Final Fantasy VII Remake Intergrade - Weapons

Weapon families in Final Fantasy VII Remake Intergrade are locked to each playable character: Cloud carries broadswords, Barret a gun arm, Tifa knuckles, Aerith staves, and Yuffie shuriken. No weapon is strictly obsolete, because every one sits on its own upgrade board, so a low-tier blade fully dev...
of 19 entries · updated 2026-09-15
Name Type Description Stats Source
Buster Sword Broadsword (Cloud) Cloud's inherited blade and the most balanced weapon in his kit, with solid attack, two linked materia slots, and no weaknesses. Wielder: Cloud Strife Attack: Balanced Magic: Balanced Signature Ability: Braver Slots: Two linked pairs Starting weapon, equipped from the opening chapter
Iron Blade Broadsword (Cloud) A heavier early broadsword that trades a little speed for physical attack and grants a thrust that closes distance and builds stagger on pressured enemies. Wielder: Cloud Strife Attack: High Magic: Low Signature Ability: Focused Thrust Purchased from the weapon shop in the Sector 7 slums
Nail Bat Improvised Club (Cloud) A length of timber studded with nails, built for raw physical damage and stagger rather than finesse. Wielder: Cloud Strife Attack: Very High Magic: Very Low Signature Ability: Disorder Found in the Sector 5 slums during the chapter 9 quest line
Hardedge Greatsword (Cloud) A wide, cleaver-like greatsword with the highest raw physical ceiling in Cloud's arsenal and almost no magic scaling, the weapon of choice for a pure melee build. Wielder: Cloud Strife Attack: Top tier physical Magic: Minimal Signature Ability: Infinity's End Wall Market weapon vendor, chapter 9
Mythril Saber Broadsword (Cloud) A light mythril blade that flips the usual Cloud trade-off, favouring magic attack and extra materia slots over physical power. Wielder: Cloud Strife Attack: Moderate Magic: High Signature Ability: Blade Burst Sold by the weapons dealer in the Shinra Building chapter
Gatling Gun Gun Arm (Barret) Barret's starting gun arm, a steady all-rounder with good range and enough slots to carry his healing and support materia from the first chapter. Wielder: Barret Wallace Attack: Balanced Magic: Balanced Signature Ability: Fire in the Hole Starting weapon
Assault Gun Gun Arm (Barret) A lighter automatic gun arm that fires faster and leans toward magic, suiting a Barret built around elemental spells and support rather than raw burst. Wielder: Barret Wallace Attack: Moderate Magic: High Signature Ability: Maximum Fury Weapon shop in the Sector 7 slums
Big Bertha Gun Arm (Barret) A bulky cannon arm that hits harder than anything else Barret can carry at range, at the cost of magic scaling and a slower rate of fire. Wielder: Barret Wallace Attack: Very High Magic: Low Signature Ability: Smackdown Wall Market weapon vendor
Steel Pincers Gun Arm (Barret) A close-range hydraulic pincer attachment that turns Barret into a short-range bruiser, rewarding players who keep him in the middle of the fight instead of at the back. Wielder: Barret Wallace Attack: High Magic: Moderate Signature Ability: Point Blank Found during the plate-support chapter
Leather Gloves Knuckles (Tifa) Tifa's starting gloves, fast and balanced, with a combo-friendly ability that launches her into the air to keep pressure on staggered enemies. Wielder: Tifa Lockhart Attack: Balanced Magic: Balanced Signature Ability: Divekick Starting weapon
Metal Knuckles Knuckles (Tifa) Weighted knuckles that raise Tifa's physical output and add a staggering rush of blows, the natural upgrade for players who chain her Unbridled Strength buffs. Wielder: Tifa Lockhart Attack: High Magic: Low Signature Ability: Overpower Weapon shop in the Sector 5 slums
Sonic Fists Knuckles (Tifa) A late-game pair of knuckles tuned for magic and stagger, giving Tifa the spellcasting stats to carry elemental materia while still building pressure with her combo strings. Wielder: Tifa Lockhart Attack: Moderate Magic: High Wall Market weapon vendor, chapter 9
Purple Pain Knuckles (Tifa) Tifa's heaviest knuckles, built for pure physical damage and critical hits, and the usual pick for her limit-break burst setups. Wielder: Tifa Lockhart Attack: Very High Magic: Very Low Found in the Shinra Building late in the campaign
Guard Stick Staff (Aerith) Aerith's starting staff, modest in attack but with generous materia slots and magic scaling, which is exactly what her support and spell role needs. Wielder: Aerith Gainsborough Attack: Low Magic: High Signature Ability: Tempest Starting weapon
Silver Staff Staff (Aerith) A silver-capped staff that pushes Aerith's magic higher and broadens her slot layout, making it the standard mid-game pick for a healer and caster build. Wielder: Aerith Gainsborough Attack: Low Magic: Very High Weapon shop in the Sector 5 slums
Arcane Scepter Staff (Aerith) A heavy scepter with the strongest magic stat Aerith can reach and enough physical attack to make her basic staff swings count, at the cost of a slower cast rhythm. Wielder: Aerith Gainsborough Attack: Moderate Magic: Top tier Wall Market weapon vendor and later chapter shops
4-Point Shuriken Shuriken (Yuffie) Yuffie's starting throwing star in INTERmission, balanced across attack and magic, and the base for her elemental ninjutsu switching. Wielder: Yuffie Kisaragi Attack: Balanced Magic: Balanced Signature Ability: Art of War Starting weapon in the INTERmission episode
Steel Reaper Shuriken (Yuffie) A bladed ring that leans physical and adds reach, rewarding the ranged boomerang throws that keep Yuffie out of enemy windups while Sonon holds the line. Wielder: Yuffie Kisaragi Attack: High Magic: Low Found in the Advanced Weaponry Division facility
Crescent Sickle Shuriken (Yuffie) Yuffie's magic-focused shuriken, with the highest magic scaling in her INTERmission kit for players who build her around elemental ninjutsu and healing materia. Wielder: Yuffie Kisaragi Attack: Moderate Magic: High Sold by the Happy Turtle vendor after the collectible quest chain
No matching entries
Try a different search term.