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area attack Causes Sleep. Seems to be really good for dealing with links/Chain Farming.
Crescent Moon- 1 hit, 2x Damage @ 100 TP
Sickle Moon- 2 hits, 1.5x damage @ 100 TP
Spinning Slash- 1 hit, 3x? Damage @ 100TP, 3.5x? @ 200, 4x? @ 300
Ground Strike- 1 hit, 3x? Damage @ 100TP, 6x? @ 300?
Scourge- Special Limit Break that can only be used by equipping
Valhalla (in Dynamis) or Ragnarok (anywhere).
Comment: the Great Sword doesn't seem to get a lot of attention, probably because no class has it as its Number 1 or AF Weapon. In fact, some are traumatized by the Dark Knight Flag quest which requires you to wield the worst weapon in the entire game(Chaosbringer GreatSword)! These weapons are on the lower end delay of Two Handed Weapons (when not the Chaosbringer) and usually have nice stat bonuses and effects in them. The techniques may not be very impressive early on (finding info on them has been tough due to few users), but show promise for the later game.
Hand to Hand. Dominant Group- Blunt(Lightning)
Name Skill Lvl TP Effect Attributes
Combo 10 Bonus Damage B
Shoulder Tackle 40 Stun Duration C, B
One Inch Punch* 75 Ignores more Defense D
Backhand Blow 100 Chance of Critical A
Raging Fists* 125 Bonus Damage B
Spinning Attack 150 AOE Range F, B
Howling Fist+ 200 Bonus Damage P, B
Dragon Kick+ 225 Bonus Damage Ult- Frag
Asuran Fist+ 250 Hit Accuracy Ult- Grav, F
Final Heaven --- ??? ???
*Must be MNK in main or subjob
+Must be MNK in main
Combo- 3 hit, 1x damage @100, 1.5x @200, and back to 1x @300.
Shoulder Tackle- 1 hit for 1x Damage and briefly Stuns enemy. Stunning enemies cancels special attacks like Goblin Bomb toss if you do it fast enough.
One Inch Punch- 1 hit (Dark elemental?) that ignores a percentage of enemy defense. I'm guessing it start at 50% def?
Backhand Blow- 2 hit (looks like one), each criticals for 2x or fails for 1x.
Raging Fists- 5 hits, 1x Damage @ 100TP.
Spinning Attack- Hits all enemies around you for 2x? damage.
Howling Fist- 1 hit, 6x damage
Dragon Kick- either 1 hit, 7x damage attack or 2 hits for 3x damage @ 100TP
Asuran Fists- 8 hits, 1x damage.
Final Heaven- Special Limit Break that can only be used by equipping Caestus (in Dynamis) or Spharai (anywhere) (MNK).
Comments: Hand to Hand is primarily used by Monks, who make up low damage per hit with lots and lots of hits over time. Other classes like Thief can enjoy these weapons for very powerful Limit Breaks and some status causing effects as well. Hand to Hand has also proven to be very effective versus the undead.
Only jobs with H2H skill and either H2h type weapons or Nothing in either hand can use H2h Limit Breaks (unskilled jobs only use 1 hand when unarmed).
Katana. Dominant Attributes- Balanced
Name Skill Lvl TP Effect Attributes
Blade:Rin(Critical) 10 Critical Chance P
Blade:Retsu(Burn) 30 Paralysis Duration S
Blade:Teki(Dripping Water)70 Bonus Damage C
Blade:To(Freeze) 100 Bonus Damage I, A
Blade:Chi(Earth) 150 Bonus Damage P, B
Blade:Ei(Shadow) 175 Bonus Damage D
Blade:Jin(Rapid)+ 200 Critical Chance A, B
Blade:Ten(Heaven)+ 225 Bonus Damage Ult- Grav
Blade:Ku(Sky) 250 Hit Accuracy Ult- Grav, P
Blade:Metsu(AllLivingsThingsMustDie)--- ??? ???
+Must be NIN in main
Special Thanks to Ajora and the other Ninjas on KI for their help.
Blade:Rin- One hit that criticals for 3x damage or fails for 1x.
Blade:Retsu- 2 hit attack for 1.5x damage. Causes Paralysis
Blade:Teki- 1 hit, 1.5x Water Elemental damage
Blade:To- 1 hit, 1.5x Ice Elemental damage
Blade:Chi- 2 hit, 1.5x Earth elemental.
Blade:Ei- 1 hit, 1.5x Dark Elemental damage
Blade:Jin- 3 hit, 1.5x Damage, criticals for 2x
Blade:Ten- 1 hit? 5x? damage, possibly does direct damage based on TP
Blade:Ku- 5 hits, 1x damage per hit
Blade: Metsu- Special technique that can only be used while equipping
Yoshimitsu (in Dynamis) or Kikoku (Anywhere) (NIN).
Comment: Katanas can only be used by Ninjas (which is odd when Dual wielding
Samurais existed in history). The weapons themselves are quick but weak and the techniques often use elements and statuses over straight Damage. Like
G Katana, Katanas have chain attributes all over the chart (except Ninjas have
a Dark tech, but don't have a Fire Tech).
Marksmen. Dominant Group- Pierce (Light)
Name Skill Lvl TP Effect Attributes
Hot Shot* 10 Bonus Damage F, P
Split Shot* 40 Ignores more defense C, P
Sniper Shot* 80 Critical Chance F, P
Slug Shot* 175 Hit Accuracy C, P, A
Blast Shot+ 200 Hit Accuracy I, P
Heavy Shot+ 225 Critical Chance Ult- Fus
Detonator 250 Bonus Damage Ult- Fus, P
Coronach --- ??? ??
*Must be RNG in main or subjob
+Must be RNG in main
Note: my Damage observations for later techniques may be inaccurate do to damage caps.
Hot Shot- 1 hit 2x Fire Elemental damage @ 100TP, 3x @200TP. Low Cap
Split Shot- 1 hit, Ignores enemy defense (starts at 50%?). Low Cap
Sniper Shot- 1 hit, that criticals for 3x? damage, lowers enemy Int. Low Cap
Slug Shot- 1 hit attack (consumes 1 ammo) 4x Damage. Very High Cap
Blast Shot- 2? hit attack (consumes 1 ammo), Must be executed in melee range as it starts with a melee hit. Damage cap is twice cap of first three.
Heavy Shot- 1 hit, Criticals for 5x? Damage Cap Three times first three.
Detonator- 1 hit, 5x? Damage
Coronach- Special Limit Break that can only be used by equipping
Ferdinand (in Dynamis) or Annihilator (anywhere) (RNG).
Comments- All Ranged Limit Breaks require at least a ranger sub to use, so don't expect to see these used for a while. Due to the very high power of
Ranged Attacks, these techniques often do tons of damage, making great skillchain enders (and they draw lots of hate). The weakness of ranged limit breaks is that unlike their melee counterparts (which are generally highly accurate) they tend to miss a good portion of the time without Sharpshoot or
Plus Ranged Accuracy Gear. If a weaponskill misses it does not contribute to the chain, making it a bad idea to place it in middle where it might ruin everything.
Scythe. Dominant Attributes- Slice(Earth) + Condition (Water)
Name Skill Lvl TP Effect Attributes
Slice 10 Bonus Damage S
Dark Harvest 40 Bonus Damage C
Shadow of Death* 70 Bonus Damage I, C
Nightmare Scythe 100 Blindness Duration D, S
Spinning Scythe 125 Area Radius C, S
Vorpal Scythe 150 Critical Chance P, S
Guillotine+ 200 Silence Duration I
Cross Reaper+ 225 Bonus Damage Ult- Dis
Spiral Hell 240 Bonus Damage Ult- Dis, S
Catastrophe --- ??? ???
* Must be WAR/DRK in main or subjob
+ Must be DRK in main
Special thanks to Godchain for all his help with Scythe techs
Slice- 1 hit, 1.5 damage @100TP, 2x @200, 2x @ 300
Dark Harvest- 1 hit, 1x Dark Damage. Weak unless fighting enemies weak to darkness.
Shadow of Death- 1 hit, 1.5x Dark Damage. Better than Dark Harvest.
Nightmare Scythe- 1 hit, 2x Damage, Causes Blindness
Spinning Scythe- 1 hit, frontal area wedge deals 1x damage to main target,
1.5x to extra targets.
Vorpal Scythe- 1 hit that criticals for 3x damage or fails for 1x damage
Guillotine- 4 hits, 1x damage per hit. Causes Silence.
Cross Reaper- 2 hit, 2x Damage @ 100 TP
Spiral Hell- 1 hit, 3x? damage @ 100TP, 6x? @ 300 TP
Catastrophe- Special Limit Break that can only be used by equipping
Bec de Faucon (in Dynamis) or Apocalypse (anywhere)(DRK).
Comments: Scythes are mainly a Dark Knight's Weapon, though Wars and
Beastmasters sometimes use them as well. Scythes are pretty much the slowest weapons in the game, but have very high damage numbers. Early weapon skills are fairly weak but later ones prove quite powerful. Scythes occupy less common chain groups such as Ice, Condition, and Dark.
Spear. Dominant Attributes- Pierce(Light) + Blunt (Lightning)
Name Skill Lvl TP Effect Attributes
Double Thrust 10 Bonus Damage P
Thunder Thrust 30 Bonus Damage P, B
Raiden Thrust* 70 Bonus Damage P, B
Leg Sweep 100 Stun Duration B
Penta Thrust 150 Bonus Damage D
Vorpal Thrust 175 Critical Chance C, P
Skewer+ 200 Bonus Damage D, P
Wheeling Thrust+225 Ignores More Defense Ult- Fus
Impulse Drive 240 Bonus Damage Ult- Grav, I
Geirskogul --- ??? ???
* Must be WAR/PLD/DRG in main or subjob
+ Must be DRG in main
Special thanks to GOdchain for all his help with Spear techs
Double Thrust- 2 hits for 1x damage @ 100TP
Thunder Thrust- 1 hit, 1.5x Thunder Elemental damage
Raiden Thrust- 1 hit, 2x Thunder Elemental damage
Leg Sweep- 1 hit, 1x damage, Stuns enemy, cancels enemy techniques
Penta Thrust- 5 hit attack, .75x damage per hit @ 100TP, 1x @ 200, 1.25x @ 300
Vorpal Thrust- 1 hit that criticals for 3x damage or fails for 1x damage
Skewer- 3 hit, 1.5x damage per hit @ 100TP
Wheeling Thrust- 1 hit, 1x? damage, Ignores enemy defense, starts at 50%? Not very damaging when compared to other WS at this level.
Impulse Drive- 2 hit, 2x damage @ 100TP. Sadly reffered to as the "pretty
Double Thrust"
Geirskogul- Special Limit Break that can only be used by equipping
Gae Assail (in Dynamis) or Gungnir (anywhere) (DRG).
Comments: The Spear is unquestionably dominated by Dragoons, but Samurais and
Warriors dabble with these as well. A good Damage/Delay ratio and lots of nice techniques like Double Thrust and Penta Thrust make this weapon very popular early on, but there is large concern that the Skills after the infamous Penta
Thrust are comparitively weak to others at that level, so many Dragoons go through a end-game Job Crisis. Being Piercing Weapons, they do 20% or so bonus damage against flying creatures, but do less against the undead.
Staff. Dominant Group- Blunt(Lightning) + Dark
Name Skill Lvl TP Effect Attributes
Crescent Moon- 1 hit, 2x Damage @ 100 TP
Sickle Moon- 2 hits, 1.5x damage @ 100 TP
Spinning Slash- 1 hit, 3x? Damage @ 100TP, 3.5x? @ 200, 4x? @ 300
Ground Strike- 1 hit, 3x? Damage @ 100TP, 6x? @ 300?
Scourge- Special Limit Break that can only be used by equipping
Valhalla (in Dynamis) or Ragnarok (anywhere).
Comment: the Great Sword doesn't seem to get a lot of attention, probably because no class has it as its Number 1 or AF Weapon. In fact, some are traumatized by the Dark Knight Flag quest which requires you to wield the worst weapon in the entire game(Chaosbringer GreatSword)! These weapons are on the lower end delay of Two Handed Weapons (when not the Chaosbringer) and usually have nice stat bonuses and effects in them. The techniques may not be very impressive early on (finding info on them has been tough due to few users), but show promise for the later game.
Hand to Hand. Dominant Group- Blunt(Lightning)
Name Skill Lvl TP Effect Attributes
Combo 10 Bonus Damage B
Shoulder Tackle 40 Stun Duration C, B
One Inch Punch* 75 Ignores more Defense D
Backhand Blow 100 Chance of Critical A
Raging Fists* 125 Bonus Damage B
Spinning Attack 150 AOE Range F, B
Howling Fist+ 200 Bonus Damage P, B
Dragon Kick+ 225 Bonus Damage Ult- Frag
Asuran Fist+ 250 Hit Accuracy Ult- Grav, F
Final Heaven --- ??? ???
*Must be MNK in main or subjob
+Must be MNK in main
Combo- 3 hit, 1x damage @100, 1.5x @200, and back to 1x @300.
Shoulder Tackle- 1 hit for 1x Damage and briefly Stuns enemy. Stunning enemies cancels special attacks like Goblin Bomb toss if you do it fast enough.
One Inch Punch- 1 hit (Dark elemental?) that ignores a percentage of enemy defense. I'm guessing it start at 50% def?
Backhand Blow- 2 hit (looks like one), each criticals for 2x or fails for 1x.
Raging Fists- 5 hits, 1x Damage @ 100TP.
Spinning Attack- Hits all enemies around you for 2x? damage.
Howling Fist- 1 hit, 6x damage
Dragon Kick- either 1 hit, 7x damage attack or 2 hits for 3x damage @ 100TP
Asuran Fists- 8 hits, 1x damage.
Final Heaven- Special Limit Break that can only be used by equipping Caestus (in Dynamis) or Spharai (anywhere) (MNK).
Comments: Hand to Hand is primarily used by Monks, who make up low damage per hit with lots and lots of hits over time. Other classes like Thief can enjoy these weapons for very powerful Limit Breaks and some status causing effects as well. Hand to Hand has also proven to be very effective versus the undead.
Only jobs with H2H skill and either H2h type weapons or Nothing in either hand can use H2h Limit Breaks (unskilled jobs only use 1 hand when unarmed).
Katana. Dominant Attributes- Balanced
Name Skill Lvl TP Effect Attributes
Blade:Rin(Critical) 10 Critical Chance P
Blade:Retsu(Burn) 30 Paralysis Duration S
Blade:Teki(Dripping Water)70 Bonus Damage C
Blade:To(Freeze) 100 Bonus Damage I, A
Blade:Chi(Earth) 150 Bonus Damage P, B
Blade:Ei(Shadow) 175 Bonus Damage D
Blade:Jin(Rapid)+ 200 Critical Chance A, B
Blade:Ten(Heaven)+ 225 Bonus Damage Ult- Grav
Blade:Ku(Sky) 250 Hit Accuracy Ult- Grav, P
Blade:Metsu(AllLivingsThingsMustDie)--- ??? ???
+Must be NIN in main
Special Thanks to Ajora and the other Ninjas on KI for their help.
Blade:Rin- One hit that criticals for 3x damage or fails for 1x.
Blade:Retsu- 2 hit attack for 1.5x damage. Causes Paralysis
Blade:Teki- 1 hit, 1.5x Water Elemental damage
Blade:To- 1 hit, 1.5x Ice Elemental damage
Blade:Chi- 2 hit, 1.5x Earth elemental.
Blade:Ei- 1 hit, 1.5x Dark Elemental damage
Blade:Jin- 3 hit, 1.5x Damage, criticals for 2x
Blade:Ten- 1 hit? 5x? damage, possibly does direct damage based on TP
Blade:Ku- 5 hits, 1x damage per hit
Blade: Metsu- Special technique that can only be used while equipping
Yoshimitsu (in Dynamis) or Kikoku (Anywhere) (NIN).
Comment: Katanas can only be used by Ninjas (which is odd when Dual wielding
Samurais existed in history). The weapons themselves are quick but weak and the techniques often use elements and statuses over straight Damage. Like
G Katana, Katanas have chain attributes all over the chart (except Ninjas have
a Dark tech, but don't have a Fire Tech).
Marksmen. Dominant Group- Pierce (Light)
Name Skill Lvl TP Effect Attributes
Hot Shot* 10 Bonus Damage F, P
Split Shot* 40 Ignores more defense C, P
Sniper Shot* 80 Critical Chance F, P
Slug Shot* 175 Hit Accuracy C, P, A
Blast Shot+ 200 Hit Accuracy I, P
Heavy Shot+ 225 Critical Chance Ult- Fus
Detonator 250 Bonus Damage Ult- Fus, P
Coronach --- ??? ??
*Must be RNG in main or subjob
+Must be RNG in main
Note: my Damage observations for later techniques may be inaccurate do to damage caps.
Hot Shot- 1 hit 2x Fire Elemental damage @ 100TP, 3x @200TP. Low Cap
Split Shot- 1 hit, Ignores enemy defense (starts at 50%?). Low Cap
Sniper Shot- 1 hit, that criticals for 3x? damage, lowers enemy Int. Low Cap
Slug Shot- 1 hit attack (consumes 1 ammo) 4x Damage. Very High Cap
Blast Shot- 2? hit attack (consumes 1 ammo), Must be executed in melee range as it starts with a melee hit. Damage cap is twice cap of first three.
Heavy Shot- 1 hit, Criticals for 5x? Damage Cap Three times first three.
Detonator- 1 hit, 5x? Damage
Coronach- Special Limit Break that can only be used by equipping
Ferdinand (in Dynamis) or Annihilator (anywhere) (RNG).
Comments- All Ranged Limit Breaks require at least a ranger sub to use, so don't expect to see these used for a while. Due to the very high power of
Ranged Attacks, these techniques often do tons of damage, making great skillchain enders (and they draw lots of hate). The weakness of ranged limit breaks is that unlike their melee counterparts (which are generally highly accurate) they tend to miss a good portion of the time without Sharpshoot or
Plus Ranged Accuracy Gear. If a weaponskill misses it does not contribute to the chain, making it a bad idea to place it in middle where it might ruin everything.
Scythe. Dominant Attributes- Slice(Earth) + Condition (Water)
Name Skill Lvl TP Effect Attributes
Slice 10 Bonus Damage S
Dark Harvest 40 Bonus Damage C
Shadow of Death* 70 Bonus Damage I, C
Nightmare Scythe 100 Blindness Duration D, S
Spinning Scythe 125 Area Radius C, S
Vorpal Scythe 150 Critical Chance P, S
Guillotine+ 200 Silence Duration I
Cross Reaper+ 225 Bonus Damage Ult- Dis
Spiral Hell 240 Bonus Damage Ult- Dis, S
Catastrophe --- ??? ???
* Must be WAR/DRK in main or subjob
+ Must be DRK in main
Special thanks to Godchain for all his help with Scythe techs
Slice- 1 hit, 1.5 damage @100TP, 2x @200, 2x @ 300
Dark Harvest- 1 hit, 1x Dark Damage. Weak unless fighting enemies weak to darkness.
Shadow of Death- 1 hit, 1.5x Dark Damage. Better than Dark Harvest.
Nightmare Scythe- 1 hit, 2x Damage, Causes Blindness
Spinning Scythe- 1 hit, frontal area wedge deals 1x damage to main target,
1.5x to extra targets.
Vorpal Scythe- 1 hit that criticals for 3x damage or fails for 1x damage
Guillotine- 4 hits, 1x damage per hit. Causes Silence.
Cross Reaper- 2 hit, 2x Damage @ 100 TP
Spiral Hell- 1 hit, 3x? damage @ 100TP, 6x? @ 300 TP
Catastrophe- Special Limit Break that can only be used by equipping
Bec de Faucon (in Dynamis) or Apocalypse (anywhere)(DRK).
Comments: Scythes are mainly a Dark Knight's Weapon, though Wars and
Beastmasters sometimes use them as well. Scythes are pretty much the slowest weapons in the game, but have very high damage numbers. Early weapon skills are fairly weak but later ones prove quite powerful. Scythes occupy less common chain groups such as Ice, Condition, and Dark.
Spear. Dominant Attributes- Pierce(Light) + Blunt (Lightning)
Name Skill Lvl TP Effect Attributes
Double Thrust 10 Bonus Damage P
Thunder Thrust 30 Bonus Damage P, B
Raiden Thrust* 70 Bonus Damage P, B
Leg Sweep 100 Stun Duration B
Penta Thrust 150 Bonus Damage D
Vorpal Thrust 175 Critical Chance C, P
Skewer+ 200 Bonus Damage D, P
Wheeling Thrust+225 Ignores More Defense Ult- Fus
Impulse Drive 240 Bonus Damage Ult- Grav, I
Geirskogul --- ??? ???
* Must be WAR/PLD/DRG in main or subjob
+ Must be DRG in main
Special thanks to GOdchain for all his help with Spear techs
Double Thrust- 2 hits for 1x damage @ 100TP
Thunder Thrust- 1 hit, 1.5x Thunder Elemental damage
Raiden Thrust- 1 hit, 2x Thunder Elemental damage
Leg Sweep- 1 hit, 1x damage, Stuns enemy, cancels enemy techniques
Penta Thrust- 5 hit attack, .75x damage per hit @ 100TP, 1x @ 200, 1.25x @ 300
Vorpal Thrust- 1 hit that criticals for 3x damage or fails for 1x damage
Skewer- 3 hit, 1.5x damage per hit @ 100TP
Wheeling Thrust- 1 hit, 1x? damage, Ignores enemy defense, starts at 50%? Not very damaging when compared to other WS at this level.
Impulse Drive- 2 hit, 2x damage @ 100TP. Sadly reffered to as the "pretty
Double Thrust"
Geirskogul- Special Limit Break that can only be used by equipping
Gae Assail (in Dynamis) or Gungnir (anywhere) (DRG).
Comments: The Spear is unquestionably dominated by Dragoons, but Samurais and
Warriors dabble with these as well. A good Damage/Delay ratio and lots of nice techniques like Double Thrust and Penta Thrust make this weapon very popular early on, but there is large concern that the Skills after the infamous Penta
Thrust are comparitively weak to others at that level, so many Dragoons go through a end-game Job Crisis. Being Piercing Weapons, they do 20% or so bonus damage against flying creatures, but do less against the undead.
Staff. Dominant Group- Blunt(Lightning) + Dark
Name Skill Lvl TP Effect Attributes
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