Familiars
What a finished familiar setup is worth, and what it takes.
Enter your stats first
Every figure here is the damage a familiar setup would add to your character, so it needs your main stat and attack. Familiars themselves are recorded on the Gear page.
Go to Gear →Your familiars
Nothing recorded, so every target above is pure gain. Record what you run on the Gear page.
Practice a reroll
Familiar Potential
Use a card to roll both lines.
Rate sheet
Rerolls for one line at a time, a Legendary familiar.
| Line | On line 1 | On line 2 |
|---|---|---|
| Boss Damage 45% | 1 in 180 | 1 in 18,000 |
| Boss Damage 50% | 1 in 130 | 1 in 13,000 |
| Ignore Defense 45% | 1 in 130 | 1 in 13,000 |
| Ignore Defense 50% | 1 in 190 | 1 in 20,000 |
| Main stat 9% | 1 in 40 | 1 in 4,100 |
| Attack 9% | 1 in 78 | 1 in 8,000 |
| All Stat 6% | 1 in 240 | 1 in 25,000 |
| Damage 9% | 1 in 150 | 1 in 15,000 |
| Critical Rate 9% | 1 in 220 | 1 in 23,000 |
| Critical Damage 6% | 1 in 85 | 1 in 8,700 |
Ranks with no sampled rates say so instead of showing a guess: Common and Rare.
About this tool & FAQ
Familiars are usually the cheapest 100% Boss Damage a character can buy, and this page prices that directly: the gold standard is three familiars each carrying one Boss Damage line, which together reach the 120% familiar Boss Damage cap. The figure beside it is the Final Damage that setup would add to your saved character, scored through the same engine the dashboard uses, so it is the gain over the familiars you already run rather than the value of the lines in the abstract.
Above the gold standard sit the two-line targets: one familiar carrying Boss Damage plus a second line while the other two keep their single Boss line. Each row shows what it is worth and how many rerolls one familiar of that shape takes, because a second line multiplies the rolls by roughly a hundred and only some of them pay for it.
The simulator is the same window the Star Force and cubing calculators use, with the familiar card as its item. It rolls both lines from the sampled rate tables, names the lines that carry no damage, and keeps a running Final Damage against your saved familiars. A card reset is final in game, so the window never offers a keep-or-discard choice, and nothing it rolls touches your saved build.
Frequently asked questions
How much Final Damage do familiars give?
It depends on your build, which is why this page scores it against your saved character rather than quoting one number. The shape of the answer is that three single-line Boss Damage familiars reach the 120% cap, and on an endgame character that is usually worth several percent Final Damage — more than most single gear upgrades of the same cost.
What is the familiar gold standard?
Three familiars that each carry one Boss Damage line, summing to the 120% familiar Boss Damage cap: 40% each on Unique familiars, or 45% each on Legendary. It is the cheapest route to the ceiling because each familiar only has to land one line, and a fourth Boss Damage line anywhere would be discarded by the cap.
Is a two-line familiar worth chasing?
Sometimes. A second line multiplies the rerolls for that familiar by about a hundred, so the page shows the damage and the roll count side by side. Boss Damage plus Attack or Ignore Defense on one familiar, with the other two at the gold standard, is usually the first target worth it.
Where do the reroll rates come from?
A community sample, carried as a sanity check rather than as official data: Nexon has not published familiar line weights for GMS since v.264. Unique and Epic come from a 2025 sampling project and Legendary from a cautious lower-bound estimate built on a 2022 Red Familiar Card sample. Common and Rare have no sample at all and say so.
Can I get familiars on Heroic worlds?
Yes, by farming and revealing them, and they tier up to Unique. Red Familiar Cards are not sold on Heroic, so the targets there are reached by revealing new familiars instead of buying rerolls, and the page drops the card prices.