tower of fantasy best weapons
Tower Of Fantasy Best Weapons

Tower Of Fantasy BEST Weapons [Top 22]

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Tower of Fantasy is the newest MMORPG craze that has taken the internet by storm. Tower of Fantasy is an open-world, anime-inspired, cross-platform, massively multiplayer online roleplaying game that contains several different weapons, abilities, and characters. 

Each weapon works differently and has a unique moveset, on-hit effects, stats, and synergies. As such, choosing the right weapon for the right character as well as the right combination of weapons relative to each other is monumental to success. In this guide, we will overview the best weapons in the current meta as well as the best weapon combinations.

How Do The Weapons In Tower Of Fantasy Work?

Weapons in Tower of Fantasy have a degree of complexity to them, and understanding their mechanics will give great dividends later on. In Tower of Fantasy, characters themselves are not tied to a specific moveset with a specified weapon; rather, there is a compromise between traditional RPGs and Gacha titles in that there are some weapons that are universally usable by any character while others are signature weapons only usable by a specific character.

Moreover, each character can hold up to 3 different weapons, with different bonuses applied based on the Resonance effect of each weapon (more on this later). Let us now discuss how the different rarities of weapons are acquired.

How Are Weapons In Tower Of Fantasy Classified?

In Tower of Fantasy, weapons have 3 classifications; R, SR, and SSR. R is the most common and easily obtainable rarity of weaponry, SR is rarer and SSR is the rarest.

An important thing to understand is that the SR and SSR weapons are essentially tied to their respective characters; i.e when you unlock the character, you gain the ability to use the weapon with that specific character. This is in contrast with the R weapons, which any character can use.

In general, SSR weapons have both advancements and unique traits, SR weapons have advancements but no unique traits, and R weapons have neither advancements nor unique traits. Moreover, the SR and SSR weapons can each be upgraded up to a maximum of 6 times.

Advancements are basically leveling-up for weapons and give bonus attributes to the weapons. The advancement paths follow a consistent pattern, e.g the 2nd advancement will always give a damage boost for the element of the weapon.

Unique traits, as the name implies, are specific attributes of the weapon that no other weapon shares, and as such give it a one-of-a-kind playstyle.

What is Resonance?

Resonance is, for all intents and purposes, the role that the specific weapon is made for. There are 3 Resonance types; Attack, Defense, and Support. When combining different weapons of either the same or different Resonance types, different bonuses can be obtained. Those bonuses are given below:

Balance – Attack, Defense, Support Both final damage dealt and damage reduction is increased by 5%. In team play, this is increased to 20%
Fortitude – Defense x2 Damage reduction is increased by 25% and shatter resistance is increased by 60%. Aggro is increased by 800%. In team play, damage reduction gets a further increase of 20%.
Attack – Attack x2 Final damage dealt is increased by 10%, and a further 40% in team play.
Benediction – Support x2 Healing is increased by 100%, increased to a further 100% in team play.

What Are Weapon Elements In Tower Of Fantasy?

Each weapon has a specific element, which applies certain debuffs to the enemy. There are 4 weapon elements currently in the game: Flame, Ice Shell, Volt, and Grievous. Their effects are described below:

Flame Fully charged weapons will set the target on fire for 8 seconds with the next attack, causing ongoing damage of 27.00%/X/58.00% of ATK every second. Ignited targets receive 50% efficacy from healing.
Ice Shell Fully charged weapons will freeze the target for 2 seconds and leave it frostbitten for 6 seconds. Breaking the ice shell causes additional damage equal to 70.00%/111.00%/151.00% of ATK. While frostbitten, the target’s weapon charge rate is reduced by 50%.
Volt Fully charged weapons will paralyze the target for 1 second and electrify them for 6 seconds with the next attack, negating all buffs and dealing damage equal to 67.00%/106.00%/144.00% of ATK. Targets can’t receive any buffs for the next 6 seconds.
Grievous Fully charged weapons will inflict damage equal to 63.00%/100.00%/137.00% of ATK with the next attack, and make the target grievous for 7 seconds, taking 20% extra damage.

The Best Tower Of Fantasy Weapons

Dual EM Stars

dual em stars
Samir With The Dual EM Stars

Samir’s Dual EM Stars are currently the single hardest-hitting weapons in the game, bordering on over-powered. They have excellent damage output, particularly while air-borne, where they can be used to launch highly effective and disabling attacks.

Moreover, the Domain of Thunder can also come in handy in the direst of situations, as it removes all debuffs from the player and does massive damage to anything caught inside its radius. Considered by many to be the best offensive weapon in the game, the Dual EM Stars’ utility and sheer damage output should never be forgotten.

Scythe Of The Crow

scythe of the crow
King Holding The Scythe Of The Crow

Scythe of the Crow is one of the best shield breakers in the game, not only because of its excellent Shatter rating of 12.50, the highest possible rating in the game but also because of its 1 Star advancement. The 1 Star advancement deals burn damage equivalent to 120% of ATK over a period of 15 seconds, which can be extremely damaging to enemies.

In general, Scythe of the Crow’s area-of-effect abilities are also second to none. The discharge can absolutely decimate large groups of enemies, while the attacks also deal damage in a large radius and hit extremely hard.

Venus

venus tower of fantasy
Nemesis With Venus

Venus is the jack-of-all-trades, but also the master of one in particular: healing. Possibly the best support weapon in the current meta, having Venus on the team can be the difference between decimating opponents or dying in the first few blows.

Venus’ defining characteristic is the healing it provides after dodging. After performing a successful dodge, Venus not only heals surrounding allies significantly but also lays down a passive healing chain that continues to heal for 30 seconds. As such, the weapon is a vital to the survivability of any team composition.

Let us now provide information on the moveset, stats, advancements, and weapon effects of every weapon currently in the game.

R Weapons

The following is the list of R weapons currently in the game, along with their specific stats and attributes.

Composite Bow

composite bow tower of fantasy best weapons
The Composite Bow

The Composite Bow is a bow and arrow type weapon that has Fire element and DPS Resonance. Like all bow weapons, it does double damage on headshots.

Weapon Effects

Flame – Fully charged weapons will set the target on fire for 8 seconds with the next attack, causing ongoing damage of 27% of ATK every second. Ignited targets receive 50% efficacy from healing.

Weapon Abilities

Normal

Normal Attack (Attack x5) – While on the ground, draw the bow repeatedly to attack 5 times in a row.

  1. Deal damage equal to 20.2% of ATK + 1.
  2. Deal damage equal to 18.1% of ATK + 1.
  3. Deal damage equal to 32.6% of ATK + 2.
  4. Deal damage equal to 50.1% of ATK + 3
  5. Deal damage equal to 46.6% of ATK + 2 and knock the target back a short distance.

Charged Arrow (Hold: Attack) – Tap and hold normal attack to charge. Deal basic damage equal to 36.3% of ATK + 2, and 50% more for each 1 second spent charging, up to a maximum of 3 seconds. Deal double damage when scoring a headshot or when hitting an enemy’s weak point, knocking them down (headshots are ineffective against Wanderers).

Arrow Rain (Attack + hold:Attack) – After any normal attack, hold the normal attack button to unleash Arrow Rain, dealing up to 119.2% of ATK + 6 area damage to targets.

Air Volley (Jump + hold:Attack) –

While airborne, tap normal attack to attack 4 times in a row in the air.

  1. Deal damage equal to 23.3% of ATK + 1.
  2. Deal damage equal to 30.6% of ATK + 2.
  3. Deal damage equal to 46.6% of ATK + 2.
  4. Deal damage equal to 70.2% of ATK + 4.
Dodge

Loaded Arrow (Dodge + Attack) – Tap attack after dodging to trigger Loaded Arrow, knocking the target back and dealing equal to 51.3% of ATK + 3.

Skill

Piercing Shot – Backflip and fire 1 piercing shot forward, dealing damage equal to 92.9% of ATK + 5 and knocking the target back. Cooldown: 12 seconds.

Discharge

Explosive Barrage – When weapon charge is full or Phantasia is triggered, remove all debuffs from the wielder and unleash Explosive Barrage on the target upon switching to this weapon, dealing damage equal to 292% of ATK + 15.

EM Blade

em blade tower of fantasy
The EM Blade

The EM Blade is a katana-style weapon that has Volt element and DPS Resonance.

Weapon Effects

Volt – When the weapon is fully charged, the next attack will paralyze targets for 1 second and electrify them for 6 seconds, negating all buffs and dealing damage equal to 67% of ATK. Targets can’t receive any buffs for the next 6 seconds.

Weapon Abilities

Normal

Quick Slash (Attack x5) –

While on the ground, swing the blade to attack 5 times in a row.

  1. Deal damage equal to 16% of ATK + 1 and knock the target back a short distance.
  2. Deal damage equal to 22.3% of ATK + 1 and knock the target back a short distance.
  3. Deal damage equal to 20.3% of ATK + 1 and knock the target back a short distance.
  4. Deal damage equal to 35.5% of ATK + 2 and knock the target back a short distance.
  5. Deal damage equal to 53.5% of ATK + 3 and launch the target.

Jumping Strike (Jump + Attack) – While airborne, tap normal attack to attack 4 times in a row.

  1. Deal damage equal to 11.6% of ATK + 1.
  2. Deal damage equal to 18.7% of ATK + 1.
  3. Deal damage equal to 33.5% of ATK + 2.
  4. Deal damage equal to 49.9% of ATK + 3 and deliver a knockdown.

Cyclone (Attack + hold:Attack) – Hold the normal attack button after normal attacks to trigger Cyclone. On hit, suspend the target and deal 16.5% of ATK + 1 to a single target.

Diving Edge (Jump + hold:Attack) – Tap and hold the normal attack while airborne, or normal attack while climbing, jumping backward, or using the Jetpack to trigger Diving Edge. While falling, deal damage equal to 6.4% of ATK + 0 each hit. Upon landing, deal damage equal to 26.3% of ATK + 1 and knock the target back.

The higher the altitude when triggering the attack, the greater the damage dealt, up to 600% damage.

Sneak Attack (Crouch + Attack) – Approach the enemy from behind while crouching, then tap normal attack to use Sneak Attack, dealing damage equal to 256.5% of ATK + 14.

Skill

Roam – Roam between targets, dealing total damage equal to 168.3% of ATK + 9 to up to 5 targets, with the last hit launching the target. Immune to hitstun while active. Reduce damage dealt to the same target by 40% each time. Cooldown: 10 seconds.

Discharge

Unbridled Flurry – When weapon charge is full or Phantasia is triggered, upon switching to this weapon, remove all debuffs from the wielder, then rush to the target and launch them into the air, dealing damage equal to 197.5% of ATK + 10.

Combat Blade

The Combat Blade is a sword-style weapon that does Physical element damage and has the resonance type of DPS.

Weapon Effects

Grievous – Fully charged weapons will inflict damage equal to 63% of ATK for the next attack, and make the target grievous for 7 seconds, taking 20% extra damage.

Weapon Abilities

Normal

Twin Blades (Attack x5) – While on the Ground, swing the dual blades to attack 5 times in a row.

  1. Deal damage equal to 18.1% of ATK + 1 and knock the target back a short distance.
  2. Deal damage equal to 22% of ATK + 1 and knock the target back a short distance.
  3. Deal damage equal to 27.4% of ATK + 1 and knock the target back a short distance.
  4. Deal damage equal to 29.3% of ATK + 2 and knock the target back a short distance.
  5. Deal damage equal to 61% of ATK + 3 and knock the target back a short distance.

Sky Flurry (Jump + Attack x4) – While airborne or after jumping, tap normal attack to attack 4 times in a row.

  1. Deal damage equal to 19.8% of ATK + 1.
  2. Deal damage equal to 11.6% of ATK + 1.
  3. Deal damage equal to 27.7% of ATK + 1.
  4. Deal damage equal to 41.7% of ATK + 2.

Rapid Lunge (Attack + hold:Attack) – After the third normal attack, hold the normal attack button to trigger Rapid Lunge. Launch the enemy on hit, dealing total damage equal to 27.7% of ATK + 1.

Spiral Dive (Jump + hold:Attack) – Tap and hold normal attack while airborne (or tap when a target is selected), or tap normal attack while climbing, jumping backward, or using the Jetpack to trigger Spiral Drive. While falling, deal damage equal to 27.7% of ATK + 1 each hit.

Sneak Attack (Crouch + Attack) – Approach the enemy from behind while crouching, then tap normal attack to use Sneak Attack, dealing damage equal to 256.5% of ATK + 14.

Dodge Attacks

Flying Blades (Dodge + Attack) – Tap normal attack during the short perfect dodge window (tap an arrow button before dodging) to trigger Flying Blades. On hit, launch the target and deal damage equal to 15.9% of ATK + 1. Keep tapping to throw up to 6 more Flying Blades, each dealing damage equal to 6.6% of ATK + 1.

Skill

Fire 6 Returning Blades in all directions, each dealing damage equal to 10.7% of ATK + 1. Cooldown: 45 Seconds

Discharge

Orbiting Blades – When weapon charge is full or Phantasia is triggered, switching to this weapon from another weapon removes all debuffs from the wielder and unleashes orbiting blades that deal 101.8% of ATK + 5 damage, with 2 more flying blades spinning around the Wanderer to targets coming into contact.

Frosted Spear

frosted spear tower of fantasy best weapons
The Frosted Spear, Along With Other Weapons

Frosted Spear is a spear-style weapon that does Ice Element damage and has the DPS Resonance.

Weapon Effects

Ice Shell – Fully charged weapons will freeze the target for 2 seconds and leave it frostbitten for 6 seconds. Breaking the ice shell causes additional damage equal to 70% of ATK. While frostbitten, the target’s weapon charge rate is reduced by 50%.

Weapon Abilities

Normal

Thrust (Attack x5) –

While on the ground, swing the long spear to attack 5 times in a row.

  1. Deal damage equal to 14.9% of ATK + 1 and knock the target back a short distance.
  2. Deal damage equal to 13.7% of ATK + 1 and knock the target back a short distance.
  3. Deal damage equal to 28.6% of ATK + 2 and knock the target back a short distance.
  4. Deal damage equal to 43.8% of ATK + 2 and knock the target back a short distance.
  5. Deal damage equal to 69.3% of ATK + 4 and knock the target back a significant distance.

Jumping Strike (Jump + Attack x4) – While airborne or after jumping, tap normal attack to attack 4 times in a row.

  1. Deal damage equal to 16.5% of ATK + 1.
  2. Deal damage equal to 14% of ATK + 1.
  3. Deal damage equal to 27.5% of ATK + 1.
  4. Deal damage equal to 66% of ATK + 3.

Crashing Drive (Attack + hold:Attack) – Tap and hold the normal attack while airborne (or tap when a target is selected), or tap normal attack while climbing, jumping backward, or using the Jetpack to trigger Crashing Drive. While falling, deal damage equal to 6.4% of ATK + 1 each hit. Upon landing, deal damage equal to 29.1% of ATK + 2 and knock the target down.

The higher the altitude when triggering the attack, the greater the damage dealt, up to a maximum of 600% damage.

Spear Flurry (Attack + hold:Attack) –

After the third normal attack, hold the normal attack button to trigger Spear Flurry. Upon hit, launch the target into the air, dealing damage equal to 29.5% of ATK + 2. Tap again to continue attacking the suspended target, dealing up to 59.1% of ATK + 3 damage to a single target.

Sneak Attack (Crouch + Attack) – Approach the enemy from behind while crouching, then tap normal attack to use Sneak Attack, dealing damage equal to 256.5% of ATK + 14.

Dodge

Flying Kick (Perfect Dodge + Attack) – Tap normal attack during the short perfect dodge window (tap an arrow button before dodging) to trigger Flying Kick. Once the target is hit, deal damage equal to 43.2% of ATK + 2, knock enemies back significantly and stun enemies for 1 second, or 0.5 seconds to Wanderers.

Lunging Smash (Dodge + Attack) – Tap normal attack during the short period after a dodge to trigger Lunging Smash. Slam the spear into the ground, launching targets into the air and dealing damage equal to 31.7% of ATK + 2.

Skill

Moonchaser –

Launch targets and go airborne, dealing damage equal to 76.5% of ATK + 4. Cooldown: 25 seconds.

SR Weapons

The following is a list of SR weapons currently in the game, along with their specific stats and attributes.

Nightingale’s Feather

nightinggales feather tower of fantasy best weapons
Bai Ling With The Nightingale’s Feather

Bai Ling’s preferred weapon is a bow called the Nightingale’s Feather. It has DPS Resonance and does Physical Element damage, and has a Shatter rating of B at 6.00 along with a charge rating of A at 10.00.

Weapon Effects

Grievous – Fully charged weapons will inflict damage equal to 100.00% of ATK with the next attack, and make the target grievous for 7 seconds, taking 20% extra damage.

Advancements

1 Star Restore 1 dodge attempt every fifth normal attack or after using Piercing Shot.
2 Stars Increase the current weapon’s base ATK growth by 10%.
3 Stars Increase headshot damage by 30%.
4 Stars Increase the current weapon’s base ATK growth by 20%.
5 Stars Dodge skills inflict grievous on targets for 7 seconds.
6 Stars Increase crit rate by 30% and crit damage by 50% against grievous targets.

Weapon Abilities

Normal

Quickdraw (Attack x5) – While on the ground, draw the bow repeatedly to attack 5 times.

  1. Deal damage equal to 33.7% of ATK + 2.
  2. Deal damage equal to 30.2% of ATK + 2.
  3. Deal damage equal to 54.3% of ATK + 3.
  4. Deal damage equal to 83.5% of ATK + 4.
  5. Deal damage equal to 77.7% of ATK + 4 and knock the target back a short distance.

Charged Arrow (hold:Attack) – Tap and hold normal attack to charge the weapon. Deal basic damage equal to 60.5% of ATK + 3, and 50% more for each 1 second spent charging, up to 3 seconds. Deal double damage when scoring a headshot or when hitting an enemy’s weakness, knocking them down (headshots are ineffective against Wanderers).

Arrow Rain (Attack + hold:Attack) – After any normal attack, hold the normal attack button to unleash Arrow Rain, dealing up to 198.7% of ATK + 10 area damage to targets.

Air Volley (Jump + Attack x4) – While airborne, tap normal attack to attack 4 times in a row in the air.

  1. Deal damage equal to 38.8% of ATK + 2.
  2. Deal damage equal to 51% of ATK + 3.
  3. Deal damage equal to 77.7% of ATK + 4.
  4. Deal damage equal to 117% of ATK + 6.
Dodge

Dodge – Dodge right before getting hit to activate a Phantasia, which reduces the speed of enemies within the area. Cooldown: 15 seconds. While dodging, you gain hitstun immunity for 0.5 seconds.

Loaded Arrow (Dodge + Attack) – Tap attack after dodging to trigger Loaded Arrow, knocking the target back by a short distance and dealing damage equal to 85.5% of ATK + 5.

Skill

Piercing Shot – Backflips and fires 1 piercing arrow forward, dealing damage equal to 154.8% of ATK + 8 and knocking the target back. 12-second cooldown.

Discharge

Explosive Barrage – When weapon charge is full or Phantasia is triggered, remove all debuffs from the wielder, and unleashes Explosive Barrage on the target upon switching to this weapon, dealing damage equal to 486.6% of ATK + 26.

Simulacrum Traits

1200 Points – When Bai Ling puts the Glider or the Wayboard away, increase speed by 8% for 12 seconds. Cooldown: 60 seconds.

4000 Points – When Bai Ling puts the Glider or the Wayboard away, increase speed by 15% for 12 seconds. Cooldown: 60 seconds.

Thunderous Halberd

thunderous halberd tower of fantasy best weapons
Echo Holding The Thunderous Halberd

Echo’s preferred weapon of choice is the Thunderous Halberd, which has DPS as its Resonance and the Element Volt. It has a shatter rating of S at 11.00, and a charge rating of B at 7.00.

Weapon Effects

Volt – When the weapon is fully charged, the next attack will paralyze targets for 1 second and electrify them for 6 seconds, negating all buffs and dealing damage equal to 106.00% of ATK. Targets can’t receive any buffs for the next 6 seconds.

Advancements

1 Star Increase shatter by 15%. After shattering the target’s shield, increase all teammates’ ATK by 15% for 30 seconds. This cannot be stacked.
2 Stars Increase the current weapon’s base HP growth by 10%.
3 Stars After hitting a target with Moonchase, reduce their ATK by 5% and increase the user’s ATK by 5% for 15 seconds (effect can be stacked up to 3 times by hitting multiple targets). Effect is doubled to grievous targets.
4 Stars Increase the current weapon’s base ATK growth by 20%.
5 Stars Double stun duration from dodge skills.
6 Stars Discharge deals more damage the further it travels, up to 100% more damage.

Weapon Abilities

Normal

Thrust (Attack x5) – While on the ground, swing the spear to attack 5 times in a row.

  1. Deal damage equal to 24.7% of ATK + 1 and knock the target back a short distance.
  2. Deal damage equal to 22.6% of ATK + 1 and knock the target back a short distance.
  3. Deal damage equal to 47.2% of ATK + 2 and knock the target back a short distance.
  4. Deal damage equal to 65.2% of ATK + 3 and knock the target back a short distance.
  5. Deal damage equal to 114.95% of ATK + 6 and knock the target back a significant distance.

Jumping Strike (Jump + Attack x4) – While airborne, tap normal attack to attack 4 times in a row in the air.

  1. Deal damage equal to 27.4% of ATK + 1.
  2. Deal damage equal to 23.2% of ATK + 1.
  3. Deal damage equal to 45.8% of ATK + 2.
  4. Deal damage equal to 110% of ATK + 6

Crashing Drive (Jump + hold:Attack) – Tap and hold normal attack while airborne (or tap when a target is selected), or tap normal attack while climbing, jumping backward, or using the Jetpack to trigger Crashing Drive. While falling, deal damage equal to 8% of ATK + 1 each hit. Upon landing, deal damage equal to 48.5% of ATK + 3 and knock the target down. The higher the location is when triggered, the higher the damage dealt, up to 600% of ATK.

Spear Flurry (Attack x3 + hold:Attack) – After the third normal attack, hold the normal attack button to trigger Spear Flurry. Strike the target and knock them into the air, dealing damage equal to 49.2% of ATK + 3. Tap again to continue attacking the airborne target, dealing up to 98% of ATK + 5 damage to a single target.

Sneak Attack (Crouch + Attack) – Thrust the spear forward, dealing damage equal to 570% of ATK + 30.

Dodge

Flying Kick (Arrow keys + Dodge + Attack) – Tap normal attack during the short perfect dodge window (tap an arrow button before dodging) to trigger Flying Kick. Once hit the target, deal damage equal to 72% of ATK + 4, knock the target back significantly, and stun them for 1 second (non-Wanderer targets) or 0.5 seconds (Wanderers).

Lunging Smash (Dodge + Attack) – Tap normal attack during the short period after dodging to trigger Lunging Smash. Slam the long spear into the ground, dealing damage equal to 52.8% of ATK + 3 and knocking targets into the air.

Skill

Moonchaser – Launch the target into the air and go airborne, dealing damage equal to 127.5% + 7 ATK. 25-second cooldown.

Discharge

Thunderclap – When a weapon is fully charged or triggers Phantasia, switching to this weapon from another weapon removes all debuffs from the wielder, who jumps in the air and throws a lightning spear that causes area explosion to deal 296.7% x ATK + 16mdamage plus paralyzing the target for 1 second.

Pummeler

pummeler tower of fantasy best weapons
Ene Wielding The Pummeler

Ene uses the Pummeler, which has a Defense Resonance and the Ice Element. It has a shatter rating of A at 10.00 and a charge rating of B at 6.00.

Weapon Effects

Ice Shell – Fully charged weapons will freeze the target for 2 seconds and leave it frostbitten for 6seconds. Breaking the ice shell causes additional damage equal to 111.00% of ATK. While frostbitten, the target’s weapon charge rate is reduced by 50%.

Advancements

1 Star Taunt nearby targets after switching to this weapon, preventing 1 instance of damage in the next 8 seconds and granting hyperbody for the next 8 seconds. Cooldown: 15 seconds.
2 Stars Increase the current weapon’s base HP growth by 10%.
3 Stars After taking damage, reduce all damage received by 50% for the next 6seconds. Cooldown: 20 seconds.
4 Stars Increase the current weapon’s base HP growth by 20%.
5 Stars Normal attacks stun targets for 2.5 seconds. Cooldown: 20 seconds.
6 Stars Discharge skills deal an additional 10% damage to targets and increase frost damage by an additional 10% for 25 seconds.

Weapon Abilities

Normal

Normal Attack (Attack x4) – While on the ground, swing the hammer to attack 4 times in a row.

  1. Deal damage equal to 76.3% of ATK + 4 and knock the target back a short distance.
    While Outburst is active, deal damage equal to 75.5% of ATK + 4 and knock the target back a short distance.
  2. Deal damage equal to 62.1% of ATK + 3 and knock the target back a short distance.
    While Outburst is active, deal damage equal to 65% of ATK + 3 and knock the ed target back a short distance.
  3. Deal damage equal to 157.4% of ATK + 8 and knock the target back a short distance.
    While Outburst is active, deal damage equal to 171.3% of ATK + 9 and knock the target back a short distance.
  4. Deal damage equal to 263.8% of ATK + 14 and launch the target.
    While Outburst is active, deal damage equal to 315.3% of ATK + 17 and knock the target into the air.

Pummel (Jump + Attack + hold:Attack) – Tapping and holding while airborne, Double-jumping, short tapping in the air when there are targets nearby, climbing, jumping backward, or attacking while using the Jetpack will trigger a Shockwave. Knock the target into the air 4 times, dealing damage equal to 34.8% of ATK + 2 each time. Cost 250 endurance.

While Outburst is active, Shockwave knocks the target into the air 5 times, dealing damage equal to 38.3% of ATK + 2 each time. Deal greater damage depending on the user’s altitude when the ability is triggered, up to 600% of ATK.

Sneak Attack (Crouch + Attack) – Approach the enemy from behind while crouching, then tap normal attack to use Sneak Attack, dealing damage equal to 427.5% of ATK + 23.

Focus Smash (hold:Attack) – Tap and hold normal attack to trigger Focus Smash (can be charged up to 3 stacks). Grant immunity to all control effects and hyperbody while charging.

While Outburst is active, tap and hold normal attack to trigger Furious Strikes, dealing damage equal to 501.6% of ATK + 26 and knocking the target into the air.

  1. First Stack: Deal damage equal to 110% of ATK + 6 and knock the target into the air.
  2. Second Stack: Deal damage equal to 276% of ATK + 15 and knock the target into the air.
  3. Third Stack: Deal damage equal to 518% of ATK + 27 and knock the target into the air.
Dodge

Jumping Smash (Arrow keys + Dodge + Attack) – Use the arrow buttons and the dodge button to trigger Jumping Smash, unleashing a Shockwave that knocks the enemy into the air 4 times, dealing damage equal to 161.6% of ATK + 9.

Worldsplitter (Dodge + Attack) – Tap normal attack during the short period of time after a dodge to trigger Worldsplitter, unleashing 3 shockwaves forward, each dealing damage equal to 52.4% of ATK + 3, and knocking enemies into the air.

While in Outburst mode, fire 5 shockwaves forward, each dealing damage equal to 52.4% of ATK + 3 and knocking the target into the air.

Dodge – Dodge right before getting hit to activate a Phantasia, which reduces the speed of enemies within the area. Cooldown: 15 seconds. While dodging, you gain hitstun immunity for 0.5 seconds.

Skill

Outburst – Switch to activate Outburst, increasing damage dealt for 25 seconds. While Outburst is active, skills trigger Windfury, dealing damage equal to 219% of ATK + 12, knock the target into the air, and create an air current on the ground. While standing in the current, dodging has no cost. Cooldown: 45 seconds (Windfury’s cooldown: 10 seconds).

Discharge

Overwhelming Maul – When weapon charge is full or Phantasia is triggered, remove all debuffs from the wielder and knock nearby targets into the air upon switching to this weapon, dealing damage equal to 153.3% of ATK + 8. Also summon a hammer to fall on nearby targets, dealing damage equal to 153.3% of ATK + 8.

Simulacrum Traits

1200 Points – When Ene swims, climbs, or glides, reduce endurance consumption by 12%.

4000 Points – When Ene swims, climbs, or glides, reduce endurance consumption by 20

The Terminator

the terminator tower of fantasy best weapons
Hilda With The Terminator

Weapon

Hilda’s weapon of choice is a firearm called The Terminator, which has DPS Resonance and the Element Ice. It has a Shatter rating of A at 10.00 and a Charge rating of A at 10.00.

Weapon Effects

Ice Shell – Fully charged weapons will freeze the target for 2 seconds and leave it frostbitten for 6seconds. Breaking the ice shell causes additional damage equal to 111.00% of ATK. While frostbitten, the target’s weapon charge rate is reduced by 50%.

Advancements

1 Star Every successful normal attack increases damage by 1% for 2 seconds (stack up to 15 times). Increase ammo count to 60.
2 Stars Increase the current weapon’s base ATK growth by 10%.
3 Stars Within 10 seconds of switching to the weapon, increase damage of normal attacks and shatter by 30%. Cooldown: 25 seconds. Increase ammo to 80.
4 Stars Increase the current weapon’s base ATK growth by 20%.
5 Stars Reduce cooldown of normal attacks while in turret mode to 2 seconds.
6 Stars Within 10 seconds upon switching to the weapon, increase damage of normal attacks and shatter by 60%. Cooldown: 25 seconds.

Weapon Abilities

Normal

Normal Attack (Attack x5) – Tap normal attack to enter aiming mode. Hold normal attack to fire continuously, up to 40 rounds. Each shot deals damage equal to 11.4% of ATK + 1. Deal double damage when scoring a headshot or hitting the enemy’s weakness, knocking them down (headshots are ineffective against Wanderers).

Dodge

Dodge – Dodge right before getting hit to activate a Phantasia, which reduces the speed of enemies within the area. Cooldown: 15 seconds. While dodging, you gain hitstun immunity for 0.5 seconds.

Skill

Turret – Enable turret mode and fire large energy orbs, each dealing damage equal to 213.3% of ATK + 11 and launching the target into the air. Become immune to hitstun and control effects while setting up the turret. 3.5-second cooldown.

Discharge

Arctic Beam – When weapon charge is full or Phantasia is triggered, remove all debuffs from the wielder and fire an arctic beam upon switching to this weapon, dealing damage equal to 329.2% of ATK + 17 and inflict a 3-second freeze effect. Also reduce the target’s frost resistance by 50% for 10 seconds.

Simulacrum Traits

1200 Points – When Hilda uses a vehicle, increase speed by 7%.

4000 Points – When Hilda uses a vehicle, increase speed by 10%.

Staff Of Scars

staff of scars tower of fantasy best weapons
Pepper Wielding The Staff Of Scars

The Staff of Scars is used by Pepper, and its resonance is Support. Its element is Volt, and has a shatter rating of B at 4.00 with a Charge rating of 10.00 with a rank of A.

Weapon Effects

Volt – When the weapon is fully charged, the next attack will paralyze targets for 1 second and electrify them for 6 seconds, negating all buffs and dealing damage equal to 106.00% of ATK. Targets can’t receive any buffs for the next 6 seconds.

Advancements

1 Star Heal all teammates within 10 meters for 100% of ATK after using a Dodge skill.
2 Stars Increase the current weapon’s base HP growth by 10%.
3 Stars Normal attacks also fire two missiles, each dealing damage equal to 5% of ATK to the target and restoring 5 weapon charge points.
4 Stars Increase the current weapon’s base HP growth by 20%.
5 Stars Increase speed of obtaining weapon charge by 20% (not applicable to missile attacks).
6 Stars Grant all teammates within range of the skill 60% damage reduction and immunity to

Weapon Abilities

Normal

Normal Attack (Attack x5) -While on the ground, swing the staff to attack 5 times in a row.

  1. Deal damage equal to 25.1% of ATK + 1.
  2. Deal damage equal to 18.8% of ATK + 1.
  3. Deal damage equal to 30.4% of ATK + 2.
  4. Deal damage equal to 41.4% of ATK + 2.
  5. Deal damage equal to 73.2% of ATK + 4.

Soaring Barrage (Jump + Attack x5) – While airborne or after jumping once, tap normal attack to attack 5 times in a row.

  1. Deal damage equal to 32.5% of ATK + 2.
  2. Deal damage equal to 23.5% of ATK + 1.
  3. Deal damage equal to 25.5% of ATK + 1.
  4. Deal damage equal to 45.6% of ATK + 2.
  5. Deal damage equal to 47.7% of ATK + 3.

Moonfall (Jump + hold:Attack) – Tap and hold normal attack while airborne to trigger Moonfall. Upon landing, deal damage once every 0.2 seconds, for a total of 57.2% of ATK + 3 damage.

Focused Assault (Attack x3 + hold:Attack) – After the third normal attack, hold the normal attack button to trigger branch attacks, consuming 300 points of endurance.

  1. Pull in enemies in front of the user, knocking them into the air and dealing damage equal to 16.1% of ATK + 1 every 0.3 seconds (up to 4 times).
  2. Deal damage equal to 18.6% of ATK + 1 at the target location and to nearby enemies every 0.3 seconds.
Dodge

Dodge – Dodge right before getting hit to activate a Phantasia, which reduces the speed of enemies within the area. Cooldown: 15 seconds. While dodging, you gain hitstun immunity for 0.5 seconds.

Surge (Arrow keys + Dodge + Attack) – Tap normal attack during the short perfect dodge window (tap an arrow button before dodging) to trigger Surge. Each wave of energy deals damage equal to 22.6% of ATK + 1 to targets. Grant 75 weapon charge points upon use.

Tesseract (Dodge + Attack) – Tap normal attack during the short period after dodging to trigger Evasive Blast. Fire an energy orb forward, dealing damage equal to 32.1% of ATK + 2 to targets in its path every 0.3 seconds (up to 5 times). Grant 75 weapon charge points upon use.

Skill

Sanctuary – Create an energy shield at the Wanderer’s location. Heal allies within the shield for 81.7% of ATK + 4 every second and reduce their damage taken by 3% for 10 seconds. 60-second cooldown.

Discharge

Swift Deliverance – When a weapon is fully charged or triggers Phantasia, switching to this weapon from another weapon removes all debuffs from the wielder, and the staff continues to remove debuffs from the Wanderer and allies, plus healing nearby Wanderers and allies for 79% x ATK + 4 HP for 7 seconds.

Simulacrum Traits

1200 Points – When Pepper spends satiety to restore HP, increase restoration effect by 100%.

4000 Points – When Pepper spends satiety to restore HP, increase restoration effect by 200%.

SSR Weapons

The following is the list of R weapons currently in the game, along with their specific stats and attributes.

Dual EM Stars

dual em stars tower of fantasy best weapons
Samir With The Dual EM Stars

The Dual EM Stars are used by Samir, and have Resonance DPS and the Volt Element. They have a Shatter rating of B with 6.00, and a Charge rating of S at 10.70.

Weapon Effects

Volt – When the weapon is fully charged, the next attack paralyzes enemies for 1 second and applies Electric status effect for 6 seconds, which negates all buffs and deals damage equivalent to 144.00% of ATK. Targets are unable to get any buffs for the next 6 seconds.

Advancements

1 Star Trigger an electrical explosion on the target after landing a critical hit, dealing additional damage equivalent to 30% of ATK to the target and nearby enemies. This ability is on a 0.5 second cooldown.
2 Stars Increases the current weapon’s base ATK growth by 16%.
3 Stars Increase crit rate to electrified targets by 40%. Electrical explosions extend the duration of electrified effects by 0.5 seconds, up to a maximum of 5 seconds.
4 Stars Increase the current weapon’s base ATK growth by 32%.
5 Stars Double the duration of Electro Field and pull targets into the center of the attack.
6 Stars Triggering an electrical explosion reduces skill cooldowns by 1 second.

Weapon Abilities

Normal

Dual Fire (Attack x5): While on the ground, tap normal attack to attack 5 times in a row.

  1. Deal total damage equal to 47.1% of ATK + 2.
  2. Deal total damage equal to 35.8% of ATK + 2.
  3. Deal total damage equal to 119.7% of ATK + 6.
  4. Deal total damage equal to 113.1% of ATK + 6.
  5. Deal total damage equal to 154% of ATK + 8 and launch the target.

Bullet Rain (Jump + Attack): While airborne, tap normal attack to fire continuously at the ground, dealing damage equal to 50.6% of ATK + 3  each hit. Consumes 150 Endurance.

Energy Burst (hold: Attack): Hold attack button to maintain constant fire, each hit dealing 23% of ATK + 1 base damage.

Phantom Kick (Jump + hold: Attack): While airborne, tap and hold normal attack to trigger Phantom Kick. Knock the target down and deal damage equal to 70.5% of ATK + 4. Upon landing, deal damage equal to 98.7% of ATK + 5 to nearby targets and launch them.

Dodge

Dodge – Dodge right before getting hit to trigger a Phantasia, reducing the speed of enemies within an area. Become immune to hitstun for 0.5 seconds while dodging.

Rising Lightning Kick (Dodge + Attack) – Tap normal attack after dodging to knock targets into the air and deal damage equal to 122.6% of ATK + 6.

Skill

Electro Field – Fire an energy field at the target location, reflecting beams within the barrier. Deal damage equal to 269.8% of ATK + 14, with the last hit launching targets into the air. 45-second cooldown.

Discharge

Domain of Thunder – When weapon charge is full or Phantasia is triggered, remove all debuffs from the wielder and create a Domain of Thunder at the target location upon switching to this weapon, dealing a total of 238.3% of ATK + 13 damage over 3 attacks to enemies within the area and dispelling their buffs. The domain lasts for 3.5 seconds and deals damage equal to 42.4% of ATK + 2 to a target every 0.5 seconds. 

Simulacrum Traits

1200 Points – Grant 1 stack of Concentration for every 4 seconds when Samir receives no damage. Each stack increases damage dealt by 3%, and can stack up to 4 times. After being hit, Samir loses 1 stack of Concentration, up to 1 stack per 1 second.

4000 Points – Grant 1 stack of Concentration for every 4 seconds when Samir receives no damage. Each stack increases damage dealt by 4%, and can stack up to 5times. After being hit, Samir loses 1 stack of Concentration, up to 1 stack per 2 second.

Scythe Of The Crow

scythe of the crow tower of fantasy best weapons
Samir Flaunting The Scythe Of The Crow

The Scythe of the Crow is used by King, and has Resonance DPS and does Flame Element damage. It has a shatter rating of S at 12.50, and a Charge rating of B at 5.00.

Weapon Effects

Flame – Fully charged weapons will set the target on fire for 8 seconds with the next attack, causing ongoing damage of 58.00% of ATK every second. Ignited targets receive 50% efficacy from healing.

Advancements

1 Star Increase shatter by 15%. After shattering the target’s shield, deal damage equal to 120% of ATK to the target every second for 15 seconds.
2 Stars Increase the current weapon’s base HP growth by 16%.
3 Stars Increase damage dealt by 6% for each enemy within 6 meters, up to a maximum of 30%.
4 Stars Increase the current weapon’s base ATK growth by 32%.
5 Stars Increase damage dealt against HP shields or shielded enemies by 100%.
6 Stars Increase damage dealt by 10% for each enemy slain for 30 seconds (stack up to 3 times).

Weapon Abilities

Normal

Normal Attack (Attack x5) – While on the ground, swing the scythe to launch 5 consecutive attacks.

  1. Deal damage equal to 51.9% of ATK + 3 and knock the target back a short distance.
  2. Deal damage equal to 44.7% of ATK + 2 and knock the target back a short distance.
  3. Deal damage equal to 97.2% of ATK + 5 and knock the target back a short distance.
  4. Deal damage equal to 99.6% of ATK + 5 and knock the target back a short distance.
  5. Deal damage equal to 94.7% of ATK + 5, knock the target into the air, and cause the Wanderer to go airborne.

Rising Scythe (Jump + Attack) – While airborne or after jumping once, attack 5 times in a row.

  1. Deal damage equal to 57.6% of ATK + 3.
  2. Deal damage equal to 62.6% of ATK + 3.
  3. Deal damage equal to 173% of ATK + 9.
  4. Deal damage equal to 194.4% of ATK + 10.
  5. Deal damage equal to 158.1% of ATK + 8 and knock the target down. The higher the target is from the ground, the more damage is dealt, up to 600%of ATK.

Asunder (Jump + hold:Attack) – Tap and hold normal attack while airborne (or tap when a target is selected), or tap normal attack while climbing, jumping backward, or using the Jetpack to trigger Asunder. While falling, deal damage equal to 12.5% of ATK + 1 each hit. Upon landing, deal damage equal to 65.4% of ATK + 3 and deliver a knockdown. The higher the location is when triggered, the higher the damage dealt, up to 600% of ATK.

Returning Chainblade (Attack x4 + hold:Attack) – After the fourth normal attack, hold the normal attack button to trigger Returning Chainblade. Transform into a chainblade, dealing damage equal to 124.9% of ATK + 7 to nearby targets and pulling them in.

Sneak Attack (Crouch + Attack) – Approach the enemy from behind while crouching, then tap normal attack to use Sneak Attack, dealing damage equal to 570% of ATK + 30.

Dodge

Returning Chainblade (Arrow keys + Dodge + Attack) – When dodging, summon a group of bats that pulls the target into the center. Tap normal attack during the short period after dodging to swing the scythe, dealing up to 103.8% of ATK + 5 damage to the target.

Domain of the Bat (Dodge) – When dodging, summon a group of bats that pulls the target into the center. Tap normal attack during the short period after dodging to swing the scythe, dealing up to 103.8% of ATK + 5 damage to the target.

Dodge – Dodge right before getting hit to trigger a Phantasia, reducing the speed of enemies within an area. Become immune to hitstun for 0.5 seconds while dodging.

Skill

Mortal Coil – Swing the scythe, dealing damage equal to 284% of ATK + 15. 45 second cooldown.

Discharge

Flaming Scythe – When weapon charge is full or Phantasia is triggered, remove all debuffs from the wielder and create a Flaming Scythe upon switching to this weapon, dealing damage equal to 277% of ATK + 15 and lasts for 10 seconds. Additionally, spawn Flaming Scythes every 2 seconds. The scythes summon volcanic eruptions from the ground, which deal damage equal to 60% of ATK + 3 to targets and knock them into the air.

Simulacrum Traits

1200 Points – Every 7 enemies killed by KING restores HP equal to 8% of Max HP.

4000 Points – Every 5 enemies killed by KING restores HP equal to 10% of Max HP.

Chakram Of The Seas

chakram of the seas tower of fantasy
Shiro Alongside The Chakram Of The Seas

The Chakram of the Seas is used by Shiro, and has DPS as its Resonance and deals Physical elemental damage. It has a shatter rating of A at 10.00, and a charge rating of B at 6.00.

Weapon Effects

Grievous – Fully charged weapons will inflict damage equal to 137.00% of ATK with the next attack, and make the target grievous for 7 seconds, taking 20% extra damage.

Advancements

1 Star Increase damage dealt to and all elemental shattering effects on targets within Full Bloom’s range by 30%.
2 Stars Increase the current weapon’s base ATK growth by 16%.
3 Stars Increase shatter by 15% and reset all weapon skill cooldowns upon shattering the target’s shield. Can only be triggered once every 30 seconds.
4 Stars Increase the current weapon’s base HP growth by 32%.
5 Stars Attacking a grievous target extends the duration of grievous by an additional 7 seconds (only take effect once for the same effect).
6 Stars After using Full Bloom, grant a 100% crit chance for the next 8 seconds.

Weapon Abilities

Normal

Rapid Throw (Attack x5) – While on the ground, swing the chakram to unleash 5 spinning attacks.

  1. Deal damage equal to 23.6% of ATK + 1.
  2. Deal damage equal to 18.3% of ATK + 1.
  3. Deal damage equal to 26.2% of ATK + 1.
  4. Deal damage equal to 23.6% of ATK + 1.
  5. Deal damage equal to 41.4% of ATK + 2 and knock the target back a short distance.

Aerial Discharge (Jump + Attack x3) – While airborne or after jumping once, tap normal attack to unleash 3 spinning attacks in a row.

Scatter (Attack x2 + hold:Attack) – After the second normal attack, hold attack button to activate Scatter. Fire five penetrating chakrams forward, each hit dealing 33.5% x ATK + 2 damage, with minor knockback.

Air Spin (Jump + hold:Attack) – Tap and hold normal attack while airborne to trigger Air Spin. Unleash a powerful strike, dealing damage equal to 147.3% of ATK + 8 to the target and nearby enemies, knocking them into the air.

Sneak Attack (Crouch + Attack) – Approach the enemy from behind while crouching, then tap normal attack to use Sneak Attack, dealing damage equal to 427.5% of ATK + 23.

Dodge

Waning Moon (Dodge + Attack) – Tap normal attack during the short period after dodging to trigger Waning Moon. Toss a spinning chakram forward, dealing damage equal to 102.2% of ATK + 5 to the target and inflicting a stun effect for 0.5 seconds. The chakram then splits into 3 and keeps traveling, dealing damage equal to 14.6% of ATK + 1 to targets along their path. Split chakrams will bounce during Full Bloom.

Dodge – Dodge right before getting hit to trigger a Phantasia, reducing the speed of enemies within an area. Become immune to hitstun for 0.5 seconds while dodging.

Skill

Full Bloom – Create a Chakram Domain with the Wanderer at the center for 8 seconds. For 8seconds after unleashing, pull in targets and reduce their speed by 30%. Also fire 5 chakrams that bounce between enemies, dealing damage equal to 14.3% of ATK + 1 to targets on their paths, bouncing up to 5 times. The split chakrams triggered by Waning Moon also bounce up to 5 times. 60-second cooldown.

Discharge

Spirit of the Air – When a weapon is fully charged or triggers Phantasia, switching to this weapon from another weapon removes all debuffs from the wielder and unleashes Chakram of the Seas at a target. Struck target causes AOE stun for 1 second, plus 1 attack each against up to 3 units every second (each attack has 10% chance of stunning the target for 1.5 seconds), dealing 31.8% of ATK + 2 damage for 10 seconds.

Simulacrum Traits

1200 Points – When Shiro uses a weapon skill/discharge skill, increase all kinds of ATK by 10% and physical ATK by an additional 7% for 8 seconds. Cooldown: 16 seconds.

4000 Points – When Shiro uses a weapon skill/discharge skill, increase all kinds of ATK by 16% and physical ATK by an additional 10% for 8 seconds. Cooldown: 16 seconds.

Venus

venus tower of fantasy
Nemesis Aiming With Venus

The Venus is used by Nemesis, which has a Support Resonance and the Element Volt. It has a shatter ranking of B with a rating of 6.00, and a Charge ranking of A at 8.00.

Weapon Effects

Volt – When the weapon is fully charged, the next attack will paralyze targets for 1 second and electrify them for 6 seconds, negating all buffs and dealing damage equal to 144.00% of ATK. Targets can’t receive any buffs for the next 6 seconds.

Volt Resonance – Increase volt ATK by 15% and volt resistance by 25%. Activate by equipping 2 or more volt weapons. This set’s effects do not work with others.

Advancements

1 Star After using Pulse Lock or Particle Beam Burst, creates 1 Electrode that immediately grants the user 5 stacks of healing chain enhance. In addition, unleash a healing chain that heals nearby allies by 135% of the Wanderer’s ATK.
2 Stars Increase the current weapon’s base ATK growth by 16%.
3 Stars Every 6 seconds, the Electrode will unleash Ring Lightning, which deals damage equal to a maximum of 205% of ATK in a target area.
4 Stars Increase the current weapon’s base ATK growth by 32%.
5 Stars After using Pulse Lock, increase the Wanderer’s ATK by (5 + Number of Electrodes × 5 ) % for 25 seconds.
6 Stars Up to 2 Electrodes can be active at the same time. Summoning more Electrodes will replace the ones furthest from the user.

Weapon Abilities

Normal

Normal Attack (Attack x5) – While on the ground, use Venus to attack 5 times in a row.

  1. Deal damage equal to 50.8% of ATK + 3.
  2. Deal damage equal to 36.3% of ATK + 2.
  3. Deal damage equal to 98.3% of ATK + 5.
  4. Deal damage equal to 67.3% of ATK + 4.
  5. Deal damage equal to 148.3% of ATK + 8.

Aerial Discharge (Jump + Attack x5) – While airborne, tap normal attack to attack 5 times in a row.

  1. Deal damage equal to 62.5% of ATK + 3.
  2. Deal damage equal to 62.5% of ATK + 3.
  3. Deal damage equal to 120% of ATK + 6.
  4. Deal damage equal to 71.2% of ATK + 4.
  5. Deal damage equal to 126% of ATK + 7.

Forward Pursuit (Attack + hold:Attack) – After the second normal attack, hold the normal attack to trigger Forward Pursuit. Shoot a laser-guided missle at the target, dealing damage up to 107.5% of ATK + 6.

Dual Focus (hold:Attack) – Hold normal attack to charge a shot and release an electrified ball that explodes on hit, dealing damage equal to 118.4% of ATK + 6 to nearby enemies.

Dodge

Dodge – Dodge right before getting hit to trigger a Phantasia, reducing the speed of enemies within an area. Become immune to hitstun for 0.5 seconds while dodging. Dodging will trigger a healing chain that heals nearby allies by 67.7% of the Wanderer’s ATK; for the next 10 seconds, a small healing chain will trigger every 2seconds, which heals nearby allies by 22.5% of the Wanderer’s ATK. Dodging grants 1 stack of healing chain enhance, which increases the effects of healing chains by 25% (stacks up to 5 times) and lasts for 30 seconds. Switching weapons will cancel this effect.

Twin Spinning Focus (Dodge + Attack) – Tap normal attack during the short perfect attack window to trigger a slowing magnetic field. Venus fires a charged orb that travels forward a set distance and explodes in contact with targets. Deal damage equal to 171% of ATK + 9, and generate a slowing magnetic field for 3 seconds, which reduces the movement speed and attack speed of all enemies caught within it by 35%.

Parallel Beams (Arrow keys + Dodge + Attack) – Tap normal attack during the short perfect dodge window (tap a directional key while dodging) to trigger Parallel Beams. Venus fires a pair of parallel energy beams, dealing piercing damage equal to 171.6% of ATK + 9. 

Skill

Pulse Lock – Venus fires a guided missile that explodes on contact with enemy targets, dealing damage equal to 233.2% of ATK + 12 and knocking down targets. 25-second cooldown.

Discharge

Particle Beam Burst – When weapon charge is full or Phantasia is triggered, switching to this weapon will clear all debuffs from the user and command Venus to fire a cross-shaped ray at the ground, creating an unstable area and reducing targets’ movement speed by 70% for 5 seconds. After a brief delay, unleash an electromagnetic burst that deals damage equal to 393.9% of ATK + 21.

Using a discharge attack will spawn 1 electrode near the enemy’s position that attack once every 1.5 seconds, dealing damage equal to 39.9% of ATK + 2.

The electrode gains 100% of the Wanderer’s stats, can be attacked or healed, and loses 3% of its max HP every second.
Only 1 Electrode can exist at any given time, and summoning a new Electrode will replace the previous one.

Simulacrum Traits

1200 Points – After summoning an Electrode, deal volt damage equal to 60% of ATK to all enemies within 30 meters of the Electrode and heal all allies (including the user) within its range by 120% of ATK.

4000 Points – After summoning an Electrode, deal volt damage equal to 100% of ATK to all enemies within 30 meters of the Electrode and heal all allies (including the user) within its range by 200% of ATK.

Icewind Arrow

icewind arrow tower of fantasy best weapons
The Icewind Arrow, Nocked And Ready

Tsubasa uses the Icewind Arrow, which has DPS as its Resonance and Ice as its Element. It has a shatter rating of B at 4.00, and a Charge rating of S at 11.50.

Weapon Effects

Ice Shell – Fully charged weapons will freeze the target for 2 seconds and leave it frostbitten for 6 seconds. Breaking the ice shell causes additional damage equal to 151.00% of ATK. While frostbitten, the target’s weapon charge rate is reduced by 50%.

Advancements

1 Star Grant 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. Stack up to 3 times.
2 Stars Increase the current weapon’s base ATK growth by 16%.
3 Stars Launching a Dodge attack fires 3 Charged Arrows.
4 Stars Increase the current weapon’s base ATK growth by 32%.
5 Stars Double duration of Arrow Rain and slow targets by 25%.
6 Stars Sharp Arrow stacks up to 5 times. Hitting a target with Charged Arrow immediately grants 3 stacks, headshots grant 5 stacks.

Weapon Abilities

Normal

Quickdraw (Attack x5) – While on the ground, draw the bow repeatedly to attack 5 times.

  1. Deal damage equal to 48.8% of ATK + 3.
  2. Deal damage equal to 43.7% of ATK + 2.
  3. Deal damage equal to 78.6% of ATK + 4.
  4. Deal damage equal to 121.2% of ATK + 6.
  5. Deal damage equal to 112.5% of ATK + 6 and knock the target back a short distance.

Charged Arrow (hold:Attack) – Tap and hold normal attack to charge the weapon. Deal basic damage equal to 87.8% of ATK + 5, and 50% more for each 1 second spent charging, up to 3seconds. Deal double damage when scoring a headshot or when hitting an enemy’s weakness, knocking them down (headshots are ineffective against Wanderers).

Arrow Rain (Attack + hold:Attack) – After any normal attack, hold the normal attack button to unleash Arrow Rain, dealing up to 287.2% of ATK + 15 area damage to targets.

Air Volley (Jump + Attack x4) – While airborne, tap normal attack to attack 4 times in a row in the air.

  1. Deal damage equal to 56.3% of ATK + 3.
  2. Deal damage equal to 74% of ATK + 4.
  3. Deal damage equal to 112.7% of ATK + 6.
  4. Deal damage equal to 169.8% of ATK + 9.
Dodge

Dodge – Dodge right before getting hit to activate a Phantasia, which reduces the speed of enemies within the area. Cooldown: 15 seconds. While dodging, you gain hitstun immunity for 0.5 seconds.

Loaded Arrow (Dodge + Attack) – Tap attack after dodging to trigger a Loaded Arrow, which knocking the target back and dealing damage equal to 124% of ATK + 7.

Skill

Piercing Arrow – Perform a backflip and fire 3 piercing arrows, with the main arrow deals damage equal to 224.6% of ATK + 12, and the other two arrows deal 60% damage. In addition, knock targets back and stun them for 5 seconds if they collide with an obstacle. Cooldown: 12 seconds.

Discharge

Explosive Barrage – When weapon charge is full or Phantasia is triggered, remove all debuffs from the wielder, and create a hailstorm at the target location upon switching to this weapon, dealing damage equal to 570% of ATK + 30. The storm has a 10% chance to inflict a 2 seconds freeze effect. Gain cold front, increasing damage dealt by 15%, and speed by 45% for 7 seconds.

Simulacrum Traits

1200 Points – Each time Tsubasa deals damage, gain 1 stack of Fierce Strike, up to 1 stack per 1 second. Each stack adds 0.5% ATK, up to 15 stacks. Refreshes effect duration upon gaining the effect again. The effect lasts for 30 seconds.

4000 Points – Each time Tsubasa deals damage, gain 1 stack of Fierce Strike, up to 1 stack per 1 second. Each stack adds 0.6% ATK, up to 30 stacks. Refreshes effect duration upon gaining the effect again. The effect lasts for 30 seconds.

Thunderblades

thunderblades tower of fantasy
Crow Holding The Thunderblades In A Reverse Grip

The Thunderblades are used by Crow, and have a DPS Resonance and the Element Volt. They have a shatter rating of B at 6.00, and a Charge rating of A at 8.00.

Weapon Effects

Volt – When the weapon is fully charged, the next attack will paralyze targets for 1 second and electrify them for 6 seconds, negating all buffs and dealing damage equal to 144.00% of ATK. Targets can’t receive any buffs for the next 6 seconds.

Advancements

1 Star Attacking targets from behind increases crit rate of all dual blades attacks by 40%. Attacking an electrified target from behind increases crit rate by 100% and crit damage by 30%.
2 Stars Increase the current weapon’s base ATK growth by 16%.
3 Stars Increase damage by 30% to targets with less than 60% HP.
4 Stars Increase the current weapon’s base HP growth by 32%.
5 Stars Triggering a Back Attack grants a 100% crit chance for the next 4 seconds and increases crit damage by 50%. Cooldown: 10 seconds.
6 Stars After using a skill, increase volt damage dealt to the target by 20% for 20seconds.

Weapon Abilities

Normal

Twin Blades (Attack x5) – While on the ground, swing the blades to attack 5 times in a row.

  1. Deal damage equal to 42.9% of ATK + 2 and knock the target back a short distance.
  2. Deal damage equal to 52.2% of ATK + 3 and knock the target back a short distance.
  3. Deal damage equal to 64.8% of ATK + 3 and knock the target back a short distance.
  4. Deal damage equal to 69.2% of ATK + 4 and knock the target back a short distance.
  5. Deal damage equal to 144.3% of ATK + 8 and knock the target back a short distance.

Sky Flurry (Jump + Attack x4) – While airborne or after jumping once, tap normal attack to attack 4 times in a row.

  1. Deal damage equal to 46.8% of ATK + 2.
  2. Deal damage equal to 27.5% of ATK + 1.
  3. Deal damage equal to 65.8% of ATK + 3.
  4. Deal damage equal to 98.5% of ATK + 5.

Rapid Lunge (Attack x3 + hold:Attack) – After the third normal attack, hold the normal attack button to trigger Rapid Lunge. Strike the target and knock them into the air, dealing total damage equal to 83.4% of ATK + 4.

Spiral Dive (Jump + hold:Attack) – Tap and hold normal attack while airborne (or tap when a target is selected), or tap normal attack while climbing, jumping backward, or using the Jetpack to trigger Spiral Drive. While falling, deal damage equal to 42% of ATK + 2 each hit.

Sneak Attack (Crouch + Attack) – Approach the enemy from behind while crouching, then tap normal attack to use Sneak Attack, dealing damage equal to 570% of ATK + 30.

Dodge

Flying blades (Arrow keys + Dodge + Attack) – Tap normal attack during the short perfect dodge window (tap an arrow button before dodging) to trigger Flying Blades. Slash a target 5 times, each dealing damage equal to 18.8% of ATK + 1. Grant immunity to control effects while phasing.

Dodge – Dodge right before getting hit to activate a Phantasia, which reduces the speed of enemies within the red area. Cooldown: 15 seconds. While dodging, you gain hitstun immunity for 0.5 seconds.

Skill

Returning Blades – Fires 6 returning blades, each dealing damage equal to 20.7% of ATK + 1. Gains hyperbody for up to 8 seconds, and the effect is removed when the blades return. 45-second cooldown.

Discharge

Orbiting Blades – When weapon charge is full or Phantasia is triggered, remove all debuffs from the wielder and blink to the target location upon switching to this weapon and attack, dealing damage equal to 62.1% of ATK + 3 and electrocuting the target (after 5 seconds, deals volt damage equal to 15% of damage dealt, up to 350% of the Wanderer’s ATK. This is an abnormal status that can be dispelled). Also spawn 3 blades that orbit around the Wanderer, dealing damage equal to 46.5% of ATK + 2 to those that touch them.

Simulacrum Traits

1200 Points – When Crow is not in team play, increase damage dealt by 6% and reduce damage received by 4%.

4000 Points – When Crow is not in team play, increase damage dealt by 10% and reduce damage received by 6% When Crow enters combat, increase damage dealt by 12% for 12 seconds.

Molten Shield V2

molten shield v2 tower of fantasy best weapons
The Molten Shield V2

Huma uses the Molten Shield V2, which has Defense as its Resonance and Flame as its Element. It has a Shatter rating of A at 10.00, and a Charge rating of A at 10.00.

Weapon Effects

Flame – Fully charged weapons will set the target on fire for 8 seconds with the next attack, causing ongoing damage of 58.00% of ATK every second. Ignited targets receive 50% efficacy from healing.

Advancements

1 Star Using a Dodge skill or branch skill while in shield form grants a stack of Strong Shield, which grants 10% damage reduction for 15 seconds and stacks up to 3 times. Switching to axe form converts all Strong Shield stacks to Sharp Axe stacks, each of which increases damage dealt by 15% for 15 seconds. Switching to a different weapon cancels this effect.
2 Stars Increase the current weapon’s base HP growth by 16%.
3 Stars While in shield form, branch/dodge attacks deal additional damage to targets equal to 4% of the user’s current HP.
4 Stars Increase the current weapon’s base ATK growth by 32%.
5 Stars After switching to a shield axe, immediately grant 30% damage reduction that diminishes by 10% every 3 seconds, down to a minimum of 10%. Switching weapons cancels this effect. Cooldown: 30 seconds.
6 Stars Enhance conversion skills.
Shield Enhancement: Increase damage dealt by 60% and expand the radius of the flame zome by 30%.
Axe Enhancement: For the next 5 seconds after using this ability, turn all damage received into HP (up to a maximum of 15% of the user’s Max HP).

Weapon Abilities

Normal

Normal Attack (Attack x4) – While on the ground, swing the shield axe to attack 4 times in a row.

  1. Shield Form: Deal damage equal to 70.6% of ATK + 4 and knock the target back a short distance.
    Axe Form: Deal damage equal to 122.9% of ATK + 6 and knock the target back a short distance.
  2. Shield Form: Deal damage equal to 51.7% of ATK + 3 and knock the target back a short distance.
    Axe Form: Deal damage equal to 72.2% of ATK + 4 and knock the target back a short distance.
  3. Shield Form: Deal damage equal to 57.1% of ATK + 3 and knock the target back a short distance.
    Axe Form: Deal damage equal to 109% of ATK + 6 and knock the target back a short distance.
  4. Shield Form: Deal damage equal to 167.3% of ATK + 9 and launch the target into the air.
    Axe Form: Deal damage equal to 201.1% of ATK + 11 and knock the target back.

Aerial Strike (Jump + Attack x3) – While airborne or after jumping once, attack 3 times in a row.

  1. Shield Form: Deal damage equal to 69% of ATK + 4
    Axe Form: Deal damage equal to 107.8% of ATK + 6.
  2. Shield Form: Deal damage equal to 72.9% of ATK + 4.
    Axe Form: Deal damage equal to 82.8% of ATK + 4.
  3. Shield Form: Deal damage equal to 93.7% of ATK + 5.
    Axe Form: Deal damage equal to 252.7% of ATK + 13.

Anticipation (hold:Attack) – Shield Form: While on the ground, tap and hold normal attack to enter shield form (release to exit) for 3 seconds, during which the Wanderer is unable to move, and all damage taken is reduced by 50%. While in shield form, releasing the normal attack button after taking damage or after holding the button for 3 seconds, unleash fire crash, dealing damage equal to 152.1% of ATK + 8 and inflicting a 1-second stun effect on the target.

Axe Form: Smash the target, dealing damage equal to 111.1% of ATK + 6 and knocking the target into the air.

Valor (Jump + hold:Attack) – Tap and hold normal attack while airborne (or tap when a target is selected), or tap normal attack while climbing, jumping backward, or using the Jetpack to trigger Air Branch attacks.

Shield Form: While falling, deal damage equal to 12.5% of ATK + 1 each hit. Upon landing, deal damage equal to 81.1% of ATK + 4 and knock the target into the air.

Axe Form: While falling, deal damage equal to 12.5% of ATK + 1 each hit. Upon landing, deal damage equal to 116.6% of ATK + 6 and knock the target into the air. The higher the location is when triggered, the higher the damage dealt, up to 600% of ATK.

Dodge

Erupt (Dodge + Attack) – Tap normal attack during the short period after dodging to trigger a Dodge Attack.

Shield Form: Unleash a flaming shield, dealing damage equal to 50.7% of ATK + 3 and knocking back targets. In addition, trigger an explosion that deals damage equal to 50.7% of ATK + 3, stun targets for 0.5 seconds, and reduce incoming healing effects on targets by 30% for 10 seconds.

Axe Form: Swing an axe to deal damage equal to 205.8% of ATK + 11, and reduce incoming healing effects on targets by 30% for 10 seconds.

Dodge – Dodge right before getting hit to activate a Phantasia, which reduces the speed of enemies within the area. Cooldown: 15 seconds. While dodging, you gain hitstun immunity for 0.5 seconds.

Skill

Fission – Shield Conversion: Switch from shield form to axe form and smash the ground, dealing damage equal to 339.9% of ATK + 18 and knocking the target into the air. Leave a flame zone for 5 seconds that burns the target, dealing continuous damage equal to 212.4% of ATK + 11.

Axe Conversion: Switch from axe form to shield form and slam it to the ground, dealing damage equal to 281.4% of ATK + 15 to the target and knocking them back. Prevent the target from switching weapons for 5 seconds. 45-second cooldown, Shield Conversion and Axe Conversion share a cooldown.

Discharge

Seething Rage – When weapon charge is full or when Phantasia is triggered, remove all debuffs from the wielder and unleash a flame shockwave upon switching to this weapon, dealing damage equal to 320% of ATK + 17. Taunt enemies for 5 seconds, during which gain 15% damage reduction. Scatter shield-shaped objects based on the number of targets taunted. Objects last 20 seconds and provide 10 seconds of 5% damage reduction (stackable), restoring dodge by 1.

Simulacrum Traits

1200 Points – Each time Huma receives damage, gain 1 Fortitude mark and gain 1 more Fortitude mark if it is flame damage, up to 1 time per 1 second and 12 stacks in total. Upon using a weapon skill, use all Fortitude marks and gain an HP shield equal to the number of marks x 0.4% HP for 12 seconds. If Fortitude marks are used when the effect is stacked up to the maximum, then gain an HP shield equal to the number of marks x 0.6% HP.

1400 Points – Each time Huma receives damage, gain 1 Fortitude mark and gain 1 more Fortitude mark if it is flame damage, up to 1 time per 1 second and 12 stacks in total. Upon using a weapon skill, use all Fortitude marks and gain an HP shield equal to the number of marks x 0.6% HP for 12 seconds. If Fortitude marks are used when the effect is stacked up to the maximum, then gain an HP shield equal to the number of marks x 0.9% HP.

Negating Cube

negating cube tower of fantasy
The Negating Cube Hovering Over Zero’s Hand

Zero uses the Negating Cube, which has a Support Resonance and the Flame Element. It has a shatter rating of B at 5.00 and a Charge rating of S at 13.00.

Weapon Effects

Flame – Fully charged weapons will set the target on fire for 8 seconds with the next attack, causing ongoing damage of 58.00% of ATK every second. Ignited targets receive 50% efficacy from healing.

Advancements

1 Star Deal damage and produce a healing orb, which lasts for 20 seconds and restore HP of any teammate who picks it up equal to 60% of ATK. 2-second cooldown.
2 Stars Increase the current weapon’s base ATK growth by 16%.
3 Stars Reduce skill cooldown from 60 seconds to 30 seconds. Restore HP equal to 30% of ATK every second while the shield is active.
4 Stars Increase the current weapon’s base HP growth by 32%.
5 Stars Damaging a target also produces a damage orb, which lasts for 20seconds and increases all damage and healing of any teammate who picks it up by 2% for 30 seconds. Stack up to 10 times. Skill cooldown is 2.5 seconds.
6 Stars Using a Skill grants allies healing orbs and damage orbs equal to the number of Omnium Cubes.

Weapon Abilities

Normal

Normal Attack (Attack x5) – While on the ground, manipulate the cube to attack 5 times in a row.
Passive: If normal attacks hit targets 6 times, gain 1 cube. Up to 5 cubes can be stored.

  1. First Attack: Deal damage equal to 35.9% of ATK + 2.
  2. Second Attack: Deal damage equal to 29.4% of ATK + 2.
  3. Third Attack: Deal damage equal to 91.5% of ATK + 5.
  4. Fourth Attack: Deal damage equal to 61.2% of ATK + 3.
  5. Fifth Attack: Deal damage equal to 62.3% of ATK + 3 up to 3 times and launch the target.

Omnium Missile (Jump + hold:Attack) – While airborne, tap normal attack to activate the energy within the cube, firing up to 5 missiles and dealing total damage equal to 45.6% of ATK + 2. Consume up to 250 endurance.

Passive: If the Wanderer has any stored cubes, consume all cubes to fire Omnium Missiles at targets to deal damage.

Energy Overflow (Jump + Attack) – While airborne or after jumping once, tap normal attack to trigger Energy Overflow. Upon landing, fire a shockwave that travels forward, dealing up to 18% of ATK + 1 damage to targets in its path.

Omnium Shock (Attack x3 + hold:Attack) – On the third normal attack, hold the normal attack button to trigger Omnium Shock. A pillar of energy launches nearby targets into the air, dealing damage equal to 52.8% of ATK + 3. The pillar lasts 5 seconds and deals damage equal to 22% of ATK + 1 to nearby targets every second.

Energy Sentinel – Cubes orbiting the Wanderer deal damage equal to 7.5% of ATK + 1 to enemies.

Energy Missile – When the Wanderer casts Omnium Missiles and Energy Overflow, their orbiting cubes are fired as well, dealing damage equal to 37.3% of ATK + 2 to the target.

Dodge

Soul Surge – Dodge right before getting hit to trigger a Phantasia, which reduces speed of enemies within range and grants hitstun immunity for 0.5 seconds. If the Wanderer has less than 5 cubes, each successful dodge has a 40% chance to restore 1 dodge attempt. Successful dodges do not interrupt normal attack combos. Passive: Gain a cube for every successful aerial dodge.

Skill

Omnium Shield – Create shielding for self and nearby allies to block up to 800% of ATK in damage for 10 seconds, and deal 109.9% of ATK + 6 damage to nearby targets and launch them. Each cube in possession when this skill is used adds 160% of ATK to max shielding and exhausts the cube. Cooldown: 60 seconds.

Discharge

Omnium Wave – When weapon charge is full or Phantasia is triggered, remove all debuffs from the wielder and gain 5 cubes upon switching to this weapon, then unleash the 5 cubes along with a Shockwave. This Shockwave deals damage equal to 131.5% of ATK + 7 to nearby targets, and launches them into the air. Each cube also deals damage equal to 37.3% of ATK + 2. If allies are in the vicinity, they gain damage immunity for 3 seconds.

Simulacrum Traits

1200 Points – When Zero uses a weapon skill, reduce cooldown time for Relics in cooldown by 1.5 seconds. Can only activate for the same weapon 1 time every 5 seconds.

4000 Points – When Zero uses a weapon skill, reduce cooldown time for Relics in cooldown by 3 seconds. Can only activate for the same weapon 1 time every 5 seconds.

Rosy Edge

rosy edge tower of fantasy
Meryl Aiming Rosy Edge At An Enemy

Meryl’s weapon of choice is is the Rosy Edge, which has a Defense Resonance and the Ice Element. It has a shatter rating of S at 12.00, and a Charge rating of B at 4.00.

Weapon Effects

Ice Shell – Fully charged weapons will freeze the target for 2 seconds and leave it frostbitten for 6seconds. Breaking the ice shell causes additional damage equal to 151.00% of ATK. While frostbitten, the target’s weapon charge rate is reduced by 50%.

Advancements

1 Star Increase shatter by 15% and restore 10% of HP after shattering the target’s shield.
2 Stars Increase the current weapon’s base HP growth by 16%.
3 Stars Obtain Health Ice Shield with 10% maximum health value when the weapon is switched; cooldown takes 20 seconds; Ice Shield lasts up to 10 seconds.
4 Stars Increase the current weapon’s base HP growth by 32%.
5 Stars Increase damage and shatter by 50% while the shield is active.
6 Stars Health Ice Shield with a health value of up to 20% is obtained when switched to the weapon. The shield provides immunity to control effects; cooldown takes 20 seconds; Ice Shield lasts up to 10 seconds.

Weapon Abilities

Normal

Heavy Cleave (Attack x4) – While on the ground, swing a greatsword to attack 4 times in a row.

  1. Deal damage equal to 60.7% of ATK + 3 and knock the target back a short distance.
  2. Deal damage equal to 50.1% of ATK + 3 and knock the target back a short distance.
  3. Deal damage equal to 87.9% of ATK + 5 and knock the target back a short distance.
  4. Deal damage equal to 130.3% of ATK + 7, knock the target into the air, then launch them upon landing.

Aerial Strike (Jump + Attack x4) – While airborne or after jumping once, tap normal attack to attack 4 times in a row.

  1. Deal damage equal to 88.7% of ATK + 5.
  2. Deal damage equal to 72.9% of ATK + 4.
  3. Deal damage equal to 130% of ATK + 7.
  4. Deal damage equal to 117.1% of ATK + 6 and deliver a knockdown, launch the target upon landing.

Rising Slash (Attack x3 + hold:Attack) – After the third normal attack, hold normal attack to trigger Rising Slash. Knock the target into the air and go airborne, dealing damage equal to 53.6% of ATK + 3.

Moonset Slash (Jump + hold:Attack) – Tap and hold normal attack while airborne (or tap when a target is selected), or tap normal attack while climbing, jumping backward, or using the Jetpack to trigger Moonset Slash. While falling, each hit deals damage equal to 12.5% of ATK + 1. Upon landing, deal damage equal to 117.1% of ATK + 6 and launch targets. Deal greater damage depending on the user’s altitude when Moonset Slash triggered, up to 600% of ATK.

Sneak Attack (Crouch + Attack) – Approach the enemy from behind while crouching, then tap normal attack to use Sneak Attack, dealing damage equal to 570% of ATK + 30.

Whirlwind (hold:Attack) – While standing still or moving, tap and hold normal attack to trigger Whirlwind, dealing damage equal to 82% of ATK + 4 every 0.5 seconds to the target. Grant hitstun immunity while in use.

Dodge

Dodge – Dodge right before getting hit to activate a Phantasia, which reduces the speed of enemies within the area. Cooldown: 15 seconds. While dodging, you gain hitstun immunity for 0.5 seconds.

Devastate (Arrow kids + Dodge + Attack) – Tap normal attack during the short perfect dodge window (tap an arrow button before dodging) to trigger Devastate. Deal damage equal to 55% of ATK + 3 each hit and launch targets.

Crescent Slash (Dodge + Attack) – Tap normal attack during the short period after dodging to trigger Crescent Slash. Swing the blade to unleash sword auras forward, each dealing damage equal to 41.3% of ATK + 2.

Skill

Blizzard – Swing the blade to launch sword auras forward, each dealing damage equal to 90.8% of ATK + 5 and increasing damage dealt by 5% with each hit. While active, immune to control effects. 45-second cooldown.

Discharge

Frost Barrier – When weapon charge is full or Phantasia is triggered, remove all debuffs from the wielder, and smash the ground to form a barrier upon switching to this weapon, dealing damage equal to 419.3% of ATK + 22 to nearby enemies, knocking enemies into the air. This reduces their speed by 50% and stops them from dodge or jump. The barrier lasts 5 seconds and blocks projectiles.

Simulacrum Traits

1200 Points – Reduce frost damage received by Meryl by 20%, gain immunity to the frostbitten effect, and reduce duration of being frozen by 50%.

4000 Points – Reduce frost damage received by Meryl by 25%, gain immunity to the frostbitten effect, and reduce duration of being frozen by 50%.

Absolute Zero

aboslute zero tower of fantasy
Coco Ritter On Top Of Absolute Zero

Coco Ritter uses the Absolute Zero spear, which has a Support Resonance and the Ice Element. It has a shatter rating of B at 4.00 along with a Charge rating of S at 12.50.

Weapon Effects

Ice Shell – Fully charged weapons will freeze the target for 2 seconds and leave it frostbitten for 6 seconds. Breaking the ice shell causes additional damage equal to 151.00% of ATK. While frostbitten, the target’s weapon charge rate is reduced by 50%.

Advancements

1 Star After dodging, summon a healing bee that follows the user and heals the ally with the lowest percentage of HP within 15 meters. Heal for 25% of ATK and restore 50 weapon charge points each time and last for 25 seconds. Cooldown: 25 seconds.
2 Stars Increase the current weapon’s base HP growth by 16%.
3 Stars Use Sanctuary or discharge skills to remove debuffs from targets, can be used while being affected by control effects. Increase shatter and damage dealt for all teammates within range by 20%, and grant them immunity to control effects and shatter.
4 Stars Increase the current weapon’s base HP growth by 32%.
5 Stars Increase healing effect by 15%, plus an additional 20% when healing targets with less than 60% HP.
6 Stars Whenever a healing bee is summoned or disappears from battle, heal all allies for 100% of the user’s ATK. All allies within 10 meters of the healing bee also gain 15% all damage and healing (cannot stack).

Weapon Abilities

Normal

Normal Attack (Attack x5) – While on the ground, swing the staff to attack 5 times in a row.

  1. Deal damage equal to 41.9% of ATK + 2.
  2. Deal damage equal to 31.4% of ATK + 2.
  3. Deal damage equal to 50.6% of ATK + 3.
  4. Deal damage equal to 69% of ATK + 4.
  5. Deal damage equal to 122% of ATK + 6.

Focused Assault (Attack x3 + hold:Attack) – After the third normal attack, hold the normal attack button to trigger branch attacks, consuming 300 points of endurance.

  1. Pull in enemies in front of the user, knocking them into the air and dealing damage equal to 26.8% of ATK + 1 every 0.3 seconds (up to 4 times).
  2. Deal damage equal to 31.1% of ATK + 2 at the target location and to nearby enemies every 0.3 seconds.

Soaring Barrage (Jump + Attack x5) – While airborne or after jumping once, tap normal attack to attack 5 times in a row.

  1. Deal damage equal to 54.2% of ATK + 3.
  2. Deal damage equal to 39.1% of ATK + 2.
  3. Deal damage equal to 42.4% of ATK + 2.
  4. Deal damage equal to 76.2% of ATK + 4.
  5. Deal damage equal to 79.4% of ATK + 4.

Moonfall (Jump + hold:Attack) – Tap and hold normal attack while airborne to trigger Moonfall. Upon landing, deal damage once every 0.2 seconds, for a total of 95.2% of ATK + 5 damage.

Dodge

Dodge – Dodge right before getting hit to activate a Phantasia, which reduces the speed of enemies within the area. Cooldown: 15 seconds. While dodging, you gain hitstun immunity for 0.5 seconds.

Surge (Arrow keys + Dodge + Attack) – Tap normal attack during the short perfect dodge window (tap an arrow button before dodging) to trigger Surge. Each wave of energy deals damage equal to 35.3% of ATK + 2 to targets. Grant 75 weapon charge points upon use.

Tesseract (Dodge + Attack) – Tap normal attack during the short period after dodging to trigger Evasive Blast. Fire an energy orb forward, dealing damage equal to 51.1% of ATK + 3 to targets in its path every 0.3 seconds (up to 5 times). Grant 75 weapon charge points upon use.

Skill

Sanctuary – Create a healing zone that moves with the Wanderer and heals nearby allies for 95% of ATK + 5 once every 0.5 seconds for 6 seconds. 60-second cooldown.

Discharge

Swift Deliverance – When a weapon is fully charged or triggers Phantasia, switching to this weapon from another weapon removes all debuffs from the wielder, and the staff continues to remove debuffs from the Wanderer and allies, plus healing nearby Wanderers and allies for 118.8% x ATK + 6 HP for 7 seconds.

Simulacrum Traits

1200 Points – When Cocoritter uses a support weapon, increase healing effects she inflicts on others and receives by 20%.

4000 Points – When Cocoritter uses a support type weapon, the effects of healing and receiving healing are increased by 20%, and when the discharge skills or weapon skills of the support-type weapon are used, the ATK of the friendly armies around you will increase by 15% and lasts for 5 seconds.

Simulacrum Traits

1200 Points – When teamed up with Echo, allies within 10 meters around Echo gain a damage boost of 4% (excluding Echo).

4000 Points – When teamed up with Echo, allies within 10 meters around Echo gain a damage boost of 6% (excluding Echo).

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