Fire Emblem: Fortune's WeaveAnna's Notebook
English

Weapon tiers: Levin Sword adds ranged magic, Cleansing Blade removes Boons, and effective weapons break tough targetsMajor spoilers

Judge weapons by the problem they solve. Range, magical damage, Hit, and effectiveness often deserve inventory space more than ordinary high stats.

Draft · Updated 2026-10-18

Original video: Fortune’s Weave: Best weapons ranked | English-language gaming channel Jay Dunna

Use weapons to fill missing team tools first: ranged magic, bypassing Underworld Boons, safe long-range attacks, and anti-armor options each have suitable choices. For ordinary weapons, compare upgraded Weight and Hit too.

Choose weapons by role and upgrade stage

This ranking of 54 weapons prioritizes filling gaps in the team’s options. Levin Sword gives sword users ranged magical damage, Cleansing Blade handles Underworld Boon, Longbow attacks from afar, Hammer breaks armor, and Ridersbane targets cavalry. For a gauntlet-based evasive frontliner, prioritize Dodge Gauntlets.

Upgraded Might, Weight, and extra effects all change a weapon’s actual use. Do not compare only starting stats.

Weight and Hit benefits of ordinary swords

Iron Sword is C tier: an early transition with many later replacements. Wooden Sword deserves more attention. Low Weight, cheap forging, and continued upgrades help low-Build characters preserve Attack Speed and follow-ups, earning high A to S.

Da Mina Sword improves Hit with Combat Arts. Enemies often occupy high-Avoid terrain, making even high-Dexterity characters unreliable. Extra Hit is valuable there: A tier.

Cleansing Blade+3’s in-game description nullifies enemy Underworld Boons in combat. Current durability is 1/20.
Cleansing Blade+3’s in-game description nullifies enemy Underworld Boons in combat. Current durability is 1/20.
Da Mina Sword’s in-game description: Hit +10 when attacking with a Combat Art.
Da Mina Sword’s in-game description: Hit +10 when attacking with a Combat Art.

Cleansing Blade and effective swords

Cleansing Blade ignores the enemy’s Underworld Boon when attacking. Many later enemies have one. A sword user carrying it does not need to wait for Leda’s buff or spend a Blessing every time: S tier.

Zanbato handles cavalry, but a team usually already has spear users, making its role easier to replace. Flyssa lets physical sword users handle armor. Without a mage nearby, they can open the way themselves: A tier.

Tradeoffs among special swords

Lakshashi's Iron Fan has a ranged poison Combat Art and builds the Blaze Gauge conveniently. Dietrich can use it to get going faster: low A tier. Long-Night Katara drains Luck, but I need immediate kills more, making that effect less important: B tier.

Answerer’s upgrade timing disappoints me. In Part 1, I often prefer Flyssa or Zanbato, and stronger weapons become available later. Dietrich being strong with any sword does not make Answerer exceptional: B tier.

Killing Edge improves Critical, useful without changing your approach: B tier. Venin Edge is D: I would rather kill immediately than wait for poison next turn. Royal Sword and Chosen Sword are usable on arrival but soon replaced: C tier.

Levin Sword adds ranged magic damage

Levin Sword deals magical damage using Magic at one to two tiles. Against armor that physical swords cannot hurt, it targets Resistance instead. Characters with Magic, such as Alexandra, especially suit it. Even without dedicated Magic training, a carry should keep one as backup: S tier.

The Fell Sword Veroquine is useful early in Dietrich’s story for building the Blaze Gauge and reaching the desired state faster.

Ranged spears and training two disciplines

Iron Spear is C tier like other iron weapons. Da Mina Spear remains practical for Combat Art Hit.

Halberd covers both cavalry and armor, filling two roles in limited inventory space: A tier. Ridersbane specializes in cavalry with outstanding damage; I move it to S later.

Javelin, Short Spear, and Pilum are progressively stronger ranged options, all B tier. Fliers can use them against mages without always entering melee.

Guandao combines Spear and Sword proficiency, while Ji combines Spear and Axe. These help train another subject for a future class change. A clear development plan makes their value easier to use.

The acquired magic spear’s description lists range 1–2 and states that only Esmeralda can use Leave No Dust.
The acquired magic spear’s description lists range 1–2 and states that only Esmeralda can use Leave No Dust.

Combat Art differences on personal spears

Mahadu's Spear gives Theodora a personal Combat Art and becomes a good option when upgraded: A tier. Sinza's Trident gives Esmeralda ranged attacks. Despite low Speed, Double Throw lets her hit twice: B tier. The magic spear Grasitha also attacks at range with somewhat higher performance.

I used Assal on Seteth, but its damage does not stand out against other options: C tier.

The fell spear Onoa has only one-tile Range and usable Combat Arts: B tier. Vendetta reaches farther through Combat Arts and finds more opportunities: A tier.

Gauntlets can add Range or stack Avoid

Da Mina Gauntlets improve Hit: A tier. Jamadhars also train Sword for future classes: B tier. Qiankun Circles provide reliable ranged physical attacks, finally letting brawlers fight without closing in every time, especially against mages: A tier.

Iron Gauntlets adds 4 Dexterity at +4, but better alternatives remain overall: C tier.

Counter Gauntlets add Attack when the enemy initiates. Gauntlet users’ high Attack Speed can apply that bonus again on a follow-up: A tier. Resistant Gauntlets add Resistance for safer mage fights.

My favorite is Dodge Gauntlets. For Avoid builds on Mu, Noctula, or Troy, a weapon that directly improves Avoid reinforces their strength: S tier.

Gauntlet-category firearms also add magical offense

Although Breidablik belongs to gauntlets, it better suits adding an attack option to Magic characters: B tier. Smyrnos's Channels requires a Part 3 task and Brawling A, with excellent damage: high A tier.

Noctula’s Ursa's Right Claw also builds the Blaze Gauge. Salamander offers range and good Hit, but very low durability demands care even after upgrades. It is more a backup attack than everyday spellcasting: high B to low A.

Armor-breaking axes and throwing accuracy

Bardiche handles cavalry while training Spear, but a team with enough spear users has less need for it: C tier.

Hammer is S tier. Swap Hammer in against armor ordinary attacks cannot damage, and anyone with Axe proficiency can handle the target without a nearby mage.

Shielding Axe improves Protection when the enemy initiates, suiting frontliners: high A tier. Hand Axe, Short Axe, and Sagaris add Range but often have too little Hit. Reaching a distant enemy achieves little if the attack misses: C tier. High-Dexterity axe users fare better. Others can use Pilum or magic if their class permits it.

Fell axes and Smashing Axe also require checking proficiency, Hit, and available Combat Arts. Obtaining one does not automatically make it a main weapon.

Mini Bow counters nearby enemies; Longbow uses ranged Combat Arts

Mini Bow attacks at one to two tiles, letting pure bow classes counter adjacent enemies without a sword option: high A tier. It also makes a convenient front-line backup for chariots.

Hunter's Bow targets beasts and is excellent for exploration, with fewer main-story opportunities: A tier. Longbow reaches far through its ranged Combat Art, preventing counters and safely removing fliers. Durability drains quickly, so give it to a reliable shooter: high A to S. Lilian gains Hit against enemies that cannot counter, fitting this approach well.

Choose bows for flying reinforcements and effectiveness

Zerberus is a magical firearm with one-to-two-tile Range. Troy has a personal ability effective against fliers, making this a strong combination. On later maps with flying reinforcements every turn, I have her guard their side and use Avoid and counters: an S-tier pairing.

Venin Bow poisons more conveniently than Venin Edge, but immediate kills are still preferable: D tier. Horsekiller Bow covers fliers and cavalry, adding another target type from range: A tier. Upgraded Tempest Bow adds Avoid when initiating, helping protect archers.

Azaga's Bow arrives in Part 1 but needs high proficiency, often sitting unused for a long time. By then, alternatives are available. The Nameless reaches S only after upgrading to restore its true power; before that, it is B tier.

Likes and comments