Tower of Fantasy weapons | Pocket Tactics
In Tower of Fantasy, weapons are where it’s at. While pulling a fresh Simulacra is cool, they’re simply an avatar – the real thrill comes with the weapon they unlock. From fast-paced dual blades, to hard-hitting claymores, from swift healing staffs, to heavy shields, these bad boys are what keep the gameplay interesting, and getting to grips with the different playstyles, skills, and advancements tied to them is integral if you wanna succeed.
And that’s where we come in. In our Tower of Fantasy weapons guide, we list every weapon currently in the game, along with their stats, skills, and advancement bonuses, so you can work out which ones are best suited to your playstyle. We’ve also gone over what all of the lingo means, how to upgrade your weapons, and how to get more of them in order to help you get your arsenal in tip-top shape.
For more help establishing yourself in this fresh, open-world MMORPG, check out our Tower of Fantasy character creation, Tower of Fantasy characters, and Tower of Fantasy cooking guides. We’ve also got some handy Tower of Fantasy codes and a Tower of Fantasy tier list, too.
Tower of Fantasy weapons
How do Tower of Fantasy weapons work?
As mentioned above, Tower of Fantasy weapons work a little differently to other games – especially other gachas. Rather than having a roster of characters with their own roles, you instead have an arsenal of weapons, each with its own skills, stats, and bonuses. In the early game, you can only equip two weapons at once, but this later increases to three.
Weapons come in R, SR, and SSR qualities, with R weapons being the most common, untied to any Simulacra. You unlock SR weapons by pulling that respective SR simulacra from the gacha banner, and it’s the same for the SSR weapons.
When looking at weapon descriptions, you see a lot of lingo that you may not understand at first, so here’s a glossary of terms so you can keep up to date with what each of the weapons do.
- CS: the overall combat strength of the weapon
- Shatter: the weapon’s basic capability of breaking shields. The greater the number, the faster the weapon will break the target’s shields. Enemies with shields block 50% of the damage they receive, so you wanna bust these bad boys open ASAP. In PVP, Wanderers with shields are immune to soft control effects, their damage received is reduced by 30%, and they enter a three-second stunned status once their shields are broken
- Charge: how quickly the weapon gains charge. The greater the number, the faster the weapon charges. You can use the weapon’s discharge skill upon reaching 1,000 weapon charge. In PvP, 22.5% of the amount charged is converted into your shield
- Type: Each weapon has a damage type – ice shell, volt, flame, or grievous
- Skill: every weapon has an active skill with a cooldown
- Discharge: upon reaching full weapon charge, or entering ‘phantasia’ by dodging through an oncoming strong attack, switching to a weapon unleashes its discharge attack. Discharge attacks cleanse you of all debuffs on activation, and unleash a powerful move unique to the weapon you switch to
What are the Tower of Fantasy weapon types?
As mentioned above, each weapon has a damage type. Currently, there are four different types. Here are their benefits:
- Ice shell: when your weapon is fully charged, it freezes the target for two seconds and leaves them frostbitten for six seconds. If you break the ice shell, it causes additional damage equal to a set percentage of attack. While frostbitten, the target’s weapon charge rate is reduced
- Volt: when your weapon is fully charged, your next attack paralyses targets for one second and electrifies them for six seconds, negating all buffs and dealing damage equal to a set percentage of attack. Targets can’t receive any buffs for the next six seconds
- Flame: when your weapon is fully charged, your next attack sets the target on fire for eight seconds, causing ongoing damage equal to a set percentage of attack every second. Ignited targets receive reduced efficacy from healing
- Grievous: when your weapon is fully charged, your next attack inflicts damage equal to a set percentage of attack, making the target ‘grievous’ for seven seconds. Grievous targets take increased damage
What are Tower of Fantasy weapon resonance effects?
Though there are no set roles, jobs, or anything like that in Tower of Fantasy, you can gain certain bonuses depending on what weapons you have equipped. Weapons are categorised as defence-type, DPS-type, or support-type, depending on their skills. You can see these types by looking at the icons on the weapon’s description page.
The bonuses you get from different weapon loadouts are called ‘weapon resonance effects’. Here are all of the bonuses they offer.
- Balance: have no more than one weapon of each type equipped. Increases final damage and damage reduction by 5%, and shatter and healing effects by 20%. In team play, it increases final damage and damage reduction by 20%
- Fortitude: equip at least two defence-type weapons to activate. Increases damage reduction by 25%, shatter by 60%, and aggro by 800%. In team play, it further boosts damage reduction by 20%
- Attack: Equip at least two DPS-type weapons to activate. Increases final damage by 10%. In team play, this increases to 40%
- Benediction: equip at least two support-type weapons to activate. Increases healing by 100%. In team play, this further increases by 100%
Team play includes Joint Operation, Void Rift, Dimensional Trials, Interstellar Exploration, Frontier Clash, and more.
How do I upgrade my Tower of Fantasy weapons?
In order to upgrade a weapon, you need specific materials. The standard materials are weapon batteries. These come in different levels, with the highest levels offering more weapon EXP. You can get weapon batteries from bounty missions, gacha, or the weapon store.
When your weapon reaches a level cap, it requires different materials to ‘augment’ and remove the cap. For these, you generally need:
- Elemental ores: obtainable from gacha, the weapon or support stores, or by farming elemental and crystal ores out in the world. You can also use elemental ore boxes, which allow you to choose a specific type
- Glazes and frames: obtained as random loot from password chests, rewards from Interstellar Exploration, Dimensional Trials, or Omnium Beacons, or in the weapon store. You can also use weapon augmentation boxes to choose a specific type
Aside from generally upgrading and augmenting your weapons, you can also advance your SR and SSR weapons. In order to do this, you need a fusion core specific to the weapon you want to upgrade. Fusion cores come from gaining multiple copies of a character, either by pulling them in the gacha, or by purchasing them in the weapon shop.
You can advance your weapon by up to six stars, with each advancement offering a bonus unique to the weapon.
What’s the best Tower of Fantasy weapon?
Generally, SSR weapons almost always outperform SR weapons due to their higher base CS and stats. Luckily, most SSR weapons have an SR or R counterpart with similar (though weaker) skills, so you can always use one of those to fill the role you’re looking for until you pull the one you want.
There’s no definitive answer to what the best Tower of Fantasy weapon is, and we’re still crunching numbers at the moment. However, you can check out our Tower of Fantasy tier list to see where we currently rank each Simulacra’s weapon.
How do I get more Tower of Fantasy weapons?
The main way to get more Tower of Fantasy weapons is through the gacha system. There are several banners that offer a variety of SR and SSR Simulacra after a specific number of pulls, though it’s random which one you pull. Between higher-ranking pulls, though, you’ll likely snag a lot of R-rank weapons and weapon upgrade materials to pad out your warehouse.
You can gather plenty of black nucleus to use on the basic weapons banner through exploring the world alone. You can also check out our Tower of Fantasy codes to see if you can snag a couple of free golden nuclei for those tasty limited banners.
All Tower of Fantasy weapons
Below, we’ve listed all of the Tower of Fantasy weapons by rank. We’ve also included their stats, skills, and advancement, so you can get a better grip on which ones suit your playstyle. The stats are all for a base version of the weapon, so they’ll scale as you level and advance them.
R rank Tower of Fantasy weapons
EM Blade
CS: 28
Shatter: 3.60 (B)
Charge: 8.80 (A)
Attack: 6
Resistance: 2
HP: 452
Type: Volt
Skill: roam between up to five targets, dealing total damage equal to 168.3% of attack +9, with the last hit suspending the target. You’re immune to hit-stun while this skill is active. Damage dealt to the same target reduces by 40% each time. Cooldown is ten seconds
Discharge: rush to the target and strongly suspend them, dealing damage equal to 197.5% of attack +10
Frosted Spear
CS: 28
Shatter: 6.90 (B)
Charge: 5.60 (B)
Attack: 6
Resistance: 2
HP: 452
Type: Ice shell
Skill: strongly suspend targets and go airborne, dealing damage equal to 76.5% of attack +4. Cooldown is 25 seconds
Discharge: grabs the target, shaking them multiple times and dealing damage equal to 153.3% of attack +8. The last hit strongly suspends the target
Combat Blade
CS: 28
Shatter: 3.20 (C)
Charge: 9.60 (A)
Attack: 7
HP: 452
Crit: 5
Type: Grievous
Skill: fire six returning blades in all directions, each dealing damage equal to 10.7% of attack +1. Cooldown is 45 seconds
Discharge: unleashes orbiting blades that deal 101.8% of attack +5, with two more flying blades spinning around you, dealing 23.7% of attack +1 damage to any targets they come into contact with
Composite Bow
CS: 28
Shatter: 4.80 (B)
Charge: 8.00 (A)
Attack: 7
HP: 452
Crit: 5
Type: Flame
Skill: backflip and fire one piercing shot forward, dealing damage equal to 92.9% of attack +5 and knocking the target back. Cooldown is 12 seconds
Discharge: unleashes explosive barrage on the target, dealing damage equal to 292% of attack +15
SR rank Tower of Fantasy weapons
Nightingale’s Feather (Bai Ling)
CS: 47
Shatter: 6.00 (B)
Charge: 10.00 (A)
Attack: 12
HP: 753
Crit: 9
Type: Grievous
Skill: Backflip and fire one piercing shot forward, dealing damage equal to 154.8% of attack +8 and knocking the target back. Cooldown is 12 seconds
Discharge: unleashes an explosive barrage on the target, dealing damage equal to 486.6% of attack +26
Advancement:
- One star: restores one dodge attempt every fifth normal attack, or after using piercing shot
- Two stars: increases the weapon’s current base attack growth by 10%
- Three stars: increases headshot damage by 30%
- Four stars: increases the current weapon’s base attack growth by 20%
- Five stars: dodge skills inflict grievous on targets for seven seconds
- Six stars: increases crit rate to grievous targets by 30%, and crit damage by 50%
Thunderous Halberd (Echo)
CS: 47
Shatter: 11.00 (S)
Charge: 7.00 (B)
Attack: 11
Resistance: 3
HP: 753
Type: Volt
Skill: strongly suspend targets and go airborne, dealing damage equal to 127.5% of attack +7. Cooldown is 25 seconds
Discharge: jump in the air and throw a lightning spear that causes an AoE explosion, dealing 296.7% of attack +16 damage and paralysing the target for one second
Advancement:
- One star: increases shatter by 15%. After shattering the target’s shield, it increases all teammates’ attacks by 15% for 30 seconds. This cannot be stacked
- Two stars: increases the weapon’s base HP growth by 10%
- Three stars: after hitting a target with your skill, reduce their attack by 5% for 15 seconds (you can stack this effect up to three times by hitting multiple targets). The effect is doubled to grievous targets
- Four stars: increases the current weapon’s base attack growth by 20%
- Five stars: doubles stun duration from dodge skills
- Six stars: discharge skill deals up to a 100% more damage the further it travels
Pummeler (Ene)
CS: 47
Shatter: 10 (A)
Charge: 6 (B)
Attack: 9
Resistance: 5
HP: 753
Type: Ice shell
Skill: activate outburst mode, increasing damage dealt for 25 seconds. While outburst is active, skills trigger ‘windfury’, dealing damage equal to 219% of attack +12, strongly suspending the target, and creating an air current on the ground. When you stand in the current, dodging has no cost. Cooldown is 45 seconds, Windfury’s cooldown is ten seconds
Discharge: strongly suspends nearby targets, dealing damage to 153.3% of attack +8. It also summons a maul to fall on nearby targets, dealing damage equal to 153.3% of attack +8
Advancement:
- One star: Taunt nearby targets after switching to this weapon, preventing one instance of damage in the next eight seconds and granting hyperbody for the next eight seconds. Cooldown is 15 seconds
- Two stars: increases the weapon’s base HP growth by 10%
- Three stars: after taking damage, reduce all damage received by 50% for the next six seconds. Cooldown is 20 seconds
- Four stars: increases the weapon’s base HP growth by 20%
- Five stars: normal attacks stun targets for 2.5 seconds. Cooldown in 20 seconds
- Six stars: discharge skills deal an additional 10% damage to targets and increases frost damage by an additional 10% for 25 seconds
Staff of Scars (Pepper)
CS: 47
Shatter: 4.00 (B)
Charge: 10.00 (A)
Attack: 10
Resistance: 5
HP: 753
Type: Volt
Skill: create an energy shield at your location, which heals allies within its AoE for 81.7% of attack +4 every second, and reduces their damage taken by 3% for ten seconds. Cooldown is 60 seconds
Discharge: staff continues to remove all debuffs from you and your allies. It also heals you and your allies for 79% of attack +4 HP for seven seconds
Advancement:
- One star: heal all teammates within 10 metres for 100% attack after using a dodge skill
- Two star: increases the weapon’s base HP growth rate by 10%
- Three star: normal attacks also fire two missiles, each dealing damage equal to 5% of attack to the target and restoring five weapon charge points
- Four star: increases the weapon’s base HP growth by 20%
- Five star: increases the speed at which you obtain weapon charge by 20% (not applicable to missile attacks)
- Six star: grants all teammates within range 60% damage reduction whenever a skill dispels control effects from the target
The Terminator (Hilda)
CS: 47
Shatter: 10.00 (A)
Charge: 10.00 (A)
Attack: 11
Resistance: 2
HP: 753
Type: Ice shell
Skill: enable turret mode and fire large energy orbs, each dealing damage equal to 213.3% of attack +11 and launching the target into the air. You’re immune to hit-stun and control effects while setting up the turret. Cooldown is 3.5 seconds
Discharge: fire an arctic beam upon switching to the weapon, dealing damage equal to 329.2% of attack +17 and inflicting a three-second freeze effect. Also reduces the target’s frost resistance by 50% for ten seconds
Advancement:
- One-star: every successful normal attack increases damage by 1% for two seconds (stacks up to 15 times). Also increases ammo count to 60
- Two star: Increases the weapon’s base attack growth by 10%
- Three star: within ten seconds of switching to the weapon, it increases damage of normal attacks and shatter by 30%. Cooldown is 25 seconds. Also increases ammo to 80
- Four star: increases the current weapon’s base attack growth by 20%
- Five star: reduces cooldown of normal attacks while in turret mode by two seconds
- Six star: within ten seconds upon switching to the weapon, it increases damage of normal attacks and shatter by 60%. Cooldown is 25 seconds
SSR rank Tower of Fantasy weapons
Rosy Edge (Meryl)
CS: 272
Shatter: 12.00 (S)
Charged: 4.00 (B)
Attack: 15
Resistance: 7
HP: 1165
Type: Ice shell
Skill: swing the greatsword to launch sword auras forward, each dealing damage equal to 141.7% of attack +7 and increasing damage dealt by 5% with each hit. While active, you’re immune to control effects. Cooldown is 45 seconds
Discharge: smash the ground to form a barrier, dealing damage equal to 503.2% of attack +26 to nearby enemies and suspending them. This reduces their speed by 50% and stops them from dodging or jumping. The barrier lasts five seconds and blocks projectiles.
Advancement:
- One star: increases shatter by 15% and restores 10% of HP after shattering the target’s shield
- Two stars: increases the weapon’s base HP growth by 16%
- Three stars: upon switching to the weapon, gain an ice shield equal to 10% of max HP. Cooldown is 20 seconds. The ice shield lasts up to ten seconds
- Four stars: increases the weapon’s base HP growth by 32%
- Five stars: increases damage and shatter by 50% when the shield is active
- Six stars: upon switching to the weapon, gain an ice shield equal to 20% of max HP. You’re immune to controls when shield is active. Cooldown is 20 seconds. The ice shield lasts up to ten seconds
Thunderblades (Crow)
CS: 272
Shatter: 6.00 (B)
Charge: 8.00 (A)
Attack: 18
HP: 1165
Crit: 14
Type: Volt
Skill: fire six returning blades, each dealing damage equal to 52.8% of attack +3. You also gain hyperbody for up to eight seconds. This effect is removed when the blades return. Cooldown is 45 seconds
Discharge: blink to the target’s location and attack, dealing damage equal to 86.9% of attack +5 and electrocuting the target. After five seconds, deal volt damage equal to 15% of damage dealt, up to 350% of your attack. This is an abnormal status that can be dispelled. Also spawns three blades that orbit around you, dealing damage equal to 65.5% of attack +3 upon coming into contact with an enemy
Advancement:
- One star: attacking targets from behind increases the crit rate of all dual blade attacks by 40%. Backstabbing an electrified target increases crit rate by 100% and crit damage by 30%
- Two stars: increases the weapon’s base attack growth by 16%
- Three stars: increases damage by 30% to targets with less than 60% HP
- Four stars: increases the weapon’s base HP growth by 32%
- Five stars: triggering a back attack grants 100% crit chance for the next four seconds and increases crit damage by 50%. Cooldown is ten seconds
- Six stars: after using a skill, increases volt damage dealt to the target by 20% for 20 seconds
Icewind Arrow (Tsubasa)
CS: 272
Shatter: 4.00 (B)
Charge: 11.50 (S)
Attack: 18
HP: 1165
Crit: 14
Type: Ice shell
Skill: perform a backflip and fire three piercing shots, with the main shots dealing damage equal to 258.3% of attack +14, and the other two shots dealing 60% damage. Also knocks targets back and stuns them for five seconds if they collide with an obstacle. Cooldown is 12 seconds
Discharge: create a hailstorm at the target location, dealing damage equal to 570% of attack +30. The storm has a 10% chance to inflict a freeze effect for two seconds. It also provides you with cold front, and increases your speed by 45% for seven seconds
Advancement:
- One star: grants a stack of Sharp Arrow each time the arrow fired by a dodge attack hits a target. Each stack increases damage by 5% for 15 seconds. Stacks up to three times
- Two stars: increases the weapon’s base attack growth by 16%
- Three stars: launching a dodge attack fires three charged arrows
- Four stars: increases the weapon’s base attack growth by 32%
- Five stars: doubles the duration of arrow rain and slows targets by 25%
- Six stars: sharp arrow stacks up to five times. Hitting a target with a charged arrow immediately grants three stacks, headshots grant five stacks
Absolute Zero (Cocoritter)
CS: 272
Shatter: 4.00 (B)
Charge: 12.50 (S)
Attack: !5
Resistance: 17
HP: 1,165
Type: Ice shell
Skill: create a healing zone that moves with you and heals nearby allies for 95% of attack +5 once every 0.5 seconds for six seconds. It has a 60 second cooldown.
Discharge: the staff continues to remove debuffs from you and nearby allies, also healing you and nearby allies for 118.8% of attack +6 HP for seven seconds
Advancement:
- One star: after dodging, summon a healing bee that follows you around and heals the ally with the lowest percentage of HP within 15 metres. Heal for 25% of attack and restore 50 weapon charge points each time. Lasts for 25 seconds, cooldown is 25 seconds
- Two stars: increases the weapon’s base HP growth by 16%
- Three stars: using your skill or discharge skill removes debuffs from targets. You can use this while being affected by control effects. It also increases shatter and damage dealt for all teammates within range by 20%, and grants them immunity to control effects and shatter
- Four stars: increases the weapon’s base HP growth by 32%
- Five stars: increases healing effect by 15%, plus an additional 20% when you’re healing targets with less than 60% HP
- Six stars: Whenever you summon a healing bee, or a healing bee disappears from battle, heal all allies for 100% of your attack. All allies within ten metres of the healing bee also gain 15% boost to all damage and healing (cannot stack)
Scythe of the Crow (King)
CS: 272
Shatter: 12.50 (S)
Charge: 5.00 (B)
Attack: 16
Resistance: 6
HP: 1165
Type: Flame
Skill: swing the scythe, dealing damage equal to 499.9% of attack +26. Cooldown is 45 seconds
Discharge: creates a flaming scythe, dealing damage equal to 398% of attack +21. Lasts for ten seconds. Additionally, spawn a flaming scythes domain every two seconds, which summons volcanic eruptions from the ground, dealing damage equal to 66% of attack +3 to targets and suspending them
Advancement:
- One star: increases shatter by 15%. After shattering the target’s shield, deal burning damage equal to 120% of attack to the target every second for 15 seconds
- Two stars: increases the weapon’s base HP growth by 16%
- Three stars: increases damage dealt by 10% for every enemy within six metres, up to a maximum of 30%
- Four stars: increases the weapon’s base attack growth by 32%
- Five stars: increases damage dealt against HP shields or shielded enemies by 100%
- Six stars: increases damage dealt by 10% for each enemy slain for 30 seconds (stack up to three times)
Flaming Revolver (Cobalt B)
CS: 272
Shatter: 6.50 (B)
Charge: 10.00 (A)
Attack: 19
HP: 1165
Crit: 13
Type: Flame
Skill: constant-fire in a forward cone area to deal 666% of attack +35 damage. Cooldown is 60 seconds
Discharge: unleash three grenades forward, dealing 570% of attack +30 AoE damage in all, also causing launch
Advancement:
- One star: each round of attack deals additional damage equal to 2% of the target’s current HP (cannot exceed 200% of attack)
- Two stars: increases the weapon’s base attack growth by 16%
- Three stars: dodge and charged attacks inflict Ion Scorch on targets that are already burned, dealing flame damage equal to 60% of their current attack every second for ten seconds
- Four stars: increases the weapon’s base attack growth by 32%
- Five stars: increases Ion Scorch’s damage to 90% of attack. Successful attacks with any weapon’s dodge skills refreshes the duration of Ion Scorch
- Six stars: your barrage skill inflicts burn for 15 seconds. Successful attacks with any dodge skills reduce the barrage’s cooldown by four seconds. This effect has a 1.5-second cooldown
Guren Blade (Claudia)
CS: 272
Shatter: 7.50 (A)
Charge: 12.00 (S)
Attack: 16
Resistance: 6
HP: 1165
Type: Grievous
Skill: dance through up to five targets while swinging the blade, dealing damage equal to 418% of attack +22. Repeated attacks on the same target deal 20% less damage. At the end of the skill, slash the space in front of you, dealing damage equal to 264% of attack +14 to targets and suspending them. You’re immune to crowd-control effects when using this skill, and all the damage you take is reduced by 50%. Cooldown is 15 seconds
Discharge: charge towards and strongly suspend a target, dealing 523.3% of attack +28 and leaving behind a bladestorm that deals 209.6% of attack +11 to the target. Also grants you immunity to grievous/freeze/burn/electrify effects for five seconds
Advancement:
- One star: each time a skill or discharge skill hits a target, you gain a stack of damage boost, increasing your damage dealt by 8% for 25 seconds (can stack up to three times, each successful skill or discharge only grants one stack)
- Two stars: increases the weapon’s base attack growth by 16%
- Three stars: when you hit a target with a skill or discharge skill, you apply a stack of War Wounds to them, increasing their incoming physical damage and shatter effects from physical and elemental weapons by 10% for 15 seconds. Can stack once
- Four stars: increases the weapon’s base HP growth rate by 32%
- Five stars: when you hit targets with skills or discharge skills, you’re granted a damage boost, increasing all of your damage by 20% for 25 seconds. This effect cannot be stacked
- Six stars: hitting the same target no longer reduces your damage dealt. After using Guren Blade or a discharge skill, all targets with War Wounds within eight metres gain another stack of War Wounds
Negating Cube (Zero)
CS: 272
Shatter: 5.00 (B)
Charge: 13.00 (S)
Attack: 14
Resistance: 9
HP: 1165
Type: Flame
Skill: create a shield for yourself and nearby allies that blocks up to 800% of attack in damage for ten seconds, also dealing 142.9% of attack +8 and launching nearby targets. Each cube in your possession, when you use this skill, adds 160% of attack to max shielding and exhaust to the cube. Cooldown is 60 seconds
Discharge: gain five cubes, which you then unleash along with a shockwave. This shockwave deals damage equal to 171% of attack +9 to nearby targets and launches them into the air. Each cube also deals damage equal to 48.5% of attack +3. If you have any allies nearby, they gain damage immunity for three seconds
Advancement:
- One star: when you deal damage, you produce a healing orb, which lasts for 20 seconds and restores HP equal to 60% of attack to any teammate who picks it up. Cooldown is two seconds
- Two stars: increases the weapon’s base attack growth by 16%
- Three stars: reduces skill cooldown from 60 seconds to 30 seconds, and restores HP equal to 30% of attack every second while the shield is active
- Four stars: increases the weapon’s base HP growth by 32%
- Five stars: when you damage a target, you produce an orb, which lasts for 20 seconds, increasing the damage and healing of any teammate who picks it up by 2% for 30 seconds. Stacks up to ten times, cooldown is 2.5 seconds
- Six stars: using a skill grants allies healing orbs and damage orbs equal to your current number of omnium cubes
Dual EM Stars (Samir)
CS: 272
Shatter: 6.00 (B)
Charge: 10.70 (S)
Attack: 18
HP: 1165
Crit: 14
Type: Volt
Skill: fire an energy shield at the target location, reflecting beams within the barrier. Deal damage equal to 269.8% of attack +14, and strongly suspend targets with the last hit. Cooldown is 45 seconds
Discharge: create a domain of thunder at the target location, strongly suspending targets within the area and dealing a total of 238.3% of attack +13 damage over three attacks, simultaneously dispelling their buffs. The domain lasts for 3.5 seconds and deals damage equal to 42.4% of attack +2 to a target every 0.5 seconds
Advancement:
- One star: trigger an electrical explosion on the target after landing a critical hit, dealing additional damage equal to 30% of attack to the target and nearby enemies. Cooldown is 0.2 seconds
- Two stars: increases the weapon’s base attack growth by 16%
- Three stars: increases crit rate to electrified targets by 40%. Electrical explosions extend the duration of electrified effects by 0.5 seconds, up to a maximum of five seconds
- Four stars: increases the weapon’s base attack growth by 32%
- Five stars: doubles the duration of your electro field and pulls targets into the centre of the attack
- Six stars: triggering an electrical explosion reduces skill cooldowns by one second
Molten Shield V2 (huma)
CS: 272
Shatter: 10.00 (A)
Charge: 10.00 (A)
Attack: 14
Resistance: 9
HP: 1165
Type: Flame
Skill: Shield conversion – switch from shield form to axe form and smash the ground, dealing damage equal to 373.8% of attack +20 and strongly suspending the target. Also leaves a large flame zone for five seconds that burns the target, dealing continuous damage equal to 233.6% of attack +12. Axe conversion – switch from axe form to shield form and slam it to the ground, dealing damage equal to 309.5% of attack +16 to the target and knocking them back. Prevents the target from switching weapons for five seconds. Cooldown is 25 seconds. Both shield and axe conversions share a cooldown
Discharge: unleash a flame shockwave, dealing damage equal to 352% of attack +19. Taunt enemies for five seconds, during which you gain a 15% damage reduction. You also scatter shield-shaped objects based on the number of targets taunted. The objects last 20 seconds and provide ten seconds of 5% damage reduction (stackable), also restoring your dodge by one
Advancement:
- One star: gain a stack of strong shield upon using your discharge skill. Using a dodge skill or branch skill while in shield form grants a stack of strong shield, giving you 10% damage reduction for 15 seconds that stacks up to three times. Switching to axe form converts all strong shield stacks to sharp axe stacks, each of which increases damage by 15% for 15 seconds. Switching to a different weapon cancels this effect
- Two stars: increases the weapon’s base HP growth by 16%
- Three stars: while in shield form, branch/dodge attacks deal additional damage to targets equal to 4% of your current HP
- Four stars: after switching to shield axe, immediately gain 30% damage reduction that diminishes by 10% every three seconds, down to a minimum of 10%. Switching weapons cancels this effect. Cooldown is 30 seconds
- Six stars: enhances conversion skills. Shield enhancement increases your damage dealt by 60% and expands the radius of the flame zone by 30%. Axe enhancement does not share a cooldown with shield enhancement. For the next five seconds after using this skill, all damage received turns into HP, up to a maximum of 15% of your max HP
Venus (Nemesis)
CS: 273
Shatter: 6.00 (B)
Charge: 8.00 (A)
Attack: 18
HP: 1165
Crit: 14
Type: Volt
Skill: Venus fires a guided missile that explodes on contact with an enemy, dealing damage equal to 233.2% of attack +12 and knocking targets down. Cooldown is 25 seconds
Discharge: command Venus to fire a cross-shaped ray at the ground, creating an unstable area and reducing the targets’ movement speed by 70% for five seconds. After a brief delay, unleash an electromagnetic burst that deals damage equal to 393.9% of attack +21. Using a discharge attack spawns one electrode near the enemy’s position, which attacks once every 1.5 seconds, dealing damage equal to 39.9% of attack +2. The electrode gains 100% of your stats, can be attacked or healed, and loses 3% of its max HP every second. Only one electrode may exist at any given time, and summoning a new electrode replaces the previous one
Advancement:
- One star: after you use pulse lock or particle beam burst, you create one electrode that immediately grants you five stacks of healing chain enhance. It also unleash a healing chain that heals nearby allies by 135% of your attack
- Two stars: increases the weapon’s base attack growth by 16%
- Three stars: every six seconds, the electrode unleashes ring lightning, dealing damage equal to a maximum of 205% of attack in a target area
- Four stars: increases the weapon’s base attack growth by 32%
- Five stars: (not yet translated)
- Six stars: up to two electrodes can be active at the same time. Summoning more electrodes replaces the one furthest from you
Chakram of the Seas (Shiro)
CS: 272
Shatter: 10.00 (A)
Charge: 6.00 (B)
Attack: 19
HP: 1165
Crit: 13
Type: Grievous
Skill: create a chakram domain around you for eight seconds, pulling enemies in and reducing their speed by 30% for eight seconds. You also fire five chakrams that bounce between enemies, dealing damage equal to 24.2% of attack +1 to targets along their paths, bouncing up to five times. The split chakrams triggered by your dodge attack, Waning Moon, also bounce up to five times. Cooldown is 45 seconds
Discharge: unleash a Charkam of Seas at a target. Striking a target inflicts an AoE stun for one second, plus one attack each against up to three units every second (each attack has a 10% chance of stunning the target for 1.5 seconds), dealing 41.4% times attack +2 for ten seconds
Advancement:
One star: increases all elemental shattering effects on, and damage dealt to, targets within full bloom’s range by 30%
Two star: increases the weapon’s base attack growth by 16%
Three star: increases shatter by 15% and resets weapon skill cooldowns when you shatter a target’s shield. Can only be triggered once every 30 seconds
Four star: increases the weapon’s base HP growth by 32%
Five star: attacking a grievous target extends the duration of grievous by an additional seven seconds (only takes effect once for the same effect)
Six stars: after using full bloom, you’re granted 100% crit chance for the next eight seconds
And there you have it – a crash course in Tower of Fantasy weapons, and a breakdown of all the weapons currently in-game. If you’re all fantasy-ed out and looking for a fresh adventure, check out our list of the best games like Genshin Impact.