TL;DR
- Final Fantasy Resonance has 8 weapon types: Greatswords, Katanas, Bows, Hammers, Rods, Grimoires, Guns, and Whips.
- Each weapon type has unique stat spread — some boost Phys. Atk, others favor Mag. Atk or Sanctity.
- Legendary weapons like Ragnarok+, Artemis Bow+, and Arcturus+ raise the damage cap to 99,999.
- 12 Ancient Legendary Arms exist and require special quests to unlock.
- Weapons come from shops, chests, enemy drops, story events, and the Colosseum.
- Selling a weapon only returns 25% of its buy price — so think before you sell.
Final Fantasy Resonance All Weapons: Overview
If you want to build the best party in Final Fantasy Resonance, knowing your weapons is half the battle. The game has a surprisingly wide selection across 8 weapon categories, and every type serves a different role.
Greatswords and Katanas lean toward physical fighters like Rain and Lasswell. Bows suit Fina and other characters who split between physical and magic damage. Rods and Grimoires are your go-to for pure spellcasters. Guns hit hard with raw physical attack. Hammers sit in the middle with equal physical and magic stats. And Whips offer some of the best debuff and status utility in the game.
Most weapons are found in town shops, treasure chests, and enemy drops. A smaller number come from story rewards and the Colosseum. You can only buy back a quarter of what you paid when selling, so hold onto rare pieces until you’re certain you’ve outgrown them. Also check out our best character builds guide to match weapons with the right characters.
Final Fantasy Resonance All Greatswords List
Greatswords are the main weapon class for physical fighters. Most give a solid mix of Phys. Atk and Mag. Atk. The higher-tier ones have strong passives — from elemental boosts to survivability effects. Legendary greatswords like Ragnarok+ and Lightbringer are the ceiling for this weapon type.
| Weapon | Phys. Atk | Mag. Atk | Special Effect | Where to Get |
|---|---|---|---|---|
| Crimson Saber | +21 | +9 | Increases attack by 5 | Starting / 200 gil |
| Knight’s Greatsword | +30 | +14 | Speed +5 | 500 gil |
| Bronze Sword | +28 | +13 | — | 350 gil – Airship, Grandshelt, Mitra |
| Longsword | +32 | +15 | — | 650 gil – Grandshelt, Felicitas |
| Flamberge | +41 | +19 | Increases HP by 140 | 1,000 gil / Quest: Dream of an Idealist |
| Claymore | +39 | +18 | — | 1,400 gil – Grandport Harbor |
| Knight’s Blade | +43 | +21 | — | 1,800 gil – Dilmagia, Dwarven Forge, Zoldaad |
| Moon Saber | +27 | +58 | Increases magic attack damage by 10% | 2,000 gil |
| Nocturne | +42 | +95 | Increases magic attack damage by 10% | 3,000 gil |
| Guardian Sword | +71 | +35 | Phys. Def. +36 | 3,000 gil |
| Flametongue | +52 | +24 | Fire attacks deal 20% more damage | 3,800 gil – Dwarven Forge |
| Arcana Blade | +48 | +112 | Increases magic attack damage by 10% | 4,000 gil |
| Briar Edge | +103 | +54 | Debuffs and status ailments last 1 extra turn | 4,000 gil |
| Kaiser Sword | +144 | +49 | Speed -20; deals 20% more vs elemental weakness | 4,000 gil |
| Greatsword | +66 | +31 | — | 5,500 gil – Olderion |
| Knight’s Sword | +60 | +147 | Increases magic attack damage by 10% | 5,000 gil |
| Ether’s Light | +73 | +176 | Increases magic attack damage by 10% | 6,000 gil |
| Hero’s Blade | +153 | +87 | Speed +30; Grants Bravery for 3 turns at start | 6,000 gil |
| Icebrand | +75 | +36 | Imbues physical attacks with Ice | 7,700 gil – Town of Amore |
| Rune Blade | +114 | +61 | Restores 5 MP per turn | 22,000 gil – Mysidia |
| Lunar Sword | +114 | +61 | — | 15,000 gil – Airship |
| Variable Steel | +105 | +57 | Phys. Def. +75; Grants Protect 3 turns at start | 27,500 gil – Colosseum (one only) |
| Stagger Blade | +123 | +44 | Increases stagger power by 10% | 27,500 gil – Village of Sunioo |
| Blood Sword | +135 | +73 | HP +550; Restores 10% max HP on kill | 31,000 gil – Gaberada |
| Bastard Sword | +135 | +73 | — | 30,000 gil – Airship |
| Sword of Trials | +144 | +77 | Restores 5% max MP on stagger | 35,000 gil – Sanctissimus Shrine, Duggle |
| Falchion | +153 | +81 | — | 40,000 gil – Airship |
| Malice Breaker | +162 | +85 | Reduces magic damage taken by 30% | 41,000 gil – Town of Sian |
| Indomitable | +167 | +87 | Survive once at 1 HP when lethal damage is received | 45,000 gil – Colosseum (one only) |
| Soul Sabre | +167 | +87 | — | 50,000 gil – Airship |
| Bladed Shield | +99 | +52 | Phys. Def. +40 | 10,000 gil – Airship, Zoldaad |
| Apocalypse | +174 | +90 | Grants Protect 3 turns on stagger | 8,000 gil |
| Excalibur | +174 | +90 | Light attacks deal 50% more damage | 8,000 gil |
| Lightbringer | +179 | +93 | Imbues physical attacks with Light | 8,000 gil – See Lightbringer guide |
| Save the Vermillion | +179 | +93 | Reduces physical and magic damage taken by 20% | 1,000 gil |
| Ragnarok | +191 | +99 | Increases stagger power and non-elemental damage by 25% | 200 gil (Ancient) |
| Ragnarok+ | +202 | +104 | Stagger power +25%, damage cap raised to 99,999 | Legendary upgrade – 1,000 gil |
| Ancient Greatsword | +1 | +1 | — | 200 gil (base form) |
The Lightbringer is one of the most sought-after weapons in the game. Make sure to read our dedicated Lightbringer guide to get it without missing a step.
Final Fantasy Resonance All Katanas List
Katanas are balanced weapons that favor speed-oriented builds. Many come with Speed bonuses, and some of the best katanas in Final Fantasy Resonance — like Masamune and Sasuke’s Blade — let the wielder act first in battle. They’re ideal for Lasswell and katana-class Visions.
| Weapon | Phys. Atk | Mag. Atk | Special Effect | Where to Get |
|---|---|---|---|---|
| Shiden | +16 | +12 | — | 200 gil |
| Uchigatana | +24 | +17 | — | 350 gil – Grandshelt, Mitra |
| Dodanuki | +28 | +21 | — | 700 gil – Grandshelt, Felicitas |
| Nodachi | +21 | +20 | — | 1,000 gil – Airship |
| Sakura-Fubuki | +43 | +22 | — | 1,000 gil |
| Iwakirimaru | +37 | +27 | MP +20 | 1,000 gil |
| Kogarasumaru | +34 | +25 | — | 1,500 gil – Grandport Harbor |
| Laserblade | +30 | +78 | Increases magic attack damage by 10% | 2,000 gil |
| Samurai’s Katana | +39 | +28 | HP +30 | 2,200 gil – Dilmagia, Dwarven Forge, Zoldaad |
| Tsukiyo no Tachi | +52 | +36 | Halves Wind damage taken | 2,000 gil – Airship |
| Astral Blade | +36 | +92 | Increases magic attack damage by 10% | 3,000 gil |
| Hasaito | +88 | +58 | Stagger power +10% | 3,000 gil |
| Ashura | +49 | +34 | Speed +10 | 4,200 gil – Dwarven Forge |
| Reito | +50 | +133 | Increases magic attack damage by 10% | 4,000 gil |
| Kikokusenga | +113 | +81 | Crit rate +50% on staggered enemies | 4,000 gil |
| Hototogisu | +65 | +43 | — | 5,250 gil – Olderion |
| Genmato | +71 | +207 | Increases magic attack damage by 10% | 5,000 gil |
| Shiranui | +76 | +50 | — | 7,350 gil – Town of Amore |
| Kuki | +105 | +73 | — | 9,500 gil – Zoldaad |
| Kiku-Ichimonji | +121 | +90 | Crit rate +5% | 21,000 gil – Mysidia |
| Vibroblade | +121 | +90 | — | 15,000 gil – Airship |
| Sundering Odachi | +132 | +99 | Stagger power +10% | 26,500 gil |
| Hyosetsumaru | +132 | +99 | Ice attacks deal 40% more damage | 26,500 gil – Village of Sunioo |
| Murasame | +147 | +110 | — | 30,000 gil – Airship |
| Rasetsu | +147 | +110 | Deals 20% more vs elemental weakness | 34,000 gil – Gaberada |
| Gorgon Sword | +157 | +117 | Chance to inflict Slow on standard attack | 37,000 gil – Town of Duggle |
| Carbide Blade | +168 | +124 | — | 40,000 gil – Airship |
| Kotetsu | +179 | +132 | Stagger power +20% | 42,000 gil – Town of Sian |
| Osafune | +185 | +136 | — | 50,000 gil – Airship |
| Rikudo | +66 | +189 | Speed +20; magic attack +10% | 28,000 gil – Colosseum (one only) |
| Kumobashiri | +154 | +115 | Grants Haste 3 turns at start | 6,000 gil |
| Guardbreaker | +183 | +134 | Stagger power +30% at full HP | 7,000 gil |
| Masamune | +192 | +144 | Speed +85; act first in battle; 15% chance to evade magic | 8,000 gil |
| Mutsunokami | +192 | +144 | Crit rate +50% on staggered enemies | 8,000 gil |
| Shisui | +197 | +148 | Grants Hone Senses and Placidity 5 turns at start | 1,500 gil |
| Murakumo | +197 | +148 | Sanctity +112 | 53,000 gil – Colosseum (one only) |
| Sasuke’s Blade | +209 | +160 | Crit rate +20%, evade chance +20% | 200 gil (Ancient) |
| Sasuke’s Blade+ | +220 | +171 | Crit +20%, evade +20%, damage cap raised to 99,999 | 1,500 gil – Legendary upgrade |
| Ancient Katana | +1 | +1 | — | 200 gil (base form) |
Final Fantasy Resonance All Bows List
Bows are Fina’s signature weapon type. They offer a nice balance of Phys. Atk, Mag. Atk, and Sanctity — making them great for support builds and hybrid fighters. The top-tier Artemis Bow+ is one of the strongest healer weapons in Final Fantasy Resonance.
| Weapon | Phys. Atk | Mag. Atk | Sanctity | Special Effect | Where to Get |
|---|---|---|---|---|---|
| Reincarnation | +26 | +21 | — | — | 200 gil |
| Floral Arc | +22 | +18 | +32 | — | 1,000 gil |
| Shortbow | +26 | +21 | +27 | — | 600 gil – Felicitas |
| Crescent Bow | +33 | +27 | +20 | — | 1,600 gil – Grandport Harbor |
| Composite Bow | +37 | +31 | +36 | — | 2,000 gil – Dilmagia, Dwarven Forge, Zoldaad |
| Compound Bow | +82 | +20 | — | Physical attack +10% | 2,000 gil |
| Cure Drop | +54 | +58 | +70 | Healing magic potency +10% | 3,000 gil |
| Rock Piercer | +118 | +34 | — | Physical attack +10% | 3,000 gil |
| Silver Bow | +43 | +39 | +41 | — | 4,000 gil – Airship, Dwarven Forge |
| Elfin Bow | +52 | +50 | +48 | — | 4,500 gil – Olderion |
| Heavy Crossbow | +130 | +41 | — | Physical attack +10% | 4,000 gil |
| Moon Rain | +121 | +157 | — | Speed +55; multicast doubles MP cost but keeps full effect | 4,000 gil |
| Ballista | +162 | +56 | — | Physical attack +10% | 5,000 gil |
| Seraphim Bow | +71 | +88 | +94 | Healing magic potency +10% | 5,000 gil |
| Midnight Longbow | +73 | +86 | +68 | — | 10,500 gil – Zoldaad |
| Deafening Bow | +179 | +63 | — | Physical attack +10% | 6,000 gil |
| Ydalir | +103 | +133 | — | Grants Faith 3 turns at start | 6,000 gil |
| Rune Arch | +112 | +145 | — | Multi-target attack vs single enemy deals 100% more damage | 7,000 gil |
| Longbow | +83 | +103 | +76 | — | 15,000 gil – Airship |
| Greatbow | +83 | +103 | — | Stagger power +10% | 18,000 gil – Mysidia |
| Loxley Bow | +88 | +112 | +83 | — | 23,500 gil – Village of Sunioo |
| Fujin’s Bow | +96 | +123 | +94 | Act first in battle | 32,000 gil – Airship, Gaberada |
| Rune Bow | +101 | +130 | — | MP +70 | 34,500 gil – Town of Duggle |
| Oracle Bow | +96 | +123 | +94 | — | 30,000 gil – Airship |
| Bow of the Hawk | +106 | +138 | +111 | — | 40,000 gil – Airship |
| Spellblade’s Bow | +110 | +142 | +116 | MP cost +50%, stagger power +30% | 41,000 gil – Colosseum (one only) |
| Kagura Longbow | +112 | +145 | +119 | — | 45,000 gil – Town of Sian |
| Gandiva | +115 | +150 | +125 | — | 50,000 gil – Airship |
| Elysium | +114 | +162 | +141 | Healing magic potency +20% | 1,500 gil |
| Faerie Bow | +121 | +157 | +162 | Grants Faith 3 turns at start | 8,000 gil |
| Yoichi Bow | +124 | +162 | +169 | Speed +90 | 57,000 gil – Colosseum (one only) |
| Artemis Bow | +133 | +174 | +155 | Restores MP from damage taken; healing potency +10% | 1,000 gil (Ancient) |
| Artemis Bow+ | +142 | +184 | +170 | MP restore from damage; healing +10%; damage cap to 99,999 | Legendary upgrade – 1,500 gil |
| Ancient Bow | +1 | +1 | — | — | 1,000 gil (base form) |
Final Fantasy Resonance All Hammers List
Hammers are balanced weapons — their Phys. Atk and Mag. Atk are always close in value, which makes them versatile for characters that need both. Thor’s Hammer+ is the legendary end-goal for hammer builds, offering a massive stagger and critical damage boost.
| Weapon | Phys. Atk | Mag. Atk | Special Effect | Where to Get |
|---|---|---|---|---|
| Mechabo Hammer | +33 | +33 | — | 200 gil |
| Sledgehammer | +39 | +40 | Increases critical hit rate | 2,000 gil |
| Bronze Hammer | +45 | +45 | — | 2,000 gil |
| Slam Hammer | +39 | +40 | — | 3,600 gil – Dwarven Forge |
| Dreadwing Mallet | +25 | +87 | Magic attack +10% | 2,000 gil |
| Morning Star | +35 | +118 | Magic attack +10% | 3,000 gil |
| Piercing Mace | +73 | +70 | Deals 20% more vs elemental weakness | 3,000 gil |
| Arc Hammer | +40 | +139 | Magic attack +10% | 4,000 gil |
| Clown Hammer | +78 | +76 | Chance to inflict Confuse on attack | 4,000 gil |
| Cross Pein Hammer | +51 | +49 | — | 5,000 gil – Olderion, Zoldaad |
| Bullseye Mace | +100 | +98 | Deals 20% more vs elemental weakness | 5,000 gil |
| Buster Mace | +58 | +57 | — | 7,000 gil – Town of Amore |
| Inquisitor’s Gavel | +121 | +115 | Constant Regen when below 50% HP | 6,000 gil |
| Divine Mallet | +48 | +168 | Sanctity +66; magic attack +10% | 26,500 gil – Colosseum (one only) |
| Demon’s Maul | +58 | +196 | Magic attack +10% | 6,000 gil |
| Analysis Hammer | +138 | +130 | +25% damage vs analyzed weakness targets | 7,000 gil |
| Iron Hammer | +78 | +76 | Speed +24 | 9,000 gil – Rebel Hideout, Zoldaad |
| Heroic Hammer | +90 | +88 | Grants Bravery 3 turns at start | 20,000 gil – Mysidia |
| Great Mace | +90 | +88 | — | 15,000 gil – Airship |
| Nightbreaker | +97 | +96 | Restores 5 MP per turn | 25,000 gil – Village of Sunioo |
| Star Shatterer | +114 | +110 | Stagger power +10% | 37,000 gil – Town of Duggle |
| Scorpion Tail | +107 | +105 | Chance to inflict Poison on attack | 34,000 gil – Gaberada |
| Golem Hammer | +107 | +105 | Stamina +50; Speed -30 | 30,000 gil – Airship |
| Oni Maul | +121 | +115 | — | 40,000 gil – Airship |
| Fortune’s Maul | +129 | +121 | Sanctity +71; healing potency +10% | 48,500 gil – Town of Sian |
| Gaia Hammer | +95 | +93 | Can pulverize boulders | 30,000 gil |
| War Hammer | +133 | +124 | — | 50,000 gil – Airship |
| Mjollnir | +138 | +130 | Lightning stagger power +30% | 8,000 gil |
| Pilebunker | +138 | +130 | Stagger power +40% vs elemental weakness | 8,000 gil |
| Mechabo Hammer SUPER | +142 | +133 | Grants Overclock; act first in battle | 1,000 gil |
| Thor’s Hammer | +151 | +142 | Sanctity +124; stagger +30% and damage +30% on physical crit | 200 gil (Ancient) |
| Thor’s Hammer+ | +159 | +150 | Sanctity +136; crit stagger/damage +30%; damage cap to 99,999 | 1,000 gil – Legendary upgrade |
| Ancient Hammer | +1 | +1 | — | 200 gil (base form) |
Final Fantasy Resonance All Grimoires List
Grimoires are the unique weapons for characters who learn from tomes and ancient texts. Some emphasize physical strength, others pure magic. A few standouts like the Last Resort and Codex Providentiae have powerful LB gauge mechanics that can change the flow of a fight completely. Pair these with our best Visions tier list to squeeze the most out of your casters.
| Weapon | Phys. Atk | Mag. Atk | Special Effect | Where to Get |
|---|---|---|---|---|
| Codex Belli | +37 | +69 | — | 200 gil |
| Disciple’s Grimoire | +37 | +69 | — | 4,500 gil – Town of Amore, Zoldaad |
| Total Calisthenics | +89 | +37 | Physical attack +10% | 3,000 gil |
| R’lyeh Text | +35 | +93 | Water attacks deal 30% more damage | 3,000 gil |
| Blessed Cults | +52 | +93 | Buffs applied by wielder last 1 extra turn | 3,000 gil |
| Celaeno Fragments | +59 | +105 | — | 3,000 gil |
| Adept’s Grimoire | +59 | +105 | — | 11,000 gil – Rebel Hideout, Zoldaad |
| Knightly Tactics | +45 | +81 | — | 6,300 gil – Town of Amore |
| Illegible Lexicon | +139 | +57 | Physical attack +10% | 4,000 gil |
| Annihilaticon | +59 | +105 | Inflicts Deprotect 3 turns on stagger | 4,000 gil |
| Master’s Grimoire | +69 | +122 | Crit rate +5% | 18,000 gil – Mysidia |
| Codex Asura | +69 | +122 | — | 15,000 gil – Airship |
| Book of Strength | +165 | +67 | Physical attack +10% | 5,000 gil |
| Luminous Grimoire | +76 | +134 | Buffs applied by wielder last 1 extra turn | 5,000 gil |
| Codex Pestis | +74 | +131 | Increases magic when poisoned | 22,500 gil – Village of Sunioo |
| Anatomy of Magic | +87 | +150 | Inflicts Deshell on random enemy at start | 6,000 gil |
| Battle Grimoire | +200 | +78 | Physical attack +10% | 6,000 gil |
| Arch Drain | +97 | +164 | Restores 5% max MP on stagger | 7,000 gil |
| Necronomicon | +104 | +176 | Deals 30% more vs elemental weakness | 8,000 gil |
| Book of Eibon | +104 | +176 | Magic defense +10% | 8,000 gil |
| Sage’s Journal | +81 | +142 | — | 30,000 gil – Airship |
| Tome of Grace | +81 | +142 | Sanctity +56; healing potency +10% | 35,700 gil – Gaberada |
| Book of the Stars | +87 | +150 | Magic damage +10% | 38,500 gil – Town of Duggle |
| The Savant General | +92 | +157 | — | 40,000 gil – Airship |
| Index of War | +211 | +82 | Physical attack +10% | 43,000 gil – Colosseum (one only) |
| Book of the Cosmos | +97 | +164 | Sanctity +59; restores 3% max MP on crit | 47,500 gil – Town of Sian |
| Pnakotic Manuscript | +100 | +169 | — | 50,000 gil – Airship |
| Codex Providentiae | +106 | +181 | Sanctity +169; Grants Tactic: Fluid Warfare; act first in battle | 200 gil |
| Last Resort | +112 | +193 | Sanctity +124; fills LB gauge 10% on non-damage action; buffs +1 turn | 200 gil (Ancient) |
| Last Resort+ | +118 | +204 | Sanctity +136; LB gauge +10%; buffs +1 turn; damage cap to 99,999 | 200 gil – Legendary upgrade |
| Ancient Tome | +1 | +1 | — | 45,000 gil (base form) |
Final Fantasy Resonance All Guns List
Guns are the dominant weapon type for raw physical damage. They lean heavily on Phys. Atk and most have modest Mag. Atk numbers. Several guns also come with status infliction effects, making them useful in long boss fights. The Arcturus+ pushes the damage cap to 99,999, making it the ultimate gun endgame target.
| Weapon | Phys. Atk | Mag. Atk | Special Effect | Where to Get |
|---|---|---|---|---|
| Renatus Duo | +118 | +48 | — | 200 gil |
| Repeater Rifle | +128 | +87 | Crit rate +10% | 4,000 gil |
| Mythril Cannon | +66 | +139 | Magic damage +10% | 4,000 gil |
| Pulse Cannon | +128 | +52 | Stagger power +10% | 4,000 gil |
| Barrier Bane | +142 | +57 | Chance to inflict Deprotect on attack | 5,000 gil |
| Barrel Blazer | +157 | +64 | Stagger power +10% | 5,000 gil |
| Magi-Blaster | +76 | +162 | Magic damage +10% | 5,000 gil |
| Arcane Long Rifle | +87 | +186 | Magic damage +10% | 6,000 gil |
| Rune Shooter | +100 | +207 | Magic damage +10% | 7,000 gil |
| Jackpot Gun | +216 | +86 | Speed +43; chance to inflict Poison, Silence, Blind, or Sleep | 7,000 gil |
| Peacemaker | +123 | +50 | — | 9,000 gil – Rebel Hideout |
| Spellfire | +108 | +223 | Magic damage +10% | 8,000 gil |
| Hastur Long Barrel | +216 | +86 | Inflicts Deprotect on random enemy at start | 8,000 gil |
| A-Type Sniper R | +142 | +57 | — | 15,000 gil – Airship |
| Musketoon | +142 | +57 | Restores 10% max HP on stagger | 22,000 gil – Mysidia |
| Firefly | +153 | +63 | — | 27,500 gil – Village of Sunioo |
| Impetus Breaker | +153 | +63 | Inflicts Slow on random enemy at start | 27,000 gil – Colosseum (one only) |
| Kokytos | +168 | +69 | Imbues physical attacks with Ice | 31,000 gil – Gaberada |
| Gatling Gun | +168 | +69 | — | 30,000 gil – Airship |
| Quicksilver | +178 | +73 | — | 34,500 gil – Town of Duggle |
| Loose Cannon | +189 | +76 | — | 40,000 gil – Airship |
| Silver-Round Rifle | +200 | +80 | Crit rate +10% | 48,000 gil – Town of Sian |
| Culverin | +207 | +82 | — | 50,000 gil – Airship |
| Ultra Magnum | +222 | +88 | Speed +60; 50% chance to inflict debuff on receiving physical damage | 53,000 gil – Colosseum (one only) |
| Caelum Renatum | +222 | +88 | Raises luck 8 at start; restores 2% max MP on standard attack damage | 200 gil |
| Arcturus | +237 | +94 | LB gauge +10%; luck level +1 per turn | 200 gil (Ancient) |
| Arcturus+ | +251 | +100 | LB gauge +10%; luck +1 per turn; damage cap raised to 99,999 | 200 gil – Legendary upgrade |
| Ancient Firearm | +1 | +1 | — | 200 gil (base form) |

Final Fantasy Resonance All Rods List
Rods are split into two distinct paths. Some are magic-heavy tools for casters, while others have surprisingly high Phys. Atk values — making them an unusual option for physical builds. The Wizard’s Rod+ is the ultimate rod for mages and one of the most powerful spellcasting weapons in the game. Check out our full all Visions list to find which Vision pairs best with each rod type.
| Weapon | Phys. Atk | Mag. Atk | Special Effect | Where to Get |
|---|---|---|---|---|
| White Roselia | +90 | +127 | — | 200 gil |
| Striking Staff | +230 | +84 | Physical damage +10% | 4,000 gil |
| Resonate Staff | +90 | +129 | Deals 20% more vs elemental weakness | 5,000 gil |
| War Pick | +207 | +77 | Physical damage +10% | 5,000 gil |
| Impact Wand | +108 | +155 | Stagger power +30% vs elemental weakness | 5,000 gil |
| Catastrophe | +111 | +159 | AoE attacks deal +10% per enemy hit | 5,000 gil |
| Iron Baton | +247 | +87 | Physical damage +10% | 6,000 gil |
| Barrier Staff | +123 | +171 | Grants Shell 3 turns at start | 6,000 gil |
| Rod of Focus | +105 | +151 | Stagger power +30% vs elemental weakness | 27,500 gil – Colosseum (one only) |
| Pole Mace | +265 | +92 | Physical damage +10% | 7,000 gil |
| High Caster | +145 | +192 | Speed +30; MP cost +50%, stagger power +30% | 7,000 gil |
| Mythril Rod | +96 | +138 | Fills LB gauge 10% on stagger | 22,500 gil – Village of Sunioo |
| Battle Staff | +288 | +99 | Physical damage +10% | 8,000 gil |
| Laevateinn | +150 | +199 | MP cost +50%; dealt damage +100% | 8,000 gil |
| Staff of the Magi | +117 | +166 | — | 30,000 gil – Airship |
| Vajra Staff | +117 | +166 | Restores 2% max MP on standard attack | 35,700 gil – Gaberada |
| Seraph’s Rod | +133 | +180 | — | 35,000 gil – Airship |
| Unyielding Staff | +126 | +173 | Sanctity +51; survive once at 1 HP when lethal damage received | 38,800 gil – Town of Duggle |
| Silver Staff | +141 | +188 | Sanctity +71 | 43,000 gil – Town of Sian |
| Mystletainn | +145 | +192 | — | 50,000 gil – Airship |
| Whale Whisker | +154 | +204 | HP +400; Speed +60 | 56,000 gil – Colosseum (one only) |
| Roselia | +154 | +204 | Grants Concentrate 3 turns and Sage’s Eye 4 turns at start | 200 gil |
| Wizard’s Rod | +163 | +216 | Deals 30% more vs elemental weakness; 20% chance to evade magic | 200 gil (Ancient) |
| Wizard’s Rod+ | +171 | +227 | 30% more vs weakness; magic evade +20%; damage cap to 99,999 | 200 gil – Legendary upgrade |
| Ancient Rod | +1 | +1 | — | 200 gil (base form) |
Final Fantasy Resonance All Whips List
Whips are the debuffer’s best friend. They deal hybrid damage and many of them extend the duration of debuffs and status effects — making them exceptional in long fights where landing ailments matters. The Fire Birch+ is the legendary whip and scales its damage based on how many debuffs the enemy is carrying. Combine whips with our best character builds for maximum disruption.
| Weapon | Phys. Atk | Mag. Atk | Special Effect | Where to Get |
|---|---|---|---|---|
| Empress Birch | +61 | +85 | — | 200 gil |
| Leather Whip | +67 | +94 | Speed +10 | 7,000 gil – Town of Amore |
| Power Whip | +196 | +75 | Physical attack +10% | 5,000 gil |
| Rush Whip | +219 | +81 | Physical attack +10% | 6,000 gil |
| Whip of Affliction | +119 | +168 | Debuffs and status ailments last 1 extra turn | 6,000 gil |
| Thorn Whip | +251 | +90 | Physical attack +10% | 7,000 gil |
| Dragon Whisker | +138 | +190 | Physical attack +10% | 8,000 gil |
| Rugged Whip | +50 | — | HP +2500; Stalwart Knight passive | 7,000 gil |
| Lunar Whip | +102 | +150 | Restores 3% max MP on kill | 33,300 gil |
| Whip Blade | +107 | +156 | — | 30,000 gil – Airship |
| Serpent Bone Whip | +121 | +171 | — | 40,000 gil – Airship |
| Death Adder | +114 | +163 | Chance to inflict Instant Death on attack | 36,000 gil – Town of Duggle |
| Shock Whip | +124 | +173 | Speed +45; imbues physical attacks with Lightning | 200 gil |
| Cursed Whip | +131 | +180 | Debuffs and status ailments last 1 extra turn | 45,000 gil – Colosseum (one only) |
| Shinobi’s Kusarigama | +129 | +178 | Crit rate +5% | 45,000 gil – Town of Sian |
| Beast Killer | +133 | +183 | — | 50,000 gil – Airship |
| Sleipnir’s Tail | +142 | +195 | Mag. Def. +98; Speed +60 | 55,000 gil – Colosseum (one only) |
| Abyss | +130 | +178 | Debuffs and status ailments last 2 extra turns | 200 gil |
| Fire Birch | +151 | +207 | Damage scales with enemy debuffs; debuffs last 1 extra turn | 200 gil (Ancient) |
| Fire Birch+ | +160 | +217 | Damage scales with enemy debuffs; debuffs +1 turn; damage cap to 99,999 | 200 gil – Legendary upgrade |
| Ancient Whip | +1 | +1 | — | Legendary Arms quest: 84 Tablet Shards to Enigmatic Princess at Oblivion Palace |
Getting Tablet Shards is a major part of unlocking the Ancient weapons. Check out our complete guide to all 99 Tablet Shard locations to make this process much easier.
The 12 Legendary Arms in Final Fantasy Resonance
The 12 Legendary Arms are the most powerful weapons in the game. Each one starts as an Ancient weapon — a base form found through exploration and quests — and then gets upgraded into its + version, which raises the damage cap to 99,999.
Every Legendary Arm requires a three-part process: find the introduction, defeat a guardian enemy, and then awaken the weapon. These aren’t easy. They’re designed as endgame challenges for players who’ve already cleared the main story and are ready for the hardest fights the game offers.
There are 8 Legendary Arms tied to the 8 weapon types:
- Ragnarok+ — Greatsword: Stagger and non-elemental damage +25%, damage cap raised
- Sasuke’s Blade+ — Katana: Crit and evade +20%, damage cap raised
- Artemis Bow+ — Bow: MP restore from damage, healing +10%, damage cap raised
- Thor’s Hammer+ — Hammer: Physical crit stagger and damage +30%, damage cap raised
- Last Resort+ — Grimoire: LB gauge +10% on non-damage turns, buff extension, damage cap raised
- Arcturus+ — Gun: LB +10% and luck +1 per turn, damage cap raised
- Wizard’s Rod+ — Rod: Elemental weakness +30%, magic evade +20%, damage cap raised
- Fire Birch+ — Whip: Damage scales with enemy debuffs, debuffs +1 turn, damage cap raised
The Ancient Whip from the Legendary Arms quest chain requires collecting 84 Tablet Shards and presenting them to the Enigmatic Princess at Oblivion Palace. These are significant time investments, so planning ahead is important. See our all Esper locations guide and all bosses list to be fully prepared before you take on the legendary guardians.
How to Get the Best Weapons in Final Fantasy Resonance
Most standard weapons come from town shops scattered across the map. As you progress through the story and unlock new areas, better shops open up. The Airship shop is especially useful later in the game — it stocks some of the strongest purchasable weapons in each category.
Here’s a quick breakdown by source:
- Town shops — The most consistent way to upgrade gear. Prices rise with quality, from a few hundred gil up to 57,000 for the Yoichi Bow.
- Colosseum — Exclusive weapons are sold here that can’t be found anywhere else. Each one is limited to one purchase, so commit wisely.
- Chests and drops — Many unique and mid-tier weapons are chest-only or enemy drops. These won’t be in any shop.
- Story events — A small number of weapons are tied to story milestones or NPC quests like the Flamberge from the Dream of an Idealist sidequest.
- Legendary Arms quests — The 12 Legendary Arms follow a structured three-step process and are the true endgame weapon tier.
For character-specific weapon advice, check out our best character builds guide. To understand how Visions affect your weapon performance, see our Visions tier list.
You can purchase and download Final Fantasy Resonance on Steam, PlayStation, and Xbox.
Final Fantasy Resonance Weapons: Tips and Quick Advice
- Don’t sell rare weapons early. Selling only returns 25% of the cost, and some weapons can’t be repurchased.
- Weapon type matters more than raw stats. A bow on Fina with Sanctity goes further than a higher-stat weapon with no healing bonus.
- Watch the speed stat. Weapons like Kaiser Sword (-20 Speed) can cost you turns in fast fights. Masamune (+85 Speed) gives you a huge turn-order advantage.
- Elemental passives stack with skill damage. If your character already uses Fire abilities, Flametongue’s 20% Fire bonus applies on top of skill bonuses.
- Check the Colosseum stock early. Some of the best mid-game weapons are sold exclusively there and in limited quantities.
- Plan for the damage cap. If you’re pushing endgame damage, target a Legendary + weapon to unlock 99,999 cap.
For even more useful information, see our tips and tricks guide for beginners, our guide to how to break Sealing Stones, and everything about Magicite Shards and awakening Visions.
Frequently Asked Questions: Final Fantasy Resonance Weapons
How many weapon types are in Final Fantasy Resonance?
There are 8 weapon types: Greatswords, Katanas, Bows, Hammers, Rods, Grimoires, Guns, and Whips. Each type has its own stat focus and is better suited to specific characters and builds.
What is the strongest weapon in Final Fantasy Resonance?
The Legendary + weapons are the strongest in each category — Ragnarok+ for greatswords, Sasuke’s Blade+ for katanas, Artemis Bow+ for bows, Thor’s Hammer+ for hammers, Wizard’s Rod+ for rods, Last Resort+ for grimoires, Arcturus+ for guns, and Fire Birch+ for whips. All of them raise the damage cap to 99,999.
Where do you get the Lightbringer in Final Fantasy Resonance?
The Lightbringer is a greatsword that imbues non-elemental physical attacks with the Light element. See our dedicated Lightbringer guide for the exact steps to obtain it.
What are the Twelve Legendary Arms in Final Fantasy Resonance?
The Twelve Legendary Arms are the rarest and most powerful weapons in the game. Each requires completing a three-step quest: finding an introduction event, defeating a guardian, and awakening the weapon. One of them — the Ancient Whip — requires returning 84 Tablet Shards to the Enigmatic Princess at Oblivion Palace.
Can you miss weapons permanently in Final Fantasy Resonance?
Colosseum-exclusive weapons are each sold only once, so yes, these can be permanently missed if you don’t buy them when they’re available. Story-locked items and some chest-only weapons are also one-time opportunities. Most shop weapons can be purchased anytime.
What is the best bow for Fina in Final Fantasy Resonance?
The Crescent Bow is the best early option for Fina and is available at Grandport Harbor. Later, the Loxley Bow and Fujin’s Bow offer great stat upgrades. For late-game healing builds, the Artemis Bow and its + version are the strongest choices thanks to their high Sanctity and MP-on-damage-taken effect.
How do I unlock the Legendary + weapons in Final Fantasy Resonance?
You first need to find the Ancient version of the weapon through the Legendary Arms quest chain. After defeating the guardian and completing the awakening step, the + upgrade becomes available. These quests are endgame content and require a well-prepared party. Check our all bosses list for help with the guardian fights.
Do weapon stat bonuses affect all characters equally?
No. Stats like Sanctity only benefit characters who use healing magic, while Speed changes affect turn order for every character equally. The physical vs. magic split also matters — giving a high Mag. Atk weapon to a physical attacker wastes most of that bonus. Match weapon stat priorities to your character’s role.