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Fate/Grand Order – Classes

Classes – dependencies

Playing in Fate / Grand Order is in proportions similar to playing in Paper, Stone, Scissors. Each of the classic counters, different, but at the same time is countered by the other (with a few exceptions – such as Shielder). Before starting the task, check all the opponents we encounter – in use they are available in suspect status in the case group Only some of our official opposing actions as a question mark (most often it is a boss or a new class). Using the classic advantage is in my opinion the most important element of this game, without the best knowledge of the relationship we will not go far. Thanks to this, we are able to even much weaker, lower level characters defeated others, stronger. Sometimes you have to give the golden mean (e.g. If in combination with applications it is that we are enemies using the Lancer and Archer classes, it is worth killing a team of three lancers – counteract archers, and inflict neutral (no modifier) ​​opponents of the same class.

The following illustration in good use is dependent, if you start the adventure with FGO you may not have encountered the classic, but in the future you will certainly confront them.
Blue modifier calculations (0.5x), red [2x]. Alterego and Berserker have a modifier [1.5x] against weaker classes (Berserker is everything except Foreigners, Alterego is strong only against knightly classes, i.e. lancer, archer, saber).