Useful Sigils
Note: This list was made with min-maxing in mind, which is why the first section lists the general meta structure. However, I attempted to include almost every sigil in the game to explain their usefulness and what should be focused on. Do not use this as a guide for any individual character (even though I may offer suggestions for some) as most characters in this game actually do occasionally use different sigils depending on the fight and their options.
Everyone minus one or two exceptions (Assuming 20% crit overmastery and a lvl 10 crit wrightstone)
- Damage Cap to 65 (takes 4 slots)
- War Elemental
- Supplemental Damage V (preferably 3 for up to 100%)
- A single Crit Rate V+ will get you 100% crit w/ the above
- Awakening Sigil (usually both, depends on characters)
This leaves between 2-4 sigil slots for damage increases and useful defensives (more if you get V+ sigils w/ some overlap like a damage cap w/ crit rate or character unique w/ damage cap)
Good generic list for atk/dmg (no particular order)
- Stamina
- Tyranny
- Life on the Line
- Crit Damage
- Concentrated Fire (for ranged characters)
- Atk Up (need a ton of it to really make a difference, but 3 lvl 15 atk ups add up a lot)
- Injury to Insult (for characters with Status ailments like Perci/Io/Eugen)
- Linked Together (increases link damage and sba/chain burst damage, could be useful for proto baha double-2 SBA strats)
Charge characters (Rackam, Percival, Io, Vaseraga, Cagli, Ferry and to a lesser extent Eugen, Vane and Narmaya)
- Quick Charge
- Steady Focus (Stout Heart for the “lesser extent” crowd)
- Lucky Charge (for Io specifically she can ignore crit overmastery + crit chance wrightstone for a single Lucky Charge V)
Spam characters (Charlotta, Lancelot, Narmaya, Ferry, Yoda, and to a lesser extent Id, MC, Katalina, and Zeta)
- Combo Booster (the faster you attack, the more effective since its a 10% boost per 5 hits that disappears if you don’t attack after 2.5 seconds)
- Combo Finisher (though most can easily cap w/ just combo booster)
“Skill” characters (MC, Id, Narmaya, Katalina, Percival, and to a lesser extent Vane, Vaseraga, Io, Siegfried, Ghandagoza and Yoda
- Quick Cooldown
- Cascade
- Skill Cascade (not really necessary for most characters but helps reach damage cap for those moves specifically easier)
Useful on everyone but has caveats
- Flight and Fight – If you have enough atk+stam+tyranny and want to just get free invincibility. Only good if you can make up the difference though as you can just run potion hoarder and mess up more often but deal way more damage
- Glass Cannon V – For fights that you feel you’ve mastered and can avoid getting hit. Gives more cap up and atk. Pairs super well w/ Flight and Fight
- Berserker – Only ever pair with Glass Cannon because you can hit the normal damage cap pretty easily with a fully awakened terminus + stam + tyranny, but some characters need a little extra for glass cannon’s cap up.
- Steel Nerves + Stout Heart – Permanent damage cut (Steel Nerves gives -15%, Stout Heart is passively 15-20% I believe)
- Untouchable+Improved Dodge – Personally, overkill, but its funny since its exactly like evade extender+ from Monster Hunter. Don’t even need to dodge well for this to be busted
- Nimble Onslaught+Dodge Payback – Also a bit overkill, but less so since you still need to dodge well.
- Blocking sigils – Less useful than the dodge ones because almost everything can be dodged but some things are unblockable due to multi-hit or things like skyfall, but still can save your life in a pinch
- Guts/Auto-revive/Aegis – Honestly, unless you are going for side requests (the mini side missions like don’t enter critical X times), I think potion hoarder or the above packages are better. But these are still amazing in multiplayer with randoms, less so with coordinated groups
- Drain – Can help keep stamina up and even do better than potion hoarder in longer fights
- Potion Hoarder – 4 revives at lvl 15 on 4 party members in multiplayer might as well read “never fail” unless everyone keeps getting one shot 5 times in a row.
- Uplift – Broken when maxed out as you can get 100% meter in proto bahamut before 80% if you don’t use turrets
Situational Sigils
- Overdrive Assassin – This one is so you can do more damage during bloodlust, but its only useful if you are already capping outside of bloodlust.
- Charged Attack/Exploiter – Could help hit damage cap, but are much more situational than the above
- Dizzy Resistance – for the double fight w/ Galanza + Magliel this can be useful to not get dizzied by a galanza hit + 2 magliel hits.
- Glacial Resistance – For Managamr and the proud fight with the double dragon (one being ice)
- Sandtomb Resistance – For the earth dragon, though that fight is easier when you stand in his line of fire and block the divebomb to avoid the sandtombs.
- Paralysis Resistance – if you get lightning Pyat A, though I almost never see that
- Firm Stance – For the wind dragon and magical girl fights where the tornados push and pull a lot.
- Enmity – For exactly Vaseraga since he can put his HP below 20% where its as strong as stamina
- Roll of the Die – Its funny; don’t use it if you are serious but I love this sigil and applaud anyone who gets MVP for landing multiple x4 hits with it.
Less than situational sigils
- All other resistances than the ones listed above – they aren’t really worth it since dodging doesn’t debuff you and I already listed the ones that CC you the most
- HP Up – Gives almost no HP for the amount of points you spend and doesn’t do anything when minmaxing damage/survivability since you can still be one-shot under 45k max hp
- Improved Healing – Healing skills are worse than potions since they have cooldowns and sometimes even heal less, so this isn’t that great.
- Regen – Useful on NPCs, but terminus weapons come with this already, no need to get more points.
- Garrison – just doesn’t give enough defense at 20% hp where its at its strongest, unless you are blocking attacks (but not perfect blocking)
- Low Profile/Provoke – not really worth a sigil slot even if you play a mostly tanky playstyle
- Break Assassin – Break doesn’t last long enough and you are probably hitting cap with more useful sigils
- Throw – Only “useful” when fighting Galanza (even in the double fight) and those quotes are doing heavy lifting
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