What are the best weapons in Clair Obscur? An Expedition is only as good as the weapons it wields, and Expedition 33 has some serious armaments up its sleeve. Whether it’s a lightning-fast twinblade scythe or explosive elemental magic, each character in your party uses a weapon type that’s unique to them.
The best weapons in Clair Obscur Expedition 33 scale their damage to each character’s optimal attributes, and enable powerful synergies with Expedition 33 Pictos and skills. Weapons are a cornerstone of the best Expedition 33 builds, harnessing unique passive effects and elemental damage to exploit enemy weaknesses in the turn-based game. If you’re spoiled for choice, our top picks can steer you to victory.
Best Expedition 33 weapons
Here are the best weapons for each character:
- Gustave: Lanceram
- Lune: Scaverim
- Maelle: Barrier Breaker
- Sciel: Tisseron
- Verso: Lanceram
- Monoco: Nusaro

Gustave
The best weapon for Gustave is Lanceram. Not only does it have excellent attribute scaling and base power to help carry Gustave comfortably through the early game, but expending the materials to upgrade it early is an excellent investment for Verso later down the line. It’s easy to acquire, straightforward, and its Physical element is a good all-rounder that’s effective against most enemies.

Lune
Scaverim is the best weapon for Lune. While it’s not the most powerful in terms of base damage, it more than makes up for it with its suite of passive buffs. Scaverim generates Dark Stains that each provide a 50% skill damage buff. You can either consume each Dark Stain individually for a base attack that hits three times harder, or collect a complete set of Dark Stains to inflict a skill-based nuke.
The only downside to this weapon is the limited number of slots at Lune’s disposal. With Dark Stains gradually taking up those slots, it becomes harder to tap into the optional effects attached to many of Lune’s skills. However, you’ll be hitting hard enough that it shouldn’t be too much of an issue.

Maelle
Barrier Breaker is the best weapon for Maelle. Not only is it an appropriate weapon for Maelle to wield in the story, it also provides instant relief from the frustration of fighting shielded enemies. This weapon breaks all shields attached to a marked enemy in a single blow and transferring them to Maelle. This leaves foes vulnerable to a follow-up attack from Maelle in her Virtuouse Stance next turn.
Naturally, the only downside to Barrier Breaker is that you can’t take full advantage of its effects when going up against unshielded enemies. While its high power and attribute scaling certainly make up for it, Tissenum is an excellent alternative if you want Maelle as your dedicated breaker.

Sciel
Blizzon is the best weapon for Sciel. This weapon ensures every hit she lands is a critical one whenever at least one Moon charge is active – though you’ll rarely have just one to hand. Once Blizzon is fully upgraded, base attacks grant Moon charges, and each one offers a 25% damage increase. In short, it’s the perfect weapon if you want Sciel’s attack power to ramp as quickly as possible.
Admittedly, Blizzon is a high-risk, high-reward weapon; if you take damage while wielding it, Sciel’s health bar is going to feel it thanks to the double damage she receives while Blizzon is equipped. It also won’t be of much benefit if you have a preference for Sun skills, so remember to adjust your build accordingly.
Verso
Lanceram is the best weapon for Verso. With this weapon equipped, Verso’s Perfection cannot drop below C-Rank, giving you the perfect opening gambit with Paradigm Shift to rapidly build AP and rise through the ranks. Base attacks and parries are rewarded with bonus Perfection points, letting you reach S-Rank and tap into Verso’s triple damage multiplier as quickly as possible.
This weapon isn’t the most powerful once you reach the late-game, but it is the ideal choice for mastery over Verso’s Perfection mechanic. However, if you’ve loaded Verso up on powerful Break skills like Perfect Break or Phantom Stars, Contorso is a great runner-up for reaching S-Rank while hitting hard.

Monoco
Nusaro is the best weapon for Monoco. This weapon gives you unprecedented control over Monoco’s Bestial Wheel, but it comes with a big caveat: you need to be able to parry and dodge reliably to make the most of its passive effects. A parry advances the wheel, whereas taking damage resets it, which demands quick thinking to ensure it turns in your favor.
It might be a bit hit-or-miss (literally) depending on your difficulty mode and timings, but it’s worth the effort. Additionally, Nusaro also offers a flat-rate 30% damage buff to all upgraded skills across the board, plus an additional ability point per mask change. This blend of damage and utility makes it a must-have weapon for Monoco.
All Clair Obscur weapons
Our top picks may be the best weapons overall, but there are still plenty of alternative weapons if you’re gunning for a more experimental build. Our complete list of all weapons in the RPG game can help you narrow down your options or introduce new ones with weapons you might have missed.
Gustave / Verso
Weapon | Element | Stat Bonus | Upgrade Passives |
Blodam | Light | Defense: C Agility: B | Level 4: Perfection is now based on current health. Gain one rank for every 20% missing health. Level 10: 20% increased Light damage with skills. Level 20: +1 AP on rank up. |
Contorso | Lightning | Defense: C Agility: B | Level 4: Switch to Rank S on break. Base attack can break. Level 10: 100% critical chance on Rank S. Level 20: Triggers a lightning strike on critical hits. |
Cruleram | Ice | Defense: C Luck: D | Level 4: Don’t lose rank when taking damage from Powerless enemies. Level 10: +1 Perfection on hitting a Powerless enemy. Level 20: Apply Powerless on counterattack. |
Delaram | Light | Vitality: C Luck: B | Level 4: Start battle on Rank B, but 50% health. Level 10: Recover 15% health on base attack. Level 20: Apply Powerful on Rank B. |
Demonam | Light | Defense: C Agility: B | Level 4: Casting a Light skill increases the damage of next physical sick cast by 50% and vice versa. Level 10: 20% increased Physical damage with skills. Level 20: Dealing Light damage with a skill recovers 3% health. |
Dualiso | Lightning | Vitality: B Defense: C | Level 4: Play again after a base attack. Level 10: 50% increased base attack damage. Level 20: Base attack gives four Perfection. |
Gaulteram | Earth | Agility: B Luck: C | Level 4: When hit, lose one Perfection instead of one rank. Level 10: Apply Rush on Rank S. Level 20: Gain two Perfection on turn start. |
Lanceram | Physical | Vitality: C Agility: D | Level 4: Rank can’t be lower than C. Level 10: Base attack gives four Perfection. Level 20: Parrying gives two Perfection instead of one. |
Liteso | Physical | Defense: B Agility: C | Level 4: Base attack consumes all shields to deal 100% increased damage per shield. Level 10: +1 shield on counterattack. Level 20: Base attack gives four Perfection. |
Noahram | Physical | Vitality: C | None. |
Sakaram | Physical | Agility: B Luck: C | Level 4: Can’t lose Perfection. No damage increase from Rank. Level 10: 50% increased base attack damage. Level 20: Base attack gives four Perfection. |
Sireso | Physical | Vitality: B Agility: C | Level 4: Bonus damage from Perfection applies to all allies at half value. Bone damage no longer applies to Verso. Level 10: Perfection gained is increased by one while Powerful. Level 20: Support skills cost one less AP. |
Verleso | Light | Vitality: C Luck: B | None. |
Lune
Weapon | Element | Stat Bonus | Upgrade Passives |
Benisim | Earth | Vitality: B Defense: C | Level 4: Healing Skills cost one less AP. Level 10: Generate one Earth Stain at the beginning of each turn. Level 20: Replay instantly on consuming Stains with a healing skill. |
Chapelim | Earth | Defense: C Agility: B | Level 4: 30% increased Break damage per Earth Stain. Level 10: Gain 9 AP on Breaking an enemy. Level 20: Generate one Earth Stain at the beginning of each turn. |
Colim | Light | Vitality: B Agility: C | Level 4: 50% chance to generate a Light Stain when consuming Stains. Level 10: +1 AP on consuming a Light Stain. Level 20: 20% increased damage with skills per active Light Stain. |
Deminerim | Lightning | Agility: C Luck: B | Level 4: Lightning skills cost one less AP. Level 10: 20% increased lightning damage with skills. Level 20: Start battle with one Fire Stain. |
Lighterim | Fire | Defense: D Agility: C | Level 4: Fire skills cost one less AP. Level 10: 20% increased Fire damage with skills. Level 20: Start battle with one Ice Stain. |
Lunerim | Fire | Vitality: D Luck: C | None. |
Potierim | Ice | Defense: C Agility: B | Level 4: Healing skills generate one additional Light Stain. Level 10: Consuming a Light Stain applies Slow to a random enemy. Level 20: Base attack generates a Light Stain. |
Saperim | Lightning | Defense: B Luck: C | Level 4: Using a gradient attack generates one additional Light Stain. Level 10: When a Fire Stain is generated, a Lightning Stain is also generated. Once per turn. Level 20: Gradient attacks and gradient counters deal 50% more damage. |
Scaverim | Dark | Vitality: B Agility: C | Level 4: 50% chance to generate a Dark Stain when consuming stains. Deal 50% more damage with skills per active Dark Stain. Level 10: Base attacks can consume one Dark Stain to deal 200% more damage. Level 20: With four active Dark Stains, any skill can consume them to deal 300% more damage. |
Trebuchim | Lightning | Vitality: B Luck: C | Level 4: Generate a random Stain on Free Aim shot. Level 10: +1 AP when Stains are consumed. Level 20: Base attack generated two random Stains. |
Troubadim | Physical | Vitality: C Defense: B | Level 4: Free Aim shots deal damage to an additional random target. Level 10: 50% increased Free Aim damage. Level 20: Generate a random Stain on Free Aim shot. |
Maelle
Weapon | Element | Stat Bonus | Upgrade Passives |
Barrier Breaker | – | Defense: B Agility: C | Level 4: Steal shields removed by hitting enemies. Level 10: Switch to Virtuouse Stance on breaking any shield. Level 20: Hitting a marked enemy breaks all its shields. |
Battlum | Physical | Defense: B Luck: C | Level 4: Double gradient generation while in Defensive Stance. Level 10: If stanceless, base attack switches to Defensive Stance. Level 20: +5% of a gradient charge on parry. |
Brulerum | Fire | Agility: C Lucky: B | Level 4: Critical hits apply Burn. Level 10: Base attack applies two Burn. Level 20: 100% critical chance while Stanceless. |
Chantenum | Fire | Agility: C Luck: B | Level 4: On turn start, if stanceless, switch to Offensive Stance. Level 10: Fire skills cost one less AP. Level 20: +1 Shield on switching to Offensive Stance. |
Clierum | Lightning | Defense: C Agility: B | Level 4: Critical hits with skills give two AP. Once per turn. Level 10: Increased lightning damage with skills. Level 20: +50% critical chance while in Offensive Stance. |
Glaisum | Physical | Defense: B Agility: C | Level 4: Allies recover 20% health on switching to Virtuouse Stance. Level 10: Gain Shell when switching out of Virtuouse Stance. Level 20: Cleanse self status effects when switching to Virtuouse Stance. |
Maellum | Physical | Vitality: C | None. |
Melarum | Physical | Vitality: B Luck: C | Level 4: Allies recover 20% health on switching to Virtuouse Stance. Level 10: Applies shell when health is above 50%. Level 20: Switch to Virtuouse Stance when health falls below 50%. |
Stalum | Fire | Defense: B Luck: C | Level 4: Apply Burn on self on turn start. Level 10: Base attack applies two Burn. Level 20: While in Defensive Stance, receive heal instead of Burn damage. |
Tissenum | Earth | Vitality: C Agility: B | Level 4: In Defensive Stance, double break damage. Level 10: Gain nine AP on breaking an enemy. Level 20: Breaking an enemy deals a high amount of Earth damage. |
Sciel
Weapon | Element | Stat Bonus | Upgrade Passives |
Blizzon | Ice | Luck: A | Level 4: While having at least one active Moon charge, Moon skills are always critical but damage taken is doubled. Level 10: 25% increased damage per Moon charge. Level 20: Base attack gives one Moon charge. |
Bourgelon | Light | Vitality: C Agility: B | Level 4: Consuming Foretell applies two Burn on target per sun charge. Level 10: 100% increased Burn damage in Twilight state. Level 20: Sun skills give one more charge. |
Chation | Dark | Vitality: C Luck: B | Level 4: Sun Skills always apply ten Foretell, but all damage taken is doubled. Level 10: Base attack gives one Moon charge and consumes all Foretell to apply Burn. Level 20: 100% increase to Burn damage in Twilight state. |
Lusteson | Dark | Vitality: B Agility: C | Level 10: Apply Mark on consuming Foretell. Level 20: 20% increased Dark damage with skills. |
Ramasson | Physical | Vitality: C Luck: B | Level 4: Can consume one Moon charge on turn start to recover 20% of each ally’s health. Level 10: Base attack gives one Moon charge. Level 20: Moon skills give one more charge. |
Rangeson | Dark | Defense: C Agility: B | Level 4: Recover 5% health per Foretell applied. Level 10: Healing skills cost one less AP. Level 20: 30% increased heal efficiency per Moon charge. Base attack gives one Moon charge. |
Sadon | Light | Defense: C Agility: B | Level 4: On turn start, gain one Shield if at least one Stun charge is active. Level 10: Apply five Foretell on enemies that break shields. Level 20: +2 Sun charges on counterattack. |
Scieleson | Physical | Agility: B Luck: C | None. |
Tisseron | Lightning | Defense: C Agility: B | Level 4: Extend Twilight by one turn on using a Moon skill. +50% Twilight damage increase on using a Sun skill. Level 10: Twilight duration is increased by one. Level 20: Play again when entering Twilight state. |
Monoco
Weapon | Element | Stat Bonus | Upgrade Passives |
Ballaro | Light | Defense: C Agility: B | Level 4: Reverse bestial wheel order. Level 10: Using an upgraded skill gives one AP to all other allies. Level 20: Almighty Mask gives two AP to all allies. |
Boucharo | Fire | Agility: C Luck: B | Level 4: Start battle in Agile Mask. Level 10: Agile Mask applies Rush for three turns. Level 20: +50% critical chance while in Agile Mask. |
Monocaro | Physical | Defense: B Luck: C | Level 4: Start battle in Balanced Mask. Level 10: Balanced Mask applies Powerful for three turns. Level 20: Critical hits deal 30% more damage while in Balanced Mask. |
Nusaro | Dark | Vitality: C Agility: B | Level 4: Parries increase the Bestial Wheel by one. Taking damage resets the Bestial Wheel. Level 10: Upgraded skills deal 30% more damage. Level 20: +1 AP on Mask Charge. |
How to upgrade weapons in Clair Obscur
You can upgrade your weapons at any time in camp after you recruit the Curator at The Manor. Speak to the Curator and spend Chroma Catalysts to upgrade weapons.
Upgrading weapons increases attack power and attribute scaling, ensuring your favorite early-game weapons stay viable longer. It’s also the best way to strengthen late-game powerhouse weapons, unlocking new passive effects at higher levels.
Weapon upgrades cost Chroma Catalysts, and higher levels demand crystals of higher rarities. You can find common crystals during general exploration, whereas rarer crystals are often obtained as loot rewards after defeating powerful foes.
Here are all the weapon upgrade materials:
- Chroma Catalyst: Upgrades weapons up to level three
- Polished Chroma Catalyst: Upgrades weapons up to level nine
- Resplendent Chroma Catalyst: Upgrades weapons up to level 19
- Grandiose Chroma Catalyst: Upgrades weapons up to level 32
- Perfect Chroma Catalyst: Upgrades weapons up to level 33
Now that you’re all set with the best Expedition 33 weapons in the fantasy game, check out the best Expedition 33 settings on PC and Steam Deck before you embark. Our Clair Obscur Expedition 33 review delivers our verdict on Sandfall’s debut.