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Weapons (PSO2)

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Sword Sword Wired Lance Wired Lances Partizan Partizans Twin Daggers Twin Daggers Double Saber Double Sabers Knuckles Knuckles Katana Katanas Dual BladesDual Blades GunslashGunslashes
Assault Rifle Assault Rifles Launcher Launchers Twin Machineguns Twin Machine Guns Bullet Bow Bullet Bow
Rod Rods Talis Talises WandWands Jet BootsJet Boots TaktTakts


Weapons are the means by which players are able to fight and perform Photon Arts and Techniques. By equipping a Weapon, you will gain stats to battle enemies. Weapons are also unique in the sense that each of them possess inherent properties called Potentials, as well as other features that set them apart. By gaining stronger and stronger weapons, you are able to combat stronger foes and reach new heights.

Weapon Types

Using Weapons

To use a Weapon, it must be set to your Palette. There are initially 3 Palette Slots, but this value can be expanded to 6 by completing a certain Client Order. Weapons equipped to your Palette appear on your person, and will be used when you press any Attack button. Weapons have two capabilities: Normal Attacks and Photon Arts/Techniques. Normal Attacks are basic attacks used to recover your Photon Points (PP). Photon Arts/Techniques are special moves that the player can use through their weapon; by pressing a button assigned to a Photon Art or Technique, you can cast a special move at the cost of some of your PP. These are typically much stronger than your normal attacks and your primary means of dealing damage.

Two Button and Three Button Weapon Palette

There are two possible control schemes: Two Button and Three Button. The active control scheme can be changed in the Options menu. PS Vita players cannot change to Three Button. If a MySet from a different control scheme is loaded, the equipped Photon Arts and Techniques on that weapon will be removed.

Two Button is the traditional method of control. It features two buttons whose functions depend on the weapon; melee weapons and Twin Machineguns typically have one button assigned to Normal Attack and one to Photon Arts/Techniques, while other Ranged and Technique weapons have two buttons that can be customized to hold either Normal Attacks or Photon Arts/Techniques. There is also a third button designated to Shift/R1/RB that activates the weapon's Weapon Action. For Melee/TMGs, Two Button consists of having a "chain of progression"; that is, the Photon Art/Technique in the PA slot will change based on what step the player's combo is currently in. The Arts/Techs in the slots can be customized, and will always cycle in the order listed in the Weapon Palette. Using an Art/Tech or Normal Attack will progress the combo by one step; after three steps, the combo will repeat.

Three Button is a method of control introduced in Episode 4. It features three buttons whose functions can be customized regardless of weapon; Normal Attack, Arts/Techs, and Weapon Action can thus be assigned to any slot. There is also a fourth button that can be used to cycle between Main and Sub palettes. Unlike Two Button, Melee/TMGs are not bound to chains of progression and can use any Art/Tech at any combo step, provided the Art/Tech is assigned to the palette.


Certain weapons have inherent properties called Potentials which can be considered as an additional skill for the player, so long as the weapon is equipped and drawn out; they range from damage buffs, to utility skills like improving healing items.

The Potential can be unlocked for the weapon via Grinding; after the weapon is grinded to +10, for Old Type Weapons, or if the weapon reached +10, +20, and +30, for New Type Weapons, the Potential of the Weapon can be unlocked. There are five Potential types currently in-game: Normal, Hidden, Weaponoid, and Arena, and Special; Normal Potentials require Photon Spheres to unlock, Hidden Potentials require Photon Boosters to unlock, Weaponoid Potentials require Weaponoid Boosters, and Arena Potentials require Arena Boosters. Special Potentials, on the other hand, require special dropped items from certain Quests before it can be unlocked; examples include the Zeinesis series weapons and the Yamato weapons.

Currently, Potentials can reach a maximum level of Lv 3; to unlock Normal, Hidden, and Arena Potentials, 3 Spheres/Boosters are required to unlock Lv 1, 4 are required to unlock Lv 2, and 5 are required to unlock Lv 3. In the case of Weaponoid Potentials, 1 Weaponoid Booster is required to unlock Lv. 1, 3 Boosters to unlock Lv. 2, and 5 Boosters to unlock Lv 3. Special Potentials require varying amounts of items to unlock; for example, the Zeinesis series weapons require 30 Qliphad Fuses to unlock Lv. 1, 40 Fuses to unlock Lv. 2, and 50 Fuses to unlock Lv. 3.

Potential Switching

Should a weapon have multiple Potentials, an option in the Item Lab is available to switch Potentials. In order to switch Potentials, you must pay a small fee of Meseta as well as provide materials for the switch; the cost to switch a Potential is equivalent to the combined cost of unlocking that Potential up to that Level.

For example,

  • The Sword Dragon Slayer currently has the Potential Potential.png Dragon Hunter Lv. 2. If one wishes to switch to the Weaponoid Potential Potential.png Sealing Dragon's Roar, they must provide a number of Weaponoid Boosters equal to the combined cost of unlocking Lv. 1 and Lv. 2 Potentials, in this case 1 + 3 = 4 Weaponoid Boosters.
  • The Jet Boots Zeinesis Gear currently has the Potential Potential.png Guidance of Life Lv. 3. If one wishes to switch to the Special Potential Potential.png Anthesis Trainer, they must provide Qliphad Fuses equal to the combined cost of unlocking Lv. 1, Lv. 2, and Lv. 3 Potentials, in this case 30 + 40 + 50 = 120 Qliphad Fuses.

Material Conversion and Upgrades

Old Type to New Type Conversion

Weapon Camos and Weapon Form Change

See: Weapon Camos for more information.

Damage Type

There are about three types of Damage in-game: Striking, Ranged, and Technique Damage.

Certain skills can only work for the specific Damage Type, like Limit Break from the Fighter Fighter Skill tree, so understanding and knowing which attacks does the type of damage can be crucial at times.


Attribute is an Elemental value that most weapons are tagged with. Attribute may come pre-installed on a weapon, or can be added manually through the Attribute Grinding process.

PP Recovery

Weapon 1st Attack 2nd Attack 3rd Attack Dodge-Attack Weapon Action
Bare Hands 5 6 9 5 -
Sword Swords 12 13 18 12 -
Wired Lance Wired Lances 11 8+8 18 8+8 -
Partizan Partizans 6 6 9 5.5 Twirl: 10/30
Twin Daggers Twin Daggers 2+2 3+3 7+7 5 2+2
Double Saber Double Sabers 4+4 5+5 10+10+10 6+6+6 -
Knuckles Knuckles 5 7 13 10 -
Gunslash Gunslashes 10 12 15 10 10
Katana Katanas 5 7 7+7 8 0
Dual Blades Dual Blades 7 8 10+10 4+4 1+1, 4
Assault Rifle Assault Rifles 5x3 5x3 5x3 6x3 -
Launcher Launchers 8 10 15 15 -
Twin Machineguns Twin Machineguns 1x4 1.1x4 1.2x5 3+3 1.666
Bullet Bow Bullet Bows 6 (18) 6 (18) 6 (18) 15 -
Rod Rods 20 22 25 - -
Talis Talises 5 6 9 - -
Wand Wands 10 12 18 12 -
Jet Boots Jet Boots 8 8+8 14 15 12x4
Takt Takts 0 0 0 - -
HeroSword Swords (Hero) 2 3 3+3 4 4x5 (uncharged) / 10 (Lv. 1 charge) / 0 (Lv. 2 charge)
HeroTwin Machineguns Twin Machineguns (Hero) 0 0 0 0 20/s (20 + 40/s)
HeroTalis Talises (Hero) 7 9 12 6 (normal) / 4x3 (Hero Counter)
PhantomKatana Katanas (Phantom) 2 3 5 5 3
PhantomAssault Rifle Assault Rifles (Phantom) 3 4 9 5 3
PhantomRod Rods (Phantom) 3 4 8 8 3


  • Twirl Action for Partizan refers to twirl after normal/twirl after Photon Art.
  • The Katana's Counter does not give any PP recovery unless the skill Counter Bonus is taken.
  • The Dual Blades' PP recovery is separated for the Photon Blades and for the attack done after a DB Snatch Step.
  • The PP recovered for the Photon Blades is +1, an additional +1 PP is recovered if the point of attack has a blade stuck on it. Should multiple blades are stuck, it just overwrites it and only counts as 1.
  • Launchers gain PP per enemy hit. If the Normal Attack hits two enemies in its AoE, the player would recover 16 PP for the first attack and so-on.
  • The parenthesized values for Bullet Bows are values when the attack is charged.
  • The Dodge-Attack of Wands can only be done if Wand Lovers is activated.
  • The Jet Boots' Weapon Action in the table refers to the multi-kick attack performed when activating the Weapon Action after a Normal Attack while the Player is standing still.
  • Parenthesized value for Hero TMG Weapon Action refers to Just Reload.

Normal Attack Magnification

Weapon Position 1st Attack 2nd Attack 3rd Attack Dodge Attack Others
Bare Hands Aerial & Ground 364% 500% 492% 260% Bare Hand PA: 1000%
Sword Sword Aerial 352% 348% 400% 275% -
Ground 407% 337% 509%
Wired Lance Wired Lance Aerial & Ground 380% 315% x2 698% 251% x2 -
Partizan Partizan Aerial & Ground 270% 267% 336% 300% -
Twin Daggers Twin Daggers Aerial & Ground 100%x2 120%x2 220%x2 150% Spin: 20%x2
Double Saber Double Sabers Aerial 180x2 190x2 290%+290%+300% 175% x3 DS Whirlwind: 55% / 82.5% / 110% x8
(Gear 1 / 2 / 3)
Ground 195% x2 200% x2 300% x3
Knuckles Knuckles Aerial & Ground 236% 389% 410% 320% -
Gunslash Gunslash Aerial & Ground 312% 275% 270% 340% Gunslash Shoot: 120%
Katana Katana Aerial & Ground 280% 300% 300% + 320% 390% Katana Counter: 100% / 120% / 200% / 250%
(Gear 1 / 2 / 3 / MAX)
Dual Blades Dual Blades Aerial & Ground 270% 290% 370% x2 250% x2 Photon Blades: 100%
Assault Rifle Assault Rifle Aerial & Ground 130% x3 130% x3 130% x3 180% x3 -
Launcher Launcher Aerial & Ground 392% 420% 560% 560% -
Twin Machineguns Twin Machineguns Aerial & Ground 50% x4 60% x4 80% x5 150% x2 S-Roll Shoot: 70% x3
Bullet Bow Bullet Bow Aerial & Ground 108% (540%) 250% -
Rod Rod Aerial & Ground 105% 104% 108% - -
Talis Talis Aerial & Ground 58% - -
Wand Wand Aerial & Ground 336% 300% 370% 350% Wand Tech-Explosions: 240%
Jet Boots Jet Boots Aerial & Ground 234% 207% x2 575% 400% Weapon Action: 219% x4
JB Step Jump: 160%
Takt Takt Aerial & Ground 10% - -
HeroSword Sword (Hero) Aerial & Ground 180% 220% 320% + 520% 350% (normal) / 1300% (Hero Counter) Spirit Bullet:
75%x5 (uncharged) / 450% (Lv. 1 charge) / 3000% (Lv. 2 charge)
HeroTwin Machineguns Twin Machineguns (Hero) Aerial & Ground 80% x n Hits 180%x3 Hits / 380%3 Hits (Hero Counter) -
HeroTalis Talis (Hero) Aerial & Ground 220% 280% 450% 350% / 400%x3 Hits (Hero Counter) Weapon Action: 450%
PhantomKatana Katana (Phantom) Aerial & Ground 300% 320% 600% 580% Weapon Action: 600% Counter: 1380%
PhantomAssault Rifle Assault Rifle (Phantom) Aerial & Ground 460% 470% 920% Weapon Action: 360%, Charged WA: 480%
PhantomRod Rod (Phantom) Aerial & Ground 280% 290% 620% 610% Weapon Action: 360%, Charged WA: 480, Counter: 1050%


  • Although the Bare Hand PA resembles the Knuckles Knuckles PA, PA Ducking Blow, it does not share its multiplier.
  • The Gunslash Shoot is consistent on its damage Multiplier throughout the three Attack Animations.
  • The multiplier for Photon Blades are obtained per Blade, and not the cumulative damage dealt.
  • The parenthesized value for Bullet Bow Bullet Bow is for its charged Normal Attack.
  • Rod Normal Attacks are S-ATK S-ATK based.
  • Wand Tech Explosions are T-ATK T-ATK based.
  • The Explosion that happens when the Player performs during a JP Step Jump is not dependent on the weapon.
  • Skills that modifies the Normal Attack of the Player are not considered in this table.
  • While placed in the table, special Weapon Traits are not considered as Normal Attack by skills like Attack Advance on the Braver Braver Skill Tree. These are solely placed for documentation and comparison.
  • Certain Equipments provide additional skills for the Player like the "Form" Weapon Series. They are not considered as a Normal Attack.
  • Rod Shoot projectiles are not Normal Attacks.