Guide
How the kit works
Start with Basic Attack: High-Pressure Spike. It has up to four attacks, and you can move while attacking. Physical DMG from a Basic Attack or Dash Attack: Quick Inspection grants one Zap stack per hit, up to eight. Special Attacks, dodges and Dodge Counter: Violation Penalty do not interrupt the Basic Attack combo, so you can reposition without starting it over.
At eight Zap stacks, use Special Attack: Obstruction Removal to consume them and increase the accumulated Electric Anomaly Buildup by 130%. If you have enough Energy, EX Special Attack: Supercharged Obstruction Removal (Special) throws two grenades and makes Grace invulnerable during the move. The regular Special instead increases her Anti-Interrupt level. You can change direction while using either.
With the Additional Ability active, an EX Special Attack hit increases the next Shock effect's DMG on that target by 18%, stacking twice. Each enemy can trigger it once per skill use, and the effect resets when Shock ends.
Dodge: Safety Regulation gives Grace a brief invulnerable dash. After a Perfect Dodge, use the Dodge Counter to throw an Electric grenade. For an entry from another character, Evasive Assist: Rapid Risk Response avoids an attack and activates Vital View; follow it with Assist Follow-Up: Counter Volt Needle. Quick Assist: Incident Management is available when the active character is launched into the air.
Choose Grace for Chain Attack: Collaborative Construction when a Chain Attack is triggered. Ultimate: Demolition Blast - Beware is available at Maximum Decibel Rating. Both deal Electric DMG and make her invulnerable during the move.
Build and why
Use four pieces of Thunder Metal and two of Freedom Blues as a starting build. Thunder Metal gives 10% Electric DMG from two pieces and 28% ATK from four while an enemy in combat is Shocked. Freedom Blues adds 30 Anomaly Proficiency. This setup supports Grace's Electric damage and Anomaly role, but the four-piece ATK bonus depends on Shock.
For a setup that switches Grace in and out, consider four Chaos Jazz. It gives 30 Anomaly Proficiency and 15% Electric DMG; its four-piece bonus also increases EX Special Attack and Assist Attack DMG by 20% while off-field, with the bonus continuing for five seconds after switching in. Four Freedom Blues is another guide's first choice: an EX Special Attack hit reduces the target's Electric Anomaly Buildup RES by 20% for eight seconds. Effects of the same attribute do not stack.
On disc 4, choose Anomaly Proficiency; on disc 6, choose Anomaly Mastery. For disc 5, use Electric DMG Bonus, Percent ATK or PEN Ratio. Look for Percent ATK and Anomaly Proficiency in substats, in that order.
Timeweaver is a strong weapon choice: it raises Electric Anomaly Buildup Rate by 30% and grants 75 Anomaly Proficiency when a Special or EX Special hits an enemy with an Attribute Anomaly. At 375 Anomaly Proficiency, it also increases the equipper's Disorder DMG. Fusion Compiler is another first choice in some guides; its Special and EX Special uses build up Anomaly Proficiency stacks. Weeping Gemini is an alternative that gains Anomaly Proficiency when squad members inflict Attribute Anomalies.
Leveling priority
Follow the game's order: Core Passive: Pre-Driven Needle first, then Special Attack: Obstruction Removal, then Basic Attack: High-Pressure Spike. The passive is the center of the Zap cycle, while the Special spends its stacks and the Basic helps generate them.
After those, level Chain Attack: Collaborative Construction, then Assist, represented by Quick Assist: Incident Management, and finally Dodge, represented by Dodge: Safety Regulation. This keeps resources on Grace's main field cycle first.
For maximum ascension, you need 800,000 Denny, 4 Basic Anomaly Certification Seal, 32 Advanced Anomaly Certification Seal and 30 Controller Certification Seal. For all skills, you need 2,905,000 Denny, 25 Basic Shock Chip, 75 Advanced Shock Chip, 250 Specialized Shock Chip, 5 Hamster Cage Pass, 9 Living Drive and 60 Higher Dimensional Data: Destructive Advance.
Mindscapes worth it
For a suggested long-term target, Detonation Trigger is the most interesting upgrade to consider. When Grace consumes all Zap stacks with a Special or EX Special, it adds a grenade and raises each grenade's DMG to 200%. It rewards the same full-stack timing used in her normal rotation.
Lightning Piercer is a useful earlier target. A grenade hit during a Basic, Special or EX Special reduces the target's Electric RES and Electric Anomaly Buildup RES by 8.5% each for eight seconds. Burst Capacitor is another option: after an EX Special, it gives six Charge stacks, which Basic or Dash Attack hits consume to increase that attack's Energy Generation Rate by 20%.
Teams
Grace contributes Electric Anomaly Buildup and can strengthen the next Shock on a target with her EX Special. Choose the rest of the squad around the role you need: support for Grace, Stun, sustain, or another Attribute for an Anomaly-focused team.
Common mistakes
Do not spend every Special Attack as soon as it is ready if your goal is the Zap bonus. The Core Passive consumes Zap for its increased Electric Anomaly Buildup only at the maximum of eight stacks. Use Physical hits to reach that point first.
Do not assume the regular Special makes Grace invulnerable. It increases Anti-Interrupt; the EX version gives invulnerability. Use a dodge when you need to avoid a hit and do not have enough Energy for the EX.
Check your squad before relying on the Shock DMG increase: the Additional Ability needs another character sharing Grace's Attribute or faction. Also check the target before counting on Thunder Metal's four-piece ATK bonus or Timeweaver's Anomaly Proficiency buff, since each has its own condition.