(Final update was on: June 17, 2023 / 3.0, WIP)
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Introduction
This is a general guide for players curious to learn what primary equipment are generally best for their characters. If you want a quicker answer: just use equipment with the highest stats you can easily acquire and you will mostly be fine, as this guide is not quick recommendations for each type. Instead, this gives general descriptions for why the selected are notable to me, giving you information to choose for your own case. It leans towards boss fights and doesn’t cover things such as equipment specialized in farming experience/git, and you may also find some not listed here useful in rare cases, so it is not to serve as an alternative to full Weapon / Armor lists. Personal weapons not listed here may also be perfectly fine for their owners.
For characters that have Manifest Weapons, the vast majority of the time you will want to stick to those. For those without are who the weapons in this guide will mostly be relevant for.
Please note that the Otherlands equipment require heavy investment to obtain/upgrade and you’re mostly better off ignoring them if you don’t already have them upgraded. Similarly, it’s generally not worth it to go out of your way for any specific piece of equipment, unless you’re sure it’s an exclusive match for your use case.
“Farmable” will denote any equipment you can acquire multiples of, as opposed to 1 copy.
“(+10)” will denote equipment that require farming materials to upgrade to max passive strength, as opposed to having maxed passives upon reception.
Similarly, “(+1)” denotes equipment that are mostly fine with a single upgrade, just to unlock their passives.
Since it’s common enough to be a recurring mention, I’ll also note here that “Type Attack”, “Damage+ when at Max/Low HP” are regarded as the same group in the damage formula, be it from weapons/armor/grasta--any source of these passives will end up added together. So, the more you already have, the less impactful new additions will be. Hence, if you have a lot of grasta sharing, you generally want to tend towards weapons that provide other kinds of damage boosts instead, if available, as far as raw damage is concerned. Still, this is just a general guideline and the gap may not be significant or even better, so calculate as necessary. Similarly, also note that Critical Damage passives are additive with mid-battle Critical Damage buffs from skills.
About Maze Equipment
Maze Equipment can sometimes provide a stronger damage boost than other gear you have available, especially for early chapters. But in the grand scheme of things, it’s possible to get similar or better increases from non-maze equipment, so you shouldn’t feel pressured to target anything specific from it for damage.
That being said, for other concerns, they can still possess unique effects/combinations, such as being able to get Combo passives on weapons with SPD passives, or healing boost passives from your armor slot. So, they’re something to keep in mind if regular gear may not have something you’re looking for.
Staff Weapons
M: 185 / A: 22 * Type Attack +10% * Type Resistance +10% Obtain: Defeat Menreiki, of the Antiquity Garulea Eight Spirits Upgrade: N/A |
Miaki’s Staff is an easy go-to when you want some extra damage on a staff damage dealer. With the advent of grasta sharing and max HP/type attack armor, you should be careful using it on characters affected by several such effects as they all stack additively and the additional 10% might be outdone by other weapons.
M: 165 / A: 20 * INT +30 * SPD -30 Obtain: farmable from Burning Beast King’s Castle AD (VH) Upgrade: N/A |
Indomitable Staff works well for damage boost on staff damage dealers that can afford to lose some SPD. It can also be used to secure a turn order that allows you to buff said damage dealer before they can attack. Despite the 195 MAtk it seemingly equates to, 30 of that being in the form of INT leads to a notable damage boost over an actual 195 MAtk weapon, owing to damage formula specifics. On average for most staff characters, it effectively translates into being a 195 MAtk weapon with a ~13% damage bonus.
M: 175 / A: 21 * MP +60 * Reserves MP Restore +60% Obtain: farmable from Present Garulea Continent Upgrade: farmable from Present Garulea Continent |
Crafted Cane isn’t too inherently useful for the characters with the most MP anyway. But in combination with Mental Focus it can serve as a fair weapon to boost damage dealers. With that context: compared to Miaki’s or Indomitable, it’s generally a weaker choice for damage, but you may find it easier to acquire and max, or a replacement for lack of multiples of the other ones.
M: 155 / A: 19 * Damage +15% when at max HP * Poison Immunity Obtain: Cooking Minigame exchange Upgrade: N/A |
The cooking staff is pretty fair for a damage boost option despite low-end MAtk, as long as you can maintain the condition. It’s generally best to use other staff damage options if you can, though.
M: 175 / A: 21 * Crystal Type Attack +20% * Magic Critical Rate +20% Obtain: farmable from Antiquity Zerberiya Continent: Crystal AD Upgrade: farmable from Antiquity Zerberiya Continent: Crystal AD |
Azul Cana provides a high type attack passive for Staff characters using Crystal attacks.
M: 190 / A: 23 * Type Attack +20% * Magic Critical Rate +100% Obtain: Defeat Menreiki and Demon Spider, of the Underworld Duo Spirits Upgrade: N/A |
The Void weapons are strong options that allow for more team flexibility. In some cases, it may not be convenient to provide critical rate buffs for your damage dealers. In those, the weapons allow you to sidestep that and focus on other things to bring with the team slots. Additionally, the other passive is generally as good as it gets for type attack and may justify using it even without a need for critical rate, in some cases.
M: 175 / A: 21 * LCK +20 * MP +60 Obtain: farmable from Antiquity Garulea Continent Upgrade: farmable from Garulea Continent/Underworld |
Illusion staff provides Radica AS the option of gaining extra LCK for her skill conditions through her weapon slot. The extra MP contributes to damage as well, if used with Mental Focus.
M: 185 / A: 165 * Magic Critical Rate +70% * SPD +20 Obtain: Chrono Cross symphony exchange Upgrade: N/A |
The Prismatic Rod offers a middle of the road passive critical rate increase for magic attacks, between Void and Bobble. It may be helpful as a secondary option for a guaranteed crit staff as you can only obtain 1 Void Staff. The SPD boost in combination with critical rate may also be valuable enough as a pairing sometimes where you specifically want both, otherwise Luna and Void are better options respectively.
M: 165 / A: 20 * Damage +15% but MP costs +50% * MP Regen (20 MP) Obtain: Purgatory Ensemble Upgrade: Purgatory Ensemble & Home’s Lost Atelier AD |
The Purgatory Staff provides the option of Rose Thorn ore from your weapon slot. This can prove useful early on before you get access to the grasta ore, but is easily a relative damage loss passed that point. This is because it’s mostly preferable to use your weapon slot on a different multiplier/effect since grasta ore slots do not have that many options on damage dealers anyway. It might still prove useful in the rare cases where all ore slots are taken up by stronger damage conditionals though.
M: 175 / A: 21 * Gain 1% additional combo per hit, per enemy * Type Atk +10~30.4% based on Light/Shadow Obtain: farmable from Sapient Complex: Midnight AD Upgrade: N/A |
The Cursed Time weapons basically give the option to use Combo Ore in your weapon slot. This is mostly useful on characters playing a supporting role in Another Force, preferably on those with higher hit counts. The combo gain from it alone is small enough to where it's only really worth it if you don't have any other need for your weapon slot, as it's unlikely to affect your damage much outside of very strict strategies.
The Type Attack boost is basically standard fare for characters at low Light/Shadow values, but progressively becomes higher than that of the Void weapons once past 125 Light/Shadow.
M: 185 / A: 22 * Damage +30% × (№ of enemies - 1) * MP Regen (10 MP) Obtain: farmable from Iscariot AD Upgrade: farmable from Iscariot AD |
The Keseph weapons provide the option to use Last Stand Ore in your weapon slot. This is mostly not useful as ore slots on damage dealers are rarely actually all filled, and so you would prefer to use it in a grasta slot to free up your weapon slot for a different multiplier or effect. Still, in cases where you do manage to have them all filled without using Last Stand (or do not have access to/enough grasta ores) and are facing multiple enemies, the Keseph weapons can provide a stronger boost than most other weapons.
M: 165 / A: 20 * INT +29~40 based on Light/Shadow * MP +140 Obtain: farmable from Tower Argentauri Upgrade: farmable from Mysterious Vortex AD - Tower Argentauri |
Time-Restored Staff offers a similar damage increase to the Indomitable Staff. But instead of the SPD reduction, you get a large MP increase which can serve to increase damage as well when used alongside Mental Focus buffs. The MP increase generally equates to another ~13% damage (multiplicative) increase in these cases, making it one of the best options for damage.
M: 190 / A: 23 * Damage +5% per turn (max +50%) * Overthrow: Damage +(EnemyLv2 ÷ 700)% Obtain: Uquaji Clan exchange Upgrade: N/A |
The Mujima weapons provide very high damage passives for superboss fights. Most recent superbosses are at least lv120 (Lv.?? enemies have hidden levels), which means you get about 20%+ damage from the Overthrow passive. For the damage growth passive, it's straightforward. With just the turn 1 value you get 5% damage. Multiplied with the Overthrow passive you have 26% (1.2 × 1.05) damage and each turn further increases it.
The damage increase is so high for superbosses that it somewhat ties with prismatics in their specialized case of hitting weaknesses for physical attacks, and then exceeds them as turns pass. Basically, in most cases, you'll be getting the highest damage increase from a Mujima weapon, although some other weapons may also be equally effective in early turns.
Obviously though, unlike Voids/Prismatics, you don't get any critical rate passive with these, so things like that can still matter more for damage if you wouldn't have a convenient source on your team. Similarly, something like the SPD reduction on Indomitables can matter more for SPD control, when raw damage isn't the main issue you're facing.
Note that the Overthrow here is considered different from the Another Sense/Buff and you can use both without any conflict. Both the Overthrow and Damage Growth passives are multiplicative with every damage increase category.
M: 227 / A: 28 * Overthrow: Damage +(EnemyLv2 ÷ 320)% * Magic Critical Rate +100% Obtain: Defeat [Illusion King] Dr. Fetan Upgrade: N/A |
The Elpis weapons generally provide the most damage you can get for superbosses in early turns currently, due to the strength of their Overthrow scaling. Mujima weapons will start to outperform them after about 6 turns have passed.
M: 185 / A: 22 * SPD +30 * Reserves HP Restore +110% Obtain: farmable from Elzion Otherlands (VH) Upgrade: farmable from Elzion Otherlands (VH) |
Aceto Vita is good for when you care about faster turn sequence or increased AF speed threshold for its user. Just keep in mind you can get SPD boosts through a number of other ways for staff characters now, without having to give up using a damage passive weapon, so it’s fairly relegated to when you really just need that much SPD and aren’t concerned about the potential damage loss for it.
M: 175 / A: 21 * SPD +10 * Status Resistance +10% Obtain: farmable from Present Garulea Continent Upgrade: farmable from Present Garulea Continent |
Purity Staff serves as a weaker Aceto Vita in exchange for being much easier to get and max.
M: 127 / A: 15 * SPD +15 Obtain: Auction House Upgrade: N/A |
Falcon Staff is middle of the road between Aceto Vita and Purity Staff for SPD increase passives. In exchange for more SPD over Purity Staff, it has notably less MAtk.
M: 155 / A: 18 * HP +1000 * Reserves HP Restore +55% Obtain: Konium Tavern exchange Upgrade: Snake Dream, Snake Liver Damaku AD (H & VH) |
The CA Staff can give extra bulk to a Staff character, which can be situationally useful.
M: 175 / A: 21 * When Attack: Poison * Poison Multiplier +80% Obtain: farmable from Antiquity Garulea Continent Upgrade: farmable from Antiquity/Future Garulea Continent |
Dragon Bone Staff can serve as an extra enabler for poison grasta. It’s not very reliable on its own but in combination with dormant-enhanced poison grasta it can contribute to more consistency. Since very few Staff characters can guarantee pain/poison with their skills in Magic Zone, it’s an option for more supportive ones in those teams. It can also be used by Pom to inflict poison on allies with Profane Medicine, in order to abuse Poison Enhance ores.
M: 155 / A: 145 * PWR +30 * Obtain Skill: Pseudo Bash (30MP AOE Blunt 150%) Obtain: Auction House Upgrade: N/A |
This weapon is listed purely to note that if, for whatever reason, you want to use a staff character in a Blunt Zone AF, it’s possible to put a blunt skill in a custom skill slot rather than being forced to use their normal attack.
M: 185 / A: 22 * Magic Critical Rate +40% * Restore Skill Effects +30% Obtain: Demon Sea Caverns exchange Upgrade: N/A |
Bobble Staff has flexible uses across staff characters. It can be used on characters like Veina AS/Gariyu AS to accelerate the generation of their stacks and effectively increase damage in general, in combination with other magic critical passives for higher chance/guarantees. Myrus AS can use it to guarantee critical hits at max stacks without needing any other source of magic crit. And of course, it can be used for the boost to healing, which also works with % scaling heals such as from Yuna AS’ end-of-turn effect.
M: 180 / A: 92 * When Attack: Thunder/Shade/Crystal Resistance -25% (3 turns, 50% chance each) * SPD +30
Obtain: farmable from Lunar Ghost City Upgrade: farmable from City of Lost Paradise AD |
The Luna weapons are accessible options for notable SPD control, which can be useful for sequencing turn order in strict setups or allowing more actions in Another Force as needed. The other passive can also be useful for easing the requirements of debuff punisher skills.
M: 185 / A: 22 * Weather Environment: Magic Critical Damage +30% * Ambush Tactics (first non-AF action is preemptive) Obtain: farmable from Hollow Time Layer Upgrade: N/A |
The Mechani weapons provide yet another option (alongside badges and grasta) for creating preemptive actions. This can be useful for controlling turn order without having to invest multiple other gearing into SPD for it.
The limitation to first action means that it doesn’t serve as a solution if you want to consistently maintain the order it allows, but for strategies where you AF on turn 1 and then nuke all remaining HP phases the turn afterwards, the first action is all you’ll ever use.
Also, sometimes you might not really have the option of SPD gearing being an alternative to what preemptive enables. Such as for the purpose of reliably outspeeding SPD formula damage dealers, who’d want their SPD being higher than you might be able to keep up with, for damage purposes. Or maybe just because you’re using one of the damage dealers that have preemptive on their main attacks, so outspeeding them otherwise would be impossible.
Some other times you might just want to enable someone to go first on an early turn and then be slower than someone else right afterwards. You could theoretically do this with natural SPD rng as well if you can get SPD stats close enough, but that’s generally less reliable.
These are just a few examples to give you an idea of the effect’s uses.
Sword Weapons
A: 155 / M: 18 * Non-type Attack +25% * Reserves MP Restore +55% Obtain: Toto Dreamland exchange Upgrade: Future Migleina Continent, Toto Dreamland AD (H) |
Nightwing Saber has been given life by Cress and Velvet. It can still be a pretty situational pick for either though: Cress might prefer Miaki to not drop into Mystic Arte range with his personal skill in AF or to just mitigate the self damage; Velvet’s personal weapon can scale better in the presence of other damage passives affecting her non-type attacks, provided its condition can be fulfilled. These are just some examples and are not meant to be exhaustive.
A: 175 / M: 21 * Type Attack +10% * SPD +10 Obtain: farmable from Present Garulea Continent Upgrade: farmable from Present Garulea Continent |
Swift Cherry Blossoms is a solid weapon for sword damage dealers overall. With the advent of grasta sharing and max HP/type attack armor though, you should be careful using it on characters affected by several such effects as they all stack additively and the additional 10% might be outdone by other weapons. The SPD is still a nice bonus that might make it worth the damage loss in some of those cases, however.
A: 185 / M: 22 * Damage +30% when below 50% HP * MP +30 Obtain: Defeat Land Avatar, of the Present Garulea Eight Spirits Upgrade: N/A |
Goujian Sword is easily used by sword characters that already lower their own HP. Additionally, it’s a strong option if you know you’ll be at low HP anyway due to things such as fixed % damage from enemies, and so on.
Adamantine Sword (Type Attack)
A: 155 / M: 50 * Type Attack +20% * Reserves MP Restore +100% Obtain: Adamantine Questline Choice Upgrade: Adamantine Upgrade Questline |
If chosen, the Adamantine Sword can serve to be a sizable and consistent damage boost weapon early on. But at later stages of the game with more passive effects coming into play, it can be hard to justify the lower Atk in some contexts.
A: 165 / M: 20 * PWR +30 * SPD -30 Obtain: farmable from Burning Beast King’s Castle AD (VH) Upgrade: N/A |
Indomitable Sword works well for damage boost on sword damage dealers that can afford to lose some SPD. It can also be used to secure a turn order that allows you to buff said damage dealer before they can attack. Despite the 195 Atk it seemingly equates to, 30 of that being in the form of PWR leads to a notable damage boost over an actual 195 Atk weapon, owing to damage formula specifics. On average, it effectively translates into being a 195 Atk weapon with an ~11% damage bonus.
A: 155 / M: 145 * INT +30 * Obtain Skill: Pseudo Spell (30MP ST Magic 180%) Obtain: Auction House Upgrade: N/A |
Wisdom Sword has newfound potency in the wake of grasta sharing. With max HP/type attack weapons getting potentially worse alongside them, due to additive stacking, Wisdom provides a damage boost in a more resilient form by improving elemental modifier in the damage formula. In general it can be said to be a 155 Atk weapon with a ~16% elemental damage boost for most sword characters. If you’re in a position to abuse an enemy weakness, then the extra MAtk matters much more as it will also factor into calculating the weakness multiplier, on top of what it was already doing. The Magic skill may also allow for getting increased AF gain in Magic Zones.
A: 155 / M: 19 * Damage +15% when at max HP * Poison Immunity Obtain: Cooking Minigame exchange Upgrade: N/A |
The cooking sword is pretty fair for a damage boost option despite low-end Atk, as long as you can maintain the condition.
A: 175 / M: 21 * Shade Type Attack +20% * Drain 2% of damage dealt Obtain: farmable from Antiquity Zerberiya Continent: Shade AD Upgrade: farmable from Antiquity Zerberiya Continent: Shade AD |
Azul Spatha is mostly just usable by Thillelille or Isuka ES, for its damage passive, giving a high-end type attack boost to their Shade attacks. There are other strong weapons that won’t limit you to boosting just a single element though, so keep that in mind.
A: 190 / M: 23 * Type Attack +20% * Critical Rate +100% Obtain: Defeat Crab Bonze and Land Avatar, of the Underworld Duo Spirits Upgrade: N/A |
The Void weapons are strong options that allow for more team flexibility. In some cases, it may not be convenient to provide critical rate buffs for your damage dealers. In those, the weapons allow you to sidestep that and focus on other things to bring with the team slots. Additionally, the other passive is generally as good as it gets for type attack and may justify using it even without a need for critical rate, in some cases.
A: 175 / M: 21 * HP +1000 * MP Consumption Attack 15% Obtain: farmable from Antiquity Garulea Continent Upgrade: farmable from Garulea Continent/Underworld |
Illusion Speed provides the option of gaining the Rose Thorn passive from your weapon slot, as opposed to grasta ore slot/badge slot. Keep in mind that equipping multiple of the passive will have no additional effect.
A: 185 / M: 165 * Critical Rate +70% * SPD +20 Obtain: Chrono Cross symphony exchange Upgrade: N/A |
Prismatic weapons are very strong damage options for physical attackers. This is due to the combination of their significantly above average M.Atk and 70% critical rate boost. The M.Atk increase serves to notably augment elemental modifier value in the damage formula, similar to Wisdom weapons, but without losing any notable Atk for it, unlike those. If an enemy is weak to your attack, then the extra M.Atk will factor into weakness modifier value as well and it is hard to find better damage choices than these in those scenarios.
Even when not hitting weakness they are still very strong options that do not suffer the additive stacking of type atk/max hp passives, and so can be notably better the more grasta sharing the equipping character is receiving.
The critical rate boost allows attackers to be mostly self-sufficient for that, freeing up your team choices for when you wouldn't be able to conveniently provide guaranteed criticals to them mid-battle. But of course, if you don't need the extra damage and reliability matters more, Void weapons are still better at this.
The SPD +20 passive may help with Another Force thresholds, but sometimes it can also be undesirable when trying to make an attacker act after other allies have used support effects.
A: 155 / M: 18 * Damage +10% when at max HP * Drain 1% of damage dealt Obtain: Purgatory Ensemble Upgrade: N/A |
The Purgatory Sword is a budget option for damage that may prove useful early on.
A: 175 / M: 21 * Gain 1% additional combo per hit, per enemy * Type Atk +10~30.4% based on Light/Shadow Obtain: farmable from Sapient Complex: Midnight AD Upgrade: N/A |
The Cursed Time weapons basically give the option to use Combo Ore in your weapon slot. This is mostly useful on characters playing a supporting role in Another Force, preferably on those with higher hit counts. The combo gain from it alone is small enough to where it's only really worth it if you don't have any other need for your weapon slot, as it's unlikely to affect your damage much outside of very strict strategies.
The Type Attack boost is basically standard fare for characters at low Light/Shadow values, but progressively becomes higher than that of the Void weapons once past 125 Light/Shadow.
A: 185 / M: 22 * Damage +30% × (№ of enemies - 1) * MP Regen (10 MP) Obtain: farmable from Iscariot AD Upgrade: farmable from Iscariot AD |
The Keseph weapons provide the option to use Last Stand Ore in your weapon slot. This is mostly not useful as ore slots on damage dealers are rarely actually all filled, and so you would prefer to use it in a grasta slot to free up your weapon slot for a different multiplier or effect. Still, in cases where you do manage to have them all filled without using Last Stand (or do not have access to/enough grasta ores) and are facing multiple enemies, the Keseph weapons can provide a stronger boost than most other weapons.
A: 190 / M: 23 * Damage +5% per turn (max +50%) * Overthrow: Damage +(EnemyLv2 ÷ 700)% Obtain: Uquaji Clan exchange Upgrade: N/A |
The Mujima weapons provide very high damage passives for superboss fights. Most recent superbosses are at least lv120 (Lv.?? enemies have hidden levels), which means you get about 20%+ damage from the Overthrow passive. For the damage growth passive, it's straightforward. With just the turn 1 value you get 5% damage. Multiplied with the Overthrow passive you have 26% (1.2 × 1.05) damage and each turn further increases it.
The damage increase is so high for superbosses that it somewhat ties with prismatics in their specialized case of hitting weaknesses for physical attacks, and then exceeds them as turns pass. Basically, in most cases, you'll be getting the highest damage increase from a Mujima weapon, although some other weapons may also be equally effective in early turns.
Obviously though, unlike Voids/Prismatics, you don't get any critical rate passive with these, so things like that can still matter more for damage if you wouldn't have a convenient source on your team. Similarly, something like the SPD reduction on Indomitables can matter more for SPD control, when raw damage isn't the main issue you're facing.
Note that the Overthrow here is considered different from the Another Sense/Buff and you can use both without any conflict. Both the Overthrow and Damage Growth passives are multiplicative with every damage increase category.
A: 227 / M: 28 * Overthrow: Damage +(EnemyLv2 ÷ 320)% * Critical Rate +100% Obtain: Defeat [Bandit King] Picky Upgrade: N/A |
The Elpis weapons generally provide the most damage you can get for superbosses in early turns currently, due to the strength of their Overthrow scaling. Mujima weapons will start to outperform them after about 6 turns have passed.
A: 165 / M: 20 * Change normal attack into a Fire type slash attack * Fire Type Resistance +1.5% Obtain: Complete Chapter 44 Upgrade: Ogres Spike |
This weapon is just something to keep in mind for fringe strategies to get increased AF gain in Fire Zone from any sword character, without using MP.
A: 185 / M: 22 * Physical Resistance +10% * Drain 3% of damage dealt Obtain: Defeat Kodama, of the Antiquity Garulea Eight Spirits Upgrade: N/A |
Miaki’s Sword can offer nice flexibility for some rotations by allowing one character to be capable of self-sustain but this is fairly niche. Cress may choose to use it to counteract the recoil of his 5★ personal skill, as another use example, but note that the healing adds extra animation delay for AF.
A: 127 / M: 15 * SPD +15 Obtain: Auction House Upgrade: N/A |
Falcon Sword is an option for +5 SPD over Swift Cherry Blossoms at the cost of a lot of offensive power.
A: 175 / M: 21 * Physical Resistance +20% * Type Resistance +20% Obtain: farmable from Present Garulea Continent Upgrade: farmable from Present/Future Garulea Continent |
This weapon provides a lot of passive damage reduction against elemental physical attacks, but note that resistance passives also diminish with mid-battle buffs.
A: 180 / M: 92 * When Attack: Thunder/Shade/Crystal Resistance -25% (3 turns, 50% chance each) * SPD +30
Obtain: farmable from Schnaud Castle Upgrade: farmable from City of Lost Paradise AD |
The Luna weapons are accessible options for notable SPD control, which can be useful for sequencing turn order in strict setups or allowing more actions in Another Force as needed. The other passive can also be useful for easing the requirements of debuff punisher skills.
Sword of Ringing/Echoing Abyss
A: 10~175 / M: 1~21 * Changes normal attack into a 1000~2000 HP self-heal skill * Obtain Skill: 0~40MP AoE Magic 0~160%
Obtain: The 3000 Realm Ark and the Sea Abyss Ch1 Upgrade: Harpoon Fishing |
The Abyss weapons can serve as an alternative to Wisdom weapons for providing any character with a Magic skill. This can allow them to contribute increased AF gain in Magic Zones when they may not have been able to otherwise.
A: 165 / M: 20 * HP+ 500 * MP +100 Obtain: farmable from Tower of Selection/Unclean Lands Upgrade: farmable from Mysterious Vortex AD - Tower of Selection |
Time-Restored Sword provides another option for increased raw bulk, although with extra MP flexibility in place of having as much HP as Illusion Speed.
A: 175 / M: 21 * Slash Resistance of targets you attack -20% (~50% chance, 3 turns) * Critical Damage +14% Obtain: farmable from Dust City Upgrade: farmable from Mysterious Vortex AD - Dust City |
Starmade Sword allows Sword users to provide extra Slash damage support with its chance at Slash Res down. This can be very useful against bosses with high Res buffs on themselves, where you’d want all the Res down you can get to subtract from it.
The Critical Damage passive means it can still be a decent pick for Sword damage dealers too.
A: 170 / M: 130 * Critical Rate +30% Obtain: Complete all 10 Missions in Mementos AD Upgrade: N/A |
Violet’s personal weapon enables her to be almost completely self-sufficient as far as critical hits are concerned. Using a single Critical Rate Ore is enough to guarantee criticals when using Sword Dance. While only one passive is listed, the higher than usual MAtk of the weapon also serves to passively increase her damage due to elemental modifier in the damage formula. It effectively translates into a ~12% damage increase to her elemental attacks, while having higher Atk than the similar Wisdom Sword, although now also less than Prismatic.
Sword of Despair (+10) (Guildna)
A: 165 / M: 20 * Damage +60% per each knocked out ally * Physical Resistance +15% Obtain: Defeat Jazelle, from Rebirth of the Beast King Upgrade: Snake Bone Island |
Guildna’s personal weapon enables him to output insane damage in specialized scenarios focused on abusing it. It can still provide significant damage even with minimal sacrifice such as giving up backline allies that you would not need. Nowadays though, there’s a lot more ways to increase damage to the point where it may not be worth it to go through the hoops of having allies die.
A: 155 / M: 19 * Damage +20% when target in Pain Obtain: Citadel of Time Ruins - Road to Earth Spirit's Trial Upgrade: N/A |
Velvet’s personal weapon has a very strong passive if you can enable it. The notable thing about it is that it is multiplicative with everything else, including the similar effects from grasta, so it scales well in the presence of other damage passives. You should still be wary of the lower-end Atk in some cases though.
A: 190 / M: 23 * Critical Rate +70% * Replace normal attack with Origin Force Obtain: Defeat Ogre Rancorem: Light, from Apex of Logic Mythos Ch5 Upgrade: Defeat Ogre Rancorem: Light’s Rematch |
OR: Light gives Aldo a bit more utility and extra options to boost his own damage. The gained skill can cleanse enemy buffs/debuffs, while also permanently debuffing their PWR/INT/SPD, and gives Aldo a 25% PWR increase. Just keep in mind there is a turn delay before you can reuse the skill. If the skill effects will not be particularly useful, the crit rate passive is still generally welcome, although basically outclassed by Void/Prismatic if only serving that purpose.
A: 180 / M: 160 * Critical Rate +100% * HP Regen (50% Multiplier) * Damage +10% when at max HP Obtain: Defeat Lavoger, from Complex Dream additional quests Upgrade: N/A |
Grand Dream basically gives Serge a slightly upgraded Prismatic Sword in terms of damage.
Katana Weapons
A: 192 / M: 32 * Damage +30% when below 50% HP * SPD +30 Obtain: farmable from Baruoki Otherlands (VH) Upgrade: farmable from Baruoki Otherlands (VH) |
Crescent Shadow is a good option for Tsukiha AS, Heena, and Melissa if using her SPD skill. They work to make the SPD into damage on top of its increased AF threshold benefits. Should you be able to activate the second passive, it further provides a sizable boost to damage. Of course, its use isn’t just limited to characters like them and others can use it for SPD control and/or if the direct damage passive will be predictably activated.
A: 161 / M: 26 * Type Attack +10% * Reserves HP Restore +55% Obtain: Toto Dreamland exchange Upgrade: Future Migleina Continent, Toto Dreamland AD (H) |
Stardream Sword is an alright option for katana damage dealers. With the advent of grasta sharing and max HP/type attack armor, you should be careful using it on characters affected by several such effects as they all stack additively and the additional 10% might be outdone by other weapons.
A: 192 / M: 32 * Damage +15% when target in Pain * When Attack: Pain Obtain: Defeat Genkame, of the Antiquity Garulea Eight Spirits Upgrade: N/A |
Miaki’s Katana is a strong choice for katana damage dealers due to the strength of its passive, which multiplies with every other damage source, and its high tier Atk. Its secondary passive helps it be self-sufficient and the consistency is easily improved by employing one of various other ways to inflict pain on enemies.
Adamantine Katana (Type Attack)
A: 161 / M: 55 * Type Attack +20% * Reserves MP Restore +100% Obtain: Adamantine Questline Choice Upgrade: Adamantine Upgrade Questline |
If chosen, the Adamantine Katana can serve to be a sizable and consistent damage boost weapon early on. But at later stages of the game with more passive effects coming into play, it can be hard to justify the lower Atk in some contexts.
A: 172 / M: 29 * PWR +30 * SPD -30 Obtain: farmable from Burning Beast King’s Castle AD (VH) Upgrade: N/A |
Indomitable Katana works well for damage boost on katana damage dealers that can afford to lose some SPD. It can also be used to secure a turn order that allows you to buff said damage dealer before they can attack. Despite the 202 Atk it seemingly equates to, 30 of that being in the form of PWR leads to a notable damage boost over an actual 202 Atk weapon, owing to damage formula specifics. On average, it effectively translates into being a 202 Atk weapon with an ~11% damage bonus.
A: 161 / M: 139 * INT +30 * Obtain Skill: Pseudo Spell (30MP ST Magic 180%) Obtain: Auction House Upgrade: N/A |
The Katana of Wisdom has newfound potency in the wake of grasta sharing. With max HP/type attack weapons getting potentially worse alongside them, due to additive stacking, Wisdom provides a damage boost in a more resilient form by improving elemental modifier in the damage formula. In general it can be said to be a 161 Atk weapon with a ~16% elemental damage boost for most katana characters. If you’re in a position to abuse an enemy weakness, then the extra MAtk matters much more as it will also factor into calculating the weakness multiplier, on top of what it was already doing. The Magic skill may also allow for getting increased AF gain in Magic Zones.
A: 192 / M: 32 * Damage +20% when at max HP * HP Regen (40% Multiplier) Obtain: Future Garulea Continent AD exchange Upgrade: N/A |
Ocean Katana is a fairly strong katana, provided you can maintain its condition. On top of the difficulty that may pose, it is also subject to relatively reduced effect in the presence of a significant total of other max HP/type attack damage passives affecting the character it’s on, so choose it wisely. That being said, its high-end Atk lets it work particularly well when you can comfortably play to its strengths.
A: 182 / M: 30 * Thunder Type Attack +20% * When Attack: PWR -20% Obtain: farmable from Antiquity Zerberiya Continent: Thunder AD Upgrade: farmable from Antiquity Zerberiya Continent: Thunder AD |
Azul Rama is an option for high-end type attack that only Victor can really benefit from. It’s still fairly outclassed by other weapons in a number of situations though.
A: 161 / M: 27 * Damage +15% when at max HP * Poison Immunity Obtain: Cooking Minigame exchange Upgrade: N/A |
The cooking katana is pretty fair for a damage boost option despite low-end Atk, as long as you can maintain the condition. It’s clearly inferior to Ocean Katana outside of its poison immunity, which will not matter in most cases.
A: 198 / M: 33 * Type Attack +20% * Critical Rate +100% Obtain: Defeat Genkame and One Wheel, of the Underworld Duo Spirits Upgrade: N/A |
The Void weapons are strong options that allow for more team flexibility. In some cases, it may not be convenient to provide critical rate buffs for your damage dealers. In those, the weapons allow you to sidestep that and focus on other things to bring with the team slots. Additionally, the other passive is generally as good as it gets for type attack and may justify using it even without a need for critical rate, in some cases.
A: 192 / M: 158 * Critical Rate +70% * SPD +20 Obtain: Chrono Cross symphony exchange Upgrade: N/A |
Prismatic weapons are very strong damage options for physical attackers. This is due to the combination of their significantly above average M.Atk and 70% critical rate boost. The M.Atk increase serves to notably augment elemental modifier value in the damage formula, similar to Wisdom weapons, but without losing any notable Atk for it, unlike those. If an enemy is weak to your attack, then the extra M.Atk will factor into weakness modifier value as well and it is hard to find better damage choices than these in those scenarios.
Even when not hitting weakness they are still very strong options that do not suffer the additive stacking of type atk/max hp passives, and so can be notably better the more grasta sharing the equipping character is receiving.
The critical rate boost allows attackers to be mostly self-sufficient for that, freeing up your team choices for when you wouldn't be able to conveniently provide guaranteed criticals to them mid-battle. But of course, if you don't need the extra damage and reliability matters more, Void weapons are still better at this.
The SPD +20 passive may help with Another Force thresholds, but sometimes it can also be undesirable when trying to make an attacker act after other allies have used support effects.
A: 182 / M: 30 * Gain 1% additional combo per hit, per enemy * Type Atk +10~30.4% based on Light/Shadow Obtain: farmable from Sapient Complex: Midnight AD Upgrade: N/A |
The Cursed Time weapons basically give the option to use Combo Ore in your weapon slot. This is mostly useful on characters playing a supporting role in Another Force, preferably on those with higher hit counts. The combo gain from it alone is small enough to where it's only really worth it if you don't have any other need for your weapon slot, as it's unlikely to affect your damage much outside of very strict strategies.
The Type Attack boost is basically standard fare for characters at low Light/Shadow values, but progressively becomes higher than that of the Void weapons once past 125 Light/Shadow.
A: 192 / M: 32 * Damage +30% × (№ of enemies - 1) * MP Regen (10 MP) Obtain: farmable from Iscariot AD Upgrade: farmable from Iscariot AD |
The Keseph weapons provide the option to use Last Stand Ore in your weapon slot. This is mostly not useful as ore slots on damage dealers are rarely actually all filled, and so you would prefer to use it in a grasta slot to free up your weapon slot for a different multiplier or effect. Still, in cases where you do manage to have them all filled without using Last Stand (or do not have access to/enough grasta ores) and are facing multiple enemies, the Keseph weapons can provide a stronger boost than most other weapons.
A: 172 / M: 29 * Damage +14% when target is Poisoned * When Attack: Poison Obtain: farmable from Tower Argentauri Upgrade: farmable from Mysterious Vortex AD - Tower Argentauri |
Time-Restored Katana is basically a poison Miaki’s Katana but with notably lower Atk.
A: 198 / M: 33 * Damage +5% per turn (max +50%) * Overthrow: Damage +(EnemyLv2 ÷ 700)% Obtain: Uquaji Clan exchange Upgrade: N/A |
The Mujima weapons provide very high damage passives for superboss fights. Most recent superbosses are at least lv120 (Lv.?? enemies have hidden levels), which means you get about 20%+ damage from the Overthrow passive. For the damage growth passive, it's straightforward. With just the turn 1 value you get 5% damage. Multiplied with the Overthrow passive you have 26% (1.2 × 1.05) damage and each turn further increases it.
The damage increase is so high for superbosses that it somewhat ties with prismatics in their specialized case of hitting weaknesses for physical attacks, and then exceeds them as turns pass. Basically, in most cases, you'll be getting the highest damage increase from a Mujima weapon, although some other weapons may also be equally effective in early turns.
Obviously though, unlike Voids/Prismatics, you don't get any critical rate passive with these, so things like that can still matter more for damage if you wouldn't have a convenient source on your team. Similarly, something like the SPD reduction on Indomitables can matter more for SPD control, when raw damage isn't the main issue you're facing.
Note that the Overthrow here is considered different from the Another Sense/Buff and you can use both without any conflict. Both the Overthrow and Damage Growth passives are multiplicative with every damage increase category.
A: 237 / M: 39 * Overthrow: Damage +(EnemyLv2 ÷ 320)% * Critical Rate +100% Obtain: Flotsam Isle Trading quest Upgrade: N/A |
The Elpis weapons generally provide the most damage you can get for superbosses in early turns currently, due to the strength of their Overthrow scaling. Mujima weapons will start to outperform them after about 6 turns have passed.
A: 172 / M: 29 * Change normal attack into a Water type slash attack * Water Type Resistance +1.5% Obtain: Complete Chapter 44 Upgrade: Ogres Spike |
This weapon is just something to keep in mind for fringe strategies to get increased AF gain in Water Zone from any katana character, without using MP.
A: 132 / M: 22 * SPD +15 Obtain: Auction House Upgrade: N/A |
Falcon Katana is an easier to get option for SPD increase over Crescent Shadow, but it comes at the cost of a lot of offensive power.
A: 187 / M: 101 * When Attack: Thunder/Shade/Crystal Resistance -25% (3 turns, 50% chance each) * SPD +30
Obtain: farmable from Lunar Ghost City Upgrade: farmable from City of Lost Paradise AD |
The Luna weapons are accessible options for notable SPD control, which can be useful for sequencing turn order in strict setups or allowing more actions in Another Force as needed. The other passive can also be useful for easing the requirements of debuff punisher skills. There are also a couple of katana characters whose damage depends on their SPD.
A: 182 / M: 30 * HP +1000 * MP Regen (10 MP) Obtain: farmable from Underworld Upgrade: farmable from Garulea Continent/Underworld |
Illusion Shade can be used for some situational flexibility with its MP regen. The extra survivability with 1000 HP goes along with this idea as well.
Katana of Ringing/Echoing Abyss
A: 10~182 / M: 1~30 * Changes normal attack into a 1000~2000 HP self-heal skill * Obtain Skill: 0~40MP AoE Magic 0~160%
Obtain: The 3000 Realm Ark and the Sea Abyss Ch1 Upgrade: Harpoon Fishing |
The Abyss weapons can serve as an alternative to Wisdom weapons for providing any character with a Magic skill. This can allow them to contribute increased AF gain in Magic Zones when they may not have been able to otherwise.
A: 182 / M: 30 * SPD +29~40 based on Light/Shadow * Critical Damage +15% Obtain: farmable from Mercy Keep Upgrade: farmable from Mysterious Vortex AD - Land of Ro |
Starmade Katana provides about the same damage increase as Prismatic Katana for Katana SPD formula damage dealers (Melissa, Tsukiha AS), if they do not need the passive critical rate or if they’re not hitting a weakness (otherwise, they’d want Prismatic).
It can give higher SPD for turn order control than other Katanas, if the user has high enough Light/Shadow.
A: 198 / M: 33 * Critical Damage +30% * Obtain Skill: Throne of Thorns Obtain: Defeat EPS-209 Murphy, from Apex of Logic Mythos Ch2 Upgrade: Defeat several more bosses unlocked by future chapters |
Regret is a pretty strong weapon even just with its damage passive. The skill it provides Curio allows for access to the rare Break effect, which is very useful in some cases. Additionally, preemptive guaranteed Poison from it can allow for some convenience in setting up Poison grasta.
Ax Weapons
A: 200 / M: 8 * Type Attack +10% * Pain/Poison Multiplier +120% Obtain: Defeat Moonfire, of the Present Garulea Eight Spirits Upgrade: N/A |
Dark Spirit Ax is a generally good option for ax damage dealers. With the advent of grasta sharing and max HP/type attack armor though, you should be careful using it on characters affected by several such effects as they all stack additively and the additional 10% can become much less relevant against other weapons.
A: 189 / M: 8 * PWR +15 * MP Consumption -15% Obtain: farmable from Antiquity Garulea Continent Upgrade: farmable from Antiquity/Future Garulea Continent |
Dragon Bone Ax is effectively an ax with 204 Atk. But with 15 of that being PWR, it results in about an extra 5% damage boost on average, due to damage formula interactions.
A: 200 / M: 8 * Damage +15% when at max HP * SPD +30 Obtain: Defeat Black Bonze, of the Antiquity Garulea Eight Spirits Upgrade: N/A |
Miaki’s Ax is a strong option for ax damage dealers if you can maintain its condition. The SPD is also a nice bonus on an offensive weapon for possibly hitting increased AF thresholds. Kikyo can benefit a lot from this weapon due to the SPD-based damage scaling on her main skills.
A: 167 / M: 40 * Type Attack +20% * Reserves MP Restore +100% Obtain: Adamantine Questline Choice Upgrade: Adamantine Upgrade Questline |
If chosen, the Adamantine Ax can serve to be a sizable and consistent damage boost weapon early on. But at later stages of the game with more passive effects coming into play, it can be hard to justify the lower Atk in some contexts.
A: 172 / M: 29 * PWR +30 * SPD -30 Obtain: farmable from Burning Beast King’s Castle AD (VH) Upgrade: N/A |
Indomitable Ax works well for damage boost on ax damage dealers that can afford to lose some SPD. It can also be used to secure a turn order that allows you to buff said damage dealer before they can attack. Despite the 202 Atk it seemingly equates to, 30 of that being in the form of PWR leads to a notable damage boost over an actual 202 Atk weapon, owing to damage formula specifics. On average, it effectively translates into being a 202 Atk weapon with an ~11% damage bonus.
A: 167 / M: 133 * INT +30 * Obtain Skill: Pseudo Spell (30MP ST Magic 180%) Obtain: Auction House Upgrade: N/A |
Wisdom weapons have newfound potency in the presence of grasta sharing. With max HP/type attack weapons getting potentially worse alongside them, due to additive stacking, Wisdom provides a damage boost in a more resilient form by improving elemental modifier in the damage formula. In general it can be said to be a 167 Atk weapon with a ~17% elemental damage boost for most ax characters. If you’re in a position to abuse an enemy weakness, then the extra MAtk matters much more as it will also factor into calculating the weakness multiplier, on top of what it was already doing. The Magic skill may also allow for getting increased AF gain in Magic Zones.
A: 200 / M: 8 * Damage +15% when target in Pain * When Attack: Type Resistance -15% Obtain: Future Garulea Continent AD exchange Upgrade: N/A |
Tail Slasher is a strong choice for ax damage dealers due to the strength of its passive, which multiplies with every other damage source, and its high tier Atk. By the time you have access to it, it’s fairly easy to gear its user or allies to enable the condition for it, provided they aren’t already capable of that with their skills.
A: 167 / M: 7 * Damage +15% when at max HP * Poison Immunity Obtain: Cooking Minigame exchange Upgrade: N/A |
The cooking ax is pretty fair for a damage boost option despite low-end Atk, as long as you can maintain the condition. It’s clearly inferior to Miaki’s Ax outside of its poison immunity, which will not matter in most cases.
A: 205 / M: 9 * Type Attack +20% * Critical Rate +100% Obtain: Defeat Akadenchu and Strong Fox Spirit, of the Underworld Duo Spirits Upgrade: N/A |
The Void weapons are strong options that allow for more team flexibility. In some cases, it may not be convenient to provide critical rate buffs for your damage dealers. In those, the weapons allow you to sidestep that and focus on other things to bring with the team slots. Additionally, the other passive is generally as good as it gets for type attack and may justify using it even without a need for critical rate, in some cases.
A: 189 / M: 8 * Critical Damage +15% * MP Regen (10 MP) Obtain: farmable from Underworld Upgrade: farmable from Garulea Continent/Underworld |
Illusion Slash allows for critical damage buffs in passive form along with some MP regen. Keep in mind that this follows the same rules as mid-battle critical damage buffs and will stack additively with them. So it may perform notably worse than some other options if you’re already gaining it from skills.
A: 200 / M: 150 * Critical Rate +70% * SPD +20 Obtain: Chrono Cross symphony exchange Upgrade: N/A |
Prismatic weapons are very strong damage options for physical attackers. This is due to the combination of their significantly above average M.Atk and 70% critical rate boost. The M.Atk increase serves to notably augment elemental modifier value in the damage formula, similar to Wisdom weapons, but without losing any notable Atk for it, unlike those. If an enemy is weak to your attack, then the extra M.Atk will factor into weakness modifier value as well and it is hard to find better damage choices than these in those scenarios.
Even when not hitting weakness they are still very strong options that do not suffer the additive stacking of type atk/max hp passives, and so can be notably better the more grasta sharing the equipping character is receiving.
The critical rate boost allows attackers to be mostly self-sufficient for that, freeing up your team choices for when you wouldn't be able to conveniently provide guaranteed criticals to them mid-battle. But of course, if you don't need the extra damage and reliability matters more, Void weapons are still better at this.
The SPD +20 passive may help with Another Force thresholds, but sometimes it can also be undesirable when trying to make an attacker act after other allies have used support effects.
A: 189 / M: 8 * Gain 1% additional combo per hit, per enemy * Type Atk +10~30.4% based on Light/Shadow Obtain: farmable from Sapient Complex: Midnight AD Upgrade: N/A |
The Cursed Time weapons basically give the option to use Combo Ore in your weapon slot. This is mostly useful on characters playing a supporting role in Another Force, preferably on those with higher hit counts. The combo gain from it alone is small enough to where it's only really worth it if you don't have any other need for your weapon slot, as it's unlikely to affect your damage much outside of very strict strategies.
The Type Attack boost is basically standard fare for characters at low Light/Shadow values, but progressively becomes higher than that of the Void weapons once past 125 Light/Shadow.
A: 200 / M: 8 * Damage +30% × (№ of enemies - 1) * MP Regen (10 MP) Obtain: farmable from Iscariot AD Upgrade: farmable from Iscariot AD |
The Keseph weapons provide the option to use Last Stand Ore in your weapon slot. This is mostly not useful as ore slots on damage dealers are rarely actually all filled, and so you would prefer to use it in a grasta slot to free up your weapon slot for a different multiplier or effect. Still, in cases where you do manage to have them all filled without using Last Stand (or do not have access to/enough grasta ores) and are facing multiple enemies, the Keseph weapons can provide a stronger boost than most other weapons.
A: 172 / M: 29 * Gain 1% additional combo per hit, per enemy * Type Atk +10% Obtain: farmable from Thundering Fortress Upgrade: farmable from Mysterious Vortex AD - Thundering Fortress |
The Time-Restored Ax is an alternative Ax of Cursed Time with lower stats.
A: 205 / M: 9 * Damage +5% per turn (max +50%) * Overthrow: Damage +(EnemyLv2 ÷ 700)% Obtain: Uquaji Clan exchange Upgrade: N/A |
The Mujima weapons provide very high damage passives for superboss fights. Most recent superbosses are at least lv120 (Lv.?? enemies have hidden levels), which means you get about 20%+ damage from the Overthrow passive. For the damage growth passive, it's straightforward. With just the turn 1 value you get 5% damage. Multiplied with the Overthrow passive you have 26% (1.2 × 1.05) damage and each turn further increases it.
The damage increase is so high for superbosses that it somewhat ties with prismatics in their specialized case of hitting weaknesses for physical attacks, and then exceeds them as turns pass. Basically, in most cases, you'll be getting the highest damage increase from a Mujima weapon, although some other weapons may also be equally effective in early turns.
Obviously though, unlike Voids/Prismatics, you don't get any critical rate passive with these, so things like that can still matter more for damage if you wouldn't have a convenient source on your team. Similarly, something like the SPD reduction on Indomitables can matter more for SPD control, when raw damage isn't the main issue you're facing.
Note that the Overthrow here is considered different from the Another Sense/Buff and you can use both without any conflict. Both the Overthrow and Damage Growth passives are multiplicative with every damage increase category.
A: 245 / M: 11 * Overthrow: Damage +(EnemyLv2 ÷ 320)% * Critical Rate +100% Obtain: Lernica Weather Sidequest Upgrade: N/A |
The Elpis weapons generally provide the most damage you can get for superbosses in early turns currently, due to the strength of their Overthrow scaling. Mujima weapons will start to outperform them after about 6 turns have passed.
A: 178 / M: 8 * Change normal attack into an Earth type slash attack * Earth Type Resistance +1.5% Obtain: Complete Chapter 44 Upgrade: Ogres Spike |
This weapon is just something to keep in mind for fringe strategies to get increased AF gain in Earth Zone from any ax character, without using MP.
A: 137 / M: 5 * SPD +15 Obtain: Auction House Upgrade: N/A |
Falcon Ax is generally just a weaker Miaki’s Ax. It can serve a substitute role if you have difficulty acquiring that and desire its SPD bonus.
A: 194 / M: 78 * When Attack: Thunder/Shade/Crystal Resistance -25% (3 turns, 50% chance each) * SPD +30
Obtain: farmable from Schnaud Castle Upgrade: farmable from City of Lost Paradise AD |
The Luna weapons are accessible options for notable SPD control, which can be useful for sequencing turn order in strict setups or allowing more actions in Another Force as needed. The other passive can also be useful for easing the requirements of debuff punisher skills.
A: 10~189 / M: 0~8 * Changes normal attack into a 1000~2000 HP self-heal skill * Obtain Skill: 0~40MP AoE Magic 0~160%
Obtain: The 3000 Realm Ark and the Sea Abyss Ch1 Upgrade: Harpoon Fishing |
The Abyss weapons can serve as an alternative to Wisdom weapons for providing any character with a Magic skill. This can allow them to contribute increased AF gain in Magic Zones when they may not have been able to otherwise.
A: 189 / M: 8 * When Attack: Pain * SPD +29~40 based on Light/Shadow Obtain: farmable from Dust City Upgrade: farmable from Mysterious Vortex AD - Dust City |
Starmade Ax gives another option for passive Pain infliction to enable conditionals, while also providing potentially higher SPD for turn order control than other Axes.
Lance Weapons
A: 185 / M: 22 * Type Attack +20% * MP Consumption -20% Obtain: farmable from Ratle Otherlands (VH) Upgrade: farmable from Ratle Otherlands (VH) |
Ulcanactos is a generally strong damage option for lance characters. If the character using it is subject to a high total of max HP/type attack passives from other sources, then the effect may become relatively weaker than other options due to additive stacking, which is something to keep in mind.
A: 185 / M: 22 * Type Attack +10% * Damage +30% when below 50% HP Obtain: Defeat Enenra, of the Antiquity Garulea Eight Spirits |
Miaki’s Lance is a solid damage option for lance characters. In scenarios where you would naturally fulfill its conditional boost, it becomes notably stronger than a lot of other options. However, if the 2nd effect is not reliably usable, it should be noted that the consistent 10% may perform worse relative to other weapon options if used by a character affected by a high total of max HP/type attack passives from other sources.
Adamantine Lance (Type Attack)
A: 155 / M: 50 * Type Attack +20% * Reserves MP Restore +100% Obtain: Adamantine Questline Choice Upgrade: Adamantine Upgrade Questline |
If chosen, the Adamantine Lance can serve to be a sizable and consistent damage boost weapon early on. But at later stages of the game with more passive effects coming into play, it can be hard to justify the lower Atk in some contexts.
A: 165 / M: 20 * PWR +30 * SPD -30 Obtain: farmable from Burning Beast King’s Castle AD (VH) Upgrade: N/A |
Indomitable Lance works well for damage boost on lance damage dealers that can afford to lose some SPD. It can also be used to secure a turn order that allows you to buff said damage dealer before they can attack. Despite the 195 Atk it seemingly equates to, 30 of that being in the form of PWR leads to a notable damage boost over an actual 195 Atk weapon, owing to damage formula specifics. On average, it effectively translates into being a 195 Atk weapon with an ~11% damage bonus.
A: 155 / M: 145 * INT +30 * Obtain Skill: Pseudo Spell (30MP ST Magic 180%) Obtain: Auction House Upgrade: N/A |
Wisdom weapons have newfound potency in the presence of grasta sharing. With max HP/type attack weapons getting potentially worse alongside them, due to additive stacking, Wisdom provides a damage boost in a more resilient form by improving elemental modifier in the damage formula. In general it can be said to be a 155 Atk weapon with a ~16% elemental damage boost for most lance characters. If you’re in a position to abuse an enemy weakness, then the extra MAtk matters much more as it will also factor into calculating the weakness multiplier, on top of what it was already doing. The Magic skill may also allow for getting increased AF gain in Magic Zones.
A: 155 / M: 19 * Damage +15% when at max HP * Poison Immunity Obtain: Cooking Minigame exchange Upgrade: N/A |
The cooking lance is pretty fair for a damage boost option despite low-end Atk, as long as you can maintain the condition.
A: 175 / M: 21 * Shade Type Attack +20% Obtain: farmable from Antiquity Zerberiya Continent: Shade AD Upgrade: farmable from Antiquity Zerberiya Continent: Shade AD |
Azul Spatha is only really usable by Milsha, for its damage passive. It’s a solid weapon for her if you’re focusing just on her 5★ Shade skill and don’t require something more specialized.
A: 190 / M: 23 * Type Attack +20% * Critical Rate +100% Obtain: Defeat Kodama and Moonfire, of the Underworld Duo Spirits Upgrade: N/A |
The Void weapons are strong options that allow for more team flexibility. In some cases, it may not be convenient to provide critical rate buffs for your damage dealers. In those, the weapons allow you to sidestep that and focus on other things to bring with the team slots. Additionally, the other passive is generally as good as it gets for type attack and may justify using it even without a need for critical rate, in some cases.
A: 185 / M: 165 * Critical Rate +70% * SPD +20 Obtain: Chrono Cross symphony exchange Upgrade: N/A |
Prismatic weapons are very strong damage options for physical attackers. This is due to the combination of their significantly above average M.Atk and 70% critical rate boost. The M.Atk increase serves to notably augment elemental modifier value in the damage formula, similar to Wisdom weapons, but without losing any notable Atk for it, unlike those. If an enemy is weak to your attack, then the extra M.Atk will factor into weakness modifier value as well and it is hard to find better damage choices than these in those scenarios.
Even when not hitting weakness they are still very strong options that do not suffer the additive stacking of type atk/max hp passives, and so can be notably better the more grasta sharing the equipping character is receiving.
The critical rate boost allows attackers to be mostly self-sufficient for that, freeing up your team choices for when you wouldn't be able to conveniently provide guaranteed criticals to them mid-battle. But of course, if you don't need the extra damage and reliability matters more, Void weapons are still better at this.
The SPD +20 passive may help with Another Force thresholds, but sometimes it can also be undesirable when trying to make an attacker act after other allies have used support effects.
A: 175 / M: 21 * Gain 1% additional combo per hit, per enemy * Type Atk +10~30.4% based on Light/Shadow Obtain: farmable from Sapient Complex: Midnight AD Upgrade: N/A |
The Cursed Time weapons basically give the option to use Combo Ore in your weapon slot. This is mostly useful on characters playing a supporting role in Another Force, preferably on those with higher hit counts. The combo gain from it alone is small enough to where it's only really worth it if you don't have any other need for your weapon slot, as it's unlikely to affect your damage much outside of very strict strategies.
The Type Attack boost is basically standard fare for characters at low Light/Shadow values, but progressively becomes higher than that of the Void weapons once past 125 Light/Shadow.
A: 185 / M: 22 * Damage +30% × (№ of enemies - 1) * MP Regen (10 MP) Obtain: farmable from Iscariot AD Upgrade: farmable from Iscariot AD |
The Keseph weapons provide the option to use Last Stand Ore in your weapon slot. This is mostly not useful as ore slots on damage dealers are rarely actually all filled, and so you would prefer to use it in a grasta slot to free up your weapon slot for a different multiplier or effect. Still, in cases where you do manage to have them all filled without using Last Stand (or do not have access to/enough grasta ores) and are facing multiple enemies, the Keseph weapons can provide a stronger boost than most other weapons.
A: 165 / M: 20 * Damage +15% when target in Pain * SPD +15 Obtain: farmable from Thundering Fortress Upgrade: farmable from Mysterious Vortex AD - Thundering Fortress |
Time-Restored Lance possesses a strong damage passive with its pain punisher (being multiplicative with everything), but it can be held back by its lower-end Atk in comparison to other weapons in lategame. The SPD may also prove situationally useful in combination with the damage passive.
A: 190 / M: 23 * Damage +5% per turn (max +50%) * Overthrow: Damage +(EnemyLv2 ÷ 700)% Obtain: Uquaji Clan exchange Upgrade: N/A |
The Mujima weapons provide very high damage passives for superboss fights. Most recent superbosses are at least lv120 (Lv.?? enemies have hidden levels), which means you get about 20%+ damage from the Overthrow passive. For the damage growth passive, it's straightforward. With just the turn 1 value you get 5% damage. Multiplied with the Overthrow passive you have 26% (1.2 × 1.05) damage and each turn further increases it.
The damage increase is so high for superbosses that it somewhat ties with prismatics in their specialized case of hitting weaknesses for physical attacks, and then exceeds them as turns pass. Basically, in most cases, you'll be getting the highest damage increase from a Mujima weapon, although some other weapons may also be equally effective in early turns.
Obviously though, unlike Voids/Prismatics, you don't get any critical rate passive with these, so things like that can still matter more for damage if you wouldn't have a convenient source on your team. Similarly, something like the SPD reduction on Indomitables can matter more for SPD control, when raw damage isn't the main issue you're facing.
Note that the Overthrow here is considered different from the Another Sense/Buff and you can use both without any conflict. Both the Overthrow and Damage Growth passives are multiplicative with every damage increase category.
A: 227 / M: 28 * Overthrow: Damage +(EnemyLv2 ÷ 320)% * Critical Rate +100% Obtain: Defeat [Storm King] Ikaruga Upgrade: N/A |
The Elpis weapons generally provide the most damage you can get for superbosses in early turns currently, due to the strength of their Overthrow scaling. Mujima weapons will start to outperform them after about 6 turns have passed.
A: 165 / M: 20 * Change normal attack into a Wind type pierce attack * Wind Type Resistance +1.5% Obtain: Complete Chapter 44 Upgrade: Ogres Spike |
This weapon is just something to keep in mind for fringe strategies to get increased AF gain in Wind Zone from any lance character, without using MP.
A: 185 / M: 22 * SPD +20 * Reserves MP Restore +55% Obtain: Defeat Demon Spider, of the Present Garulea Eight Spirits Upgrade: N/A |
Dark Spirit Naginata is one of a number of options to get a SPD passive on lances, landing somewhere in the middle.
A: 127 / M: 15 * SPD +15 Obtain: Auction House Upgrade: N/A |
Falcon Lance is generally just a weaker Dark Spirit’s Naginata. It can serve a substitute role if you have difficulty acquiring that and desire its SPD bonus.
A: 175 / M: 21 * MP +60 * SPR +15 Obtain: farmable from Present Garulea Continent Upgrade: farmable from Present/Future Garulea Continent |
This weapon is mostly just notable for providing Tiramisu some flexibility in increasing or maxing her SPR.
A: 185 / M: 22 * HP +1000 * MP Regen (10 MP) Obtain: Future Garulea Continent AD exchange Upgrade: N/A |
Fishhook Spear can be used for some situational flexibility with its MP regen. The extra survivability with 1000 HP goes along with this idea as well. Garambarrel may generally prefer this when using his HP-based damage skill.
A: 180 / M: 92 * When Attack: Thunder/Shade/Crystal Resistance -25% (3 turns, 50% chance each) * SPD +30
Obtain: farmable from Lunar Ghost City Upgrade: farmable from City of Lost Paradise AD |
The Luna weapons are accessible options for notable SPD control, which can be useful for sequencing turn order in strict setups or allowing more actions in Another Force as needed. The other passive can also be useful for easing the requirements of debuff punisher skills.
A: 175 / M: 21 * Physical Resistance +20% * Type Resistance +20% Obtain: farmable from Underworld Upgrade: farmable from Garulea Continent/Underworld |
Illusion Read allows for a lot of passive survivability, if you’re in specific need of it. Keep in mind that resistance from passives is still subject to diminishing returns with those from skills.
Lance of Ringing/Echoing Abyss
A: 10~175 / M: 1~21 * Changes normal attack into a 1000~2000 HP self-heal skill * Obtain Skill: 0~40MP AoE Magic 0~160%
Obtain: The 3000 Realm Ark and the Sea Abyss Ch1 Upgrade: Harpoon Fishing |
The Abyss weapons can serve as an alternative to Wisdom weapons for providing any character with a Magic skill. This can allow them to contribute increased AF gain in Magic Zones when they may not have been able to otherwise.
A: 175 / M: 21 * Type Res Debuffs +15% * When Attack: INT -20% (~15% chance) Obtain: farmable from Mercy Keep Upgrade: farmable from Mysterious Vortex AD - Land of Ro |
Starmade Lance can help to provide extra (TotalValue+15)% Res down on Lance characters you’re using with specific or general Type Res debuffs. This is increasingly relevant with a lot of bosses having high Res buffs.
The INT debuff is unreliable and the type of passive is also more reliably available from Grasta ores, so you’re unlikely to want to use this for that purpose specifically.
Bow Weapons
A: 158 / M: 44 * Type Attack +10% * When Attack: Pain Obtain: farmable from Present Garulea Continent Upgrade: farmable from Present Garulea Continent |
Cherry Blossom Cloud is a solid weapon for bow damage dealers in general. With the advent of grasta sharing and max HP/type attack armor though, you should be careful using it on characters affected by several such effects as they all stack additively and the additional 10% might be outdone by other weapons. The chance to inflict 3-turn pain may provide additional utility for it in some cases where it might otherwise just be an inferior damage option.
A: 167 / M: 47 * Damage +15% when at max HP * Drain 3% of damage dealt Obtain: Defeat Yasuzume, of the Antiquity Garulea Eight Spirits Upgrade: N/A |
Miaki’s Bow is a solid weapon for bow damage dealers, capable of ensuring its own condition in AF. Its damage passive is subject to contested scaling in presence of type attack/max HP effects from other sources, due to additive stacking. The self-sustain it allows can provide some flexibility with rotations in general.
A: 140 / M: 60 * Type Attack +20% * Reserves MP Restore +100% Obtain: Adamantine Questline Choice Upgrade: Adamantine Upgrade Questline |
If chosen, the Adamantine Bow can serve to be a sizable and consistent damage boost weapon early on. But at later stages of the game with more passive effects coming into play, it can be hard to justify the lower Atk in some contexts.
A: 149 / M: 42 * PWR +30 * SPD -30 Obtain: farmable from Burning Beast King’s Castle AD (VH) Upgrade: N/A |
Indomitable Bow works well for damage boost on bow damage dealers that can afford to lose some SPD. It can also be used to secure a turn order that allows you to buff said damage dealer before they can attack. Despite the 179 Atk it seemingly equates to, 30 of that being in the form of PWR leads to a notable damage boost over an actual 179 Atk weapon, owing to damage formula specifics. On average, it effectively translates into being a 179 Atk weapon with an ~12% damage bonus.
A: 140 / M: 160 * INT +30 * Obtain Skill: Pseudo Spell (30MP ST Magic 180%) Obtain: Auction House Upgrade: N/A |
Wisdom weapons have newfound potency in the presence of grasta sharing. With max HP/type attack weapons getting potentially worse alongside them, due to additive stacking, Wisdom provides a damage boost in a more resilient form by improving elemental modifier in the damage formula. In general it can be said to be a 140 Atk weapon with a ~19% elemental damage boost for most bow characters. If you’re in a position to abuse an enemy weakness, then the extra MAtk matters much more as it will also factor into calculating the weakness multiplier, on top of what it was already doing. The Magic skill may also allow for getting increased AF gain in Magic Zones.
A: 167 / M: 47 * Type Attack +10% * MP Consumption -20% Obtain: Specter Citadel Locked Room Upgrade: N/A |
Exotic Bow is basically an upgrade over Cherry Blossom Cloud as long as you can reliably activate pain for grasta through other means. The same scaling limitations of Cherry Blossom Cloud also apply.
A: 171 / M: 48 * Damage +50% when at max HP * MP +100 Obtain: Chapter 71 Upgrade: Present Garulea Continent |
Elegant Icicle Bow is on another tier entirely when compared to most weapons. The high power it allows comes with the tradeoff of its condition though, so you should still be careful when choosing to use it. The MP increase can be especially useful for Alma when making use of her magic skill in combination with Mental Focus.
A: 140 / M: 39 * Damage +15% when at max HP * Poison Immunity Obtain: Cooking Minigame exchange Upgrade: N/A |
The cooking bow is pretty fair for a damage boost option despite low-end Atk, as long as you can maintain the condition. It’s clearly inferior to the other max HP bows outside of its poison immunity though, which will not matter in most cases.
A: 158 / M: 44 * Crystal Type Attack +20% * When Attack: INT -20% Obtain: farmable from Antiquity Zerberiya Continent: Crystal AD Upgrade: farmable from Antiquity Zerberiya Continent: Crystal AD |
Azul Arco is only really usable by Mistrare or Alma, for its damage passive. It’s a good option for them if focusing just on their Crystal damage, if they wouldn’t be able to use something like the Icicle Bow and don’t need something more specialized like Indomitable/Prismatic.
A: 171 / M: 48 * Type Attack +20% * Critical Rate +100% Obtain: Defeat Enenra and Protection Demon, of the Underworld Duo Spirits Upgrade: N/A |
The Void weapons are strong options that allow for more team flexibility. In some cases, it may not be convenient to provide critical rate buffs for your damage dealers. In those, the weapons allow you to sidestep that and focus on other things to bring with the team slots. Additionally, the other passive is generally as good as it gets for type attack and may justify using it even without a need for critical rate, in some cases.
A: 158 / M: 44 * HP +1000 * PWR +20 Obtain: farmable from Underworld Upgrade: farmable from Garulea Continent/Underworld |
Illusion Fog roughly equates to being a 175 Atk bow with a ~7% damage bonus from the passive PWR increase, on average, owing to damage formula specifics. It’s an alright option if you don’t have better or aren’t in need of something more specialized.
A: 167 / M: 183 * Critical Rate +70% * SPD +20 Obtain: Chrono Cross symphony exchange Upgrade: N/A |
Prismatic weapons are very strong damage options for physical attackers. This is due to the combination of their significantly above average M.Atk and 70% critical rate boost. The M.Atk increase serves to notably augment elemental modifier value in the damage formula, similar to Wisdom weapons, but without losing any notable Atk for it, unlike those. If an enemy is weak to your attack, then the extra M.Atk will factor into weakness modifier value as well and it is hard to find better damage choices than these in those scenarios.
Even when not hitting weakness they are still very strong options that do not suffer the additive stacking of type atk/max hp passives, and so can be notably better the more grasta sharing the equipping character is receiving.
The critical rate boost allows attackers to be mostly self-sufficient for that, freeing up your team choices for when you wouldn't be able to conveniently provide guaranteed criticals to them mid-battle. But of course, if you don't need the extra damage and reliability matters more, Void weapons are still better at this.
The SPD +20 passive may help with Another Force thresholds, but sometimes it can also be undesirable when trying to make an attacker act after other allies have used support effects.
A: 158 / M: 44 * Gain 1% additional combo per hit, per enemy * Type Atk +10~30.4% based on Light/Shadow Obtain: farmable from Sapient Complex: Midnight AD Upgrade: N/A |
The Cursed Time weapons basically give the option to use Combo Ore in your weapon slot. This is mostly useful on characters playing a supporting role in Another Force, preferably on those with higher hit counts. The combo gain from it alone is small enough to where it's only really worth it if you don't have any other need for your weapon slot, as it's unlikely to affect your damage much outside of very strict strategies.
The Type Attack boost is basically standard fare for characters at low Light/Shadow values, but progressively becomes higher than that of the Void weapons once past 125 Light/Shadow.
A: 167 / M: 47 * Damage +30% × (№ of enemies - 1) * MP Regen (10 MP) Obtain: farmable from Iscariot AD Upgrade: farmable from Iscariot AD |
The Keseph weapons provide the option to use Last Stand Ore in your weapon slot. This is mostly not useful as ore slots on damage dealers are rarely actually all filled, and so you would prefer to use it in a grasta slot to free up your weapon slot for a different multiplier or effect. Still, in cases where you do manage to have them all filled without using Last Stand (or do not have access to/enough grasta ores) and are facing multiple enemies, the Keseph weapons can provide a stronger boost than most other weapons.
A: 171 / M: 48 * Damage +5% per turn (max +50%) * Overthrow: Damage +(EnemyLv2 ÷ 700)% Obtain: Uquaji Clan exchange Upgrade: N/A |
The Mujima weapons provide very high damage passives for superboss fights. Most recent superbosses are at least lv120 (Lv.?? enemies have hidden levels), which means you get about 20%+ damage from the Overthrow passive. For the damage growth passive, it's straightforward. With just the turn 1 value you get 5% damage. Multiplied with the Overthrow passive you have 26% (1.2 × 1.05) damage and each turn further increases it.
The damage increase is so high for superbosses that it somewhat ties with prismatics in their specialized case of hitting weaknesses for physical attacks, and then exceeds them as turns pass. Basically, in most cases, you'll be getting the highest damage increase from a Mujima weapon, although some other weapons may also be equally effective in early turns.
Obviously though, unlike Voids/Prismatics, you don't get any critical rate passive with these, so things like that can still matter more for damage if you wouldn't have a convenient source on your team. Similarly, something like the SPD reduction on Indomitables can matter more for SPD control, when raw damage isn't the main issue you're facing.
Note that the Overthrow here is considered different from the Another Sense/Buff and you can use both without any conflict. Both the Overthrow and Damage Growth passives are multiplicative with every damage increase category.
A: 158 / M: 44 * Drain 1% of damage dealt * Damage +15% when at max HP Obtain: farmable from Mercy Keep Upgrade: farmable from Mysterious Vortex AD - Land of Ro |
Starmade Bow is Miaki’s Bow with some lower numbers but you can farm multiples. Take that as you will.
A: 204 / M: 58 * Overthrow: Damage +(EnemyLv2 ÷ 320)% * Critical Rate +100% Obtain: Fileria Basement quest Upgrade: N/A |
The Elpis weapons generally provide the most damage you can get for superbosses in early turns currently, due to the strength of their Overthrow scaling. Mujima weapons will start to outperform them after about 6 turns have passed.
A: 139 / M: 39 * HP +1000 * Physical Resistance +10% Obtain: Toto Dreamland exchange Upgrade: Future Migleina Continent, Toto Dreamland AD (H) |
Lolipopper can give extra bulk to a Bow character, which can be situationally useful.
A: 158 / M: 44 * SPD +15 * Physical Resistance +10% Obtain: farmable from Antiquity Garulea Continent Upgrade: farmable from Antiquity/Future Garulea Continent |
Dragon Bone Bow allows for some extra SPD without giving up too much Atk, for bows.
A: 114 / M: 32 * SPD +15 Obtain: Auction House Upgrade: N/A |
Falcon Bow is a weaker Dragon Bone Bow with an alternative acquisition method.
A: 158 / M: 44 * When Attack: Physical Resistance -20% * When Attack: SPD -20% Obtain: farmable from Present Garulea Continent Upgrade: farmable from Present Garulea Continent |
This weapon can have some value as a way to get uncommon debuffs on enemies to enable characters with debuff punisher skill effects.
A: 163 / M: 116 * When Attack: Thunder/Shade/Crystal Resistance -25% (3 turns, 50% chance each) * SPD +30
Obtain: farmable from Schnaud Castle Upgrade: farmable from City of Lost Paradise AD |
The Luna weapons are accessible options for notable SPD control, which can be useful for sequencing turn order in strict setups or allowing more actions in Another Force as needed. The other passive can also be useful for easing the requirements of debuff punisher skills.
A: 9~158 / M: 2~44 * Changes normal attack into a 1000~2000 HP self-heal skill * Obtain Skill: 0~40MP AoE Magic 0~160%
Obtain: The 3000 Realm Ark and the Sea Abyss Ch1 Upgrade: Harpoon Fishing |
The Abyss weapons can serve as an alternative to Wisdom weapons for providing any character with a Magic skill. This can allow them to contribute increased AF gain in Magic Zones when they may not have been able to otherwise.
A: 149 / M: 42 * Physical Resistance +15% * Type Resistance +15% Obtain: farmable from Thundering Fortress Upgrade: farmable from Mysterious Vortex AD - Thundering Fortress |
Time-Restored Bow allows for a lot of passive survivability, if you’re in specific need of it. Keep in mind that resistance from passives is still subject to diminishing returns with those from skills.
Fists Weapons
A: 151 / M: 25 * Type Attack +10% * MP Consumption -10% Obtain: Toto Dreamland exchange Upgrade: Future Migleina Continent, Toto Dreamland AD (H) |
Toto’s Luckypuncher is a generally good weapon, although its Atk is a bit on the low side. With the advent of grasta sharing and max HP/type attack armor in particular, you should be careful using it on characters affected by several such effects as they all stack additively and the additional 10% is more easily outdone by other weapons then.
A: 181 / M: 30 * Type Attack +10% * SPD +20 Obtain: Defeat Strong Fox Spirit, of the Present Garulea Eight Spirits Upgrade: N/A |
Dark Spirit Claws are a strong choice for fist damage dealers with the strength of both of its passives and its high atk stat. Similarly to Toto’s Luckypuncher, it is still limited for raw damage by the same concerns in some cases. However, the SPD gives the claws more flexibility for consideration of their use in general.
A: 181 / M: 30
* Critical Rate +20% Obtain: Defeat Crab Bonze, of the Antiquity Garulea Eight Spirits Upgrade: N/A |
Miaki’s Fists are a strong option, providing a competitive passive to Indomitable Fists with no need for SPD loss. The 20 PWR effectively translates into a ~7% damage bonus on a 201 Atk weapon due to damage formula specifics, on average for fists characters. The critical rate is an okay addition, but unlikely to be too relevant.
Adamantine Knuckles (Type Attack)
A: 152 / M: 55 * Type Attack +20% * Reserves MP Restore +100% Obtain: Adamantine Questline Choice Upgrade: Adamantine Upgrade Questline |
If chosen, the Adamantine Fists can serve to be a sizable and consistent damage boost weapon early on. But at later stages of the game with more passive effects coming into play, it can be hard to justify the lower Atk in some contexts.
A: 162 / M: 27 * PWR +30 * SPD -30 Obtain: farmable from Burning Beast King’s Castle AD (VH) Upgrade: N/A |
Indomitable Fists work well for damage boost on fists damage dealers that can afford to lose some SPD. It can also be used to secure a turn order that allows you to buff said damage dealer before they can attack. Despite the 192 Atk it seemingly equates to, 30 of that being in the form of PWR leads to a notable damage boost over an actual 192 Atk weapon, owing to damage formula specifics. On average, it effectively translates into being a 192 Atk weapon with an ~11% damage bonus.
A: 152 / M: 148 * INT +30 * Obtain Skill: Pseudo Spell (30MP ST Magic 180%) Obtain: Auction House Upgrade: N/A |
Wisdom weapons have newfound potency in the presence of grasta sharing. With max HP/type attack weapons getting potentially worse alongside them, due to additive stacking, Wisdom provides a damage boost in a more resilient form by improving elemental modifier in the damage formula. In general it can be said to be a 152 Atk weapon with a ~18% elemental damage boost for most fists characters. If you’re in a position to abuse an enemy weakness, then the extra MAtk matters much more as it will also factor into calculating the weakness multiplier, on top of what it was already doing. The Magic skill may also allow for getting increased AF gain in Magic Zones.
A: 172 / M: 29 * Damage +15% when at max HP * MP +60 Obtain: farmable from Present Garulea Continent Upgrade: farmable from Present/Future Garulea Continent |
Crafted Scratch is a fairly strong damage option as long as you can maintain its condition. Its passive is also subject to contested scaling in presence of other type attack/max HP effects from other sources, due to additive stacking. The extra MP it provides can also give some flexibility.
A: 181 / M: 30 * Damage +15% when target Poisoned * When Attack: Poison Obtain: Land of Ro: Dungeon Ruins Hidden Room Upgrade: N/A |
Fugu Fists are a strong choice for fists damage dealers due to the strength of its passive, which multiplies with every other damage source, and its high tier Atk. Its secondary passive helps it be self-sufficient and the consistency is improvable by employing other ways to inflict poison on enemies.
A: 152 / M: 25 * Damage +15% when at max HP * Poison Immunity Obtain: Cooking Minigame exchange Upgrade: N/A |
The cooking fists are pretty fair for a damage boost option despite low-end Atk, as long as you can maintain the condition. It’s clearly inferior to Crafted Scratch outside of its poison immunity, which will not matter in most cases.
A: 186 / M: 31 * Type Attack +20% * Critical Rate +100% Obtain: Defeat Yasuzume and Strong Fox Spirit, of the Underworld Duo Spirits Upgrade: N/A |
The Void weapons are strong options that allow for more team flexibility. In some cases, it may not be convenient to provide critical rate buffs for your damage dealers. In those, the weapons allow you to sidestep that and focus on other things to bring with the team slots. Additionally, the other passive is generally as good as it gets for type attack and may justify using it even without a need for critical rate, in some cases.
A: 181 / M: 169 * Critical Rate +70% * SPD +20 Obtain: Chrono Cross symphony exchange Upgrade: N/A |
Prismatic weapons are very strong damage options for physical attackers. This is due to the combination of their significantly above average M.Atk and 70% critical rate boost. The M.Atk increase serves to notably augment elemental modifier value in the damage formula, similar to Wisdom weapons, but without losing any notable Atk for it, unlike those. If an enemy is weak to your attack, then the extra M.Atk will factor into weakness modifier value as well and it is hard to find better damage choices than these in those scenarios.
Even when not hitting weakness they are still very strong options that do not suffer the additive stacking of type atk/max hp passives, and so can be notably better the more grasta sharing the equipping character is receiving.
The critical rate boost allows attackers to be mostly self-sufficient for that, freeing up your team choices for when you wouldn't be able to conveniently provide guaranteed criticals to them mid-battle. But of course, if you don't need the extra damage and reliability matters more, Void weapons are still better at this.
The SPD +20 passive may help with Another Force thresholds, but sometimes it can also be undesirable when trying to make an attacker act after other allies have used support effects.
A: 176 / M: 29 * Gain 1% additional combo per hit, per enemy * Type Atk +10~30.4% based on Light/Shadow Obtain: farmable from Sapient Complex: Midnight AD Upgrade: N/A |
The Cursed Time weapons basically give the option to use Combo Ore in your weapon slot. This is mostly useful on characters playing a supporting role in Another Force, preferably on those with higher hit counts. The combo gain from it alone is small enough to where it's only really worth it if you don't have any other need for your weapon slot, as it's unlikely to affect your damage much outside of very strict strategies.
The Type Attack boost is basically standard fare for characters at low Light/Shadow values, but progressively becomes higher than that of the Void weapons once past 125 Light/Shadow.
A: 181 / M: 30 * Damage +30% × (№ of enemies - 1) * MP Regen (10 MP) Obtain: farmable from Iscariot AD Upgrade: farmable from Iscariot AD |
The Keseph weapons provide the option to use Last Stand Ore in your weapon slot. This is mostly not useful as ore slots on damage dealers are rarely actually all filled, and so you would prefer to use it in a grasta slot to free up your weapon slot for a different multiplier or effect. Still, in cases where you do manage to have them all filled without using Last Stand (or do not have access to/enough grasta ores) and are facing multiple enemies, the Keseph weapons can provide a stronger boost than most other weapons.
A: 186 / M: 31 * Damage +5% per turn (max +50%) * Overthrow: Damage +(EnemyLv2 ÷ 700)% Obtain: Uquaji Clan exchange Upgrade: N/A |
The Mujima weapons provide very high damage passives for superboss fights. Most recent superbosses are at least lv120 (Lv.?? enemies have hidden levels), which means you get about 20%+ damage from the Overthrow passive. For the damage growth passive, it's straightforward. With just the turn 1 value you get 5% damage. Multiplied with the Overthrow passive you have 26% (1.2 × 1.05) damage and each turn further increases it.
The damage increase is so high for superbosses that it somewhat ties with prismatics in their specialized case of hitting weaknesses for physical attacks, and then exceeds them as turns pass. Basically, in most cases, you'll be getting the highest damage increase from a Mujima weapon, although some other weapons may also be equally effective in early turns.
Obviously though, unlike Voids/Prismatics, you don't get any critical rate passive with these, so things like that can still matter more for damage if you wouldn't have a convenient source on your team. Similarly, something like the SPD reduction on Indomitables can matter more for SPD control, when raw damage isn't the main issue you're facing.
Note that the Overthrow here is considered different from the Another Sense/Buff and you can use both without any conflict. Both the Overthrow and Damage Growth passives are multiplicative with every damage increase category.
A: 162 / M: 27 * PWR +15 * Damage +10% when target in Pain Obtain: farmable from Tower of Selection/Unclean Lands Upgrade: farmable from Mysterious Vortex AD - Tower of Selection |
Time-Restored Fists are a strong choice for fists damage dealers due to the strength of the pain passive, which multiplies with every other damage source. Additionally, despite effectively being a 177 Atk weapon, 15 of that being in the form of PWR contributes to about a ~5% damage increase over just having 177 Atk directly.
A: 168 / M: 159 * HP +500 * Damage +10% while user is at max HP Obtain: farmable from Isle of Gospel Upgrade: farmable from Mysterious Vortex AD - Isle of Gospel |
Starmade Fists can provide a strong damage increase through its combination of higher than usual MAtk (leading to about ~12% more damage relatively) and max HP damage passive. The HP +500 passive can provide extra bulk at the same time, which can be especially useful for dealing with fixed number damage that’s higher than average max HP sometimes.
For Mariel ES, this is one of few Fist weapons with high MAtk stats, and it lets her get a bit stronger HP shields from her Prayers, while still increasing her damage.
A: 222 / M: 37 * Overthrow: Damage +(EnemyLv2 ÷ 320)% * Critical Rate +100% Obtain: Defeat [Dragon King] Gustaf Upgrade: N/A |
The Elpis weapons generally provide the most damage you can get for superbosses in early turns currently, due to the strength of their Overthrow scaling. Mujima weapons will start to outperform them after about 6 turns have passed.
A: 172 / M: 29 * Drain 1% of damage dealt * Type Resistance +10% Obtain: farmable from Antiquity Garulea Continent Upgrade: farmable from Antiquity/Future Garulea Continent |
Dragon Bone Fists allow for some self-sustain utility that may be helpful in some situations.
A: 124 / M: 20 * SPD +15 Obtain: Auction House Upgrade: N/A |
Falcon Knuckles are weaker Dark Spirit Claws that you may find easier to acquire.
A: 176 / M: 99 * When Attack: Thunder/Shade/Crystal Resistance -25% (3 turns, 50% chance each) * SPD +30
Obtain: farmable from Lunar Ghost City Upgrade: farmable from City of Lost Paradise AD |
The Luna weapons are accessible options for notable SPD control, which can be useful for sequencing turn order in strict setups or allowing more actions in Another Force as needed. The other passive can also be useful for easing the requirements of debuff punisher skills.
Fists of Ringing/Echoing Abyss
A: 9~172 / M: 1~29 * Changes normal attack into a 1000~2000 HP self-heal skill * Obtain Skill: 0~40MP AoE Magic 0~160%
Obtain: The 3000 Realm Ark and the Sea Abyss Ch1 Upgrade: Harpoon Fishing |
The Abyss weapons can serve as an alternative to Wisdom weapons for providing any character with a Magic skill. This can allow them to contribute increased AF gain in Magic Zones when they may not have been able to otherwise.
Hammer Weapons
A: 158 / M: 115 * Type Attack +10% * Reserves MP Restore +40% Obtain: farmable from Present Garulea Continent Upgrade: farmable from Present Garulea Continent |
Star Crusher is a solid weapon for hammer damage dealers overall. With the advent of grasta sharing and max HP/type attack armor though, you should be careful using it on characters affected by several such effects as they all stack additively and the additional 10% might be outdone by other weapons.
A: 158 / M: 115 * Damage +15% when at max HP * HP Regen (30% Multiplier) Obtain: farmable from Antiquity Garulea Continent Upgrade: farmable from Antiquity/Future Garulea Continent |
Dragon Bone Ax is a strong option for ax damage dealers if you can maintain its condition. Its damage passive is subject to contested scaling in presence of type attack/max HP effects from other sources, due to additive stacking.
A: 149 / M: 108 * PWR +30 * SPD -30 Obtain: farmable from Burning Beast King’s Castle AD (VH) Upgrade: N/A |
Indomitable Hammer works well for damage boost on hammer damage dealers that can afford to lose some SPD. It can also be used to secure a turn order that allows you to buff said damage dealer before they can attack. Despite the 179 Atk it seemingly equates to, 30 of that being in the form of PWR leads to a notable damage boost over an actual 179 Atk weapon, owing to damage formula specifics. On average, it effectively translates into being a 179 Atk weapon with an ~11% damage bonus.
A: 197 / M: 91 * PWR +20 * MP Regen (10 MP) Obtain: Future Garulea Continent AD exchange Upgrade: N/A |
Fused Tea is an exceptional and strong hammer for its very high Atk among hammer weapons, further augmented by passive PWR. Despite this, it still maintains relatively high-end MAtk, making it a strong option for hammer damage dealers. The MP regen may allow for some flexibility as well.
A: 158 / M: 115 * Thunder Type Attack +20% * MP +50 Obtain: farmable from Antiquity Zerberiya Continent: Thunder AD Upgrade: farmable from Antiquity Zerberiya Continent: Thunder AD |
Azul Meltero is only really usable by Skull, for its damage passive. Versus his personal weapon, you lose the SPD but should generally see an increase in damage, and the MP bonus can be useful as well.
A: 140 / M: 102 * Damage +15% when at max HP * Poison Immunity Obtain: Cooking Minigame exchange Upgrade: N/A |
The cooking hammer is pretty fair for a damage boost option despite low-end Atk, as long as you can maintain the condition. It’s clearly inferior to Dragon Bone Hammer outside of its poison immunity, which will not matter in most cases.
A: 171 / M: 124 * Type Attack +20% * Critical Rate +100% Obtain: Defeat Black Bonze and Tomoe Snake, of the Underworld Duo Spirits Upgrade: N/A |
The Void weapons are strong options that allow for more team flexibility. In some cases, it may not be convenient to provide critical rate buffs for your damage dealers. In those, the weapons allow you to sidestep that and focus on other things to bring with the team slots. Additionally, the other passive is generally as good as it gets for type attack and may justify using it even without a need for critical rate, in some cases.
A: 158 / M: 115 * Critical Damage +15% * SPD +30 Obtain: farmable from Antiquity Garulea Continent Upgrade: farmable from Garulea Continent/Underworld |
Illusion Destruction allows for critical damage buffs in passive form. Keep in mind that this follows the same rules as mid-battle critical damage buffs and will stack additively with them. So it may perform notably worse for damage than some other options if you’re already gaining it from skills. The SPD passive may serve to give reasons to use it even in those cases though.
A: 158 / M: 115 * Damage +15% when at max HP * Critical Damage +15% Obtain: Baruoki Ensemble Upgrade: Baruoki Ensemble & Home’s Lost Atelier AD |
Hammer of Bond is a pretty strong Hammer damage option, provided its passives aren’t too watered down by a lot of other additives of its passives already being present.
A: 167 / M: 183 * Critical Rate +70% * SPD +20 Obtain: Chrono Cross symphony exchange Upgrade: N/A |
Prismatic weapons are very strong damage options for physical attackers. This is due to the combination of their significantly above average M.Atk and 70% critical rate boost. The M.Atk increase serves to notably augment elemental modifier value in the damage formula, similar to Wisdom weapons, but without losing any notable Atk for it, unlike those. If an enemy is weak to your attack, then the extra M.Atk will factor into weakness modifier value as well and it may be hard to find better damage choices than these in those scenarios.
Even when not hitting weakness they are still very strong options that do not suffer the additive stacking of type atk/max hp passives, and so can be notably better the more grasta sharing the equipping character is receiving.
However for hammers, which already had notable M.Atk by default, the gap for these may not be as notable as with other physical weapon types.
The critical rate boost allows attackers to be mostly self-sufficient for that, freeing up your team choices for when you wouldn't be able to conveniently provide guaranteed criticals to them mid-battle. But of course, if you don't need the extra damage and reliability matters more, Void weapons are still better at this.
The SPD +20 passive may help with Another Force thresholds, but sometimes it can also be undesirable when trying to make an attacker act after other allies have used support effects.
A: 158 / M: 115 * Gain 1% additional combo per hit, per enemy * Type Atk +10~30.4% based on Light/Shadow Obtain: farmable from Sapient Complex: Midnight AD Upgrade: N/A |
The Cursed Time weapons basically give the option to use Combo Ore in your weapon slot. This is mostly useful on characters playing a supporting role in Another Force, preferably on those with higher hit counts. The combo gain from it alone is small enough to where it's only really worth it if you don't have any other need for your weapon slot, as it's unlikely to affect your damage much outside of very strict strategies.
The Type Attack boost is basically standard fare for characters at low Light/Shadow values, but progressively becomes higher than that of the Void weapons once past 125 Light/Shadow.
A: 181 / M: 30 * Damage +30% × (№ of enemies - 1) * MP Regen (10 MP) Obtain: farmable from Iscariot AD Upgrade: farmable from Iscariot AD |
The Keseph weapons provide the option to use Last Stand Ore in your weapon slot. This is mostly not useful as ore slots on damage dealers are rarely actually all filled, and so you would prefer to use it in a grasta slot to free up your weapon slot for a different multiplier or effect. Still, in cases where you do manage to have them all filled without using Last Stand (or do not have access to/enough grasta ores) and are facing multiple enemies, the Keseph weapons can provide a stronger boost than most other weapons.
A: 171 / M: 125 * Damage +5% per turn (max +50%) * Overthrow: Damage +(EnemyLv2 ÷ 700)% Obtain: Uquaji Clan exchange Upgrade: N/A |
The Mujima weapons provide very high damage passives for superboss fights. Most recent superbosses are at least lv120 (Lv.?? enemies have hidden levels), which means you get about 20%+ damage from the Overthrow passive. For the damage growth passive, it's straightforward. With just the turn 1 value you get 5% damage. Multiplied with the Overthrow passive you have 26% (1.2 × 1.05) damage and each turn further increases it.
The damage increase is so high for superbosses that it somewhat ties with prismatics in their specialized case of hitting weaknesses for physical attacks, and then exceeds them as turns pass. Basically, in most cases, you'll be getting the highest damage increase from a Mujima weapon, although some other weapons may also be equally effective in early turns.
Obviously though, unlike Voids/Prismatics, you don't get any critical rate passive with these, so things like that can still matter more for damage if you wouldn't have a convenient source on your team. Similarly, something like the SPD reduction on Indomitables can matter more for SPD control, when raw damage isn't the main issue you're facing.
Note that the Overthrow here is considered different from the Another Sense/Buff and you can use both without any conflict. Both the Overthrow and Damage Growth passives are multiplicative with every damage increase category.
A: 158 / M: 115 * Drain 1.9% of damage dealt * Critical Damage +14% Obtain: farmable from Dust City Upgrade: farmable from Mysterious Vortex AD - Dust City |
Starmade Hammer is one of a number of hammers with a Critical Damage passive. This time with a damage draining passive.
A: 204 / M: 149 * Overthrow: Damage +(EnemyLv2 ÷ 320)% * Critical Rate +100% Obtain: Defeat Melancholy Aspid Upgrade: N/A |
The Elpis weapons generally provide the most damage you can get for superbosses in early turns currently, due to the strength of their Overthrow scaling. Mujima weapons will start to outperform them after about 6 turns have passed.
A: 139 / M: 101 * Restore Skill Effects +50% * Physical Resistance +10% Obtain: Toto Dreamland exchange Upgrade: Future Migleina Continent, Toto Dreamland AD (H) |
Toto’s Trusthammer offers a high restore passive from the weapon slot, for any hammer character playing a healing role.
A: 167 / M: 121 * SPD +20 * MP Consumption -20% Obtain: Defeat Akadenchu, of the Antiquity Garulea Eight Spirits Upgrade: N/A |
Miaki’s Hammer provides a strong option for SPD control on hammers.
A: 139 / M: 161 * INT +30 * Obtain Skill: Pseudo Spell (20MP Party Heal 110%) Obtain: Auction House Upgrade: N/A |
Unlike the other Wisdom physical weapons, the hammer is in a weird spot since hammer weapons generally give notable amounts of MAtk anyway. What it does excel at is the different skill it possesses that allows you turn any hammer character into a fair healer.
A: 114 / M: 83 * SPD +15 Obtain: Auction House Upgrade: N/A |
Falcon Hammer is a weaker Miaki’s Hammer that you may find easier to acquire.
A: 162 / M: 143 * When Attack: Thunder/Shade/Crystal Resistance -25% (3 turns, 50% chance each) * SPD +30
Obtain: farmable from Schnaud Castle Upgrade: farmable from City of Lost Paradise AD |
The Luna weapons are accessible options for notable SPD control, which can be useful for sequencing turn order in strict setups or allowing more actions in Another Force as needed. The other passive can also be useful for easing the requirements of debuff punisher skills.
Hammer of Ringing/Echoing Abyss
A: 9~158 / M: 6~115 * Changes normal attack into a 1000~2000 HP self-heal skill * Obtain Skill: 0~40MP AoE Magic 0~160%
Obtain: The 3000 Realm Ark and the Sea Abyss Ch1 Upgrade: Harpoon Fishing |
The Abyss Hammer provides any hammer character with a Magic skill. This can allow them to contribute increased AF gain in Magic Zones when they may not have been able to otherwise.
A: 149 / M: 108 * When Attack: Type Resistance -30% (3 turns, 25% chance) * SPR +20~40 based on Light/Shadow Obtain: farmable from Tower of Selection/Unclean Lands Upgrade: farmable from Mysterious Vortex AD - Tower of Selection |
Time-Restored Hammer is mostly useful for Yipha AS to increase her stat grant with her Faith skill. But it also doubles as a source of a significant Type Resistance debuff that can provide extra damage when using Hammer characters for support in general.
Armor
SPD+ passives are generally desirable on characters who primarily use SPD for damage, when you want to control turn order, or when it’s desirable to increase Another Force thresholds.
PWR/Type Atk/X HP Damage+ passives naturally work best on characters focused on damage output.
MP+ or regen passives can allow some leeway for execution in longer strategies. MP+ can also serve to increase magic damage if used with Mental Focus.
Phys/Type Res passives can help to somewhat increase survivability, but there are some specifics to be careful of as they can diminish with mid-battle buffs.
by Bamiji#0999