Weapon Guide
Click any weapon to inspect — complete database with fighter loadouts

Katar
+40% ATK, +40% Hit Chance, +40 Speed while all allies are alive. Essential for peak mech damage.
Passive: If all allies are alive at the start of a turn, Gain _X_% Attack and Hit Chance, plus _W_ Speed.
+40% ATK, +40% Hit Chance, +40 Speed (while all allies alive)
- Katar buff persists through death and revive
- Speed bonus doesn't show in displayed stats
- Pairs with Shuriken — faction advantage + Shuriken = easy damage cap, Katar ATK raises the cap

Khopesh
Deal +40% damage on all attacks. Also receive an extra 20% damage from all attacks.
Passive: This fighter deals an additional _X_% damage with all attacks but also receives _W_% more damage from all incoming attacks.
Deal +40% damage on all attacks. Also receive +20% damage from all attacks
- Source of True Damage — pairs with Katana on second damage dealer
- Good on fighters who convert DoT to health

Katana
+35% damage when target HP is above 50%.
Passive: All attacks deal an additional _X_% damage to enemies with higher than 50% HP.
+35% damage when target HP > 50%
- Only effective while target HP > 50% — does nothing below
- Pairs with Khopesh on the same fighter
- Nerfed from earlier version

Shuriken
Faction damage specialist. +300% increase to faction advantage damage.
Passive: Increase Faction Bonus Damage by _X_%
+300% increase to faction advantage damage
- Buff only applies to the equipped fighter (not whole faction)
- Pairs with Katar — together they maximize faction matchup damage
- Switch between fighters based on mech boss faction

Knife
+200% DoT damage.
Passive: Increase damage dealt by Bleed, Burn, Poison, Frostbite, and Curse attacks by _X_%.
+200% DoT
- Primary weapon on Zemus for mech (burst early)
- Also used on Nyx, Fenrus, Scythe, and Chancer

Nunchucks
+20% ATK per round, stacks for 5 rounds (+100% ATK max).
Passive: At the end of the round, increase Attack by _X_% for _Y_ rounds.
+20% ATK per round, stacks for 5 rounds (+100% ATK max)
- Buff stacks additively — each new round adds a stack (not refreshes)
- Buff expires round 3 for main damage dealers
- Prioritized over Katar for upgrade order on Spekkio

Sai
Boosts basic attack damage. Energy generation through basic attacks.
Passive: Basic Attacks grant _X_ additional Energy.
Basic Attacks grant 60 additional Energy
- Primary energy weapon for Otto
- Spekkio does NOT need Sai — gets energy from skills

Bow
Crit chance buff for first 3 rounds. Energy generation on crit.
Passive: If an enemy dies, increase Crit Chance by _X_% for 3 rounds.
If an enemy dies, increase Crit Chance by 60 for 3 rounds
- Very good on Ruby (essential in 3rd weapon slot)
- Crit only lasts first 3 rounds — Tomahawk better for consistent value

Cobra Staff
Energy generation based on HP threshold. Improves debuff consistency.
Passive: At the start of each round, if this fighter's HP is below 50%, gain _X_ Energy and if below 25%, gain an extra _W_ Energy.
At round start, if HP < 50% gain 50 Energy; if < 25% gain extra 70 Energy
- Used by Necro to improve Dark Corruption consistency
- Block build variant: on Laguna for additional skill casts

Kunai
Energy on block. Synergizes with Naga dragon for Block Chance.
Passive: Increase Energy by _X_ after each successful Block.
Increase Energy by 80 after each successful Block
- Like a Sai but triggers when attacked and you block
- Zura (70% block cap with passive+Naga) is the best Kunai user
- Laguna can use it but has no natural block — only 50% with Naga

Knuckles
Normal attacks heal the fighter. Health/survival item for supports.
Passive: Basic attacks now heal for _X_% of the damage dealt.
Basic Attacks heal for 200% of damage dealt (can stack if fighter completes more than one Basic Attack per turn)
- Zemus with Knuckles heals to full every turn
- Useless on Ruby

Bomb
Defensive/survival item.
Passive: If an ally dies, increase Skill Damage by _X_% for 3 rounds.
If an ally dies, increase Skill Damage by +25% for 3 rounds
- Used on Zemus (alt) and Lucius

Claw
Killing blows heal self for 1200% of Attack.
Passive: Delivering a Killing Blow will heal self for _X_% of Attack.
Killing blows heal self for 1200% of Attack

Haladie
Healing item for supports. Useful in high DoT fights.
Passive: At end of each round, heal self for _X_% of missing HP.
At the end of the round, heal for 25% of missing HP
- Used on Laguna and Zura

Pipe
Support utility weapon.
Passive: At the end of the round, increase Armor by _X_% for _Y_ rounds.
+40% Armor per round, stacks for 5 rounds (+200% Armor max)
- Used on Zura and Pyra

Kusarigama
Block-related utility weapon.
Passive: Gain _W_% Block Chance. If this fighter is the last alive, also gain _X_% Damage Reduction.
Gain 25% Block Chance. If last alive, also gain 60% Damage Reduction
- Block build variant on Zura: knuckles + kunai + kusarigama
- Block build variant on Laguna: knuckles + kusarigama + cobra staff

Dart
Support weapon option.
Passive: The first time HP drops below 50%, add _X_ Speed, _X_ Stealth and _X_ Block Chance for _Y_ rounds.
First time HP drops below 50%, add 80 Speed, 80 Stealth and 80 Block Chance for 5 rounds
- Alternative for Zura

Spear
Support/defensive weapon.
Passive: Receive _X_% Damage Reduction for 3 rounds.
+30% Damage Reduction for 3 rounds
- Used on Laguna and Zemus as filler

Tomahawk
Paralysis immunity. Protects against CC mechs.
Passive: Grants _X_% Control Resist and at the end of the round, has a _Z_% chance to break free of all Paralyze effects.
Grants +35% Control Resist and at end of round, 100% chance to break free of all Paralyze effects
- Used on Spekkio vs CC mechs
- Does NOT counter Sleep (Hana mech)
- Better than Bow for consistent value across all mech types

Fan Axe
+75% Control Precision for 10 rounds at battle start.
Passive: Begin the battle with _X_% Control Precision for _Y_ rounds.
+75% Control Precision (10 rounds)
- Used on Lucius and Laguna
Mech Loadouts
Spekkio
mechPrimary DD. Nunchucks prioritized over Katar for upgrade order. Does NOT need Sai.
Block build variant (with Naga dragon for block chance)
Otto
mechSwitch Shuriken based on mech faction. Against Crane: Sai, Shuriken, Katar.
Against green (Mantis) mechs
Scythe
mechNeeds crit chance dragons (Otto doesn't). Against Mantis: Sai, Khopesh, Tomahawk.
Zemus
mechKnife for burst damage. Hybrid support/damage role.
Survival-focused
Zura
mechBest Kunai user (70% block cap with passive+Naga). MUST be position 1 for block build.
Block build variant
Laguna
mechBlock build on Laguna = reach damage cap quickly (many skill uses early).
Block build variant
Ruby
mechBow essential in 3rd weapon slot. At 270+: Toronbo + Dabei dragons. Knuckles useless.
Lucius
mechWeapons don't matter much — fill with leftovers. Only used for 4th ability.
Pyra
mechFrontline with Yamata + Mingshe dragons.
Frontline boss damage variant (single-target)
Nyx
arenaTechnodome carry (1770+ scores vs Cobra). Alt: Knife + energy dragon.
Pairing Rules
- Shuriken + Katar go on the same fighter. Katana + Khopesh on the other.
- Katar pairs with Shuriken because faction advantage + Shuriken = easy damage cap; Katar ATK raises the cap.
- When no Shuriken needed: Spekkio gets Nunchucks+Katar+Khopesh, Otto/Scythe gets Sai+Katana+Tomahawk.
- Katana only effective while target HP > 50% — does nothing below.
- Weapons have stages (1-4+) and star upgrades within each stage.
- Weapon unlock levels: Khopesh at campaign ~1160, Katar at ~1350-1500.
