Gaming Guide

Fire Emblem: Fortune’s Weave – The Best Weapons, Ranked

The ten weapons that carry a Hard-mode campaign, from anti-armor axes to the magic sword that tops the list.

The ten weapons that carry a Hard-mode campaign, from anti-armor axes to the magic sword that tops the list.

Image: Intelligent Systems

Fire Emblem: Fortune’s Weave hands you dozens of swords, spears, axes, bows, gauntlets and firearms, but only a handful stay useful from the opening chapters through the undead-heavy late game. The weapons below are judged on general usefulness across a full Hard-mode run, how easy they are to obtain, their weight-to-might balance, and how well they punish the enemy types you meet most often: cavalry, armored units, and the Underworld monsters that dominate Part 1 and Part 3.

Quick answer: The Levin Sword+3 ranks first. It is a 1-2 range magic sword that hits enemy Resistance, and its durability only drops when you use a combat art, so normal attacks never wear it down.


How the list was judged

A few ground rules keep the ranking fair and spoiler-free. They also explain why some obvious picks are missing.

  • Everything is weighed on Hard mode across the whole campaign, not just one chapter.
  • Late-game story weapons are left out to avoid spoilers.
  • Cursed weapons are excluded because their uses per battle are limited.
  • Only one personal or Hero’s Relic weapon is allowed a top-10 slot.

Honorable mentions worth carrying

Several weapons fall just short of the top 10 but still earn room in a kit. Kalla’s Bow pairs 13 Mt and 6 Wt with the Heaven’s Wind combat art, which reaches foes well outside normal bow range. It is handed to you during Chapter 10 of Leda’s route, so availability is the only thing holding it back.

Honorable Mention: Kalla's Bow00:26Honorable Mention: Kalla's Bow
Kalla's Bow in the inventory, with its Heaven's Wind art and the 13 Mt / 6 Wt line that make it a strong long-range pick. Shown at 00:26 in Jay Dunna’s video. Image: Intelligent Systems

Flyssa is a light thrusting sword that pierces gaps in armor, carrying 10 Mt, 90 Hit and only 4 Wt. It stays handy well into the midgame because armored enemies turn up inside dungeons where attacking with a caster costs you too much health. Fully refined, it adds Crit against armored targets.

Honorable Mention: Flyssa01:11Honorable Mention: Flyssa
The Flyssa, a low-weight thrusting sword built to slip through armor. Shown at 01:11 in Jay Dunna’s video. Image: Intelligent Systems

The rest of the near-misses each cover a narrow job well.

  • Hunter’s Bow — effective against beast-type enemies, and gains +20 Hit versus beasts when fully refined.
  • Longbow — its Deadeye combat art reaches extreme range for safe chip damage.
  • Zanbato — a strong early-game anti-cavalry sword, though spears often fill that role first.
  • Wooden Sword and other wooden gear — refine to +10 for big speed boosts and surprisingly high damage.
  • Breidablik — a firearm gauntlet with the Light of Bonds combat art.

The 10 best weapons at a ranked glance

RankWeaponMightNotable trait
1Levin Sword+3201-2 magic range, no durability loss on attacks
2Cleansing Blade+320Neutralizes Underworld Boon, 90 Hit, 3 Wt
3Salamander+521Firearm that deals magic damage, 3 Wt
4Mini Bow+171-2 range, AS+2 against adjacent foes
5Ji+321Anti-armor polearm, 7 Wt, Windweave art
6Ridersbane+322Anti-cavalry spear, Shld+5 vs cavalry
7Graasitha+321Relic lance, 1-2 range, Leave No Dust
8Qiankun Circles+317Throwing gauntlet, 1-2 range, 4 Wt
9Hammer+322Anti-armor axe, 20 Wt, 60 Hit
10Gauntlet trio (tie)16–20Counter, Resistant and Dodge roles

Why each weapon ranks where it does

Counter, Resistant and Dodge Gauntlets (tie, #10) share the bottom slot because each defines a different brawler role. Counter Gauntlets grant Atk+5 and Hit+10 when a foe attacks first, so they shine on enemy phase. Resistant Gauntlets give Res+5 to blunt mages, and Dodge Gauntlets add Avo+10 for dodge-tanking. Unarmed combat is strong in Fortune’s Weave, and these let a single fighter pick the job the map needs.

Hammer+3 (#9) exists to flatten heavily armored units. It hits hard and holds plenty of durability, but the trade-offs are real: a heavy frame slows you down and the hit rate is shaky against anything nimble. Keep it as a specialist that comes out when armor is on the field, not as an everyday weapon.

9: Hammer+303:459: Hammer+3
Hammer+3 in the inventory, the anti-armor axe that trades weight and accuracy for raw crushing power. Shown at 03:45 in Jay Dunna’s video. Image: Intelligent Systems

Qiankun Circles+3 (#8) give brawlers something they rarely get: a physical attack at 1-2 range. As a throwing gauntlet it is light and gains +10 Hit, Crit and Avo when striking an enemy two or more tiles away, which lets a fist fighter trade safely instead of only brawling up close.

8: Qiankun Circles+304:448: Qiankun Circles+3
Qiankun Circles+3 on the refine screen, confirming the 1-2 range that sets it apart from other gauntlets. Shown at 04:44 in Jay Dunna’s video. Image: Intelligent Systems

Graasitha+3 (#7) is Esmeralda’s Hero’s Relic lance and the only relic weapon included on the list. Its 1-2 range pairs with Throwing Arm+, which boosts Hit and Atk in combat. Leave No Dust is effective against beasts and dragons, giving the weapon an uncommon reach across both types.

7: Graasitha+305:387: Graasitha+3
Graasitha+3, Esmeralda's relic lance, listing Leave No Dust and its 1-2 range. Shown at 05:38 in Jay Dunna’s video. Image: Intelligent Systems

Ridersbane+3 (#6) is the premier anti-cavalry spear. Because it is already a spear, which beats cavalry on the weapon triangle, it stacks that advantage into very large damage against mounted foes. Fully upgraded it also grants Shld+5 against cavalry during combat, so the wielder survives the counter.

6: Ridersbane+307:116: Ridersbane+3
Ridersbane+3, the anti-cavalry spear that also grants Shld+5 when facing mounted enemies. Shown at 07:11 in Jay Dunna’s video. Image: Intelligent Systems

Ji+3 (#5) beats the comparable Halberd on the details that matter. It weighs less, lands more reliably, and unlocks the Windweave combat art with +10 Hit, which can stop a target from firing back. It stays effective against armored units while being light enough to double most enemies.

Mini Bow+1 (#4) solves the archer’s oldest weakness. Its 1-2 range lets bow users and mounted archers counter melee attackers instead of standing helpless when an enemy closes in, and it grants AS+2 against adjacent foes so the wielder is faster in exactly those fights.

Salamander+5 (#3) is a firearm gauntlet that scales off the magic stat, turning its hits into magical damage. That lets classes like the Wiseman and Druid keep dealing offensive magic through a weapon slot, at a very low weight, with 1-2 range built in. The short durability is the price for that flexibility.

Cleansing Blade+3 (#2) is the answer to the undead that flood Part 1 and Part 3. It neutralizes the Underworld Boon that halves the damage those monsters take, so it effectively doubles your output against them, and it does so with 90 Hit and a featherweight 3 Wt. For most of the campaign it is close to mandatory on at least one unit.

Levin Sword+3 (#1) earns the top spot by being useful in almost every situation. The 1-2 magic range means it hits enemy Resistance, which cripples armored units that have high Protection but low Resistance, and it strikes from a safe distance. Its Lightning Strike art even deals more when it is raining. Most importantly, normal attacks do not consume durability; only combat arts do. That means a physical sword user can swing it endlessly as a reliable ranged option without ever burning through the weapon.