbles on their icon upon infliction. | |
Envenom | Similar to regular Poison, but it cannot be cleansed and can kill your units. | |
Blind | Unit’s attacks have a 30% chance to miss. | |
Freeze | Unit is stunned and cannot attack or use equipment. Interrupts unit’s attack upon infliction. Freeze inflicted units have a light blue tinted icon and will be seen frozen in ice. | |
Ultimate Freeze | Similar to regular Freeze, but also reduces CRI RES by 100%. Ultimate Freeze inflicted units additionally have a misty aura on their sprite. | |
Paralyze | Unit is stunned and cannot attack or use equipment. Interrupts unit’s attacks upon infliction. Paralyze inflicted units have a yellow tinted icon and an electric spark on their icon upon infliction. | |
Disease | Unit receives 80% less healing. Disease inflicted units have a blue tinted icon and blue bubbles on their icon upon infliction. | |
Curse | Unit cannot use their equipment. Curse inflicted units have a purple tinted icon. | |
Seal | Unit cannot use their Skills or Arts. Seal inflicted units have a white tinted icon and white smoke on their icon upon infliction. | |
Faint | Unit is stunned and cannot attack or use equipment. Interrupts unit’s attacks upon infliction. Cannot be resisted or cured. Faint inflicted units have an orange tinted icon. |
These are the criterias for when you can start farming for crests:
A crest has an estimated 1/20 chance to upgrade to a + crest, regardless of the crest palaces and its difficulty. This chance is calculated individually for each player in multiplayer, so one player can get a 4+, while the rest gets a lv4 crest.
You will gain a ton of Player EXP and rank up multiple times while farming crests. It’s recommended to put a Lv3 or 4 Player EXP Up crest on the unit you are farming crests for to gain even more Player EXP (this is purely optional).
Extreme Difficulty (or EXT) crest palaces are much harder to nuke consistently and quickly. They cost 50 Energy instead of 40 Energy on PRO, and have a higher chance to drop Lv4 crests. If you cannot nuke EXT crest palaces as efficiently, farming PRO stages will be better.
Crest Bursts are an extremely rare occurrence that happens after beating a Nova Crest Palace. When it happens, a random Lv4 or Lv4+ crest on your Leader will turn into a Lv5 or Lv5+ respectively.
This is an easy way to calculate the strength of artsgen equips. Use this equation:
APS = Arts Generated ÷ MLB CT × 4 if Teamwide Artsgen
Example:
True “Shadow Cutter”, 20s CT, 10 arts
10 ÷ 20 = 0.5 APS
If there is any innate equip CT, you can factor that in as well:
True “Izanagi”, 10s CT, 2 arts for 3s, 15% Equip CT
(2 × 3) ÷ (10 ÷ 1.15)
= 6 ÷ 8.7
= 0.69 APS
Support equips have teamwide artsgen, so multiply the APS calculated by 4:
Milim’s Clothes, 45s CT, 5 arts for 10s
(5 ÷ 10) ÷ 45 × 4 = 4.44 APS
/ PHY/MAG Equips
DEF Equips
Support Equips
Heal Equips
True Equips (TWs)
Compendium farming is clearing stages quickly with units you don’t use 2000 times to get crystals, alch and most importantly the luck gem. You should be doing this in your free time if you have nothing else to farm.
For new players:
A run should take roughly 30s, or 16 hours and 40 mins for 4 units.
For more experienced players:
A run takes minimally 35s, or longer depending on your setup, or 20 hours for 7 units.
As you can see, Cross Battle is way more efficient than Night Stroll, but requires way more setup and equips, while Night Stroll takes a single equip and no setup.