Everything you need to know about weapons in Final Fantasy XII

Like most role-playing games, Final Fantasy 12 offers players a long list of weapons to equip their team. However, the mechanics of each weapon are different, making the adventures of Ashe and her teammates different. The The strength of a particular weapon may not be obvious, but never fear – we’ve analyzed all the slash, bruise, and shooting gear Ivalice has to offer.

Related: The Best and Worst About Final Fantasy 12 – The Age of the Zodiac

Although each weapon has the same damage mechanics and formula in both versions of Final Fantasy 12, the Zodiac Age version introduces a job system That limits who can equip what. We have noted in the entry of each weapon that the job can use it.

One-handed melee weapon


Axes / Hammers

Axes and Hammers have a high damage variance. This means that while they are capable of hitting extremely hard, they are only capable of dealing very little damage – even zero! They calculate damage based on users Strength, Vitality and Level, making them ideal for tank construction.

While the Ax and Hammer both use the same damage formula, the Ax has a slightly faster attack speed. The Hammers, on the other hand, have a slightly higher chance of scoring with a slightly higher strike. In the age of the zodiac, only the job Foebreaker can equip these weapons.


Daggers don’t hit as hard as most other weapons, but they boast a High attack speed and combo rate that gives them the potential to outperform their larger cousins ​​in the DPS set. Additionally, most Daggers inflict a negative status effect on their target.

Choosing the right dagger often means finding the person who caused the pain you’re looking for. Their damage is calculated based on the user Strength, Speed ​​and Level. In the Zodiac Age, Shikari jobs can equip every Dagger in the game, and the White Mage gain access to a handful of them through their Licensing Panel later on.


The Mace and Shield is a great combo for any spell player. Unlike most melee weapons, Maces damage calculation based on master’s Magic than Strength. Even so, they still test the enemy’s physical defense, allowing mages to incorporate it in melee if necessary. In the Zodiac Age, the Mace is the exclusive target of the Red Battlemage.


Possibly the weirdest weapon in Final Fantasy 12, Measure small damage settlement despite ignoring the target’s defense. On each hit, they have a good chance to cast a spell on their target – the exact spell is based on the type of weapon being used.

Most of the Measures encountered earlier in the game have beneficial effects. For these, set up Gambit so the leader instructs them to attack any ally that doesn’t have a summoner spell associated with their weapon. The damage caused will be minimal, and it Allows you to enhance teammates without spending MP.

You’ll then start encountering Measures that cast offensive spells as they strike, up to and including Holy. This can be an effective way to exploit elemental weaknesses without spending MP. During the Age of the Zodiac, Measures are equipped by the Mechanic job.


Swords are the most basic weapon in Final Fantasy 12. They are average in all respects and damage calculations are based on the user. Strength and level. Swords is a great choice because you always know what you’re getting. However, don’t discount them when there are more options; The sword factor in the user’s power square when calculating damage, so a character whose Strength far exceeds their other stats can be very dangerous when equipped with one.

Related: Final Fantasy 12 – How to Defeat Hell Wyrm

Two-handed melee weapon



Greatswords are slower but much more powerful than their one-handed brethren. Otherwise, they function exactly the same as Swords and should be equipped on characters with as high a strength as possible. Summoner spells like Haste can be used to offset the weapon’s slow speed, and Bravery can increase the already impressive damage dealt by the Greatsword user.

In Zodiac Age, Greatswords are mainly used for Knight work but some can be equipped by Red Battlemage and even White Mage with suitable Esper.


Katana boasts the highest combo rate of all weapons in Final Fantasy 12. This means that each time they are used to attack there is a chance the user will attack multiple times in a row.

Combined with the fact that they use both Strength and Magic to calculate damage, This makes Katanas a great choice for a two-handed weapon. For the best DPS with Katana, equip the user with the Genji Gloves to further increase their combined rate. In Zodiac Age, Bushi is the only job that can equip Katana.

Ninja Swords

Ninja Swords is the two-handed equivalent of the Dagger. Most of them inflict a debuff on their target, and they calculate the damage using User Strength and Speed. Some also have elemental properties. Ninja Swords also have a good combo rate, making them a strong alternative to Katana if you need to save LP. Like the one-handed version, the Ninja Swords are used for Shikari work in the Zodiac Age.


Polish is a solid compromise between Greatswords and Katanas. Like the Greatsword, they consider square of User’s Strength for their damage formula but they have better combo rate. The real interest of the Poles is that they Deals damage based on target’s magic defense rather than physical defense. This makes them a stealthy way to deal with heavily armored enemies without spending too much MP. In the Zodiac Age, the Monk job has access to these unique and versatile weapons.


The stick is considered a two-handed version of the Mace. They deal damage based on their owner’s Magic rather than Strength, making them particularly useful in the hands of the party’s enchanters.

Some sticks also have powerful effects, so keep an eye on these and keep in mind it’s not always about pure damage output when choosing a weapon. If you’re playing the Zodiac Age version of Final Fantasy 12, only the White Mage can equip Rods.


If you need raw power, Spears is the right choice. Many of the game’s most powerful weapons are the Spear, which deals massive damage when equipped with a character with high strength. If that’s still not enough, The spear can knock opponents away Even though it’s a melee weapon.

In the Zodiac Age, only the Uhlan job could equip Spears but many of these powerful weapons have been improved; Notably, some of the most powerful spears disable their target in the Zodiac version of the game.


Staves are well suited for offensive spellers. They don’t hit particularly hard in combat, but they magic enhancement user’s. In addition, most of the Staves raise the power of a specific elemental spell. Knowing the enemy’s weak points and properly equipping the Stave before unleashing a magic attack can quickly end many skirmishes. In the Zodiac Age, the Staves are armed by the job Black Mage, for whom they are the ideal.

Related: Final Fantasy 12 – How to get a sick Urn


ff12 character on a bicycle


The bow is a slow but powerful ranged weapon. It is considered by the user Strength and speed when calculating damage, and can hit enemies without fear of being counterattacked. Your choice of Arrow will significantly affect how the Bow works – consider using elemental arrows to exploit enemy weaknesses.

Beware of Inclement Weather – Bows lose twenty percent accuracy if the battlefield is subject to weather effects such as rain or sandstorms. During the Age of the Zodiac, the Bow was used for the Archer job.


Crossbows are best suited for High Strength characters who need to hit a flying opponent. Surname damage calculation based on user’s Strength squared, similar to Swords and Greatswords. Depending on the type of ammo they have equipped, Crossbows are very good for giving negative status effects on enemies.

Their biggest downside is that the Crossbow is one of the game’s least accurate ranged weapons, especially in bad weather when their accuracy is halved. In the Zodiac Age, the Crossbow is used by the Time Battlemage job.


Guns are a trick weapon – they usually have much lower attack power than other weapons of the same tier. This is because they completely bypass the enemy’s defense and never miss. They also deal damage based solely on their power and ammo type, ie The effect is completely independent of the user’s statistics.

Their ammo has a versatile mix of elemental and status effects, making the Gun a great versatile ranged weapon. They become less useful in the late game when you want to take advantage of the impressive stats of high-level characters, but in the early game, guns are awesome. During the Age of the Zodiac, Guns are used by the Mechanic job and Shikari also has limited access to them.

Hand bomb

Hand Bombs are like Ranged Axes. They have high damage variance, ie they can deal extremely high or extremely low damage with each attack. They are also quite slow and have a shorter range than a Bow, Crossbow, or Gun, so they are best used as a long-range alternative to a heavy melee character.

Hand bomb damage calculation based on the owner’s Strength and Health, like the Axes, they are ideal for tanks. In the Zodiac Age, Foebreaker’s job is to be the primary Hand-Bomb user but Black Mage and Machinist can also access them through their respective Licensing Panels.

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