Final Fantasy 7 Remake: Where to Find Every Weapon
It's been a week since the game's release, leaving newcomers and longtime fans wondering where to [...]
Cloud
Buster Sword:
A large broadsword that has inherited the hopes of those who fight.
Location: Starting Weapon
Starting Materia Slots: 2 (Joined)
Attack - 22
Magic - 22
Defense - 0
Magic Defense - 0
Ability: Focused Thrust - Lunge toward an enemy with a piercing strike that hits multiple times. Significantly increases Stagger.
Iron Blade:
A greatsword cast from carefully selected iron ore.
Location: Chapter 3 - Home Sweet Slum
Starting Materia Slots: 3
Attack - 23
Magic - 31
Defense - 0
Magic Defense - 0
Ability: Triple Slash - Slash three enemies in quick succession, dealing more damage with each blow.
Nail Bat:
A crudely reinforced baseball bat. Designed to beat the living tar out of anything and everything.
Location: Chapter 8 - Budding Bodyguard (Side Quest: Kids on Patrol)
Starting Materia Slots: 0
Attack - 30
Magic - 30
Defense - 0
Magic Defense - 0
Ability: Disorder - Deliver a devastating attack and switch modes in one fluid motion.
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Hardedge:
A mighty blade able to cleave in one stroke anything foolish enough to stand in the wielder's way.
Location: Chapter 9 - The Town That Never Sleeps (Weapons Shop)
Starting Materia Slots: 3 (2 Joined 1 Single)
Attack - 57
Magic - 19
Defense - 0
Magic Defense - 0
Ability: Infinity's Edge - Wind up and unleash an overhead strike. Increased damage on stagger. Costs 2 ATB.
Mythril Saber:
An immense sword made from magic-infused Mythril ore.
Location: Chapter 14 - In Search of Hope (Weapons Shop)
Starting Materia Slots: 4 (1 Joined 2 Single)
Attack - 24
Magic - 72
Defense - 0
Magic Defense - 0
Ability: Blade Burst - Unleash a wave of non-elemental mako energy at an enemy in front of you with a slash of your sword.
Twin Stinger:
A sword forged from two existing blades. Well suited for materia.
Location: Chapter 17
Starting Materia Slots: 4 (2 Joined)
Attack - 46
Magic - 46
Defense - 0
Magic Defense - 0
Ability: Counterstance - Brace for attacks and retaliate with a powerful slash.
prevnextTifa
Leather Gloves:
Well-worn leather gloves that have seen their fair share of fights.
Location: Starting Weapon
Starting Materia Slots: 2 Joined
Attack - 32
Magic - 22
Defense - 0
Magic Defense - 0
Ability: Divekick - Leap into the air and unleash a powerful kick.
Metal Knuckles:
Gloves reinforced with metal to pack an extra punch.
Location: Chapter 5 - Dogged Pursuit (Crab Warden)
Starting Materia Slots: 2 Joined
Attack - 54
Magic - 12
Defense - 0
Magic Defense - 0
Ability: Overpower - Use in conjunction with basic attacks to more effectively pressure enemies.
Sonic Strikers:
Gloves with a sleek design. Well suited for setting materia.
Location: Chapter 7 - A Trap Is Sprung (Sentenced to Death Mission, Purple Chest)
Starting Materia Slots: 4 (2 Joined)
Attack - 32
Magic - 21
Defense - 0
Magic Defense - 0
Ability: Focused Strike - Evade, then unleash a charging attack. Moderately increases stagger.
prevnextTifa Part 2
Feathered Gloves:
Lightweight gloves embellished with feathers.
Location: Chapter 10 - Rough Waters
Starting Materia Slots: 3 (Single)
Attack - 50
Magic - 33
Defense - 0
Magic Defense - 0
Ability: Starshower - Unleash a flurry of powerful strikes. Increases strength of next command executed.
Mythril Claws:
Gloves with razor-sharp talons made of magic-infused mythril.
Location: Chapter 13 (Failed Experiment)
Starting Materia Slots: 3 (2 Joined 1 Single)
Attack - 28
Magic - 55
Defense - 0
Magic Defense - 0
Ability: Chi Trap - Create an orb of materialized chi that deals damage on contact.
Purple Pain:
Leather gloves made from the hide of a ferocious beast.
Location: Chapter 16 - The Belly of the Beast (When you fall with Tifa, take the Monkey Bars to a chest instead of climbing back up immediately).
Starting Materia Slots: 4 (2 Joined 2 Single)
Attack - 51
Magic - 41
Defense - 0
Magic Defense - 0
Ability: True Strike - Deliver a tremendous blow at close range. Increased stagger damage bonus.
prevnextBarret
Gatling Gun:
A custom-order gun commissioned specifically to take down Shinra forces. Barret's longtime right-hand man.
Location: Starting Weapon
Starting Materia Slots: 1 Single
Attack - 19
Magic - 19
Defense - 0
Magic Defense - 0
Ability: Focused Shot - Consume all ATB charges to unleash a concentrated burst of energy. Significantly increases stagger.
Light Machine Gun:
A lethal, sturdy firearm with a large magazine.
Location: Chapter 6 - Light the Way (Biggs)
Starting Materia Slots: 2 Joined
Attack - 22
Magic - 33
Defense - 0
Magic Defense - 0
Ability: Lifesaver - Take damage intended for other party members.
Big Bertha:
A firearm that boasts unrivaled destructive force. Found in the slum's black market.
Location: Chapter 13 (Slums Weapons Shop)
Starting Materia Slots: 3 (2 Joined 1 SIngle)
Attack - 45
Magic - 30
Defense - 0
Magic Defense - 0
Ability: Maximum Fury - Consume all ATB charges to fire a long stream of bullets at an enemy.
prevnextBarret Part 2
Steel Pincers:
A close-combat weapon with steel blades designed to slice enemies to ribbons.
Location: Moogle Medal Shop (7 Moogle Medals)
Starting Materia Slots: 3 Singles
Attack - 53
Magic - 39
Defense - 0
Magic Defense - 0
Ability: Charging Uppercut - Rush toward an enemy and launch them into the air with a furious blow. Increases charge.
Wrecking Ball:
A close-combat weapon capable of pulverizing enemies with a sphere of solid steel.
Location: Chapter 14 (Side Quest: Subterranean Menace)
Starting Materia Slots: 4 (2 Joined 2 Single)
Attack - 65
Magic - 17
Defense - 0
Magic Defense - 0
Ability: Smackdown - Strike the ground and send nearby enemies flying.
EKG Cannon:
A firearm whose accuracy is dependant upon the wielder's emotional state.
Location: Chapter 16 (Speak to Hart and pay him 10,000 GIL)
Starting Materia Slots: 4 Singles
Attack - 34
Magic - 65
Defense - 0
Magic Defense - 0
Ability: Point Blank - Consume all ATB charges to deliver a close-range attack and send enemies flying.
prevnextAerith
Guard Stick:
A vintage and well-cared-for staff. Also happens to be eco-friendly.
Location: Starting Weapon
Starting Materia Slots: 2 Singles
Attack - 29
Magic - 43
Defense - 0
Magic Defense - 0
Ability: Arcane Ward - Conjure a ward. Attack spells cast within the ward will automatically be cast twice.
Silver Staff:
An elegant staff treated with silver. Perfect for those proficient in magic.
Location: Chapter 8 - Budding Bodyguard (Moogle Medal Shop - 2 Moogle Medals)
Starting Materia Slots: 2 Joined
Attack - 27
Magic - 50
Defense - 0
Magic Defense - 0
Ability: Sorcerous Storm - Deal magic damage to nearby enemies.
Arcane Scepter:
A staff infused with precious gems the color of twilight. Well suited for materia.
Location: Chapter 9 - The Town That Never Sleeps (Side Quest A Dynamite Body/Shear's Counterattack)
Starting Materia Slots: 4 (4 Joined)
Attack - 24
Magic - 36
Defense - 0
Magic Defense - 0
Ability: Fleeting Familiar - Summon a fairy that attacks your enemies periodically as well as after you use abilities and spells.
prevnextAerith Part 2
Mythril Rod:
A rod made of mythril. Said to be a fabled mage's weapon of choice.
Location: Chapter 11 - Haunted (Old Train Car)
Starting Materia Slots: 3 Singles
Attack - 24
Magic - 92
Defense - 0
Magic Defense - 0
Ability: Ray of Judgement - Fire an energy burst that hits multiple times. Increased stagger damage bonus. Costs 2 ATB.
Bladed Staff:
A staff sporting deadly blades on either end. Handle with care.
Location: Chapter 11 - Haunted (Steal It From Eligor)
Starting Materia Slots: 4 (2 Joined 2 Singles)
Attack - 39
Magic - 34
Defense - 0
Magic Defense - 0
Ability: Lustrous Shield - Conjure a magical shield that keeps enemies at bay and stops projectiles.
Reinforced Staff:
A solid and durable staff experimentally produced in Hojo's laboratory.
Location: Chapter 17
Starting Materia Slots: 3 (2 Joined 1 Single)
Attack - 50
Magic - 82
Defense - 0
Magic Defense - 0
Ability: ATB Ward - Conjure a magical ward. Allies who use ATB within it regain partial ATB from your gauge. Costs 2 ATB.
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