Gunbreaker Tank Rotation, Openers, and Abilities — Dawntrail 7.4
On this page, you will learn how to optimise your opener and rotation in both single-target and multi-target situations. We also cover the use of your cooldowns, to ensure you can achieve the best use of them every time as a Gunbreaker Tank in Final Fantasy XIV: Dawntrail (Patch 7.4).
Gunbreaker Rotation Overview
The Gunbreaker rotation can be boiled down to a priority system. They aim to
build cartridges using weaponskills or
Bloodfest, and spend
them inside their main damage buff,
No Mercy. After using it,
they will build up cartridges again. Other weaponskills and abilities will be
used as soon as they are available so that they fit inside
No Mercy.
Powder Gauge
Gunbreakers gain cartridges by finishing either the
Solid Barrel
combo for single-target, or the
Demon Slaughter combo for
multi-target. They expend cartridges using
Gnashing Fang and
Burst Strike for single-target,
Fated Circle
for multi-target, and
Double Down for both. Three cartridges are also instantly
generated every two minutes through the use of
Bloodfest, which at level 100 also
grants Ready to Reign, allowing the use of the
Lion Heart combo. Gunbreaker is a
textbook example of a builder and spender class, and uses GCD weaponskills to do
both.
Continuation
Five Gunbreaker weaponskills will change the
Continuation
button into a new ability and allow you to use it until you use any other
weaponskill. This is a large portion of your damage and you should always use
these when available. In addition,
Gnashing Fang will turn into
Savage Claw when used, and that will turn into
Wicked Talon.
Using any other combo weaponskill will break this combo. The following skills
can allow successive rounds with your gunblade.
Gnashing Fang allows the usage of
Jugular Rip;
Savage Claw allows the usage of
Abdomen Tear;
Wicked Talon allows the usage of
Eye Gouge;
Burst Strike allows the usage of
Hypervelocity.
Fated Circle allows the usage of
Fated Brand
No Mercy/GNB Burst Phases
No Mercy is our personal damage buff on a 60s. As such, we want to align it with party buffs so that we do
the most DPS that we can. This also means that we want to maximize the amount of high potency skills that we can put inside of the buff,
both for our own personal damage, and for the damage that gets placed inside party buffs.
No Mercy Usage
The way we want to use
No Mercy changes based on your GCD speed. Ideally, being a 20s buff, we fit 9 GCD weaponskills into it.
However, at some GCD speeds, this is not always possible. At 2.50 GCD, for example, it is not possible to fit 9 GCDs. We can only fit 8.
At 2.40, we can comfortably fit 9, but we must late weave
No Mercy in the second weave slot each time it comes up to do so. 2.45 is a bit of a middle ground
where you can fit 9 GCDs in some windows, but only 8 in others, creating an alternating cycle. In order to fit the appropriate number of GCDs for a given speed, we should aim to:
- Always early weave
No Mercy in the first weave slot on 2.50. This will happen naturally if pressed exactly when it is ready. - Always late weave
No Mercy in the second weave slot on 2.40. This may sometimes delay
No Mercy by a small amount. - Alternate between early and late weaving
No Mercy each time it is used. This will happen naturally if pressed exactly when it is ready.
No Mercy Windows
The period of time that we have
No Mercy active is known as a "No Mercy Window," which is Gunbreaker's highest period of DPS
(commonly called a "burst phase," not to be confused with
Burst Strike). Each
No Mercy window ideally contains all of our strongest
skills in order to maximize our DPS. To do so, follow the below recommendations:
Bloodfest has been changed from a 120s to a 60s cooldown in
Patch 7.4. This change removes the previously alternating pattern of even minute windows with
Bloodfest
and odd minute windows without it. Now, each
No Mercy window includes
Bloodfest.
This patch also makes it so you get a buff that allows you to store up to six cartridges for 30s after pressing
Bloodfest.
This removes the need to ensure that you have zero cartridges remaining before pressing it, as now you are no longer able to overcap
from using the skill.
Patch 7.4 also reverted the change made in Patch 7.1 reducing
Double Down's cost to one cartridge. It again costs two cartridges to use.
Gnashing Fang was also adjusted in this patch, no longer reducing its cooldown based on your skill speed, and instead having two charges.
Every
No Mercy window, you will ideally have nine Weaponskills inside the buff:
- The
Gnashing Fang combo:
Gnashing Fang;
Savage Claw;
Wicked Talon;
Sonic Break
Double Down- The
Lion Heart combo:
Reign of Beasts
Noble Blood
Lion Heart
This leaves us with one GCD remaining to place inside of
No Mercy. Previously, we would use
Burst Strike.
However, with the 7.4 changes to
Gnashing Fang, we can fit a second
Wicked Talon, which is slightly higher potency.
To do this, we want to use
Gnashing Fang about 5 seconds before
No Mercy is off cooldown. This should allow us to late weave
No Mercy in the second weave slot after
Savage Claw.
If you are playing on 2.5, you only have 8 GCDs to place inside, which means you cannot place two
Wicked Talon casts inside the buff without pushing out something stronger.
Instead, we should aim to use
Gnashing Fang about 7 seconds before
No Mercy is ready. This will allow us to early weave
No Mercy
in the first weave slot after
Wicked Talon, which allows us to buff
Eye Gouge with our damage buff without pushing a stronger GCD out of the buff.
Please note that you cannot do this technique with
Gnashing Fang if you have an active combo when you are supposed to start
Gnashing Fang before
No Mercy.
You must manipulate your combos so that you are not in an active combo here by using a specific number of
Burst Strike casts during the filler phase.
At 2.45, you will need to alternate using
Gnashing Fang 5 seconds or 7 seconds before
No Mercy, depending on if you will be getting eight or nine GCDs in the upcoming window.
This cycle should be 9 GCDs in the opener and every even minute window, and 8 GCDs every odd minute window, making the cycle for
Gnashing Fang use 5 seconds before
No Mercy
each even minute window after the opener, and 7 seconds before
No Mercy each odd minute window.
In every
No Mercy window, you should also use each of your oGCD abilities:
Blasting Zone
Bow Shock- All usages of
Continuation allowed
Filler Phase
During the filler phase between usages of
No Mercy, Gunbreakers
need to build up their cartridges. They do this by using the
Solid Barrel
combo. In addition,
Blasting Zone both has a 30 second cooldown, and should be
used as soon as it is available. Pioritize building cartridges and only spend them on
Burst Strike
if you would otherwise overcap, or on
Gnashing Fang, in order to prep for the next
No Mercy window.
Multi-target Priorities
In multi-target situations, replace the
Solid Barrel
combo with the
Demon Slaughter combo against three or more targets.
Burst Strike should be replaced with
Fated Circle
at two or more targets. Replace the
Gnashing Fang combo with
Fated Circle at four targets or more. All other aspects of
the rotation stay the same.
Gunbreaker Opener
During the opener, we aim to align our weaponskills and abilities under
No Mercy as well as our party member's raid buffs. You will
find that execution of buff windows after the opener will be similar to that
of the opener.
The Standard Opener
This opener aims to align with party buffs, which have been standardized to a target time of about X:06-X:07, at least on North American servers.
Please note that on GCD speeds slower than 2.47, you must reverse the order of the Gemdraught of Strength and
No Mercy.
Always use the highest grade high quality gemdraught available. Currently, in 7.4, this is
Grade 4 Gemdraught of Strength.
The Rotation Flow
Now that we know each of our moving parts for the rotation, it is time to put them all together. As of 7.4, we no longer have an odd minute and even minute cycle alternating cycle, and instead only have a cycle that repeats every minute. That means the general flow of the rotation is as follows:
Opener -> Filler Phase -> No Mercy Window -> Filler Phase -> No Mercy Window -> Etc.
After the opener, we alternate between Filler Phase and No Mercy Window until the end of the fight. The opener is only done once, so you do not need to repeat this. With these things in mind, you are ready to perform the basic rotation of the job!
Gunbreaker Defensive Cooldowns
Gunbreaker has a plethora of defensive cooldowns to utilize in order to mitigate damage taken. This will allow you to survive heavy incoming damage in the form of tank busters, and relieve the healing burden placed on your healers in periods of heavy consistent damage such as boss auto-attacks and dungeon trash packs. Mitigation is calculated multiplicatively (i.e. two 30% reductions will result in 49% damage taken) and it is better to rotate cooldowns rather than use them all at once.
Rampart and
Great Nebula are your bread and butter
cooldowns. You will want to rotate these on tank busters, auto-attacks if tank
busters will not occur before they are back up, and trash packs.
Camouflage is the Gunbreaker's unique cooldown. It
can be used similar to
Rampart, and is extra effective against
instances of physical damage due to the increased parry chance.
Heart of Corundum is your short cooldown mitigation ability.
It grants two 15% damage reductions as well as a heal if your HP drops below
50% or if the effect expires, whichever occurs first. You will use this early
and often on anything from auto-attacks to tank busters, and it can be used
on a co-tank in trials and raids if they are taking a tank buster.
Aurora is a targeted heal over time effect you can
place on yourself or any party member. Use this on yourself, your co-tank, or
both (it has two charges!) after taking heavy damage, or to heal up while
taking consistent midrange damage.
Reprisal and
Heart of Light are your raid
mitigation abilities. Use the former against casted instances of heavy damage,
and use the latter if you need to mitigate heavy raidwide magic damage.
As of Patch 7.1,
Heart of Light now also applies 5% physical damage
mitigation to the party, instead of only applying 10% magic damage mitigation.
Superbolide is your invulnerability cooldown. As of 7.1, this ability no longer sets your HP to 1,
and the responsiveness was improved to apply nearly instantly. Now, if above 50% of your max HP, your HP
will be set to 50% and you become impervious to most attacks.
If you are below 50% HP, your HP will not change, and you still gain the invulnerability.- In raids and trials,
Superbolide should be used on
multi-hit tankbusters or shared tankbusters in order to save cooldowns.
Arm's Length is a useful mitigation ability for dungeons, as the
applied Slow effect will greatly reduce your damage taken by trash mobs.
Low Blow can also be used to Stun trash mobs. Stuns have diminishing
effects, so if you have a White Mage in your party the mobs will likely be Stun
Immune due to their
Holy.
Changelog
- 19 Dec. 2025: Updated for Patch 7.4.
- 05 Aug. 2025: Updated for Patch 7.3.
- 24 Mar. 2025: Page updated for Patch 7.2.
- 13 Nov. 2024: Updated for Patch 7.1.
- 20 Aug. 2024: Updated the opener to better align with standardized raid buff target timings.
- 11 Jul. 2024: Updated opener image.
- 28 Jun. 2024: Updated for patch 7.0.
- 18 Jan. 2024: Updated for patch 6.55.
- 13 Oct. 2023: Updated for Patch 6.5
- 29 May 2023: Updated for Patch 6.4
- 12 Jan. 2023: Updated for Patch 6.3
- 09 Sep. 2022: Updated for Patch 6.2
- 20 Apr. 2022: Updated for Patch 6.1
- 16 Feb. 2022: Page added.
Guides from Other Classes
Torael Valdis, or Tor for short, is an experienced raider in FFXIV who has been playing the game since the tail end of the Heavensward expansion. His experience includes multiple Week 1 Savage Tier kills as well as completion of each Ultimate Raid in the patch they were released. You can find him in The Balance Discord where he currently is active as a melee DPS mentor. He also occasionally streams early prog on his Twitch.
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