In Tower of Fantasy, weapons are the place it’s at. Whereas pulling a contemporary Simulacra is cool, they’re merely an avatar – the actual thrill comes with the weapon they unlock. From fast-paced twin blades, to hard-hitting claymores, from swift therapeutic staffs, to heavy shields, these dangerous boys are what preserve the gameplay attention-grabbing, and attending to grips with the completely different playstyles, abilities, and developments tied to them is integral in case you wanna succeed.
And that’s the place we are available. In our Tower of Fantasy weapons information, we checklist each weapon at present within the recreation, together with their stats, abilities, and development bonuses, so you possibly can work out which of them are greatest suited to your playstyle. We’ve additionally gone over what all the lingo means, easy methods to improve your weapons, and easy methods to get extra of them to be able to enable you to get your arsenal in tip-top form.
For extra assist establishing your self on this contemporary, open-world MMORPG, try our Tower of Fantasy character creation, Tower of Fantasy characters, and Tower of Fantasy cooking guides. We’ve additionally bought some helpful Tower of Fantasy codes and a Tower of Fantasy tier checklist, too.
Tower of Fantasy weapons
How do Tower of Fantasy weapons work?
As talked about above, Tower of Fantasy weapons work slightly in a different way to different video games – particularly different gachas. Fairly than having a roster of characters with their very own roles, you as a substitute have an arsenal of weapons, every with its personal abilities, stats, and bonuses. Within the early recreation, you possibly can solely equip two weapons directly, however this later will increase to a few.
Weapons are available R, SR, and SSR qualities, with R weapons being the most typical, untied to any Simulacra. You unlock SR weapons by pulling that respective SR simulacra from the gacha banner, and it’s the identical for the SSR weapons.
When weapon descriptions, you see a number of lingo that you could be not perceive at first, so right here’s a glossary of phrases so you possibly can preserve updated with what every of the weapons do.
- CS: the general fight power of the weapon
- Shatter: the weapon’s primary functionality of breaking shields. The better the quantity, the sooner the weapon will break the goal’s shields. Enemies with shields block 50% of the harm they obtain, so that you wanna bust these dangerous boys open ASAP. In PVP, Wanderers with shields are resistant to gentle management results, their harm acquired is lowered by 30%, and so they enter a three-second surprised standing as soon as their shields are damaged
- Cost: how rapidly the weapon good points cost. The better the quantity, the sooner the weapon prices. You should use the weapon’s discharge talent upon reaching 1,000 weapon cost. In PvP, 22.5% of the quantity charged is transformed into your defend
- Sort: Every weapon has a harm kind – ice shell, volt, flame, or grievous
- Ability: each weapon has an lively talent with a cooldown
- Discharge: upon reaching full weapon cost, or getting into ‘phantasia’ by dodging by an oncoming sturdy assault, switching to a weapon unleashes its discharge assault. Discharge assaults cleanse you of all debuffs on activation, and unleash a strong transfer distinctive to the weapon you turn to
What are the Tower of Fantasy weapon varieties?
As talked about above, every weapon has a harm kind. Presently, there are 4 differing types. Listed below are their advantages:
- Ice shell: when your weapon is absolutely charged, it freezes the goal for 2 seconds and leaves them frostbitten for six seconds. In case you break the ice shell, it causes further harm equal to a set share of assault. Whereas frostbitten, the goal’s weapon cost price is lowered
- Volt: when your weapon is absolutely charged, your subsequent assault paralyses targets for one second and electrifies them for six seconds, negating all buffs and dealing harm equal to a set share of assault. Targets can’t obtain any buffs for the following six seconds
- Flame: when your weapon is absolutely charged, your subsequent assault units the goal on hearth for eight seconds, inflicting ongoing harm equal to a set share of assault each second. Ignited targets obtain lowered efficacy from therapeutic
- Grievous: when your weapon is absolutely charged, your subsequent assault inflicts harm equal to a set share of assault, making the goal ‘grievous’ for seven seconds. Grievous targets take elevated harm
What are Tower of Fantasy weapon resonance results?
Although there aren’t any set roles, jobs, or something like that in Tower of Fantasy, you possibly can achieve sure bonuses relying on what weapons you’ve geared up. Weapons are categorised as defence-type, DPS-type, or support-type, relying on their abilities. You may see these varieties by trying on the icons on the weapon’s description web page.
The bonuses you get from completely different weapon loadouts are known as ‘weapon resonance results’. Listed below are all the bonuses they provide.
- Steadiness: don’t have any a couple of weapon of every kind geared up. Will increase closing harm and harm discount by 5%, and shatter and therapeutic results by 20%. In staff play, it will increase closing harm and harm discount by 20%
- Fortitude: equip not less than two defence-type weapons to activate. Will increase harm discount by 25%, shatter by 60%, and aggro by 800%. In staff play, it additional boosts harm discount by 20%
- Assault: Equip not less than two DPS-type weapons to activate. Will increase closing harm by 10%. In staff play, this will increase to 40%
- Benediction: equip not less than two support-type weapons to activate. Will increase therapeutic by 100%. In staff play, this additional will increase by 100%
Group play contains Joint Operation, Void Rift, Dimensional Trials, Interstellar Exploration, Frontier Conflict, and extra.
How do I improve my Tower of Fantasy weapons?
With a purpose to improve a weapon, you want particular supplies. The usual supplies are weapon batteries. These come in numerous ranges, with the very best ranges providing extra weapon EXP. You will get weapon batteries from bounty missions, gacha, or the weapon retailer.
When your weapon reaches a degree cap, it requires completely different supplies to ‘increase’ and take away the cap. For these, you usually want:
- Elemental ores: obtainable from gacha, the weapon or help shops, or by farming elemental and crystal ores out on this planet. It’s also possible to use elemental ore containers, which let you select a particular kind
- Glazes and frames: obtained as random loot from password chests, rewards from Interstellar Exploration, Dimensional Trials, or Omnium Beacons, or within the weapon retailer. It’s also possible to use weapon augmentation containers to decide on a particular kind
Except for usually upgrading and augmenting your weapons, you too can advance your SR and SSR weapons. With a purpose to do that, you want a fusion core particular to the weapon you need to improve. Fusion cores come from gaining a number of copies of a personality, both by pulling them within the gacha, or by buying them within the weapon store.
You may advance your weapon by as much as six stars, with every development providing a bonus distinctive to the weapon.
What’s one of the best Tower of Fantasy weapon?
Usually, SSR weapons virtually at all times outperform SR weapons on account of their increased base CS and stats. Fortunately, most SSR weapons have an SR or R counterpart with comparable (although weaker) abilities, so you possibly can at all times use a type of to fill the position you’re searching for till you pull the one you need.
There’s no definitive reply to what one of the best Tower of Fantasy weapon is, and we’re nonetheless crunching numbers in the intervening time. Nevertheless, you possibly can try our Tower of Fantasy tier checklist to see the place we at present rank every Simulacra’s weapon.
How do I get extra Tower of Fantasy weapons?
The principle strategy to get extra Tower of Fantasy weapons is thru the gacha system. There are a number of banners that supply a wide range of SR and SSR Simulacra after a particular variety of pulls, although it’s random which one you pull. Between higher-ranking pulls, although, you’ll probably snag a number of R-rank weapons and weapon improve supplies to pad out your warehouse.
You may collect loads of black nucleus to make use of on the fundamental weapons banner by exploring the world alone. It’s also possible to try our Tower of Fantasy codes to see in case you can snag a few free golden nuclei for these tasty restricted banners.
All Tower of Fantasy weapons
Beneath, we’ve listed all the Tower of Fantasy weapons by rank. We’ve additionally included their stats, abilities, and development, so you may get a greater grip on which of them fit your playstyle. The stats are all for a base model of the weapon, in order that they’ll scale as you degree and advance them.
R rank Tower of Fantasy weapons
EM Blade
CS: 28
Shatter: 3.60 (B)
Cost: 8.80 (A)
Assault: 6
Resistance: 2
HP: 452
Sort: Volt
Ability: roam between as much as 5 targets, dealing complete harm equal to 168.3% of assault +9, with the final hit suspending the goal. You’re resistant to hit-stun whereas this talent is lively. Harm dealt to the identical goal reduces by 40% every time. Cooldown is ten seconds
Discharge: rush to the goal and strongly droop them, dealing harm equal to 197.5% of assault +10
Frosted Spear
CS: 28
Shatter: 6.90 (B)
Cost: 5.60 (B)
Assault: 6
Resistance: 2
HP: 452
Sort: Ice shell
Ability: strongly droop targets and go airborne, dealing harm equal to 76.5% of assault +4. Cooldown is 25 seconds
Discharge: grabs the goal, shaking them a number of instances and dealing harm equal to 153.3% of assault +8. The final hit strongly suspends the goal
Fight Blade
CS: 28
Shatter: 3.20 (C)
Cost: 9.60 (A)
Assault: 7
HP: 452
Crit: 5
Sort: Grievous
Ability: hearth six returning blades in all instructions, every dealing harm equal to 10.7% of assault +1. Cooldown is 45 seconds
Discharge: unleashes orbiting blades that deal 101.8% of assault +5, with two extra flying blades spinning round you, dealing 23.7% of assault +1 harm to any targets they arrive into contact with
Composite Bow
CS: 28
Shatter: 4.80 (B)
Cost: 8.00 (A)
Assault: 7
HP: 452
Crit: 5
Sort: Flame
Ability: backflip and hearth one piercing shot ahead, dealing harm equal to 92.9% of assault +5 and knocking the goal again. Cooldown is 12 seconds
Discharge: unleashes explosive barrage on the goal, dealing harm equal to 292% of assault +15
SR rank Tower of Fantasy weapons
Nightingale’s Feather (Bai Ling)
CS: 47
Shatter: 6.00 (B)
Cost: 10.00 (A)
Assault: 12
HP: 753
Crit: 9
Sort: Grievous
Ability: Backflip and hearth one piercing shot ahead, dealing harm equal to 154.8% of assault +8 and knocking the goal again. Cooldown is 12 seconds
Discharge: unleashes an explosive barrage on the goal, dealing harm equal to 486.6% of assault +26
Development:
- One star: restores one dodge try each fifth regular assault, or after utilizing piercing shot
- Two stars: will increase the weapon’s present base assault progress by 10%
- Three stars: will increase headshot harm by 30%
- 4 stars: will increase the present weapon’s base assault progress by 20%
- 5 stars: dodge abilities inflict grievous on targets for seven seconds
- Six stars: will increase crit price to grievous targets by 30%, and crit harm by 50%
Thunderous Halberd (Echo)
CS: 47
Shatter: 11.00 (S)
Cost: 7.00 (B)
Assault: 11
Resistance: 3
HP: 753
Sort: Volt
Ability: strongly droop targets and go airborne, dealing harm equal to 127.5% of assault +7. Cooldown is 25 seconds
Discharge: leap within the air and throw a lightning spear that causes an AoE explosion, dealing 296.7% of assault +16 harm and paralysing the goal for one second
Development:
- One star: will increase shatter by 15%. After shattering the goal’s defend, it will increase all teammates’ assaults by 15% for 30 seconds. This can’t be stacked
- Two stars: will increase the weapon’s base HP progress by 10%
- Three stars: after hitting a goal along with your talent, scale back their assault by 5% for 15 seconds (you possibly can stack this impact as much as 3 times by hitting a number of targets). The impact is doubled to grievous targets
- 4 stars: will increase the present weapon’s base assault progress by 20%
- 5 stars: doubles stun period from dodge abilities
- Six stars: discharge talent offers as much as a 100% extra harm the additional it travels
Pummeler (Ene)
CS: 47
Shatter: 10 (A)
Cost: 6 (B)
Assault: 9
Resistance: 5
HP: 753
Sort: Ice shell
Ability: activate outburst mode, growing harm dealt for 25 seconds. Whereas outburst is lively, abilities set off ‘windfury’, dealing harm equal to 219% of assault +12, strongly suspending the goal, and creating an air present on the bottom. Whenever you stand within the present, dodging has no price. Cooldown is 45 seconds, Windfury’s cooldown is ten seconds
Discharge: strongly suspends close by targets, dealing harm to 153.3% of assault +8. It additionally summons a maul to fall on close by targets, dealing harm equal to 153.3% of assault +8
Development:
- One star: Taunt close by targets after switching to this weapon, stopping one occasion of injury within the subsequent eight seconds and granting hyperbody for the following eight seconds. Cooldown is 15 seconds
- Two stars: will increase the weapon’s base HP progress by 10%
- Three stars: after taking harm, scale back all harm acquired by 50% for the following six seconds. Cooldown is 20 seconds
- 4 stars: will increase the weapon’s base HP progress by 20%
- 5 stars: regular assaults stun targets for two.5 seconds. Cooldown in 20 seconds
- Six stars: discharge abilities deal an extra 10% harm to targets and will increase frost harm by an extra 10% for 25 seconds
Employees of Scars (Pepper)
CS: 47
Shatter: 4.00 (B)
Cost: 10.00 (A)
Assault: 10
Resistance: 5
HP: 753
Sort: Volt
Ability: create an vitality defend at your location, which heals allies inside its AoE for 81.7% of assault +4 each second, and reduces their harm taken by 3% for ten seconds. Cooldown is 60 seconds
Discharge: workers continues to take away all debuffs from you and your allies. It additionally heals you and your allies for 79% of assault +4 HP for seven seconds
Development:
- One star: heal all teammates inside 10 metres for 100% assault after utilizing a dodge talent
- Two star: will increase the weapon’s base HP progress price by 10%
- Three star: regular assaults additionally hearth two missiles, every dealing harm equal to five% of assault to the goal and restoring 5 weapon cost factors
- 4 star: will increase the weapon’s base HP progress by 20%
- 5 star: will increase the pace at which you receive weapon cost by 20% (not relevant to missile assaults)
- Six star: grants all teammates inside vary 60% harm discount every time a talent dispels management results from the goal
The Terminator (Hilda)
CS: 47
Shatter: 10.00 (A)
Cost: 10.00 (A)
Assault: 11
Resistance: 2
HP: 753
Sort: Ice shell
Ability: allow turret mode and hearth giant vitality orbs, every dealing harm equal to 213.3% of assault +11 and launching the goal into the air. You’re resistant to hit-stun and management results whereas organising the turret. Cooldown is 3.5 seconds
Discharge: hearth an arctic beam upon switching to the weapon, dealing harm equal to 329.2% of assault +17 and inflicting a three-second freeze impact. Additionally reduces the goal’s frost resistance by 50% for ten seconds
Development:
- One-star: each profitable regular assault will increase harm by 1% for 2 seconds (stacks as much as 15 instances). Additionally will increase ammo rely to 60
- Two star: Will increase the weapon’s base assault progress by 10%
- Three star: inside ten seconds of switching to the weapon, it will increase harm of regular assaults and shatter by 30%. Cooldown is 25 seconds. Additionally will increase ammo to 80
- 4 star: will increase the present weapon’s base assault progress by 20%
- 5 star: reduces cooldown of regular assaults whereas in turret mode by two seconds
- Six star: inside ten seconds upon switching to the weapon, it will increase harm of regular assaults and shatter by 60%. Cooldown is 25 seconds
SSR rank Tower of Fantasy weapons
Rosy Edge (Meryl)
CS: 272
Shatter: 12.00 (S)
Charged: 4.00 (B)
Assault: 15
Resistance: 7
HP: 1165
Sort: Ice shell
Ability: swing the greatsword to launch sword auras ahead, every dealing harm equal to 141.7% of assault +7 and growing harm dealt by 5% with every hit. Whereas lively, you’re immune to regulate results. Cooldown is 45 seconds
Discharge: smash the bottom to type a barrier, dealing harm equal to 503.2% of assault +26 to close by enemies and suspending them. This reduces their pace by 50% and stops them from dodging or leaping. The barrier lasts 5 seconds and blocks projectiles.
Development:
- One star: will increase shatter by 15% and restores 10% of HP after shattering the goal’s defend
- Two stars: will increase the weapon’s base HP progress by 16%
- Three stars: upon switching to the weapon, achieve an ice defend equal to 10% of max HP. Cooldown is 20 seconds. The ice defend lasts as much as ten seconds
- 4 stars: will increase the weapon’s base HP progress by 32%
- 5 stars: will increase harm and shatter by 50% when the defend is lively
- Six stars: upon switching to the weapon, achieve an ice defend equal to twenty% of max HP. You’re resistant to controls when defend is lively. Cooldown is 20 seconds. The ice defend lasts as much as ten seconds
Thunderblades (Crow)
CS: 272
Shatter: 6.00 (B)
Cost: 8.00 (A)
Assault: 18
HP: 1165
Crit: 14
Sort: Volt
Ability: hearth six returning blades, every dealing harm equal to 52.8% of assault +3. You additionally achieve hyperbody for as much as eight seconds. This impact is eliminated when the blades return. Cooldown is 45 seconds
Discharge: blink to the goal’s location and assault, dealing harm equal to 86.9% of assault +5 and electrocuting the goal. After 5 seconds, deal volt harm equal to fifteen% of injury dealt, as much as 350% of your assault. That is an irregular standing that may be dispelled. Additionally spawns three blades that orbit round you, dealing harm equal to 65.5% of assault +3 upon coming into contact with an enemy
Development:
- One star: attacking targets from behind will increase the crit price of all twin blade assaults by 40%. Backstabbing an electrified goal will increase crit price by 100% and crit harm by 30%
- Two stars: will increase the weapon’s base assault progress by 16%
- Three stars: will increase harm by 30% to targets with lower than 60% HP
- 4 stars: will increase the weapon’s base HP progress by 32%
- 5 stars: triggering a again assault grants 100% crit probability for the following 4 seconds and will increase crit harm by 50%. Cooldown is ten seconds
- Six stars: after utilizing a talent, will increase volt harm dealt to the goal by 20% for 20 seconds
Icewind Arrow (Tsubasa)
CS: 272
Shatter: 4.00 (B)
Cost: 11.50 (S)
Assault: 18
HP: 1165
Crit: 14
Sort: Ice shell
Ability: carry out a backflip and hearth three piercing pictures, with the principle pictures dealing harm equal to 258.3% of assault +14, and the opposite two pictures dealing 60% harm. Additionally knocks targets again and stuns them for 5 seconds in the event that they collide with an impediment. Cooldown is 12 seconds
Discharge: create a hailstorm on the goal location, dealing harm equal to 570% of assault +30. The storm has a ten% probability to inflict a freeze impact for 2 seconds. It additionally offers you with chilly entrance, and will increase your pace by 45% for seven seconds
Development:
- One star: grants a stack of Sharp Arrow every time the arrow fired by a dodge assault hits a goal. Every stack will increase harm by 5% for 15 seconds. Stacks as much as 3 times
- Two stars: will increase the weapon’s base assault progress by 16%
- Three stars: launching a dodge assault fires three charged arrows
- 4 stars: will increase the weapon’s base assault progress by 32%
- 5 stars: doubles the period of arrow rain and slows targets by 25%
- Six stars: sharp arrow stacks as much as 5 instances. Hitting a goal with a charged arrow instantly grants three stacks, headshots grant 5 stacks
Absolute Zero (Cocoritter)
CS: 272
Shatter: 4.00 (B)
Cost: 12.50 (S)
Assault: !5
Resistance: 17
HP: 1,165
Sort: Ice shell
Ability: create a therapeutic zone that strikes with you and heals close by allies for 95% of assault +5 as soon as each 0.5 seconds for six seconds. It has a 60 second cooldown.
Discharge: the workers continues to take away debuffs from you and close by allies, additionally therapeutic you and close by allies for 118.8% of assault +6 HP for seven seconds
Development:
- One star: after dodging, summon a therapeutic bee that follows you round and heals the ally with the bottom share of HP inside 15 metres. Heal for 25% of assault and restore 50 weapon cost factors every time. Lasts for 25 seconds, cooldown is 25 seconds
- Two stars: will increase the weapon’s base HP progress by 16%
- Three stars: utilizing your talent or discharge talent removes debuffs from targets. You should use this whereas being affected by management results. It additionally will increase shatter and harm dealt for all teammates inside vary by 20%, and grants them immunity to regulate results and shatter
- 4 stars: will increase the weapon’s base HP progress by 32%
- 5 stars: will increase therapeutic impact by 15%, plus an extra 20% whenever you’re therapeutic targets with lower than 60% HP
- Six stars: Everytime you summon a therapeutic bee, or a therapeutic bee disappears from battle, heal all allies for 100% of your assault. All allies inside ten metres of the therapeutic bee additionally achieve 15% increase to all harm and therapeutic (can not stack)
Scythe of the Crow (King)
CS: 272
Shatter: 12.50 (S)
Cost: 5.00 (B)
Assault: 16
Resistance: 6
HP: 1165
Sort: Flame
Ability: swing the scythe, dealing harm equal to 499.9% of assault +26. Cooldown is 45 seconds
Discharge: creates a flaming scythe, dealing harm equal to 398% of assault +21. Lasts for ten seconds. Moreover, spawn a flaming scythes area each two seconds, which summons volcanic eruptions from the bottom, dealing harm equal to 66% of assault +3 to targets and suspending them
Development:
- One star: will increase shatter by 15%. After shattering the goal’s defend, deal burning harm equal to 120% of assault to the goal each second for 15 seconds
- Two stars: will increase the weapon’s base HP progress by 16%
- Three stars: will increase harm dealt by 10% for each enemy inside six metres, as much as a most of 30%
- 4 stars: will increase the weapon’s base assault progress by 32%
- 5 stars: will increase harm dealt in opposition to HP shields or shielded enemies by 100%
- Six stars: will increase harm dealt by 10% for every enemy slain for 30 seconds (stack as much as 3 times)
Flaming Revolver (Cobalt B)
CS: 272
Shatter: 6.50 (B)
Cost: 10.00 (A)
Assault: 19
HP: 1165
Crit: 13
Sort: Flame
Ability: constant-fire in a ahead cone space to deal 666% of assault +35 harm. Cooldown is 60 seconds
Discharge: unleash three grenades ahead, dealing 570% of assault +30 AoE harm in all, additionally inflicting launch
Development:
- One star: every spherical of assault offers further harm equal to 2% of the goal’s present HP (can not exceed 200% of assault)
- Two stars: will increase the weapon’s base assault progress by 16%
- Three stars: dodge and charged assaults inflict Ion Scorch on targets which are already burned, dealing flame harm equal to 60% of their present assault each second for ten seconds
- 4 stars: will increase the weapon’s base assault progress by 32%
- 5 stars: will increase Ion Scorch’s harm to 90% of assault. Profitable assaults with any weapon’s dodge abilities refreshes the period of Ion Scorch
- Six stars: your barrage talent inflicts burn for 15 seconds. Profitable assaults with any dodge abilities scale back the barrage’s cooldown by 4 seconds. This impact has a 1.5-second cooldown
Guren Blade (Claudia)
CS: 272
Shatter: 7.50 (A)
Cost: 12.00 (S)
Assault: 16
Resistance: 6
HP: 1165
Sort: Grievous
Ability: dance by as much as 5 targets whereas swinging the blade, dealing harm equal to 418% of assault +22. Repeated assaults on the identical goal deal 20% much less harm. On the finish of the talent, slash the area in entrance of you, dealing harm equal to 264% of assault +14 to targets and suspending them. You’re resistant to crowd-control results when utilizing this talent, and all of the harm you are taking is lowered by 50%. Cooldown is 15 seconds
Discharge: cost in the direction of and strongly droop a goal, dealing 523.3% of assault +28 and forsaking a bladestorm that offers 209.6% of assault +11 to the goal. Additionally grants you immunity to grievous/freeze/burn/electrify results for 5 seconds
Development:
- One star: every time a talent or discharge talent hits a goal, you achieve a stack of injury increase, growing your harm dealt by 8% for 25 seconds (can stack as much as 3 times, every profitable talent or discharge solely grants one stack)
- Two stars: will increase the weapon’s base assault progress by 16%
- Three stars: whenever you hit a goal with a talent or discharge talent, you apply a stack of Battle Wounds to them, growing their incoming bodily harm and shatter results from bodily and elemental weapons by 10% for 15 seconds. Can stack as soon as
- 4 stars: will increase the weapon’s base HP progress price by 32%
- 5 stars: whenever you hit targets with abilities or discharge abilities, you’re granted a harm increase, growing your whole harm by 20% for 25 seconds. This impact can’t be stacked
- Six stars: hitting the identical goal now not reduces your harm dealt. After utilizing Guren Blade or a discharge talent, all targets with Battle Wounds inside eight metres achieve one other stack of Battle Wounds
Negating Dice (Zero)
CS: 272
Shatter: 5.00 (B)
Cost: 13.00 (S)
Assault: 14
Resistance: 9
HP: 1165
Sort: Flame
Ability: create a defend for your self and close by allies that blocks as much as 800% of assault in harm for ten seconds, additionally dealing 142.9% of assault +8 and launching close by targets. Every dice in your possession, whenever you use this talent, provides 160% of assault to max shielding and exhaust to the dice. Cooldown is 60 seconds
Discharge: achieve 5 cubes, which you then unleash together with a shockwave. This shockwave offers harm equal to 171% of assault +9 to close by targets and launches them into the air. Every dice additionally offers harm equal to 48.5% of assault +3. If in case you have any allies close by, they achieve harm immunity for 3 seconds
Development:
- One star: whenever you deal harm, you produce a therapeutic orb, which lasts for 20 seconds and restores HP equal to 60% of assault to any teammate who picks it up. Cooldown is 2 seconds
- Two stars: will increase the weapon’s base assault progress by 16%
- Three stars: reduces talent cooldown from 60 seconds to 30 seconds, and restores HP equal to 30% of assault each second whereas the defend is lively
- 4 stars: will increase the weapon’s base HP progress by 32%
- 5 stars: whenever you harm a goal, you produce an orb, which lasts for 20 seconds, growing the harm and therapeutic of any teammate who picks it up by 2% for 30 seconds. Stacks as much as ten instances, cooldown is 2.5 seconds
- Six stars: utilizing a talent grants allies therapeutic orbs and harm orbs equal to your present variety of omnium cubes
Twin EM Stars (Samir)
CS: 272
Shatter: 6.00 (B)
Cost: 10.70 (S)
Assault: 18
HP: 1165
Crit: 14
Sort: Volt
Ability: hearth an vitality defend on the goal location, reflecting beams inside the barrier. Deal harm equal to 269.8% of assault +14, and strongly droop targets with the final hit. Cooldown is 45 seconds
Discharge: create a site of thunder on the goal location, strongly suspending targets inside the space and dealing a complete of 238.3% of assault +13 harm over three assaults, concurrently dispelling their buffs. The area lasts for 3.5 seconds and offers harm equal to 42.4% of assault +2 to a goal each 0.5 seconds
Development:
- One star: set off {an electrical} explosion on the goal after touchdown a vital hit, dealing further harm equal to 30% of assault to the goal and close by enemies. Cooldown is 0.2 seconds
- Two stars: will increase the weapon’s base assault progress by 16%
- Three stars: will increase crit price to electrified targets by 40%. Electrical explosions lengthen the period of electrified results by 0.5 seconds, as much as a most of 5 seconds
- 4 stars: will increase the weapon’s base assault progress by 32%
- 5 stars: doubles the period of your electro area and pulls targets into the centre of the assault
- Six stars: triggering {an electrical} explosion reduces talent cooldowns by one second
Molten Protect V2 (huma)
CS: 272
Shatter: 10.00 (A)
Cost: 10.00 (A)
Assault: 14
Resistance: 9
HP: 1165
Sort: Flame
Ability: Protect conversion – swap from defend type to axe type and smash the bottom, dealing harm equal to 373.8% of assault +20 and strongly suspending the goal. Additionally leaves a big flame zone for 5 seconds that burns the goal, dealing steady harm equal to 233.6% of assault +12. Axe conversion – swap from axe type to defend type and slam it to the bottom, dealing harm equal to 309.5% of assault +16 to the goal and knocking them again. Prevents the goal from switching weapons for 5 seconds. Cooldown is 25 seconds. Each defend and axe conversions share a cooldown
Discharge: unleash a flame shockwave, dealing harm equal to 352% of assault +19. Taunt enemies for 5 seconds, throughout which you achieve a 15% harm discount. You additionally scatter shield-shaped objects based mostly on the variety of targets taunted. The objects final 20 seconds and supply ten seconds of 5% harm discount (stackable), additionally restoring your dodge by one
Development:
- One star: achieve a stack of sturdy defend upon utilizing your discharge talent. Utilizing a dodge talent or department talent whereas in defend type grants a stack of sturdy defend, providing you with 10% harm discount for 15 seconds that stacks as much as 3 times. Switching to axe type converts all sturdy defend stacks to sharp axe stacks, every of which will increase harm by 15% for 15 seconds. Switching to a unique weapon cancels this impact
- Two stars: will increase the weapon’s base HP progress by 16%
- Three stars: whereas in defend type, department/dodge assaults deal further harm to targets equal to 4% of your present HP
- 4 stars: after switching to defend axe, instantly achieve 30% harm discount that diminishes by 10% each three seconds, right down to a minimal of 10%. Switching weapons cancels this impact. Cooldown is 30 seconds
- Six stars: enhances conversion abilities. Protect enhancement will increase your harm dealt by 60% and expands the radius of the flame zone by 30%. Axe enhancement doesn’t share a cooldown with defend enhancement. For the following 5 seconds after utilizing this talent, all harm acquired turns into HP, as much as a most of 15% of your max HP
Venus (Nemesis)
CS: 273
Shatter: 6.00 (B)
Cost: 8.00 (A)
Assault: 18
HP: 1165
Crit: 14
Sort: Volt
Ability: Venus fires a guided missile that explodes on contact with an enemy, dealing harm equal to 233.2% of assault +12 and knocking targets down. Cooldown is 25 seconds
Discharge: command Venus to fireside a cross-shaped ray on the floor, creating an unstable space and lowering the targets’ motion pace by 70% for 5 seconds. After a short delay, unleash an electromagnetic burst that offers harm equal to 393.9% of assault +21. Utilizing a discharge assault spawns one electrode close to the enemy’s place, which assaults as soon as each 1.5 seconds, dealing harm equal to 39.9% of assault +2. The electrode good points 100% of your stats, might be attacked or healed, and loses 3% of its max HP each second. Just one electrode might exist at any given time, and summoning a brand new electrode replaces the earlier one
Development:
- One star: after you employ pulse lock or particle beam burst, you create one electrode that instantly grants you 5 stacks of therapeutic chain improve. It additionally unleash a therapeutic chain that heals close by allies by 135% of your assault
- Two stars: will increase the weapon’s base assault progress by 16%
- Three stars: each six seconds, the electrode unleashes ring lightning, dealing harm equal to a most of 205% of assault in a goal space
- 4 stars: will increase the weapon’s base assault progress by 32%
- 5 stars: (not but translated)
- Six stars: as much as two electrodes might be lively on the similar time. Summoning extra electrodes replaces the one furthest from you
Chakram of the Seas (Shiro)
CS: 272
Shatter: 10.00 (A)
Cost: 6.00 (B)
Assault: 19
HP: 1165
Crit: 13
Sort: Grievous
Ability: create a chakram area round you for eight seconds, pulling enemies in and lowering their pace by 30% for eight seconds. You additionally hearth 5 chakrams that bounce between enemies, dealing harm equal to 24.2% of assault +1 to targets alongside their paths, bouncing as much as 5 instances. The break up chakrams triggered by your dodge assault, Waning Moon, additionally bounce as much as 5 instances. Cooldown is 45 seconds
Discharge: unleash a Charkam of Seas at a goal. Putting a goal inflicts an AoE stun for one second, plus one assault every in opposition to as much as three models each second (every assault has a ten% probability of gorgeous the goal for 1.5 seconds), dealing 41.4% instances assault +2 for ten seconds
Development:
One star: will increase all elemental shattering results on, and harm dealt to, targets inside full bloom’s vary by 30%
Two star: will increase the weapon’s base assault progress by 16%
Three star: will increase shatter by 15% and resets weapon talent cooldowns whenever you shatter a goal’s defend. Can solely be triggered as soon as each 30 seconds
4 star: will increase the weapon’s base HP progress by 32%
5 star: attacking a grievous goal extends the period of grievous by an extra seven seconds (solely takes impact as soon as for a similar impact)
Six stars: after utilizing full bloom, you’re granted 100% crit probability for the following eight seconds
And there you’ve it – a crash course in Tower of Fantasy weapons, and a breakdown of all of the weapons at present in-game. In case you’re all fantasy-ed out and searching for a contemporary journey, try our checklist of one of the best video games like Genshin Affect.