| Granblue Fantasy: Relink | |||
|---|---|---|---|
| Release Date | Gameplay & Story | Pre-Order & DLC | Review |
| Endless Ragnarok Review | |||
Granblue Fantasy: Relink Endless Ragnarok is the highly anticipated DLC expansion in which players return to the Zegagrande Skydom to fight new threats. Read on to learn about our score, our thoughts on the game, and whether it's worth buying or not.

Granblue Fantasy: Relink Guides
Overview
What is Granblue Fantasy Relink Endless Ragnarok?
Granblue Fantasy Relink Endless Ragnarok is the first DLC expansion released on July 8, 2026. The DLC adds a new storyline featuring emerging threats in the Zegagrande Skydom after the events of the base game. The DLC and update also add new missions, progression systems, playable characters, and quality-of-life improvements. Lastly, the DLC adds the Conflux, a new mini-roguelite mode that offers an easier alternative for grinding specific materials.
Granblue Fantasy Relink Endless Ragnarok features:
⚫︎ New Storyline
⚫︎ 6 New Playable Characters
⚫︎ Over 160 Quests
⚫︎ Mini Roguelite Mode
⚫︎ Online Crossplay and Matchmaking
⚫︎ New Progression Systems
For more gameplay details, read everything we know about Granblue Fantasy Relink Endless Ragnarok’s gameplay and story.
| Digital Storefronts | ||
|---|---|---|
Playstation |
Switch 2 |
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| $29.99 | ||
Granblue Fantasy Relink Endless Ragnarok Review: One of 2024's Most Underrated Action RPGs Gets Even Better
Take to The Skies (And Grind) Once More

It’s hard to believe it’s been two years since Granblue Fantasy: Relink released (see our base game review here!), and even harder to believe the game was initially announced a decade ago (where we also covered its tumultuous development history in-depth here!). Throughout its lifespan, the action RPG has grown to be one of the more beloved co-op action RPGs out there, sporting amazing character variety, remarkable presentation, an addictive gameplay loop, and, of course, hours upon hours of content that seemed limitless.
It felt all but certain that Cygames would follow up with something big for it. After all, the game was a financial success and was well-received worldwide. So when the Endless Ragnarok DLC was announced on a random Nintendo Direct in February, there was one thing I wanted to know: how were they going to top the colossal finality of the base game? Then, I remembered just how deep a rabbit hole the Granblue franchise actually was.

And even with that knowledge? I still wasn’t prepared for how massive Endless Ragnarok would be. If you didn’t heed Cygames’ warning of almost double the playtime, then take it from me: it is, quite frankly, a souped-up version of its post-game epilogue. And after over 25 hours of playing through the DLC, I can confidently say that Endless Ragnarok has got me hooked once more, even when I thought I was bored of looking for those damn Sigils.
The End Arrives in Zegagrande in Two Forms

Endless Ragnarok takes place months after the Grancypher crew’s victory against the Astral Lilith and the events of Rolan’s rescue in Final Chapter: Id. Immediately, the game introduces its new roguelite-esque mode: the Conflux, tied to the DLC’s plot of a new threat centered on a familiar Granblue Fantasy villain, Beelzebub. While I haven’t ventured far enough into the DLC to discover his true intentions, it’s clear that he’s looking for a fight—one where he’s actually giving the Grancypher crew a way to get stronger so he deems them worthy of a challenge.
Right after your first Conflux run, two of the playable Eternals, Seofon and Tweyen, bring news that extremely dangerous monsters called the "ragnalia" have been sighted around the Skydom. As the saviors of the realm, they’re asking if you could help deal with them as they’ve become a little too much to handle for your average Skyfarer. Around this time, it's revealed that the Conflux and the ragnalia seem connected, and your crew has to connect the dots to understand why it’s happening.

If it wasn’t obvious enough, the DLC is paced exactly like its post-game content, which can be problematic depending on who you ask. The structure is the same: complete all the required quests, and then you get a bit of information about the main conflict—rinse and repeat. This comes at the cost of the story being told at a snail’s pace, and compared to the base game’s main campaign prior to Final Chapter: Id and Episode Zero, the lack of linearity made the story less approachable.

After experiencing the DLC in its entirety, the story just doesn’t hit the same emotional peaks as the base game, nor does it even have a compelling plot to begin with. The way it's structured makes it feel as if you’re simply going from fight to fight, with no real setup or development until the climax.
To make matters worse, the way the dialogue and lore drops about the world and its characters are told is so jarring that it ends up overwhelming you with the amount of jargon they throw around. Yes, there’s a glossary included, but even I found myself bored reading it half the time because the dialogue is so wordy. This, combined with the game’s disjointed pacing, makes for a narrative you’d most likely skip over rather than appreciate.
Same Old Song and Dance, But It Never Gets Old

Even after putting in an ungodly number of hours to grind for optimized Sigils with a ghastly drop rate and to grind Proto Bahamut for a chance at a Terminus weapon for one of your characters, the game is still as enjoyable as it was when I first played it two years ago. In contrast to the DLC’s slow and arduous narrative, the gameplay is fast and will constantly test your reactions and character builds.
For context, the intro to Endless Ragnarok requires a power level that’s past the base game’s hardest mission, AKA the second fight against Lucilius. While I can attest that this mission isn’t as hard as that fight, it does require a fleshed-out build to comfortably clear the quest. And as mentioned earlier, the new Chaos-difficulty missions aren’t a walk in the park either.

Even with a fully realized build featuring multiple dark Sigils and optimized damage setups with Terminus weapons, the new "ragnalia" enemies are still a massive challenge. They’re designed to be comparable to the base game’s superbosses, with attacks that deal massive damage and HP pools that would put the elemental dragons to shame.
It even goes so far as having some of these bosses start and stay in Overdrive as soon as the fight starts, which is exactly how the Chaos difficulty Tayu’itar fight goes. Instead of having to deal with its spinning flamethrowers and troublesome boosters at select moments, you’ll be treated to the boss having access to these attacks the whole time, meaning you’ll need to constantly dodge them while finding gaps to get your attacks in.
It now has a new special gimmick where it’ll put up a stasis shield, then constantly move around and attack you while it’s invulnerable to damage. To counteract this, you’ll need to destroy the smaller Droita enemies, which are constantly pestering you throughout the fight, and throw them at the boss to break its shield. Failing to break the shield results in an unavoidable AOE blast that will most likely instantly kill your character.
The addition of Summons also helps express mastery over certain encounters. While these are what I consider additional Sigil slots and greater damage without the risk of getting hit, they also give players a way to use them creatively by circumventing the harsher parts of an encounter with proper timing.
For instance, in the same fight I described, where you’re meant to kill adds to succeed on that DPS check, you can use a summon like the Cyaegha to make things easier and simply aim a freeze ray at them without risking death.

It’s clear that the DLC is meant for players who want a challenge, similar to how Monster Hunter structures their new expansions. You get to fight familiar monsters with beefed-up HP pools and damage while contending with a few new gimmicks to keep the fights fresh. But that isn’t to say there aren’t any entirely new fights, just that most of the progression will involve fighting familiar enemies yet again. And if you also pay attention to its fight design and new progression systems, the DLC makes it obvious that it wants to reinvent how players think about building their characters.
Better Build Variety

Let me give it to you straight: the build variety in Relink was essentially non-existent. This was compounded when they introduced new superbosses that were so difficult that you had to invest fully in damage to actually pass their DPS checks.
While it’s not uncommon for an action RPG to lean into damage-centered builds at its apex, the gap between a maxed-out normal weapon and a maxed-out Terminus weapon was massive. To the point where not running a Terminus weapon can be considered trolling if you’re trying to beat Lucilius. This is due in part to the strength of its superbosses, where a single hit is fatal if you’re not running Guts and/or Autorevive.

As a result, players fully embraced the detrimental effects of the Terminus weapons and opted to go all in on damage, with a few additions like Improved Dodge, Potion Hoarder, and the aforementioned Guts and Autorevive to stay alive. This made certain characters harder to build around, as some of them needed to slot in exclusive Sigils to strengthen their overall kit, which in turn meant that you had fewer Sigil slots to work around with.
This also meant that certain characters didn’t really have a way to shine because they didn’t deal as much damage as the top-end characters did with those builds. Endless Ragnarok solves this by introducing two new buildcrafting systems: Weapon Transcendence and Mastery Styles.

I won’t go too in-depth on the former, but to give you an idea of how it changes buildcrafting, certain weapon archetypes that were forgotten in the base game now get a chance to shine because of new Sigils that turn their exclusive strength into more damage.
One example would be the Defender weapons granting characters more attack power and DMG cap bonuses based on their raw HP. This also meant that Sigils like Spartan Echo, which gave characters a free 20% Supplementary DMG if they had more than 80000 health, were now usable without sacrificing all of your damage.

The latter, however, reinforces a character’s established playstyle while simultaneously giving them a new lease on life by giving them new tools. In the base game, characters were essentially defined by how they were supposed to play around their exclusive mechanics. Master Trait Styles change this by bolstering a character’s gimmicks with three of each: Insight, Essence, and Crux. Each of these has different ranks that grant additional bonuses to their existing kit while maintaining a character’s identity.
For example, the Gran/Djeeta’s Insight Style directly strengthens their Adept Arts by lowering their skill cooldowns and even starting at Level 2 immediately, rather than charging them up from Level 1. On the other hand, their Essence Mastery Style turns their support spells into self-serving offensive buffs that lean into their support playstyle without entirely foregoing damage.

The beauty of this system is that these Styles can be mixed and matched, giving players new combinations and synergies to discover, helping them find the perfect playstyle for a given character. It honestly feels as if I’m playing the game in a totally different light, even though it functions mostly the same.
Even with the time I’ve already put into the game, I’ve yet to see all the effects of this new system. But given how it has already encouraged me to explore new playstyles with some of my preferred characters, I already consider it a success given how much experimentation the game already had to begin with.
An Easier Overall Grind
When we talk about grind in an RPG, it can take many forms. In Relink, it takes the form of mindless repetition until you get the Sigil or drop you specifically want. Combine that with low drop rates, a lack of other sources for certain items, the actual act of making an AFK build, and the constant repetition of a single mission or encounter, and it will always end up boring players.
While it's necessary for RPGs to have some sort of grind, there has to at least be some give so that players stay interested in the long run. Endless Ragnarok solves this problem by introducing the Conflux, a series of random encounters that depend on player choice. While the gameplay aspect keeps things from becoming repetitive by giving players the choice of what encounter they want to see and do, the rewards are what make this new gameplay mode so special.

After accomplishing a Conflux run, you'll be able to choose a reward. Be it a free Terminus crafting material, a pack of upgrade materials for Weapon Transcendence, or even select Sigils, this alleviates one of the biggest pain points of the base game’s unforgiving grind. The best part is that this function isn't exclusive to the DLC; it also advances as the player progresses through the base game's story, providing a more convenient, streamlined experience without having to repeat missions to upgrade a weapon early on.
With the number of new characters there are in the mix, I'm glad that Cygames finally made it easier to build up a new character. Instead of wiling away hours on repetitive missions and even going so far as to create an AFK farming build just to get one Sigil, I can play a few runs of Conflux and choose my reward. While I know I’ll eventually get tired of the Conflux, it still offers a new and engaging way to grind, making it something to look forward to rather than dread.
New Skyfarers, New Tricks
This now brings us to the hot topic of the DLC: the new playable characters. There are 6 characters introduced in Endless Ragnarok: Beatrix, Eustace, Galanza, Maglielle, Fraux, and Fediel. While I haven’t been able to experience and play around with most of them, I can attest to the game continuing to add to its massive variety with Eustace, despite having a similar weapon and ranged playstyle to Rackam and Eugen.
Like both gun characters in the base game, Eustace is also a rather straightforward character. He uses charged normal attacks and timed reloads to build up his Loaded gauge, which, when full, gives him heavy ammo. But that’s where the similarities end, as he’s actually the most complex among the gun characters even if his kit seems simple on the surface.

For one, he actually can’t move as freely as Rackam, but he actually has a bit more mobility than Eugen because he can slide in between shots. However, the main appeal of his playstyle, aside from being able to dash between gunshots and charge them, is how his Loaded gauge works. While you can build the gauge by landing charged shots and properly timed reloads, you can circumvent this by using the Play With Fire ability to instantly load heavy ammo, or by activating a Link Attack to refill his magazine with heavy ammo.
This adds a lot of surprising depth, as you can easily lose out on a lot of damage by prematurely using Play With Fire and depleting your gauge, or having to use a Link Attack when you were already about to max out. Add this gauge management minigame to his actual shooting mechanics where you have to charge his normal shots and consider moving in between them, and you have a character that’s as deceptive as he is enjoyable.

Another of the newcomers I found interesting was Fraux, a character with an amazing push-and-pull in how you navigate her combos and stances while using her skills.
For context, she has two distinct stances, Upright and Reverse, each with its own specific gauges. Attacking while in that stance fills its respective gauge, and she has multiple finisher options that let her switch to the other stance. Maxing out both gauges gives her a buff that lets her use three different Skills at no cost, making her a character you want to be as aggressive as possible with to maximize her unique buffs.
Admittedly, I’ve yet to play all the new characters as in-depth as I did with Eustace and Fraux, as well as check out all the changes and Master Trait Styles for the rest of the cast. However, one thing’s for sure: Cygames has managed to keep things fresh in its massive character variety. That in itself is a very commendable feat, especially given how deep the game goes into character mastery.
Is Granblue Fantasy Relink Endless Ragnarok Worth It?
Absolutely. It's Worth the Grind and Money.

For $29.99, Endless Ragnarok reinforces Relink’s best attributes and builds on them to create an even better experience. The new gameplay additions, on top of the quality-of-life improvements and new progression systems, add so much more to what it already offers that it feels like a simultaneous reinvention of itself while keeping its core identity. While its Monster Hunter-esque storytelling and overall plot were quite forgettable, its magnetic cast manages to pull through and keep things afloat for the most part.
Moreover, the game’s presentation and sound design are still as remarkable as they were two years ago, and new encounters and scenarios only serve to showcase how much more flash and style they can add. It’s easily one of the best action RPGs you can play right now, and it’s an easy recommendation for anyone who likes the genre, as well as for anyone who likes character-driven action RPGs with deep mechanics that showcase mastery.
FAQ
Do You Need to Finish the Base Game In Order to Play the Endless Ragnarok DLC?
Yes. The prerequisite for accessing the DLC is completing the post-game storyline involving Rolan and Bahamut Versa. Additionally, we highly recommend getting to at least 20k power before starting the DLC, as the expansion is much harder than the base game’s post-game missions.
How Do You Unlock Fraux and Fediel in Endless Ragnarok?
Both Fraux and Fediel are unlockable for free through story progression in the DLC once you get their exclusive Crewmate Cards. However, players can opt to turn in two normal Crewmate Cards instead to immediately try them out without the story requirement.
Granblue Fantasy: Relink Endless Ragnarok Related Guides

Granblue Fantasy: Relink Guides
| Granblue Fantasy: Relink Wiki Contents | |
|---|---|
Endless Ragnarok |
Summons |
Characters |
Builds |
Weapons |
Sigils |
Bosses |
Materials |
Wrightstones |
Skills |
Traits |
Story Walkthrough |
Quests |
Side Quests |
Key Items |
Fate Episodes |
Cosmetics |
Review |
Game8 Reviews





Playstation
Switch 2
Endless Ragnarok
Summons
Characters
Builds
Weapons
Sigils
Bosses
Materials
Wrightstones
Skills
Traits
Story Walkthrough
Quests
Side Quests
Key Items
Fate Episodes
Cosmetics
Review
















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