Combat Mechanics

This article deals with basic combat mechanics, especially those related to the command card system.

Combat Mechanics

Fate/Grand Order’s Command Card-based combat system is intricate and interactive, allowing for different actions to bring about massively different outcomes. As such, it is very important that players understand these mechanics in order to obtain an advantage in battle.

Command Cards

Command Cards

Command Cards come in three types, with each having their own unique bonus. Buster cards deal more damage, Arts cards generate more NP charge, while Quick cards generate more critical stars. The details of these properties are as follows:

Card Damage NP Stars
Buster 150% 0% 10%
Arts 100% 300% 0%
Quick 80% 100% 80%

Each Servant comes with a five-card deck, which contains at least one of each card type. When a party comes into battle, the three Servants’ decks are combined and shuffled, and then five cards are dealt each turn. After three turns, the now-empty card pool will be reset. Due to this mechanic, it is to some extent possible to predict which cards will appear on the next turn, helping with the decision making process.

First Card Bonus

First Card Bonus

When used as the first card in a chain, each respective Command Card grants a bonus to all cards in the chain. The bonus gained depends on the card type, with Buster cards increasing damage, Arts cards increasing NP gain, and Quick cards increasing critical star gain. The details of these effects are as follows:

Card First Card Bonus
Buster Adds an additional flat 50% damage increase to the card damage modifier, with no multiplicative scaling.
Depending on the power of the given card, this can be approximately a 20-50% increase in overall damage.
Arts Adds an additional 100% to the card's NP gain modifier.
(E.g. Arts goes to 300->400%, Buster 0%->100%, Quick 100%->200).
Quick 20% critical star rate. * Increase Crit Rate by 20% for all Cards (post-7th Anniversary).

Due to their significant effects, the first card bonus allows even the most ill-suited card types to gain some benefits (e.g. Buster cards can generate NP charge with an Arts first card bonus).

Card Positioning

Card Positioning

A card’s position affects its performance: a card placed in the third position would deal more damage, gain more NP charge, and gain more stars than if it were placed in the second position. As such, it is generally beneficial to put more important cards in the final slot of a card chain. However, to be noted, the first card bonus grants more to the whole chain when compared with card positioning. The details of the effects of card positioning are detailed below:

Damage

Card First Second Third
Arts 100% 120% 140%
Buster 150% 180% 210%
Quick 80% 96% 112%

NP Gain

Card First Second Third
Arts 300% 450% 600%
Buster 0% 0% 0%
Quick 100% 150% 200%

Star Generation

Card First Second Third
Arts 0% 0% 0%
Buster 10% 15% 20%
Quick 80% 130% 180%

Same-Type Chains

Buster Chain

A same-type chain (alternatively known as a same-color chain) is formed when three cards of the same type are chosen. It grants an additional effect, depending on which type of cards they are:

Card Type Chain Effect
Quick Grants 10 critical stars. * Grants 20 critical stars (post-7th anniversary)
Arts All Servants whose cards are in the chain gain 20% NP gauge.
Buster Each non-NP Buster Card gains bonus damage equal to 20% of the Servant’s ATK. This bonus damage is flat, meaning that it is unaffected by defense buffs/attack buffs, or class advantage.

Mighty Chain