Moved this information from the main post because of post size limitation.
Weapon tips and info
Don't forget that you can use any weapon. Just keep in mind that you need to be able to afford them, and that other players need good equip too.
This info is basically copy pasted from the swiki, using Google Translate (because I'm lazy and tired). Will clean it up later.
Sword:
Spoiler!Earliest available: Mission 1
Recycling exchange: Interval 1
Gear: Interval 1
Rare weapon: Zanba (Mission 3), Vol Scale (Mission 5), Coat Edge D (Mission 6), Kouyouhime AKA Maple Princess (Mission 10)
Although you can obtain it early, its performance is not great until you can obtain Sword Gear.
In Mission 7 or later, you can get Ride Slasher, which is extremely powerful. A few people with Ride Slasher can flatten Mission 9's Fang duo.
Even if you have no intention of using Sword until Mission 7, you should purchase Sword gear. You can obtain Sonic Arrow from the interval before Mission 8.
Early on, sword is commonly used if no other weapons are available. In Mission 2, Twister Fall is effective against Gwonda and El Ada.
Just Guard (guarding just before an attack hits you) is possible from the beginning. If you are skilled, you may prefer this form of defense.
However, Sword will be lacking in damage until you meet the right conditions. It's not a recommended weapon until Mission 7.
In Mission 3, Zanba with Rising Edge is effective on bosses.
If there is someone committed to Sword, give them Zanba and Sword PAs. However, you may want to avoid depending on Zanba early-on.
Wired Lance:
Spoiler!Earliest available: Mission 4
Recycling exchange: Interval 2
Gear: Interval 2
Rare weapon: Hyperion (Interval 2), Assassin Claw (Mission 7), Ranma AKA Tempest Demon (Mission 10)
Appears during Mission 4. Initially boring with rare PAs, but better in Interval 2 once you can purchase Hyperion, Bind Throw and Wired Gear.
The initial PA, Bind Throw, is a grab with long reach. Use it to subdue enemies, but not to the point of messing with other players' attacks.
If you use it well, you can group enemies together, flip Garongos, and knock-down air enemies. Knock Off Grasp the air of enemy.
At the right distance, Bind Throw is particularly powerful against Wolgarda and Goldradas. Aim it such that the white glowing ball strikes their weak points.
Wild round can be obtained during Mission 5. It's a great AOE attack for surrounding enemies, and can be guard-cancelled at any time
Holding Current can be obtained in Mission 6, and is great for wiping out bosses.
Partisan:
Spoiler!Earliest available: Mission 5
Recycling exchange: Interval 3
Gear: Interval 3
Rare weapon: Raizenoch (Interval 3), Imperial Pick (Mission 6), Setsudan AKA Autumn Cutter (Mission 10)
A powerful weapon for those who know how to wield it.
If you're not used to safely building Partisan Gear (via holding guard/shift key), simply delay your attacks so that poses complete (this builds gear).
The first available PA is Slide Shaker, which is somewhat lacking in damage.
If you obtain Slide End in Mission 6, you can use it for AOE or against bosses.
Twin Daggers:
Spoiler!Earliest available: Mission 2
Recycling exchange: Interval 1
Gear: Interval 1
Rare weapon: FinVolg (Mission 5), Hihikane AKA Sun Scarlet Gold (Mission 10)
Damage isn't great, but can be useful in some situations such as moving or aerial targets. Examples of usage:
- You can reach Barbalilipa on their pillars.
- Enemies with high weak points like Rockbear's face.
- When stuck inside a Fanji.
- Symphonic Drive is great againt Goldradas in Mission 8.
- When you're on Burn Draal's back, magma cannot hit you.
- Waltz is good for switches in high places.
- In Mission 5, if you get Cougar's attention and then Waltz at a Barbalilipa, Cougar will not be able to attack you.
- In Mission 4, Waltz can take down infected dropships in 1-2 hits.
Double Saber:
Spoiler!Earliest available: Mission 5
Recycling exchange: Interval 3
Gear: Interval 3
Rare weapon: Fail Note (Interval 3), Sourenge AKA Twin Lotus (Mission 10)
Double Saber Gear is great for wiping out large groups without consuming PP.
The Gear whirlwind attack (Kamaitachi) is an absolute necessity, and your playstyle should revolve around building gear to use it.
The first PA available, Scissor Edge, is poor at building Gear but is effective at knocking down weak aerial opponents due to its tall hitbox.
For building Gear, use normal attacks or Tornado Dance on large groups of enemies.
Note that survivability is low. Step Advance from Mission 3's Cougar can help counter this.
Knuckles:
Spoiler!Earliest available: Mission 4
Recycling exchange: Interval 2
Gear: Interval 2
Rare weapon: Gravel Core (Interval 3), Fighting Beat (Mission 9), Sacred Duster (unknown), Shishigami AKA Lion's Bite (Mission 10)
Available from the Interval 2, although Knuckles may drop before that.
Starts out with Ducking Blow, but you should also aim to obtain Slide Upper, and Knuckle Gear Boost when it's available.
Very effective damage against single targets, but poor range means poor damage on large groups.
In Mission 5, Knuckles is highly recommended for the right side path, as it is capable of dealing very high damage against both Mizer and Cougar.
As the shop's Knuckle is lightning, Elemental Weak Hit (also available at the same shop) further increases damage dealt.
If you're skilled with knuckles, use its swaying dodge to evade Cougar and Mizer's attacks. Kartagos can be felled by a single Ducking Blow.
Slide Upper is very useful as an instant knockdown, and can also hit targets above you. it drops in Mission 5.
Katana:
Spoiler!Earliest available: Mission 3
Recycling exchange: Interval 2
Gear: Interval 2
Rare weapon: Kenkage/Licht AKA Shadow Blade/Licht (Mission 4), Agito (Mission 7), Kazanou AKA King of Magnificent Deaths (Mission 10), Hyurio Sangoku (Mission 9)
Good even without Katana Gear. Gekka Zakuro is good for trash mobs, Hientsubaki is powerful against bosses.
If you know the enemy patterns, you can take advantage of guard to catch boss attacks.
Kenkage dropping in Mission 4 makes life easy. You can obtain Katana Combat from Interval 2, which enables you to reach high places or wipe out surrounding enemies with its finisher.
Short air-hop Gekka Zakuro is quite powerful, and can be used to knockdown annoying enemies.
Kazan may drop in Mission 6, and is a powerful medium-range attack.
In Mission 9, Fangs may drop Sangoku which comes with Hatou Rindou.
Dual Blades:
Spoiler!Earliest available: Interval 1, Mission 5
Recycling exchange: Interval 1, 3
Gear: Interval 3
Rare weapon: Grand Cross/Licht (Interval 1), Yoi (Mission 4), Ignis/Licht (Interval 3), Niren Agito (Mission 7), Rakushuusui AKA Falling Autumn Water (Mission 10)
Obtainable from Interval 1. Rare Dual Blades may drop from Mission 4 red containers. Will drop as a regular weapon from Mission 5 onwards.
Grand Cross is not worth the expensive exchange rate, but it is great for gliding over laser traps in Mission 3. Thus, one Grand Cross user is enough.
If possible, designate a specific individual for the Grand Cross and have them handle the laser trap button.
If nobody is designated, it's assumed that a Grand Cross wielder will take the responsibility.
It's best to communicate with the multi to declare if you intend to use Grand Cross, and to decide who will press the button.
In terms of strength, good weapons can be obtained later, so there isn't a need to stick to Grand Cross (however, note the element of later Dual Blades).
Boss battles become much easier if Heavenly Kite drops in Mission 5. If you use Yoi (the teal moon-crescent blade DB), Falz Arms becomes much easier.
Interval 3's Ignis/Licht comes with Disperse Shrike, which can be used on scattered groups of trash mobs. It can also be used to escape Fanji relatively unharmed.
Heavenly Kite is also particularly useful against Ragne.
Generally, unneeded extra weapons should be given to confident Dual Blade users.
Gunslash:
Spoiler!Earliest available: Mission 5
Recycling exchange: Interval 3
Gear: None
Rare weapon: Jareid (Interval 3), Braolett Zero (Mission 7), Chuushuumaru AKA Mid-Autumn Purity (Mission 10)
Obtainable in Mission 5 or later.
Recommended for long-range Tech users, to recover PP.
Aiming Shot (Mission 5 drop or Interval 3 shop) is a straightforward long-ranged attack.
Einrake-ten (Mission 6 drop) is a straightforward and powerful close-ranged attack.
Slash Rave can be obtained via rare drop on Mission 6's West route. It's a great PA, but its movement is a little long so you need to think before you use it.
Assault Rifle:
Spoiler!Earliest available: Mission 1
Recycling exchange: Interval 1, 2
Gear: None
Rare weapon: Skull Sorcerer/Licht (Mission 4), Fire Arms (Interval 2), Gloam Rain (Mission 6), Latria Rain (Mission 6), Kourekidutsu AKA Light Passage Barrel (Mission 10)
Immediately available. Can be used to lock onto targets and attack from long-distance, but is somewhat weak from Mission 3 onwards.
If you wish to continue using it effectively, you'll need to obtain a rare weapon, master using Z-aim to head shot everything, and master Homing Emission.
To use Homing Emission effectively:
1. Switch to Z-Aim. Fire a regular attack to activate the Just Attack circle, and then time and hold a Just Attack Homing Emission (damage will be increased).
2. With Homing Emission held, try to Z-aim at as many enemy body points as you can. You can usually just rotate the camera at a moderate speed.
3. For every point you aim at and 'tag", there will be a sound effect, and the number of stored Homing Emissions will increase.
4. Note that if a "tagged" enemy dies, all points from that enemy will be lost.
5. Once you have stored a large number of "tags", run up to a target and release the button, so that all the Emissions will hit the same one target simultaneously for big damage.
6. Note that you can assist your release by either locking onto a target or manually aiming. missions appear at the barrel of your gun, so take that range difference into consideration.
7. Alternatively, you can simply release the Emissions from a distance and let them fly at the "tagged" targets.
Earlier on, try to compensate for low damage by hitting enemy head and weak point as much as possilble.
Note that ranged weapons also suffer from a ranged damage penalty, ie. total damage will be reduced by 20% depending on distance, weapon and attack used.
Rifle is useful in many situations, to the point that it's recommend to carry one at all times.
- For PP recovery when it's too risky to melee (until Gunslash is available)
- To head shot Barbalilipas in Mission 3. This works even with the level 1 Rifle.
- To destroy traps, especially in conjunction with Trap Search
- To activate switches
- To kite Burn Drall, preferably with One Point.
Launcher:
Spoiler!Earliest available: Interval 1, Mission 4
Recycling exchange: Interval 1, 2, 3
Gear: None
Rare weapon: Saint Kilda (Interval 1), Ridoltiv (Interval 3), SSPN Launcher (Mission 7), Ikariboshi AKA Anchor Star Cannon (Mission 10)
Usually used for long range splash damage. From Mission 3 onwards, Cluster Bullet can be used to easily headshot enemies.
After Mission 5, Divine Launcher hits hard and can launch enemies. In Mission 6, Cosmos Breaker can be obtained and used for attacking large groups.
A considerably stable weapon throughout Challenge Mode. They don't particularly rely on any skills or abilities.
They are also readily available at every Interval (with rare weapons available at 1 and 3).
Launchers excels at annihilating groups of enemies over a wide area, especially from Mission 4 and onwards, when the number of enemies increases.
Obtaining and mastering usage of Dive Roll Shoot is recommended, as it makes Launchers even more efficient.
Using Launcher alone is enough. On bosses or single targets, you can still deal huge damage via headshots.
Outside of Zero Range Advance users, gearing up for Launcher is easy, which means lots of spare items to drop for other players.
PAs can dramatically change the effectiveness of Launchers, so it's preferred to receive new PAs immediately instead of waiting for Interval.
Twin Machineguns:
Spoiler!Earliest available: Mission 2
Recycling exchange: Interval 1, 3
Gear: Interval 1
Rare weapon: Twin Yasminkov 2000H (Mission 3), Radiegle (Interval 3), Klothov (Mission 9), Shiranuiboshi AKA Phosphorescent Light Star (Mission 10)
Effectiveness changes dramatically if Satellite Aim is obtained.
Immediately receiving Yasminkov, Satellite Aim and Bullet Squall from other players is a must.
Don't forget to grab Twin Machine Guns Gear at Interval 1, otherwise it'll be a long time before you get another chance to obtain it.
Here replace deteriorating and it is no longer enter into this before long that hand.
Don't worry too much if you aren't able to get ahold of 2000H, as it's a 1:1 exchange ratio.
Stylish Roll (the dodge flip) can be useful for gaining height. Always try to aim for headshots, weak points and breakable parts.
Chain trigger is obtainable in the Interval after Mission 9, for a cost of 50 grinders. Note that it can be used by all weapons, as class is not an issue.
In Mission 8, it is possible to ascend using Aerial Shooting and then use Z-Aim Elder Rebellion to aggro the 99 Goldradas with headshots.
In Mission 9, Fangs may drop Klothov which comes with Elder Rebellion.
Elder Rebellion may also drop during Mission 6.
Bullet Bow:
Spoiler!Earliest available: Mission 3
Recycling exchange: Interval 2
Gear: None
Rare weapon: Rikauteri/Licht (Mission 4), Tenkawaichii AKA First of the Milky Way (Mission 10)
For stress-free application, be sure to obtain Attack PP Restorate and Rapid Shoot from the Interval Shop.
In Mission 4, Master Shoot is useful for taking down dropships. Wall switches can be activated by two charged Master Shoots.
Penetrate Arrow can be obtained from Mission 5 onwards, and is a very effective and powerful ranged attack. It can pierce through large groups of enemies.
Whether you can obtain Final Nemesis in Mission 6 depends on your path choice.
Gravity Point can be obtained in Mission 8 for increased effectiveness.
Bow PAs will drop from Mission 3 onwards. Rikauteri/Licht is a great Bow that may drop in Mission 4, and should immediately go to Bow users.
Rod:
Spoiler!Earliest available: Mission 1
Recycling exchange: Interval 1
Gear: None
Rare weapon: Twilight Rune (Mission 3), Demonic Fork (Mission 7), Koihouou AKA Love Phoenix (Mission 10)
pick up immediately after the start.
Feeling eaten a position in a lot of relevant skills other method ?? instrument in the challenge. On the contrary, if justified even technique without the relevant skills to become the best thing that can be in the rod.
Therefore, it is possible to suppress the items consumed in recycling. If you plan to use a weapon species that appeared in the second half, and can rise to the choices.
If you can get the Twilight Moon from the drop of the Cougar NX in M3, M5 up because there is a law impulsive force comparable to Carino light there is enough utility value.
Thereafter on aligned related skills of law ?? device as described previously, for become yet another weapon species also strongly, it is rather than to pick dare re-appointed to be the thing when you picked up the high rarity of rod or use as for avoidance to become.
Attack motion are the same as partisans. Likes less range is wide. It is easy to hit multiple enemies. And useful to beat in the rod in M1. If you cancel the rigor with small jumps and short Mirage still good.
I keep touching lightly on technique in general. Absolutely there is a one in La Grants of techniques you want to get. M4 later, techniques and beat wand sets of firepower on whether there is a La Grants greatly changed. Without or in as much as possible exchange material, I want to transfer it to the required members.
Formate-sonde also effective in the seafood-based Darker M3 later, usability is good To buy a suitably hate even otherwise.
Talis:
Spoiler!Earliest available: Mission 4
Recycling exchange: Interval 1, 2, 3
Gear: None
Rare weapon: Rosa Crane (Interval 1), Visburn (Interval 3), Able Book (Mission 6), Kifujibakama AKA Mourning Wisteria Pants (Mission 10)
Make sure you grab the Talis Tech skill from Interval 2.
Some Techs such as Ra Grants and Na Foie behave differently when used from a Talis.
For this reason, it's recommended to master Z-aim thrown Talis.
If you combine Talis Tech + Wise Stance + Perfect Keeper + TATK Up, you can use Zonde to deal 2500 damage to Vol's head from behind.
Wand:
Spoiler!Earliest available: Mission 2
Recycling exchange: Interval 1, 2
Gear: Interval 1
Rare weapon: Calino Light (Interval 2), God Staff Tsukuyomi (Mission 6), Mugetsoonusa AKA Moonless Great Shinto Wand (Mission 10)
Handy ace force of up to per M5.
By the height of the magnification of normal attacks and law ?? departure, while the other weapons are not blessed with the PA, there is a thermal power that stands out one head at a single opponent.
U~ondogia and wand Lovers in the first interval I can get. Even if the disk is larger and that certainly can complete the necessary elements.
Original law ?? airport firepower of a single opponent is not high. in the second half that other weapon is blessed with PA I want to properly distinguish.
In the challenge, proper use of the Thalys and the wand is but necessary, is not much reason to choose the rod. Such as carried out in the normal rod, of which at Kasuri Foie and Ragura also wand in TPS perspective, an effective style that will hit When PP is reduced.
In the PP management plane, none of charge PP Revival attack PP list late there is an advantage. When there is less chance of wand, the attack PP list late if the specific gravity is high for the shooting and blow, it would be a good specific gravity of the technique is to give priority to charge PP revival if high for the.
If you do not have confidence in avoidance, it is also possible to use the Mirage escape by frequently on / off the wand Lovers. Fighting becomes easier if you can get a step advance in Cougar defeat of M3.
Note: Il Zonde drops in Mission 6.
Jet Boots:
Spoiler!Earliest available: Mission 2
Recycling exchange: Interval 2
Gear: Interval 3
Rare weapon: Dio Grevarn (Mission , Yuukariwatashi AKA Evening Wild Goose Ferry (Mission 10)
The original weapon of auxiliary direction, but because you can not learn the shifter and Debando, it is not possible to sow the auxiliary in the derivation of the strike gust and Gran wave.
Compared with the similar style of wand firepower is slightly inferior, it is possible to exercise the technique from a height, can relatively safely close combat because Stan and invincible stick to PA.
Gran Wave derived long invincible, I used to move and avoid. Feet reach to Barubariripa.
Strike gust derivation of Stan can unilaterally attack the medium-sized small fish. And also happy easy to PP recovered in normal attack ? weapon action.
However, PA is and with SA, because immediately can not be canceled, be careful if you are not familiar when you use in melee weapon sense.
When you miss the opportunity to take the U~ondogia in the interval 1, it may be to use a good OP boots out of the M3 Cougar.
There are certain advantages even when viewed only as a tech launching device, it may keep with for Double jump.
If you want to principals I want to also take PA and gear, but attention to disk consumption is slightly often used in combination with other law ?? device.
Interval Shop Listings
Too lazy to list costs and affixes.
Recycle Shop 1:
Spoiler!Weapons:
Grinder
Grand Cross/Licht (Dual Blades)
Saint Kilda (Launcher)
Rosa Crane (Talis)
Claymore (Sword)
Twin Blade (Twin Daggers)
Beam (Rifle)
Twin Gatling (Twin Machineguns)
Striker (Rod)
Scepter (Wand)
Units:
Grinder
Rear/SholDot a (hidden +15 HP and blow resist, set bonus is +20 SATK and 50 HP)
Arm/ApaDot a (hidden +15 HP and blow resist, set bonus is +20 SATK and 50 HP)
Leg/LegaDot a (hidden +15 HP and blow resist, set bonus is +20 SATK and 50 HP)
Rear/SaiMaris a (hidden +4 PP, set bonus is +20 RATK and +10 PP)
Arm/SaiMarm a (hidden +4 PP, set bonus is +20 RATK and +10 PP)
Leg/SaiMalg a (hidden +4 PP, set bonus is +20 RATK and +10 PP)
Sub/BlowResist b (hidden blow resist)
Sub/ShotResist b (hidden shot resist)
PA/Tech Disks:
Grinder
Twister Fall (Sword)
Raging Waltz (Twin Daggers)
One Point (Rifle)
Bullet Squall (Twin Machine Guns)
Foie
Barta
Skill Disks:
Attack PP Restorate (restore more PP per hit)
Zero Range Advance 1 (damage multiplier at close range)
Charge PP Revival (restore PP while charging)
Wand Lovers (togglable active skill that changes Mirage Escape to Step Dash, and adds a bonus to Wand striking damage)
Sword Gear (increases Sword damage and reduces PA charge time)
Twin Dagger Gear (spinning increases gear, which in turn increases Twin Dagger damage)
Twin Machineguns Gear (increases power of attacks)
Wand Gear (basic attacks cause tech explosions)
Consumables:
Monomate
Dimate
Trimate
Sol Atomizer
Moon Atomizer
Star Atomizer
Challenge Doll (self-revive, nullifies energy loss)
Recycle Shop 2:
Spoiler!Weapons:
Grinder
Hyperion (Wired Lances)
Calino Light (Wand)
Gravel Core (Knuckles)
Fire Arms (Rifle)
Alba Esrein (Katana)
Alba Arclay (Bullet Bow)
Alba Pisastian (Launcher)
Alba Diffuse (Talis)
Alba J Bees Auto (Jet Boots)
Units:
Grinder
Rear/SholDot a (hidden +15 HP and blow resist, set bonus is +20 SATK and 50 HP)
Arm/ApaDot a (hidden +15 HP and blow resist, set bonus is +20 SATK and 50 HP)
Leg/LegaDot a (hidden +15 HP and blow resist, set bonus is +20 SATK and 50 HP)
Rear/SaiMaris a (hidden +4 PP, set bonus is +20 RATK and +10 PP)
Arm/SaiMarm a (hidden +4 PP, set bonus is +20 RATK and +10 PP)
Leg/SaiMalg a (hidden +4 PP, set bonus is +20 RATK and +10 PP)
Sub/AdoStamina b (does not add hidden HP)
Sub/AdoSpirita b (does not add hidden PP)
PA/Tech Disks:
Grinder
Bind Throw (Wired Lances)
Ducking Blow (Knuckles)
Gekka Zakuro (Katana)
Cluster Bullet (Launcher)
Master Shoot (Bow)
Strike Gust (Jet Boots)
Gi Zonde
Ra Grants
Skill Disks:
Element Weak Hit (+3% damage when attacking with matching weak element)
Dive Roll Shoot (adds ability to attack from a Twin Machine Gun/Launcher/Rifle roll)
Rapid Shoot (active skill that increases number of shots fired from a Bullet Bow, good for regenerating PP)
Talis Tech Bonus (increased Tech damage from a thrown talis)
Wired Lance Gear (certain PAs will store gear, which in turn increase other PA damage)
Knuckle Gear (strengthens PA behavior)
Katana Gear (when at maximum, countering activates a temporary damage increase)
Jet Boots Gear (adds ability to change Jet Boots element based on previously cast Tech)
Consumables:
Monomate
Dimate
Trimate
Sol Atomizer
Moon Atomizer
Star Atomizer
Challenge Doll (self-revive, nullifies energy loss)
Recycle Shop 3:
Spoiler!Weapons:
Grinder
Ignis/Licht (Dual Blades)
Raizenoch (Partisan)
Fail Note (Double Saber)
Jareid (Gunslash)
Ridoltiv (Launcher)
Radiegel (Twin Machineguns)
Visburn (Talis)
Units:
Grinder
Rear/SholDot b (hidden +20 HP and blow resist, set bonus is +20 SATK and 50 HP)
Arm/ApaDot b (hidden +20 HP and blow resist, set bonus is +20 SATK and 50 HP)
Leg/LegaDot b (hidden +20 HP and blow resist, set bonus is +20 SATK and 50 HP)
Rear/SaiMaris b (hidden +4 PP, set bonus is +20 RATK and +10 PP)
Arm/SaiMarm b (hidden +4 PP, set bonus is +20 RATK and +10 PP)
Leg/SaiMalg b (hidden +4 PP, set bonus is +20 RATK and +10 PP)
Sub/GloomResist b (no hidden stats)
PA/Tech Disks:
Grinder
Nova Strike (Sword)
Slide Shaker (Partisan)
Scissor Edge (Double Saber)
Destruct Wing (Dual Blades)
Aiming Shot (Gunslash)
Satellite Aim (Twin Machine Guns)
Na Foie
Zonde
Gi Zan
Grants
Skill Disks:
Wise Stance (increased damage from behind enemies)
Perfect Keeper (increase damage when health is above 75%)
Elemental Burst (adds an explosion to Jet Boots shift key that has a low chance to apply debuff)
Double Saber Wind Parrying (adds a wind parry to Double Saber shift key)
Twin Dagger Spin Move (allows you to control the direction Twin Dagger shift key spins)
Knuckle Gear Boost (allows you to reach maximum Knuckle gear faster)
Katana Combat (regular attacks zip you to target, use the skill again for a large AOE finisher before time runs out, and number of hits during Katana Combat increases final damage)
Wand Lovers (same as before)
Rapid Boost (active skill that increases Jet Boots attack speed, as well as Tech and PA charge speed)
Partisan Gear (increases range and damage of Partisan PAs, and is increases by holding shift or finishing Partisan attack poses)
Double Saber Gear (allows you to summon a temporary whirlwind around you)
Dual Blades Gear (allows you to shoot Photon Blades during Dual Blades shift key dodge)
Consumables:
Monomate
Dimate
Trimate
Sol Atomizer
Moon Atomizer
Star Atomizer
Challenge Doll (self-revive, nullifies energy loss)
Recycle Shop 4:
Spoiler!Note that it takes 5 weapons and 2 units for any Red weapon.
You may want to save your units for this point.
A Red weapon and 5 Grinders are required for a Blue weapon.
Weapons:
Grinder
Red Sword
Red Wired Lance
Red Partisan
Red Twin Daggers
Red Double Sabers
Red Knuckles
Red Gunslash
Red Katana
Red Dual Blades
Red Rifle
Red Launcher
Red Machineguns
Red Bullet Bow
Red Rod
Red Wand
Red Talis
Red Jet Boots
Units:
Grinder
PA/Tech Disks:
Grinder
Sonic Arrow (Sword)
Symphonic Drive (Twin Daggers)
Piercing Shell (Rifle)
Heel Stab (Twin Machineguns)
Gi Barta
Sa Megid
Skill Disks:
Fury Stance (active skill that increases damage, don't forget to place it on your subpalette and activate it)
Standing Snipe (increased damage on next attack after standing still for 1 second)
Element Conversion (a percentage of your magic weapon's element is converted to TATK)
Rapid Shoot (5 levels higher than before)
Talis Tech Bonus (level 5)
Sword Gear
Wired Lance Gear
Partisan Gear
Twin Dagger Gear
Double Saber Gear
Knuckle Gear
Katana Gear
Dual Blade Gear
Twin Machineguns Gear
Wand Gear
Jet Boots Gear
Consumables:
Monomate
Dimate
Trimate
Sol Atomizer
Moon Atomizer
Star Atomizer
Challenge Doll (self-revive, nullifies energy loss)
Recycle Shop 5:
Spoiler!A Red weapon and 5 Grinders are required for each Blue weapon.
Weapons:
Grinder
Blue Sword
Blue Wired Lance
Blue Partisan
Blue Twin Daggers
Blue Double Sabers
Blue Knuckles
Blue Gunslash
Blue Katana
Blue Dual Blades
Blue Rifle
Blue Launcher
Blue Machineguns
Blue Bullet Bow
Blue Rod
Blue Wand
Blue Talis
Blue Jet Boots
Units:
Grinder
PA/Tech Disks:
Grinder
Skill Disks:
Chain Trigger (applies a crosshair on the target whereby all regular and party attacks build a combo that multiplies the user's special attack damage for ~5 seconds)
^ Note that this requires 50 grinders.
Consumables:
Moon Atomizer
Challenge Doll (self-revive, nullifies energy loss)
Thanks for reading.
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