Ranger guide: Difference between revisions
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[[Ranger]] is one of three [[Classes#Professions|professions]] in ''Phantasy Star Online Blue Burst''. It consists of four [[classes]], distinct by their high [[accuracy]] potential and use of ranged [[weapons]]. Rangers have a large toolbox for any gameplay situation and fit easily into almost every [[party]] composition. | |||
[[ | [[Weapons#Special_attacks|Weapon specials]] are more manageable for Rangers due to their high accuracy potential. In addition to that, Rangers have access to powerful, [[unreduced]] multi-hit or multi-target weapons like {{Gun|es|ES Needle}}, {{Gun|es|ES Shot}} and {{Gun|es|ES Mechgun}}. This combination makes Ranger unmatched in utilizing weapon specials. | ||
Rangers have access to | |||
==Classes== | ==Classes== | ||
| Line 37: | Line 33: | ||
|100|| - || - || Yes || 130% || 25%/45% | |100|| - || - || Yes || 130% || 25%/45% | ||
|} | |} | ||
[[RAmar]] - Highest ATA | *[[RAmar]] - Highest [[ATA]] [[class]] with access to {{Shifta}} and {{Deband}} lv15. Easiest [[class]] to reach [[Hit|Hit%]] breakpoints. | ||
[[RAmarl]] - Second highest ATA | *[[RAmarl]] - Second highest ATA [[class]] with {{Shifta}}, {{Deband}}, {{Jellen}}, and {{Zalure}} lv20. Can reach a maximum of 900 [[EVP]], which makes it possible to dodge almost every physical [[enemy]] attack by equipping {{Shield|rare|Red Ring}} and {{Frame|rare|Stealth Suit}}. | ||
[[RAcast]] - Highest ATP Ranger, | *[[RAcast]] - Highest [[ATP]] but lowest ATA Ranger with {{Trap|Traps}}. ATA is still high compared to non-Ranger [[classes]], and the ability to utilize freeze traps makes the disadvantage of having the lowest Ranger ATA almost negligible. [[Weapons#HP_cut|HP cut]] weapon [[specials]] are reduced, while [[Weapons#Paralysis|Paralysis]] weapon specials are boosted. | ||
[[RAcaseal]] - | *[[RAcaseal]] - Highest [[DFP]] [[class]]--which can be a hindrance for multi-hitting attacks from enemies, dying instantly instead of being [[Game_mechanics#Knockdown|knocked down]]--with {{Trap|Traps}}. [[Weapons#HP_cut|HP cut]] weapon [[specials]] are reduced, while [[Weapons#Paralysis|Paralysis]] weapon specials are boosted. With slightly higher ATA compared to RAcast, RAcaseal is unmatched in paralyzing enemies. | ||
==Starting weapons== | |||
{{Gun|attributes|Vulcan}} (50% Hit) [[Charge]]/[[Berserk]]/[[Spirit]] - High burst, multi-hit, single-target, medium-range with long ending animation. Not great against enemies with high defense. | {{Gun|attributes|Vulcan}} (50% Hit) [[Charge]]/[[Berserk]]/[[Spirit]] - High burst, multi-hit, single-target, medium-range with long ending animation. Not great against enemies with high defense. | ||
| Line 77: | Line 72: | ||
|- | |- | ||
! [[Frozen_Shooter|Frozen Shooter]] | ! [[Frozen_Shooter|Frozen Shooter]] | ||
|| 1 || 250 || 60 | | || 1 || 250 || 60 || Unique {{Freeze}}<br>(See page) | ||
|- | |- | ||
! [[Heaven_Striker|Heaven Striker]] | ! [[Heaven_Striker|Heaven Striker]] | ||
|| 1 || 660 || 55 || [[ | || 1 || 660 || 55 || Unique [[Berserk]]<br>(See page) | ||
|- | |- | ||
! [[Cannon_Rouge|Cannon Rouge]] | ! [[Cannon_Rouge|Cannon Rouge]] | ||
| Line 86: | Line 81: | ||
|- | |- | ||
! [[Slicer of Fanatic]] | ! [[Slicer of Fanatic]] | ||
|| 3 || 360 || 40 || [[Demon]] | || 3 || 360 || 40 || [[Demon's]] | ||
|} | |} | ||
| Line 118: | Line 113: | ||
|} | |} | ||
==Endgame | ==Endgame weapons== | ||
===Single-target guns=== | |||
{{SpecialCommon|Gun|es|Demon|Mechgun}} - Very Powerful on RAmar and RAmarl even after sphere'ing Heaven Striker. It'll melt most elites and works really good against Epsilon even on RAcast. | |||
{{Gun|attributes|Vulcan}} (50+% Hit) [[Charge]]/[[Berserk]]/[[Spirit]] - High burst, multi-hit, single-target, medium-range with long ending animation. Not great against enemies with high defense. | |||
{{ | {{Gun|rare|M&A60 Vise}} (50+% Hit) - Same as Vulcans but +5 ATP and +3 ATA | ||
{{ | {{Gun|rare|TypeMe/Mechgun}} (40% Hit) - 10 ATP but 21 more Grind levels and 2 Less ATA than 50% Vulcans. | ||
{{ | {{Gun|rare|Heaven Striker}} (15-35% Hit) - Pistol with rifle range's normal and heavy attack. Special attack with berserk special that defaults back to pistol range but has auto tracking like the Rianov weapon-series. This pistol touts insanely high single-target attack damage. Destroys enemies with high defense where Vulcans cannot overcome. Has special interaction with {{Mag|rare|Striker Unit}}. During even beat timer(1st number of the 3digit numbers located bottom right of menu screen), gives access to [[Divine Punishment]]. Popularly used in Ep4 to deal with Gorans and Lizards. You'll be wanting to sphere this weapon once you have one with a comfortable amount of Hit % as this will be your go-to weapon to kill elites and bosses. | ||
{{ | {{Gun|rare|Frozen Shooter}} (25-35% Hit) - Long range rifle with a special that uses heavy attack accuracy instead and ignores proc chance of ice specials. This will be your utility to freezing elite enemies that are giving you a hard time to kill. Common use against Garanz, Delsaber, Ill Gill, Gi-Gue, Sinows, Delbiter, Mericus, Merikle, Mericarol, Gibbon, Astark, and Goran Detonator. | ||
{{ | {{Gun|rare|Snow Queen}} (25-40% Hit) - Same use as {{Gun|rare|Frozen Shooter}}. Special pierces and freezes everything it travels but can bounce off hitbox and cannot combo. | ||
{{SpecialCommon|Gun| | {{SpecialCommon|Gun|attributes|Hell|Rifle}} (70% Hit) or {{SpecialCommon|Gun|attributes|Hell|Sniper}} (65% Hit) or {{SpecialCommon|Gun|attributes|Hell|Blaster}} (65% Hit) or {{SpecialCommon|Gun|attributes|Hell|Laser}} (50%+ Hit) - I find myself using this really often in episode 2 where the map has enemies spread out often. If its a trash mob enemy in episode 2, it's usually able to be killed with Hell Special. Elite enemies in ep2 are resistant for the most part so clearing trash rooms with Hell is often preferred for faster runs. | ||
{{ | {| class="wikitable sortable" style="text-align:center" | ||
|+ Single Target Guns | |||
|- | |||
! Weapon !! Target Range !! ATP !! Grind !! ATA !! Special | |||
|- | |||
! [[Vulcan]] | |||
|| 1 || 20 || 9 || 12 || [[Charge]]/[[Berserk]]/[[Spirit]] | |||
|- | |||
! [[ES Mechgun]] | |||
|| 1 || 10 || 50 || 20 || [[Hell]]/[[Demon's]] | |||
|- | |||
![[TypeME/Mechgun]] | |||
|| 1 || 10 || 30 || 20 || [[Charge]]/[[Berserk]]/[[Spirit]] | |||
|- | |||
! [[Frozen_Shooter|Frozen Shooter]] | |||
|| 1 || 250 || 9 || 60 || Unique {{Freeze}}<br>(See page) | |||
|- | |||
! [[Snow Queen]] | |||
|| INF || 350 || 18 || 60 || Unique {{Freeze}} (Pierces)<br>(See page) | |||
|- | |||
! [[Heaven_Striker|Heaven Striker]] | |||
|| 1 || 660 || 20 || 55 || Unique [[Berserk]]<br>(See page) | |||
|- | |||
|} | |||
{{SpecialCommon| | ===Multi-target guns=== | ||
{{Gun|rare|Spread Needle}} (35+% Hit) - At 35+% Spread Needle is comparable to Arrest Needle and effective on RAcast and RAcaseal due to their bonus to paralysis specials. | |||
{{SpecialCommon|Gun|es|Arrest|Needle}} - Is favored over {{Gun|rare|Spread Needle}} to {{Paralyze}} enemies on RAmar and RAmarl. | |||
{{SpecialCommon|Gun|es|Hell|Needle}} - Essential Episode 2 weapon, you'll want either this or {{SpecialCommon|Gun|es|Hell|Shot}} to take care of grunt mobs with low EDK. Shorter range than the Shot but compensates with higher attack speed and excels in smaller maps. | |||
{{ | {{SpecialCommon|Gun|es|Demon|Needle}} - Really good on RAmar and RAmarl until you can get your Baranz Sphered up. Really good for groups of stronger enemies (especially Delbiters and Dorphons) and Girtablulu. | ||
{{Gun| | {{SpecialCommon|Gun|es|Berserk|Needle}} - Not being able to have Hit % makes it difficult to utilize in multiplayer, but shines in One Player Mode on early area grunts. | ||
{{Gun| | {{SpecialCommon|Gun|es|Hell|Shot}} - Essential Episode 2 weapon, you'll want either this or {{SpecialCommon|Gun|es|Hell|Needle}} to take care of grunt mobs with low EDK. Slower to fire than the Needle, but compensates with longer range and can be pre-fired to hit incoming spawns with S2 or S3. Excels on larger maps. | ||
{{Gun| | {{SpecialCommon|Gun|es|Demon|Shot}} - Really good on RAmar and RAmarl until you can get your Baranz Sphered up. Useful on niche spawns with scattered stronger enemies but requires positioning to hit them all. | ||
{{Gun| | {{SpecialCommon|Gun|es|Zalure|Shot}} - Applies {{Zalure}} level 21 on hit (no accuracy check). Has limited use in parties with Forces, but can excel in One Person mode on every Ranger but RAmarl, or in multiplayer when a Force is not present. | ||
{{Gun| | {{Gun|attributes|Arms}} (50+% Hit) [[Charge]]/[[Berserk]]/[[Spirit]] - Multi-target weapon with long range, decent damage and animation speed. Being able to hit 5 enemies at a safe distance makes this weapon your early bread and butter for taking care of large waves of enemies. | ||
{{Gun|rare| | {{Gun|rare|TypeSH/Shot}} (40% Hit) [[Charge]]/[[Berserk]]/[[Spirit]] - 3 Less ATA than 50% Hit Arms but the Max Grind makes it stronger than Arms once fully sphered. | ||
{{Gun|rare| | {{Gun|rare|Baranz Launcher}} (50% Hit)- Slower and one less target than Shot weapon but huge increase in firepower. This will be your first or second weapon to sphere as you'll be pulling this out to kill mobs. | ||
{{Gun|rare| | {{Gun|rare|Cannon Rouge}} (25-60% Hit) - Strongest Bazooka in game and can be used to hit Dubchic switches. Commonly used against bosses such as: Dragon/ | ||
Sil Dragon, De Rol Le/ Dal Ral Lie, Barba Ray, Gol Dragon, and Gal Gryphon. Has other niche uses against Cave mobs (RAcast 50H+), Canabin rings (RAcast 60H+), Chaos Sorcerers, Gillchics, and Girtablulu. | |||
{| class="wikitable sortable" style="text-align:center" | {| class="wikitable sortable" style="text-align:center" | ||
|+ | |+ Multi-Target Guns | ||
|- | |- | ||
! | ! Weapon !! Target Range !! ATP !! Grind !! ATA !! Special | ||
|- | |- | ||
! [[ | ! [[Spread Needle]] | ||
|| 5 || | || 5 || 10 || 40 || 40 || [[Seize]] | ||
|- | |- | ||
! [[ES Shot]] | ! [[ES Shot]] | ||
|| 5 || 10 || 40 || [[Hell]]/[[Demon's]]/[[Zalure]] | || 5 || 10 || 125 || 40 || [[Hell]]/[[Demon's]]/[[Zalure]] | ||
|- | |- | ||
! [[ES Needle]] | ! [[ES Needle]] | ||
|| 5 || 10 || 40 || [[Hell]]/[[Demon's]]/[[Arrest]]/[[Berserk]] | || 5 || 10 || 70 || 40 || [[Hell]]/[[Demon's]]/[[Arrest]]/[[Berserk]] | ||
|- | |- | ||
! [[ | ! [[Arms]] | ||
|| | || 5 || 140 || 10 || 33 || [[Charge]]/[[Berserk]]/[[Spirit]] | ||
|- | |- | ||
! [[ | ![[TypeSH/Shot]] | ||
|| | || 5 || 10 || 60 || 40 || [[Charge]]/[[Berserk]]/[[Spirit]] | ||
|- | |- | ||
! [[ | ![[Baranz Launcher]] | ||
|| | || 4 || 240 || 30 || 40 || [[Charge]] | ||
|- | |- | ||
! [[ | ! [[Cannon Rouge]] | ||
|| 10 || 750 || 30 || 45 || [[Chaos]] | |||
|| 10 || 750 || 45 || [[Chaos]] | |||
|} | |} | ||
===Melee weapons=== | |||
{{Sword|rare|Excalibur}} (15-35% Hit) - Multi-target saber with berserk targeting up to 3 enemies and second stronger saber in game. Commonly used against Yowie, Satellite Lizard, De Rol Le, and Barba Ray. Due to this being a weapon unlocked after killing 10,000 enemies from {{Sword|rare|Lame d'Argent}}, an attribute slot is lost. You can only have 2 Stats for this weapon and one is usually reserved for hit%. This is up there on your list of weapons to sphere. | {{Sword|rare|Excalibur}} (15-35% Hit) - Multi-target saber with berserk targeting up to 3 enemies and second stronger saber in game. Commonly used against Yowie, Satellite Lizard, De Rol Le, and Barba Ray. Due to this being a weapon unlocked after killing 10,000 enemies from {{Sword|rare|Lame d'Argent}}, an attribute slot is lost. You can only have 2 Stats for this weapon and one is usually reserved for hit%. This is up there on your list of weapons to sphere. | ||
{{Sword|rare|Daylight Scar}} (15-45% Hit) - Strongest single target with multi-hit. | {{Sword|rare|Daylight Scar}} (15-45% Hit) - Strongest single target with multi-hit. | ||
{{Sword|rare|Galatine}} (15-35% Hit) - Strongest single target melee damage. Used to kill elite enemies with high defense. | {{Sword|rare|Galatine}} (15-35% Hit) - Strongest single target melee damage for RAmar and RAmarl, as it requires TP to use. Used to kill elite enemies with high defense. | ||
{{Sword|rare|Twin Blaze}} (0% Hit) - Gifoie Special to stop enemies charging such as: [[Dorphon]], [[Zu]], and [[Delbiter]]. Other use is for instant breaking traps. | {{Sword|rare|Twin Blaze}} (0% Hit) - Gifoie Special to stop enemies charging such as: [[Dorphon]], [[Zu]], and [[Delbiter]]. Other use is for instant breaking traps. | ||
{{SpecialCommon|Sword|es|Hell|Scythe}} - This is a niche weapon only really for RAmar as his ATA is high enough to make use of a Hell Scythe against Lizards. | |||
{| class="wikitable sortable" style="text-align:center" | {| class="wikitable sortable" style="text-align:center" | ||
|+ | Melee | |+ | Melee | ||
! Weapon !! Target Range !! ATP !! ATA !! Special | ! Weapon !! Target Range !! ATP !! Grind !! ATA !! Special | ||
|- | |- | ||
! [[Excalibur]] | ! [[Excalibur]] | ||
|| 3 || 950 || 60 || [[Berserk]] | || 3 || 950 || 0 || 60 || [[Berserk]] | ||
|- | |- | ||
! [[Galatine]] | ! [[Galatine]] | ||
|| 1 || 1260 || 77 || [[Spirit]] | || 1 || 1260 || 9 || 77 || [[Spirit]] | ||
|- | |- | ||
! [[Daylight_Scar|Daylight Scar]] | ! [[Daylight_Scar|Daylight Scar]] | ||
|| 1 || 550 || 48 || [[Berserk]] | || 1 || 550 || 25 || 48 || [[Berserk]] | ||
|- | |- | ||
! [[Twin_Blaze|Twin Blaze]] | ! [[Twin_Blaze|Twin Blaze]] | ||
|| 1 || 520 || 40 || | || 1 || 520 || 9 || 40 || {{Gifoie}} (1-10) | ||
|- | |||
! [[ES Scythe]] | |||
|| 10 || 10 || 180 || 40 || [[Hell]] | |||
|- | |||
|} | |} | ||
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==Units== | ==Units== | ||
{{Unit|rare|Heavenly/Battle}} - Best Battle unit with 40% increase attack speed. | {{Unit|rare|Heavenly/Battle}} - Best Battle unit with 40% increase attack speed. | ||
| Line 262: | Line 282: | ||
{{Unit|rare|V502}} - Upgrade from v501 with 50% -> 100% [[Weapons#Instant_kill|Instant Kill]] proc rate. Ideally, used with a hell weapon. | {{Unit|rare|V502}} - Upgrade from v501 with 50% -> 100% [[Weapons#Instant_kill|Instant Kill]] proc rate. Ideally, used with a hell weapon. | ||
{{Unit|rare|Cure/Freeze}} - Probably the most helpful Cure unit. Dark Falz Phase 3, Ep2 Sinows, Ep4 Merissa A, and Girtablulu I usually equip this unit for. | |||
{{Unit|rare|Cure/Paralysis}} - RAmar and RAmarl only. Used usually in Ep1 and 2 against Lilys. | |||
{{Unit|rare|Cure/Confuse}} - I only find myself using this against Gi-Gues. | |||
{{Unit|rare|Cure/Shock}} - When I'm hunting Hildebears I like having this unit equipped. | |||
{{Unit|rare|Cure/Slow}} - Rarely ever use this but Gilchic's autos and Dark Falz jump I find myself being hit by slow. | |||
{{Unit|common|Resist/Devil}} - +15 EDK for Females to avoid Ob Lily (96 EDK) and Del Lily(92 EDK) instant death. [[Brightness Circle]] 25EDK + [[Anti-Dark Ring]] 60EDK + [[Resist/Devil]] is enough to fully resist every time. | |||
{{Unit|rare|Heavenly/Resist}} - +12 All Resist. Same as Resist/Devil but barely makes the cut at 97EDK to avoid instant death. | |||
==Barriers== | ==Barriers== | ||
| Line 267: | Line 301: | ||
{{FrameTableHead}} | {{FrameTableHead}} | ||
{{FrameTableSort}} | {{FrameTableSort}} | ||
{{BarrierTableRow|Anti-Light Ring |10|90 |80 |0 |0 |0 |0 |60|Level 30|notes= Good against Dark Falz early level farming.}} | |||
{{BarrierTableRow|Ranger Wall|9|70-80|145-155|15|18|15|0|0|Level 41|class=000011110000|notes=+20 ATA}} | {{BarrierTableRow|Ranger Wall|9|70-80|145-155|15|18|15|0|0|Level 41|class=000011110000|notes=+20 ATA}} | ||
{{BarrierTableRow|Anti-Dark Ring|10|20|135|0|0|0|60|0|Level 80}} | {{BarrierTableRow|Anti-Dark Ring|10|20|135|0|0|0|60|0|Level 80}} | ||
{{BarrierTableRow|Gods Shield "Kouryu"|11|95|180|40|40|40|0 |0 |Level 101|notes=Built-in {{Unit|rare|PB/Create}}}} | {{BarrierTableRow|Gods Shield "Kouryu"|11|95|180|40|40|40|0 |0 |Level 101|notes=Built-in {{Unit|rare|PB/Create}} Good early game shield for tanking}} | ||
{{BarrierTableRow|Red Ring|11|150-235|232-257|30|30|30|5|5|Level 180|notes=+20 ATP, MST, ATA and LCK<br>Restores 1 HP/TP every 15 seconds}} | {{BarrierTableRow|Red Ring|11|150-235|232-257|30|30|30|5|5|Level 180|notes=+20 ATP, MST, ATA and LCK<br>Restores 1 HP/TP every 15 seconds}} | ||
{{FrameTableFoot}} | {{FrameTableFoot}} | ||
{{Guides}} | {{Guides}} | ||
Latest revision as of 16:20, 21 November 2025
Ranger is one of three professions in Phantasy Star Online Blue Burst. It consists of four classes, distinct by their high accuracy potential and use of ranged weapons. Rangers have a large toolbox for any gameplay situation and fit easily into almost every party composition.
Weapon specials are more manageable for Rangers due to their high accuracy potential. In addition to that, Rangers have access to powerful, unreduced multi-hit or multi-target weapons like
ES Needle,
ES Shot and
ES Mechgun. This combination makes Ranger unmatched in utilizing weapon specials.
Classes
| Class | Stats (Max) | Traps | Status Effect & HP/Exp Steal |
Devil's & Demon's % HP Cut | |||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| HP | TP | ATP | DFP | MST | ATA | EVP | LCK | ||||||
| RAmar | 1770 | 1114 | 1260 | 515 | 665 | 249 | 715 | 100 | 15 | - | No | 100% | 50%/75% |
| RAmarl | 1565 | 1480 | 1145 | 577 | 1031 | 241 | 900 | 100 | 20 | 20 | No | 100% | 50%/75% |
| RAcast | 2214 | 0 | 1350 | 606 | 0 | 224 | 699 | 100 | - | - | Yes | 130% | 25%/45% |
| RAcaseal | 2140 | 0 | 1175 | 688 | 0 | 231 | 787 | 100 | - | - | Yes | 130% | 25%/45% |
- RAmar - Highest ATA class with access to
Shifta and
Deband lv15. Easiest class to reach Hit% breakpoints.
- RAmarl - Second highest ATA class with
Shifta,
Deband,
Jellen, and
Zalure lv20. Can reach a maximum of 900 EVP, which makes it possible to dodge almost every physical enemy attack by equipping
Red Ring and
Stealth Suit.
- RAcast - Highest ATP but lowest ATA Ranger with
Traps. ATA is still high compared to non-Ranger classes, and the ability to utilize freeze traps makes the disadvantage of having the lowest Ranger ATA almost negligible. HP cut weapon specials are reduced, while Paralysis weapon specials are boosted.
- RAcaseal - Highest DFP class--which can be a hindrance for multi-hitting attacks from enemies, dying instantly instead of being knocked down--with
Traps. HP cut weapon specials are reduced, while Paralysis weapon specials are boosted. With slightly higher ATA compared to RAcast, RAcaseal is unmatched in paralyzing enemies.
Starting weapons
Vulcan (50% Hit) Charge/Berserk/Spirit - High burst, multi-hit, single-target, medium-range with long ending animation. Not great against enemies with high defense.
Arms (50% Hit) Charge/Berserk/Spirit - Multi-target weapon with long range, decent damage, and animation speed. Being able to hit 5 enemies at a safe distance, makes this weapon your early bread and butter to taking care of large waves of enemies.
Spread Needle (0% Hit) - Fast animation speed, low damage, small range, and a special to paralyze enemies. Good for a tight situation but if you're positioning well, Charge Arms and Baranz Launcher will always be the better option to damage enemies. Common uses against Girtablulu and Dorphons as they cannot be Frozen.
Frozen Shooter (0% Hit) - Long range rifle with a special that uses heavy attack accuracy instead and ignores activation chance of freeze specials. This will be your utility for freezing elite enemies that give you a hard time. Common use against Garanz, Delsaber, Ill Gill, Gi-Gue, Sinows, Delbiter, Mericus, Merikle, Mericarol, Gibbles, Astark, and Goran Detonator.
Heaven Striker (0% Hit) - Handgun with rifle range normal and heavy attack. Special attack with berserk special that has shot ranges. This handgun touts insanely high single-target attack damage. Especially effective against high defense enemies on which Vulcans perform poorly. Has a set effect with
Striker Unit, enabling usage of Divine Punishment when the hundreds digit of the beat time is even. Commonly used in Episode 4 to deal with Gorans and Lizards. You'll be wanting to sphere this weapon once you have one with a comfortable amount of Hit % as this will be your go-to weapon to kill elites and bosses.
Cannon Rouge (0% Hit) - Strongest Bazooka in the game and can be used to hit Dubchic switches. Commonly used against bosses such as: Dragon/
Sil Dragon, De Rol Le/Dal Ra Lie, Barba Ray, Gol Dragon, and Gal Gryphon. Niche uses against Canabin Ring, Chaos Sorcerers, Gilchics, and Girtablulu.
Slicer of Fanatic - (0% Hit) - Entry level demon's weapon. A notable unreduced multi-target option. The accuracy glitch can be utilized reliably with this weapon, making it effective at all Hit % levels.
| Weapon | Targets | ATP | ATA | Special |
|---|---|---|---|---|
| Vulcan | 1 | 20 | 12 | Charge/Berserk/Spirit |
| Arms | 5 | 140 | 33 | Charge/Berserk/Spirit |
| Spread Needle | 5 | 110 | 40 | Seize |
| Frozen Shooter | 1 | 250 | 60 | Unique (See page) |
| Heaven Striker | 1 | 660 | 55 | Unique Berserk (See page) |
| Cannon Rouge | 10 | 750 | 45 | Chaos |
| Slicer of Fanatic | 3 | 360 | 40 | Demon's |
Gungnir (50% Hit) Charge/Berserk/Spirit - Melee weapon used for enemy spawns larger than 5, up to 10 targets. Really good against Chaos Sorcerer Clumps because of the orbs soaking damage. Primarily will be used to kill Yowies and Satellite Lizards.
Excalibur (0% Hit) - Multi-target saber with berserk targeting up to 3 enemies and second strongest saber in game. Commonly used against Yowie, Satellite Lizard, De Rol Le, and Barba Ray. Due to this being a weapon unlocked after killing 10,000 enemies from
Lame d'Argent, an attribute slot is lost. You can only have 2 Stats for this weapon and one is usually reserved for hit%.
Galatine (0% Hit) - Strongest single target melee damage. Used to kill elite enemies with high defense.
Daylight Scar (0% Hit) - Strongest single target with multi-hit.
Twin Blaze (0% Hit) - Gifoie Special to stop enemies charging such as: Dorphon, Zu, and Delbiter. Other use is for instant breaking traps.
| Weapon | Targets | ATP | ATA | Special |
|---|---|---|---|---|
| Gungnir | 10 | 180 | 32 | Charge/Berserk/Spirit |
| Excalibur | 3 | 950 | 60 | Berserk |
| Galatine | 1 | 1260 | 77 | Spirit |
| Daylight Scar | 1 | 550 | 48 | Berserk |
| Twin Blaze | 1 | 520 | 40 | Gifoie (1-10) |
Endgame weapons
Single-target guns
Demon Mechgun - Very Powerful on RAmar and RAmarl even after sphere'ing Heaven Striker. It'll melt most elites and works really good against Epsilon even on RAcast.
Vulcan (50+% Hit) Charge/Berserk/Spirit - High burst, multi-hit, single-target, medium-range with long ending animation. Not great against enemies with high defense.
M&A60 Vise (50+% Hit) - Same as Vulcans but +5 ATP and +3 ATA
TypeMe/Mechgun (40% Hit) - 10 ATP but 21 more Grind levels and 2 Less ATA than 50% Vulcans.
Heaven Striker (15-35% Hit) - Pistol with rifle range's normal and heavy attack. Special attack with berserk special that defaults back to pistol range but has auto tracking like the Rianov weapon-series. This pistol touts insanely high single-target attack damage. Destroys enemies with high defense where Vulcans cannot overcome. Has special interaction with
Striker Unit. During even beat timer(1st number of the 3digit numbers located bottom right of menu screen), gives access to Divine Punishment. Popularly used in Ep4 to deal with Gorans and Lizards. You'll be wanting to sphere this weapon once you have one with a comfortable amount of Hit % as this will be your go-to weapon to kill elites and bosses.
Frozen Shooter (25-35% Hit) - Long range rifle with a special that uses heavy attack accuracy instead and ignores proc chance of ice specials. This will be your utility to freezing elite enemies that are giving you a hard time to kill. Common use against Garanz, Delsaber, Ill Gill, Gi-Gue, Sinows, Delbiter, Mericus, Merikle, Mericarol, Gibbon, Astark, and Goran Detonator.
Snow Queen (25-40% Hit) - Same use as
Frozen Shooter. Special pierces and freezes everything it travels but can bounce off hitbox and cannot combo.
Hell Rifle (70% Hit) or
Hell Sniper (65% Hit) or
Hell Blaster (65% Hit) or
Hell Laser (50%+ Hit) - I find myself using this really often in episode 2 where the map has enemies spread out often. If its a trash mob enemy in episode 2, it's usually able to be killed with Hell Special. Elite enemies in ep2 are resistant for the most part so clearing trash rooms with Hell is often preferred for faster runs.
| Weapon | Target Range | ATP | Grind | ATA | Special |
|---|---|---|---|---|---|
| Vulcan | 1 | 20 | 9 | 12 | Charge/Berserk/Spirit |
| ES Mechgun | 1 | 10 | 50 | 20 | Hell/Demon's |
| TypeME/Mechgun | 1 | 10 | 30 | 20 | Charge/Berserk/Spirit |
| Frozen Shooter | 1 | 250 | 9 | 60 | Unique (See page) |
| Snow Queen | INF | 350 | 18 | 60 | Unique (See page) |
| Heaven Striker | 1 | 660 | 20 | 55 | Unique Berserk (See page) |
Multi-target guns
Spread Needle (35+% Hit) - At 35+% Spread Needle is comparable to Arrest Needle and effective on RAcast and RAcaseal due to their bonus to paralysis specials.
Arrest Needle - Is favored over
Spread Needle to
Paralyze enemies on RAmar and RAmarl.
Hell Needle - Essential Episode 2 weapon, you'll want either this or
Hell Shot to take care of grunt mobs with low EDK. Shorter range than the Shot but compensates with higher attack speed and excels in smaller maps.
Demon Needle - Really good on RAmar and RAmarl until you can get your Baranz Sphered up. Really good for groups of stronger enemies (especially Delbiters and Dorphons) and Girtablulu.
Berserk Needle - Not being able to have Hit % makes it difficult to utilize in multiplayer, but shines in One Player Mode on early area grunts.
Hell Shot - Essential Episode 2 weapon, you'll want either this or
Hell Needle to take care of grunt mobs with low EDK. Slower to fire than the Needle, but compensates with longer range and can be pre-fired to hit incoming spawns with S2 or S3. Excels on larger maps.
Demon Shot - Really good on RAmar and RAmarl until you can get your Baranz Sphered up. Useful on niche spawns with scattered stronger enemies but requires positioning to hit them all.
Zalure Shot - Applies
Zalure level 21 on hit (no accuracy check). Has limited use in parties with Forces, but can excel in One Person mode on every Ranger but RAmarl, or in multiplayer when a Force is not present.
Arms (50+% Hit) Charge/Berserk/Spirit - Multi-target weapon with long range, decent damage and animation speed. Being able to hit 5 enemies at a safe distance makes this weapon your early bread and butter for taking care of large waves of enemies.
TypeSH/Shot (40% Hit) Charge/Berserk/Spirit - 3 Less ATA than 50% Hit Arms but the Max Grind makes it stronger than Arms once fully sphered.
Baranz Launcher (50% Hit)- Slower and one less target than Shot weapon but huge increase in firepower. This will be your first or second weapon to sphere as you'll be pulling this out to kill mobs.
Cannon Rouge (25-60% Hit) - Strongest Bazooka in game and can be used to hit Dubchic switches. Commonly used against bosses such as: Dragon/
Sil Dragon, De Rol Le/ Dal Ral Lie, Barba Ray, Gol Dragon, and Gal Gryphon. Has other niche uses against Cave mobs (RAcast 50H+), Canabin rings (RAcast 60H+), Chaos Sorcerers, Gillchics, and Girtablulu.
| Weapon | Target Range | ATP | Grind | ATA | Special |
|---|---|---|---|---|---|
| Spread Needle | 5 | 10 | 40 | 40 | Seize |
| ES Shot | 5 | 10 | 125 | 40 | Hell/Demon's/Zalure |
| ES Needle | 5 | 10 | 70 | 40 | Hell/Demon's/Arrest/Berserk |
| Arms | 5 | 140 | 10 | 33 | Charge/Berserk/Spirit |
| TypeSH/Shot | 5 | 10 | 60 | 40 | Charge/Berserk/Spirit |
| Baranz Launcher | 4 | 240 | 30 | 40 | Charge |
| Cannon Rouge | 10 | 750 | 30 | 45 | Chaos |
Melee weapons
Excalibur (15-35% Hit) - Multi-target saber with berserk targeting up to 3 enemies and second stronger saber in game. Commonly used against Yowie, Satellite Lizard, De Rol Le, and Barba Ray. Due to this being a weapon unlocked after killing 10,000 enemies from
Lame d'Argent, an attribute slot is lost. You can only have 2 Stats for this weapon and one is usually reserved for hit%. This is up there on your list of weapons to sphere.
Daylight Scar (15-45% Hit) - Strongest single target with multi-hit.
Galatine (15-35% Hit) - Strongest single target melee damage for RAmar and RAmarl, as it requires TP to use. Used to kill elite enemies with high defense.
Twin Blaze (0% Hit) - Gifoie Special to stop enemies charging such as: Dorphon, Zu, and Delbiter. Other use is for instant breaking traps.
Hell Scythe - This is a niche weapon only really for RAmar as his ATA is high enough to make use of a Hell Scythe against Lizards.
| Weapon | Target Range | ATP | Grind | ATA | Special |
|---|---|---|---|---|---|
| Excalibur | 3 | 950 | 0 | 60 | Berserk |
| Galatine | 1 | 1260 | 9 | 77 | Spirit |
| Daylight Scar | 1 | 550 | 25 | 48 | Berserk |
| Twin Blaze | 1 | 520 | 9 | 40 | |
| ES Scythe | 10 | 10 | 180 | 40 | Hell |
Sphering Priority
Really comes down to whatever you want and can get first but usually Baranz Launcher -> Heaven Striker -> Excalibur -> Cannon Rouge -> Daylight Scar -> Charge/Berserk/Spirit Arms.
Baranz Launcher
- Baranz Launcher will be your go to weapon with its 230 ATP and hitting 4 Enemies. Having a set for all attributes will speed your run times immensely.
Heaven Striker - 30-35% Hit is recommended to keep value if you ever plan on upgrading. 30% Native / A.Beast and 35% Machine/Dark is ideal playing on RAcast comfortably to making combo kills. You'll find yourself swapping to this weapon picking off final hits often and destroys bosses.
Excalibur
- 25-30% Hit is recommended to perform most combo kills. 30-35% if you wish to use all your Excaliburs across Forces too. 30% Hit Native and A.Beast and 35% Hit Machine and Dark.
Cannon Rouge - 25%+ Hit is recommended to retain value and is break point for RAcast to 100% land Heavy on Gal Gryphon. Really good to sphere A.Beast to take down De Rol Le, Barba Ray, and Gal Gryphon.
Daylight Scar - 40-45% Hit is recommended for sphering. I don't find myself using this as often as Heaven Striker if I don't position myself for it.
Frames
| Frame Name | Rarity | DFP | EVP | Elemental Resists | Req. | Classes | AE | Notes | |||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| EFR | EIC | ETH | EDK | ELT | HUmr | HUnl | HUct | HUcl | RAmr | RAml | RAct | RAcl | FOmr | FOml | FOnm | FOnl | |||||||
| 9★ | 30 | 30 | 0 | 0 | 0 | 70 | 0 | None | ○ | × | ○ | × | ○ | × | ○ | × | ○ | × | ○ | × | Yes | ||
| 10★ | 300-330 | −200 | 2 | 2 | 2 | 2 | 2 | Level 121 | × | × | ○ | ○ | × | × | ○ | ○ | × | × | × | × | No | ||
| 10★ | 115-125 | 85-92 | 0 | 0 | 0 | 15 | 25 | Level 51 | × | × | ○ | ○ | × | × | ○ | ○ | × | × | × | × | No | +35 ATP | |
| 10★ | 1 | 300-325 | 0 | 0 | 0 | 0 | 0 | Level 120 | ○ | ○ | ○ | ○ | ○ | ○ | ○ | ○ | ○ | ○ | ○ | ○ | Yes | Prevents slingshotting (see page); character warps 5-7 frames faster | |
| 11★ | 235-285 | 134-154 | 0 | 0 | 0 | 20 | 20 | Level 152 | ○ | ○ | × | × | ○ | ○ | × | × | ○ | ○ | ○ | ○ | Yes | Slowly drains TP | |
| 11★ | 190-240 | 116-136 | 0 | 0 | 0 | 25 | 20 | Level 111 | ○ | ○ | ○ | ○ | ○ | ○ | ○ | ○ | ○ | ○ | ○ | ○ | Yes | ||
| 11★ | 176-226 | 164-184 | 2 | 2 | 2 | 10 | 10 | Level 131 | × | ○ | × | ○ | × | ○ | × | ○ | × | ○ | × | ○ | No | Weapon ATP increases near males; DFP decreases near males; set effect (See page) | |
| 12★ | 240-290 | 90-110 | 0 | 0 | 0 | 15 | 15 | Level 156 | ○ | ○ | × | × | ○ | ○ | × | × | ○ | ○ | ○ | ○ | Yes | ||
| Frame Name | Rarity | DFP | EVP | EFR | EIC | ETH | EDK | ELT | Req. | HUmr | HUnl | HUct | HUcl | RAmr | RAml | RAct | RAcl | FOmr | FOml | FOnm | FOnl | AE | Notes |
| Elemental Resists | Classes | ||||||||||||||||||||||
Units
Heavenly/Battle - Best Battle unit with 40% increase attack speed.
Heavenly/Arms - Capping out your character's ATA is always priority to land more special attacks. Wear 1-3 and replace them with Cure/Units when they stop benefitting you.
V501 - Raises weapon special proc chance by 50% for Freeze, Shock, Paralysis, Confusion, and Instant Kill. Cheap effective unit for increasing
Spread Needle's paralysis chance.
V101 - Same attack speed boost as Heavenly Battle but has added stats, between
Hero/Ability and
God/Ability.
V502 - Upgrade from v501 with 50% -> 100% Instant Kill proc rate. Ideally, used with a hell weapon.
Cure/Freeze - Probably the most helpful Cure unit. Dark Falz Phase 3, Ep2 Sinows, Ep4 Merissa A, and Girtablulu I usually equip this unit for.
Cure/Paralysis - RAmar and RAmarl only. Used usually in Ep1 and 2 against Lilys.
Cure/Confuse - I only find myself using this against Gi-Gues.
Cure/Shock - When I'm hunting Hildebears I like having this unit equipped.
Cure/Slow - Rarely ever use this but Gilchic's autos and Dark Falz jump I find myself being hit by slow.
Resist/Devil - +15 EDK for Females to avoid Ob Lily (96 EDK) and Del Lily(92 EDK) instant death. Brightness Circle 25EDK + Anti-Dark Ring 60EDK + Resist/Devil is enough to fully resist every time.
Heavenly/Resist - +12 All Resist. Same as Resist/Devil but barely makes the cut at 97EDK to avoid instant death.
Barriers
| Frame Name | Rarity | DFP | EVP | Elemental Resists | Req. | Classes | Notes | |||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| EFR | EIC | ETH | EDK | ELT | HUmr | HUnl | HUct | HUcl | RAmr | RAml | RAct | RAcl | FOmr | FOml | FOnm | FOnl | ||||||
| 10★ | 90 | 80 | 0 | 0 | 0 | 0 | 60 | Level 30 | ○ | ○ | ○ | ○ | ○ | ○ | ○ | ○ | ○ | ○ | ○ | ○ | Good against Dark Falz early level farming. | |
| 9★ | 70-80 | 145-155 | 15 | 15 | 18 | 0 | 0 | Level 41 | × | × | × | × | ○ | ○ | ○ | ○ | × | × | × | × | +20 ATA | |
| 10★ | 20 | 135 | 0 | 0 | 0 | 60 | 0 | Level 80 | ○ | ○ | ○ | ○ | ○ | ○ | ○ | ○ | ○ | ○ | ○ | ○ | ||
| 11★ | 95 | 180 | 40 | 40 | 40 | 0 | 0 | Level 101 | ○ | ○ | ○ | ○ | ○ | ○ | ○ | ○ | ○ | ○ | ○ | ○ | Built-in | |
| 11★ | 150-235 | 232-257 | 30 | 30 | 30 | 5 | 5 | Level 180 | ○ | ○ | ○ | ○ | ○ | ○ | ○ | ○ | ○ | ○ | ○ | ○ | +20 ATP, MST, ATA and LCK Restores 1 HP/TP every 15 seconds | |
| Frame Name | Rarity | DFP | EVP | EFR | EIC | ETH | EDK | ELT | Req. | HUmr | HUnl | HUct | HUcl | RAmr | RAml | RAct | RAcl | FOmr | FOml | FOnm | FOnl | Notes |
| Elemental Resists | Classes | |||||||||||||||||||||