Game Info

Final Fantasy VII Remake Weapons: locations, best weapon and abilities for each character and more

Any good RPG has a lot of weapons, and Final Fantasy VII Remake is a do-over of one of the very best there’s ever been. So, of course, every character has a range of gear they can equip, with each weapon housing unique stats and a special weapon ability.

In this Final Fantasy VII Remake Weapons guide we’ve got the full set of weapons covered - all weapons, all abilities, both initial and fully upgraded stats and materia slots, and where to find them. Nice.

Each weapon doesn’t just offer you stat upgrades and more power - it also has its very own progression of weapon upgrades that you spend SP to unlock, and also a unique ability attached to it. The abilities are your main reason to give absolutely every weapon a try no matter what order you get them in - as while abilities are initially exclusive to their home weapon, once you’ve used the ability a bunch of times you’ll ‘master’ it, unlocking it for use with any weapon.

If you learn every weapon’s ability you can have a range of useful and different moves at your disposal by the late game. The ‘proficiency bonus’ mentioned in the list below is all about learning those moves - you’ll gain a little proficiency by simply using the move, but fulfilling the bonus will help you to master it more quickly. Learning all weapon skills also gets you another FF7 Remake trophy. You don't get new Limit Breaks with weapons - they're obtained a different way. Some housekeeping on the guide:

  • The list below also details both the initial and maximum stats of each weapon. The max stats are what is achieved when a weapon upgrades have been completely maxed out by collecting manuscripts.
  • The same is true of the materia slots on each weapon; there is the initial, then more slots are unlocked through weapon upgrades. The max slots are the same on every weapon 3x2. 
  • If you're wondering what that means, for materia slots, 1x2 = 1 paired set. 2x1 = two single. 2x2 = 2 paired set, and so on. Hit up our FF7 Remake Materia guide for more help with what to equip in those slots. The number of slots doesn't impact your ability to equip summon materia - that is a dedicated slot, one for each character.

Some weapons are indeed missable, but you can pick them up in the postgame once you unlock chapter select. If you want the same sort of information on armor, good news - we've got a full armor list and locations too!

FF7 Remake Cloud Weapons List & Locations

Cloud, of course, fights with a sword so huge that it has become iconic, but just like in the original game there are a range of whackin’ great swords that are quite different to the Buster Sword…

Best Weapons for Cloud in FF7 Remake

Given that it's so iconic you might be tempted, like us, to keep the Buster Sword equipped. However, which the best weapon option for Cloud depends a great deal on how you prefer to play him in FF7 Remake - there are a few options. Here are our thoughts, all based on when weapon upgrades are entirely maxed out - but they apply broadly all game.

  • For the best physical attack value, Hardedge is your best option. This naturally comes at the cost of your magical performance. The Infinity's End ability granted by this weapon will be Cloud's best natural damage dealer when an enemy is staggered right until the end of the game, too.
  • The Nail Bat has pretty poor stats even when fully upgraded, but it's a unique weapon with a unique move set and animations. It's good! It's just not what we'd recommend for most major battles. 
  • If you want Cloud to be part-mage, the Mythril Saber is the best weapon for magic. Its attack value is significantly lower than everything but the Nail Bat, mind.
  • This isn't true for every character, but the Twin Stinger, Cloud's final weapon is the best-of-both-worlds, with entirely even Attack and Magic stats. For our money this is the perfect balance - Cloud is a jack-of-all-trades, and that makes this the best weapon for him in FF7 Remake.

Buster Sword: 

  • Base Stats: 22 Attack, 22 Magic
  • Max Stats: 91 Attack, 91 Magic, 11 Defense, 11 Magical Defense
  • Base Slots: 1x2
  • Max Slots: 3x2
  • Ability: Focused Thrust - “Lunge toward an enemy with a piercing strike that hits multiple times. Significantly increases stagger.”
  • Proficiency Bonus: None; the Buster Sword ability starts out mastered.
  • Location: Cloud’s starting weapon.

Iron Blade: 

  • Base Stats: 23 Attack, 31 Magic
  • Max Stats: 77 Attack, 105 Magic, 13 Physical Defense
  • Base Slots: 3x1
  • Max Slots: 3x2
  • Ability: Triple Slash - “Slash three enemies in quick succession, dealing more damage with each blow.”
  • Proficiency Bonus: Strike three or more enemies.
  • Location: Receive automatically in Chapter 3 after the trip to the Scrap Boulevard

Nail Bat: 

  • Base Stats: 30 Attack, 30 Magic
  • Max Stats: 30 Attack, 30 Magic
  • Base Slots: none
  • Max Slots: 3x2
  • Ability: Disorder - “Deliver a devastating attack and switch modes in one fluid motion.”
  • Proficiency Bonus: Strike with Attack or Strong Attack after switching modes.
  • Location: Reward for ‘Kids on Patrol’ sidequest (Chapter 8). If missed, this is sold in some shops in later chapters.

Hardedge: 

  • Base Stats: 57 Attack, 19 Magic
  • Max Stats: 137 Attack, 46 Magic
  • Base Slots: 1x2, 1x1
  • Max Slots: 3x2
  • Ability: Infinity’s End - “Wind up and unleash an overhead strike. Increased damage on stagger. Costs 2 ATB.”
  • Proficiency Bonus: Strike a staggered enemy.
  • Location: Buy at Wall Market weapon shop (chapter 9).

Mythril Saber: 

  • Base Stats: 24 Attack, 72 Magic
  • Max Stats: 46 Attack, 138 Magic, 10 Magic Defense
  • Base Slots: 1x2, 2x1
  • Max Slots: 3x2
  • Ability: Blade Burst - “Unleash a wave of non-elemental mako energy at an enemy in front of you with a slash of your sword.”
  • Proficiency Bonus: Finish off an enemy.
  • Location: Buy at Wall Market weapon shop (Chapter 14)

Twin Stinger: 

  • Base Stats: 46 Attack, 46 Magic
  • Max Stats: 73 Attack, 73 Magic
  • Base Slots: 2x2
  • Max Slots: 3x2
  • Ability: Counterstance - “Brace for attacks and retaliate with a powerful slash.”
  • Proficiency Bonus: Unleash a counterattack.
  • Location: Shinra Tower (Chapter 17) -  in The Drum after reuniting with Barret.

FF7 Remake Barret Weapon List & Locations

A gun for an arm isn’t the most inconspicuous of looks for an eco-warrior on a mission of revenge, but Barret makes it work anyway. His weapons are unique in that he actually has two types - ranged guns and a couple of melee weapons that swap hot lead for brute force. 

Best Weapons for Barret in FF7 Remake

Barret is unique in FF7 Remake in that he has two different types of attack. Four of his six weapons are guns - long-distance, range-based, bullet-firing. Two weapons swap his gun arm for a brute-force physical weapon instead. That slightly complicates our choice of best weapons for Barret once they're all fully upgraded:

  • For the best gun-based raw damage output, your best bet is Big Bertha. This also teaches the Maximum Fury ability, which is Barret's best damage-dealer and does a half-decent job of boosting stagger and interrupting enemies, too.
  • If you prefer melee, your best melee weapon for Barret is the Wrecking Ball, though this comes at the cost of an absolutely huge knock to your magical potential. 
  • The last weapon you obtain for Barret, the EKG Cannon, has his lowest attack stat - but don't underestimate it. Its huge magic stat can turn Barret into an insane tank-mage combination, while his general damage output remains respectable. For our money, this is Barret's best weapon in FF7 Remake. You will need to pep up Barret's MP with MP up, however.

Gatling Gun:

  • Base Stats: 19 Attack, 19 Magic
  • Max Stats: 77 Attack, 77 Magic, 9 Physical Defense, 9 Magic Defense
  • Base Slots: 1x1
  • Max Slots: 3x2
  • Ability: Focused Shot - “Consume all ATB charges to unleash a concentrated burst of energy. Significantly increases stagger.”
  • Proficiency Bonus: Stagger an enemy.
  • Location: Barret’s starting weapon.

Light Machine Gun: 

  • Base Stats: 22 Attack, 33 Magic
  • Max Stats: 62 Attack, 93 Magic, 13 Physical Defense
  • Base Slots: 1x2
  • Max Slots: 3x2
  • Ability: Lifesaver - “Take damage intended for other party members.”
  • Proficiency Bonus: Restore an ally’s HP.
  • Location: Automatically obtained after Chapter 6.

Big Bertha:

  • Base Stats: 45 Attack, 30 Magic
  • Max Stats: 93 Attack, 62 Magic
  • Base Slots: 1x2, 1x1
  • Max Slots: 3x2
  • Ability: Maximum Fury - “Consume all ATB charges to fire a long stream of bullets at an enemy.”
  • Proficiency Bonus: Finish off an enemy.
  • Location: Buy in the Sector 6 Slums after the evacuation from Sector 7.

Steel Pincers:

  • Base Stats: 53 Attack, 39 Magic
  • Max Stats: 101 Attack, 73 Damage
  • Base Slots: 3x1
  • Max Slots: 3x2
  • Ability: Charging Uppercut - “Rush toward an enemy and launch them into the air with a furious blow. Increases charge.”
  • Proficiency Bonus: Top of energy reserve
  • This is a Barret Melee Moveset weapon. Bullet-based special moves still work the same.
  • Location: Buy at The Moogle Emporium with Moogle Medals (Chapter 14, in the kids’ den)

Wrecking Ball: 

  • Base Stats: 65 Attack, 17 Magic
  • Max Stats: 117 Attack, 31 Magic
  • Base Slots: 1x2, 2x1
  • Max Slots: 3x2
  • Ability: Smackdown - “Strike the ground and send nearby enemies flying.”
  • Proficiency Bonus: Strike three or more enemies.
  • Location: Reward for ‘Subterranean Menace’ sidequest in Chapter 14, received from Wymer in the ruined playground that leads to Sector 7.

EKG Cannon: 

  • Base Stats: 34 Attack, 65 Magic
  • Max Stats: 54 Attack, 105 Magic
  • Base Slots: 4x1
  • Max Slots: 3x2
  • Ability: Point Blank - “Consume all ATB charges to deliver a close-range attack and send enemies flying.”
  • Proficiency Bonus: Finish off an enemy
  • Location: Give 10,000 gil to Hart for a hint after talking to Domino in Shinra Tower.

FF7 Remake Tifa Weapon List

Tifa is a legendary martial artist, and has a range of gloves to fit that purpose. The abilities granted by her weapons give her a vastly improved amount of combat utility and turns her into a stagger machine, so you’ll want to collect them all.

Best Weapons for Tifa in FF7 Remake

Picking out the best weapon for Tifa depends on how you want her to play; she makes a perfectly viable mage but is also most at home as a glass cannon melee fighter. There's a few options, based on when weapon upgrades are maxed out:

  • The best weapon for Tifa in raw attack terms comes early on - her second weapon, the Metal Knuckles, as the best raw attack stat on offer for her when fully upgraded. However, their magical utility is poor.
  • The inverse of those are the Mythril Claws, which are Tifa's best weapon for magic. They have the highest magic stat available to Tifa.
  • The best balance for Tifa, which we recommend, comes with Purple Pain, which has a nice balance between attack and magical attack. Also, this weapon teaches True Strike, which is great for boosting stagger percentage to deal massive damage.

Leather Gloves: 

  • Base Stats: 27 Attack, 22 Magic
  • Max Stats: 109 Attack, 74 Magic, 8 Physical Defense, 8 Magical Defense
  • Base Slots: 1x2
  • Max Slots: 3x2
  • Ability: Divekick - “Leap into the air and unleash a powerful kick.”
  • Proficiency Bonus: Finish off an enemy.
  • Location: Tifa’s starting weapon.

Metal Knuckles: 

  • Base Stats: 54 Attack, 12 Magic
  • Max Stats: 164 Attack, 36 Magic
  • Base Slots: 1x2
  • Max Slots: 3x2
  • Ability: Overpower - “Use in conjunction with basic attacks to more effectively pressure enemies.”
  • Proficiency Bonus: Follow up with a basic attack combo after using the weapon ability.
  • Location: Dropped from Crab Warden boss in Chapter 5.

Sonic Strikers:

  • Base Stats: 32 Attack, 21 Magic
  • Max Stats: 87 Attack, 58 Magic
  • Base Slots: 2x2
  • Max Slots: 3x2
  • Ability: Focused Strike - “Evade, then unleash a charging attack. Moderately increases stagger.”
  • Proficiency Bonus: Stagger an Enemy
  • Location: Level B5 of Mako Reactor 5 in Chapter 7, inside a chest.

Feathered Gloves:

  • Base Stats: 50 Attack, 33 Magic
  • Max Stats: 120 Attack, 80 Magic
  • Base Slots: 3x1
  • Max Slots: 3x2
  • Ability: Starshower - “Unleash a flurry of powerful strikes. Increases strength of the next command executed.”
  • Proficiency Bonus: Follow up with an offensive ability or magic after using the weapon ability.
  • Location: In the Sewer System after defeating Apzu in Chapter 10; in the room with the first sluice gate.

Mythril Claws: 

  • Base Stats: 28 Attack, 55 Magic
  • Max Stats: 55 Attack, 109 Magic
  • Base Slots: 1x2, 1x1
  • Max Slots: 3x2
  • Ability: Chi Trap - “Create an orb of materialized chi that deals damage on contact.”
  • Proficiency Bonus: Strike an enemy
  • Location: Drop from Failed Experiment boss in Chapter 13.

Purple Pain: 

  • Bast Stats: 51 Attack, 41 Magic
  • Max Stats: 82 Attack, 66 Magic
  • Base Slots: 1x2, 2x1
  • Max Slots: 3x2
  • Ability: True Strike - “Deliver a tremendous blow at close range. Increased stagger damage bonus.”
  • Proficiency Bonus: Strike a staggered enemy
  • Location: Shinra Tower lobby in Chapter 16. After Tifa falls, you’ll begin climbing on a car and then some monuments toward the next story objective. After you climb onto the car and the first set of monuments but before you climb the first ladder, there are a set of overhead monkey bars you can use to cross a gap to a chest.

FF7 Remake Aerith Weapon List & Locations

Aerith’s primary role is all about magic - she shoots little bits of magic from her staff as her standard attack without costing any MP. The staff she uses unlocks new abilities, many of which can buff the party, and makes her standard attacks more powerful - though she’s definitely always a long-range fighter.

Best Aerith Weapons in FF7 Remake

As with much of the rest of the cast of FF7 Remake, the answer for which is the best weapon will very much depend on your play-style. With that said, we can recommend a few specific weapons of Aerith's for specific things:

  • For pure magic casting, the Mythril Rod will have the best Magic Attack stat in the game when fully upgraded. Remember even Aerith's basic attacks are magical and ranged.
  • The Mythril Rod also teaches you Ray of Judgment, which is by far and away Aerith's best and most useful weapon ability.
  • If you're struggling to keep Aerith away from harm's way, the Bladed Staff has a nice physical defense buff that can help.
  • On the flip side, the Reinforced Staff is the most balanced weapon of Aerith's in the game - you lose some of the attack of the Mythril Rod but get a nice magic defense buff instead - and played right, Aerith should be a good distance back from the action, spell-slinging and taking the odd spell in return.

Guard Stick: 

  • Base Stats: 29 Attack, 43 Magic
  • Max Stats: 29 Attack, 109 Magic, 7 Defense, 7 Magic Defense
  • Base Slots: 2x1
  • Max Slots: 3x2
  • Ability: Arcane Ward - “Conjure a ward. Attack spells cast within the ward will automatically be cast twice.” 
  • Proficiency Bonus: Conjure a ward
  • Location: Aerith’s starting weapon.

Silver Staff: 

  • Base Stats: 27 Attack, 50 Magic
  • Max Stats: 27 Attack, 120 Magic
  • Base Slots: 1x2
  • Max Slots: 3x2
  • Ability: Sorcerous Storm - “Deal magic damage to nearby enemies.”
  • Proficiency Bonus: Strike three or more enemies.
  • Location: Buy from The Moogle Emporium for 2 Moogle Medals.

Arcane Scepter: 

  • Base Stats: 24 Attack, 36 Magic
  • Max Stats: 24 Attack, 87 Magic
  • Base Slots: 2x2
  • Max Slots: 3x2
  • Ability: Fleeting Familiar - “Summon a fairy that attacks your enemies periodically as well as after you use abilities and spells.”
  • Proficiency Bonus: Unleash a consecutive attack of an ability or spell.
  • Location: Reward for “A Dynamite Body” sidequest in Chapter 9.

Mythril Rod: 

  • Base Stats: 24 Attack, 92 Magic
  • Max Stats: 24 Attack, 164 Magic
  • Base Slots: 3x1
  • Max Slots: 3x2
  • Ability: Ray of Judgment - “Fire an energy burst that hits multiple times. Increased stagger damage bonus. Costs 2 ATB.”
  • Proficiency Bonus: Strike a staggered enemy.
  • Location: In the Train Graveyard in Chapter 11, north of the fences where you start out.

Bladed Staff:

  • Base Stats: 39 Attack, 34 Magic
  • Max Stats: 39 Attack, 76 Magic, 13 Physical Defense
  • Base Slots: 1x2, 2x1
  • Max Slots: 3x2
  • Ability: Lustrous Shield
  • Proficiency Bonus: Strike an enemy
  • Location: Steal from Eligor, the chariot-riding boss of Chapter 11. You will, of course, need the Steal Materia equipped.

Reinforced Staff:

  • Base Stats: 50 Attack, 82 Magic
  • Max Stats: 50 Attack, 131 Magic, 13 Magic Defense
  • Base Slots: 1x2, 1x1
  • Max Slots: 3x2
  • Ability: ATB Ward - “Conjure a Madical Ward. Allies who use ATB within it regain partial ATB from your gauge. Costs 2 ATB.”
  • Proficiency Bonus: Conjure a ward
  • Location: A chest at the start of Chapter 17 - practically impossible to miss.

 

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