What are the best Expedition 33 weapons? An Expedition is only as good as the equipment it takes into combat, and Expedition 33 has a ton of powerful weapons 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 Expedition 33 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, especially after you learn how to level them up.
Best Expedition 33 weapons
Here are the best weapons in Expedition 33:
- Gustave: Lanceram
- Lune: Scaverim
- Maelle: Medalum
- Sciel: Blizzon
- Verso: Simoso
- Monoco: Joyaro
Best Gustave weapon
- Weapon: Lanceram
- Element: Physical
- Stats: Vitality C, Agility D
- How to get: Defeat Lancelier in Spring Meadows or Hexga in Flying Manor. Alternatively, purchase from the Cruler blacksmith in Coastal Cave after fighting them for 21,275 Chroma.
Lanceram is Gustave’s best weapon. 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.

Best Lune weapon
- Weapon: Scaverim
- Element: Dark
- Stats: Vitality B, Agility C
- How to get: Defeat Scavenger in Falling Leaves.
Scaverim is Lune’s best weapon. 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.

Best Maelle weapon
- Weapon: Medalum
- Element: Physical
- Stats: Defense – S, Agility – A
- How to get: Defeat the stranger in the Gestral Village Arena Tournament as Maelle.
Medalum is Maelle’s best weapon. With this weapon equipped, Maelle begins every battle in Virtuouse Stance, effectively giving her a triple-damage attack buff right out of the gate without the multiple turns required to segue through her other stances first. This sets her up to take advantage of Medalum’s effects at higher levels.
Whenever Maelle is in Virtuouse Stance while wielding Medalum, her Burn damage and application is doubled, letting you take full advantage of the many skills at her disposal. While Medalum’s high power can be enough to excel regardless, you might want to switch it out if you don’t use Fire abilities – or when going up against shielded foes.

Best Sciel weapon
- Weapon: Blizzon
- Element: Ice
- Stats: Luck A
- How to get: Defeat Chromatic Ballet in Falling Leaves.
Blizzon is Sciel’s best weapon. 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.
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, but Chation is a great alternative in that case. However, Chation’s Foretell application pale in comparison to Blizzon’s superior power.
Best Verso weapon
- Weapon: Simoso
- Element: Light
- Stats: Vitality A, Agility S
- How to get: Defeat Simon in The Abyss.
Simoso is Verso’s best weapon. With this weapon equipped, Verso literally cannot die if he is at Rank A or above. I don’t think we need to explain how beneficial this is, especially when paired with multi-hit attacks that help him reach high Perfection quickly. Even better? Every hit Verso deals with skills comes with an additional burst of Light damage, which comes with a bonus chance of inflicting Burn.
The only major drawback to Simoso is the challenge you must overcome to get it. Simon is the most powerful boss in Expedition 33, and taking him on below level 99 is not recommended. Even reaching the boss location is difficult enough, since you need to raise your relationship with Esquie to level five to unlock the underwater ability required to reach Renoir’s Drafts. However, there’s no question this weapon is worth the effort for Verso fans.
If you’re looking for a weapon to tide Verso over until he’s strong enough to take on Simon, Lanceram can certainly do the job. It isn’t the most powerful once you reach the late-game, but it is the ideal choice for mastery over Verso’s Perfection mechanic. Alternatively, 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
- Weapon: Joyaro
- Element: Lightning
- Stats: Defense – A, Agility – S
- How to get: Defeat Lampmaster in Flying Manor.
Joyaro is Monoco’s best weapon. This weapon has an equivalent effect on Monoco as Medalum does for Maelle, letting him kick off every battle in the Almighty Mask. This grants him a damage boost for any skill, and with a stackable 20% damage buff for each consecutive turn Monoco goes without taking damage, the only way is up from here.
Joyaro also has the added benefit of turning Monoco into a powerful solo breaker, bestowing him with double Break damage whenever he’s in Almighty Mask. This makes for an explosive start, but take advantage of marked enemies with the Benisseur Mortar skill or Mighty Strike Gradient attack to switch back to Almighty Mask in subsequent turns.
All Clair Obscur weapons
Our top picks may be the best weapons overall, but there are still plenty of alternative weapons to experiment with as you level up. 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.
All Gustave weapons / Verso weapons
Weapon | Element | Stat Bonus | Upgrade Passives |
Abysseram | None | Vitality: B Defense: C |
Level 4: 50% increase damage on Rank D. No damage increase on other ranks. Level 10: 50% increased base attack damage. Level 20: On Rank D, recover 20% Health with base attack |
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. |
Chevalam | Physical | Agility: S Luck: A |
Level 4: Start battle at Rank S, but can’t be healed or gain shields. Level 10: 20% increased damage for each consecutive turn without taking damage. Can stack up to five times. Level 20: Apply Rush on Rank S. |
Confuso | Light | Agility: C, Luck: B | Level 4: Light damage can Burn on critical hits. Level 10: Apply three Burn instead of Mark. Level 20: Increase Burn damage by 50% per rank, up to 300% on Rank S. |
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. |
Corpeso | Fire | Vitality: A Agility: S |
Level 4: Base attack applies two Burn stack per rank. Level 10: +1 AP on rank up. Level20: Increased Burn damage by 50% per rank, up to 300% on Rank S. |
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. |
Cultam | Dark | Defense: S Agility: A |
Level 4: No Perfection loss on damage taken. Perfection is instead lost on being healed. Level 10: Gain two AP on counterattack. Level 20. Gain one rank on counterattack. |
Danseso | Fire | Agility: C Luck: B |
Level 4: Base attack gives one Perfection per Burn on target. Level 10: While Powerful, 20% chance to Burn on hit. level 20: +1 AP on rank up. |
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. |
Dreameso | Physical | Agility: S Luck: A |
Level 4: Gain one rank on counterattack. Level 10: 50% increased counterattack damage. Level 20: Gain two AP on counterattack. |
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. |
Gesam | Physical | Vitality: A Agility: S |
Level 4: Convert Light damage. Skills to Physical damage. Level 10: 20% increased Physical damage with skills. Level 20: -1 AP cost for Physical skills. |
Glaceso | Ice | Defense: C Luck: B |
Level 4: +1 Perfection on critical hit. Level 10: Self-heal by 2% health on dealing a critical hit. Level 20: Counterattack is always a critical hit. |
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. |
Nosaram | Physical | Agility: S Luck: A |
Level 4: Double Perfection gained on free aim shots. Level 10: Free aim shots break two shields. Level 20: 50% increased free aim damage. |
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. |
Seeram | Light | Vitality: C Agility: B |
Level 4: +1 to all Perfection gain but can’t reach Rank S. Level 10: Base attack gives four Perfection. Level 20: 20% increased Light damage with skills. |
Simoso | Light | Vitality: A Agility: S |
Level 4: An ethereal sword deals Light damage on any damage dealt with skills. Level 10: 20% chance to apply Burn on dealing Light damage. Level 20: Can’t die if at least Rank A. |
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. |
Tireso | Earth | Vitality: S Defense: A |
Level 4: Gain one Rank on applying Mark. Level 10: Mark an enemy on base attack. Level 20: Apply Powerless on Marking an enemy. |
Verleso | Light | Vitality: C Luck: B |
None. |
All Lune weapons
Weapon | Element | Stat Bonus | Upgrade Passives |
Angerim | Fire | Defense: A Luck: S |
Level 4: Base attack applies two Burn per Fire Stain. Level 10: Generate one Fire Stain at the beginning of each turn. Level 20: 30% increased Burn damage per Fire Stain. |
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. |
Betelim | Earth | Vitality: A Agility: S |
Level 4: Using a skill that consumes stains increases damage by 20%. Can stack up to five times. Resets on using a skill without consuming stains. Level 10: On turn start, if no stains, two random stains are generated. Level 20: +1 AP when stains are consumed. |
Braselim | Fire | Vitality: A Luck: S |
Level 4: 30% increased critical chance per Ice Stain. Level 10: -5% of a Gradient charge on critical hit. Level 20: 20% increased Fire damage with skills. |
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. |
Choralim | Fire | Defense: S Agility: A |
Level 4: 100% critical chance when four stains are simultaneously active. Level 10: 20% increased damage for each consecutive turn without taking damage. Can stack up to five times. Level 20: Critical hits apply Burn. |
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. |
Coralim | Ice | Vitality: A Defense: S |
Level 4: Ice skills cost one less AP. Level 10: 20% increased ice damage with skills. level 20: Start battle with one Earth 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. |
Elerim | Earth | Vitality: B Defense: C |
Level 4: Consuming an Earth Stain applies one shield to self. Level 10: 20% increased Earth damage with skills. Level 20: Base attack generates an Earth Stain. |
Kralim | Lightning | Vitality: A Agility: S |
Level 4: Casting a skill increases the skill damage of all other elements by 20%. Resets when casting a Skill of a previous element. Level 10: On turn start, if no stains, two random stains are generated. Level 20: +1 AP when stains are consumed. |
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. |
Lithelim | Void | Vitality: S | Level 4: 50% chance to generate a Dark Stain when consuming stains. Deal 50% more damage with skills per active Dark Stain. Level 10: +1 AP on consuming a Light Stain. Level 20: Base attacks can consume one Dark Stain to deal 200% more damage. |
Lunerim | Fire | Vitality: D Luck: C |
None. |
Painerim | Earth | Vitality: A Luck: S |
Level 4: Earth skills cost one less AP. Level 10: 20% increased Earth damage with skills. Level 20: Start battle with one Lightning Stain. |
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. |
Redalim | Ice | Defense: A Agility: A |
Level 4: Healing skills generate one additional Light Stain. Level 10: Generate one Ice Stain at the beginning of each turn. Level 20: Replay instantly on consuming stains with a healing skill. |
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. |
Snowim | Ice | Vitality: A Agility: S |
Level 4: Freeze self when falling below 30% health. Prevent the next instance of damage while frozen. Level 10: On turn start, if frozen, remove Freeze and recover 60% health. Level 20: Gain two Ice Stains and three AP when frozen. |
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. |
All Maelle weapons
Weapon | Element | Stat Bonus | Upgrade Passives |
Barrier Breaker | Void | 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. |
Chalium | Light | Vitality: C Agility: B |
Level 4: On Defensive Stance, gain one shield per parry. Lose all shields on turn start Level 10: 20% increase Light damage with skills. Level 20: 50% increased counter damage per shield. |
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. |
Coldum | Ice | Vitality: S Defense: A |
Level 4: Self-heal by 2% health on dealing a critical hit. Level 10: +50% critical chance while in defensive stance. Level 20: If stanceless, base attack switches to Defensive Stance. |
Duenum | Physical | Defense: S Agility: A |
Level 4: In Defensive Stance, gaining AP also gives one AP to allies. Level 10: If stanceless, base attack switches to Defensive Stance. Level 20: +1 AP on stance switch. |
Facesum | Physical | Vitality: A Luck: S |
Level 4: In Offensive Stance, double the amount of Burn applied. Level 10: 50% increased Burn damage. Level 20: Base attack propagates Burn. |
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. |
Jarum | Physical | Defense: S Luck: A |
Level 4: Switch to Virtuose Stance on counterattack. Level 10: Apply five Burn on counterattack. Level 20: 50% increased counter damage per shield. |
Lithum | Void | Agility: B Luck: A |
Level 4: In Virtuose Stance, hitting a Marked enemy doesn’t remove Mark. Level 10: Switch to Virtuose Stance on counterattack. Level 20: Gain Shell when switching out of Virtuose Stance. |
Maellum | Physical | Vitality: C | None |
Medalum | Physical | Defense: S Agility: A |
Level 4: Start in Virtuose Stance. Level 10: In Virtuose Stance, every Burn applied is doubled. Level 20: In Virtuose Stance, Burn deals double damage. |
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%. |
Plenum | Ice | Defense: A Luck: S |
Level 4: On turn start, if stanceless, switch to Defensive Stance. Level 10: In Defensive Stance, double Break damage. Level 20: Support skills cost one less AP. |
Plunum | Ice | Defense: C Luck: B |
Level 4: On turn start, if Stanceless, switch to Defensive Stance. Level 10: In Defensive Stance, double Break damage. Level 20: Support Skills cost one less AP. |
Seashellum | Fire | Defense: A Agility: S |
Level 4: +1 shield on switching to Offensive Stance. Level 10: If stanceless, base attack switches to Offensive Stance. Level 20: +50% critical chance while in Offensive Stance. |
Sekarum | None | Vitality: B, Agility: C | Level 4: Switch to Virtuose Stance on breaking any shield. Level 10: Free Aim shots break two shields. Level 20: In Virtuose Stance, all damage pierces shields. |
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. |
Veremum | None | Vitality: C Luck: B |
Level 4: If Stanceless, base attack switches to Offensive Stance. Level 10: Counterattacks apply Defenceless. Level 20: +50% critical chance while in Offensive Stance |
Volesterum | Physical | Vitality: A Agility: S |
Level 4: +1 AP on stance switch. Level 10: If stanceless, basic attack switches to Defensive Stance. Level 20: Recover 5% health on stance switch. |
Yeverum | Physical | Defense: A Agility: A |
Level 4: Applying Shell also applies one shield. Level 10: On applying shields, also give one AP. Level 20: On switching to Virtuose Stance, double all shields on allies. |
All Sciel weapons
Weapon | Element | Stat Bonus | Upgrade Passives |
Algueron | Ice | Vitality: S Luck: A |
Level 4: Free aim shots can consume one Foretell to deal 100% more damage. Level 10: Base attack applies three Foretell. Level 20: During Twilight, free aim shots deal double damage. |
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. |
Charnon | Void | Defense: A Luck: S |
Level 4: 100% critical chance during Twilight. Level 10: Apply one Foretell on critical hit. Level 20: 20% increased damage for each consecutive turn without taking damage. Can stack up to five times. |
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. |
Corderon | Dark | Defense: Luck: C |
Level 4: Curse self on battle start. Deal 50% more damage while Cursed. Level 10: Reset Curse duration with entering Twilight state. Level 20: Play again when entering Twilight state |
Direton | Earth | Defense: C Agility: B |
Level 4: +1 AP per Moon charge on turn start Level 10: Base ttack gives one Moon charge Level 20: During Twilight, base attack consumes all AP. Base Attack applies one Foretell and deals 50% increase damage per AP consumed. |
Garganon | Fire | Vitality: S Defense: A |
Level 4: While having at least one active Sun charge, apply one Burn stack per hit taken. Level 10: Counterattacks apply one Burn per active Sun charge. Level 20: Base attack can consume one Sun charge to apply five Foretell. |
Gobluson | Fire | Defense: S Agility: A |
Level 4: During Twilight, every time Foretell is applied, it also affects another random enemy. Level 10: Apply one Burn every three Foretell applied with skills. Level 20: 20% increased Fire damage with skills. |
Guleson | Lightning | Agility: A Luck: S |
Level 4: On Twilight Start, apply Mark to all enemies. Level 10: Hitting a Marked enemy during Twilight doesn’t remove Mark. Level 20: Apply three Foretell on applying Mark. |
Hevasson | Physical | Vitality: S Defense: A |
Level 4: Free aim shots can consume a Sun charge to apply five Forteell and consume a Moon charge to deal 400% more damage. Level 10: Consuming a Sun or Moon charge gives one AP. Level 20: Base attack gives one Moon charge. |
Litheson | Physical | Agility: A Luck: S |
Level 4: During Moon, all allies have Greater Rush. During Sun, all enemies have Greater Slow. Level 10: During Twilight, all allies have Greater Rush and all enemies have Greater Slow. Level 20: +3 AP on applying a buff or debuff. Once per turn. |
Lusteson | Dark | Vitality: B Agility: C |
Level 4: Killing an enemy with Foretell applies its Foretell to another random enemy. Level 10: Apply Mark on consuming Foretell. Level 20: 20% increased Dark damage with skills. |
Martenon | Earth | Vitality: S Agility: A |
Level 4: On Twilight start, deal damage to all enemies based on the amount of charges. Level 10: On Twilight start, apply two Foretell per charge to all enemies. Level 20: Double Sun and Moon charge generation. |
Minason | Physical | Vitality: A Luck: S |
Level 4: Sun skills have increased damage for each Foretell on the target. Moon skills don’t generate Moon charges anymore. Level 10: With at least one active Sun charge, gain one additional AP per Foretell consumed. Level 20: Base attack can consume one Sun charge to apply five Foretell. |
Moisson | Physical | Agility: S Luck: A |
Level 4: During Twilight, all damage dealt is converted to Dark damage. Level 10: 20% increased Dark damage with skills. Level 20: Apply Shell during Moon, Powerful during Sun, and Rush during Twilight. |
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. |
Brumaro | Physical | Vitality: S Agility: A |
Level 4: Replay instantly when in Almighty Mask. Level 10: +3 AP when in Almighty Mask. Level 20: Revive instantly with full health if dead while in Almighty Mask. Once per battle. |
Chromaro | Ice | Defense: A Agility: S |
Level 4: Start battle in Caster Mask. Level 10: Caster Mask applies regen for three turns. Level 20: Skills cost one less AP while in Caster Mask. |
Fragaro | Lightning | Defense: B Luck: A |
Level 4: Free aim shots spin the Bestial Wheel to a random value. Level 10: Free aim shots deal 100% more damage with all Masks except Almighty. Level 20: 100% critical chance while in Almighty Mask. |
Grandaro | Earth | Vitality: S Defense: A |
Level 4: Start battle in Heavy Mask. Level 10: Heavy Mask applies Shell for three turns. Level 20: +1 AP per hit taken. |
Joyaro | Lightning | Defense: A Agility: S |
Level 4: Start battle in Almighty Mask. Level 10: 20% increased damage for each consecutive turn without taking damage. Can stack up to five times. Level 20: Break damage is doubled while in Almighty 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. |
Sidaro | Dark | Might: A Luck: S |
Level 4: 30% increased damage per upgraded skill used. Resets upon using a non-upgraded skill. Level 10: Base attack spins the Bestial Wheel to a random value. Level 20: Using an upgraded skill gives one AP to all other allies. |
Urnaro | Earth | Vitality: S Luck: A |
Level 4: Switch to Almighty Mask on Breaking an enemy. Level 10: Almighty Mask gives two AP to all allies. Level 20: 50% increased Break damage. |
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. Eventually, you can can do this via any Expedition Flag.
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. Finally, our Clair Obscur Expedition 33 review delivers our verdict on Sandfall’s debut.