Combat Codex

Weapon Guide

Click any weapon to inspect — complete database with fighter loadouts

Damage
katar

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

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

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

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

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

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

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
Energy
bow

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

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

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
Defense
knuckles

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

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

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

Support
haladie

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

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

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

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

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
Utility
tomahawk

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

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

mech
NunchucksKatarKhopesh

Primary DD. Nunchucks prioritized over Katar for upgrade order. Does NOT need Sai.

Alt: NunchucksKunaiKatar

Block build variant (with Naga dragon for block chance)

Otto

mech
SaiKatana/ShurikenTomahawk

Switch Shuriken based on mech faction. Against Crane: Sai, Shuriken, Katar.

Alt: SaiKhopeshTomahawk

Against green (Mantis) mechs

Scythe

mech
Sai/KnifeKatanaBow/Tomahawk

Needs crit chance dragons (Otto doesn't). Against Mantis: Sai, Khopesh, Tomahawk.

Zemus

mech
KnifeShuriken/BombHaladie/Spear

Knife for burst damage. Hybrid support/damage role.

Alt: KnifeBombSpear

Survival-focused

Zura

mech
Pipe/KnucklesKunaiDart/Haladie

Best Kunai user (70% block cap with passive+Naga). MUST be position 1 for block build.

Alt: KnucklesKunaiKusarigama

Block build variant

Laguna

mech
Knuckles/Cobra StaffFan AxeHaladie/Spear

Block build on Laguna = reach damage cap quickly (many skill uses early).

Alt: KnucklesKusarigamaCobra Staff

Block build variant

Ruby

mech
Bow

Bow essential in 3rd weapon slot. At 270+: Toronbo + Dabei dragons. Knuckles useless.

Lucius

mech
Fan AxeBombTomahawk

Weapons don't matter much — fill with leftovers. Only used for 4th ability.

Pyra

mech
PipeKunaiHaladie

Frontline with Yamata + Mingshe dragons.

Alt: SaiKatanaBow

Frontline boss damage variant (single-target)

Nyx

arena
KnifeKatanaKatar/Khopesh

Technodome 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.

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