
Want to find every weapon in Final Fantasy 7 Remake and know where to get them? Need help building the best character with each weapon, including what materia to use? You’re in the right spot!
This guide covers all weapon locations in the Final Fantasy 7 Remake for PS4. We’ll also detail each weapon’s best features and suggest which materia works best with it.
All Cloud Weapons
Buster Sword
Location: Cloud’s starting weapon.
Okay, so the Buster Sword is just a really reliable weapon for Cloud. When you upgrade it, it mostly boosts his physical attack, but honestly, it lets you build Cloud in a lot of different ways. I like that because it means I can have him right up front, dealing tons of damage, and still have him cast spells when I need to. If you want a versatile, all-around weapon, you can’t really go wrong with this one.
Recommended Materia:
- Fire, Ice, Lightning – Any elemental spell materia is a good fit here in order to cover weaknesses.
- Healing – With the Buster Sword, Cloud shouldn’t be your primary healer, but he can still support his allies with a healing materia equipped.
- Elemental – Elemental materia isn’t always useful depending on the enemy that you’re facing, but it can help Cloud fulfil a damage dealing role if you’re up against a foe that’s weak to certain elements.
- HP Up – HP Up is always useful for any character, especially if they’re on the front lines.
- Parry – With the Buster Sword, Cloud is already a fine all-round fighter, but Parry materia gives him an extra defensive edge when things get tough.
- Steadfast Block – A great fit for Cloud regardless of his weapon. Less damage and more ATB from blocking is a benefit that should not be sniffed at if you’re always fighting enemies face to face.
Iron Blade
Location: Given to you near the beginning of the game, can’t miss it.
The Iron Blade is a versatile weapon for Cloud, leaning more towards defense and magic than some others. It’s a good pick if you want Cloud to be durable and support the team with magic, all while still dealing solid physical damage.
Recommended Materia:
- Fire, Ice, Lightning – With the Iron Blade’s magic-based upgrades, having Cloud shoot off a spell every now and then is recommended.
- Healing – Cloud can provide solid support with this weapon’s upgrades.
- Revival – Given the defensive upgrades of the Iron Blade, Cloud may well be your last party member standing in some tougher fights. Being above to revive his allies is a big plus.
- Barrier – Again, Cloud can provide good support with the Iron Blade.
- HP Up – An obvious choice, especially if you’re playing Cloud defensively.
- MP Up – MP Up gives Cloud the additional MP that he may need when supporting his allies.
- Magic Up – If you really want to bolster Cloud’s magic, Magic Up might be a worth a shot.
- Parry – Parry adds to Cloud’s already solid defence.
Nail Bat
Location: A reward for completing the ‘Kids on Patrol’ side quest in Chapter 8.
The Nail Bat turns Cloud into a powerful, purely physical attacker. It doesn’t enhance magic at all, instead concentrating on maximizing critical hit rate and damage. If you want Cloud to focus solely on dealing massive physical damage with frequent critical hits, this is the ideal weapon.
Recommended Materia:
- Chakra Materia – Cloud may be taking quite a beating with the Nail Bat since he’ll almost always be right in the face of your enemy. Chakra can keep his HP topped up during difficult fights.
- ATB Boost – Cloud’s already dealing big physical damage with the Nail Bat, and ATB Boost lets you double down. More ATB means more ability spam when a foe is staggered.
- HP Up – An obvious choice since Cloud will always be up close and personal with the enemy.
- Luck Up – The Nail Bat is already adept at scoring critical hits — why not boost it even further.
- Deadly Dodge – Additional attacks after you dodge. With the Nail Bat, your ideal job is to just never stop attacking.
- ATB Stagger – Even more ATB boosts for Cloud whenever he staggers an enemy. And based on his damage output, that’s going to be quite often.
- Steadfast Block – Okay, so Cloud can’t attack all of the enemies all of the time, so some kind of defensive fallback plan is a good idea. The ATB boost is a really nice bonus.
Hardedge
Location: Buy it from the weapon shop in Wall Market.
The Hardedge is a powerful weapon focused on dealing high physical damage, unlike the Nail Bat which prioritizes critical hits. It also offers a good range of magical upgrades and some defensive benefits. If you want Cloud to excel in physical combat without limiting his options, the Hardedge is a strong choice. With the right materia, it can be surprisingly adaptable to different situations.
Recommended Materia:
- Chakra – A decent way to keep Cloud’s HP topped up when he’s fighting at the front.
- HP Up – More HP is never a bad thing.
- Parry – A solid defensive option for a weapon that’s already suited to close combat.
- ATB Stagger – It’s wise not to pass up more ATB gained from using this high damage weapon.
- Steadfast Block – Less damage, more ATB. What’s not to like?
Mythril Saber
Location: Buy it from the weapon shop in Wall Market in Chapter 14.
The Mythril Saber makes Cloud a powerful magic user. Upgrades let you focus on offensive spells, which are great since he’s a close-combat fighter, but support magic is also effective thanks to the significant magic boost. If you want Cloud to specialize in magic, this sword is the best choice.
Recommended Materia:
- Fire, Ice, Lightning – With the Mythril Saber, Cloud is capable of dealing huge spell damage.
- Healing – Ideally, Cloud is best suited to being an offensive magic user, but his high stats — thanks to the Mythril Saber — also allow him to support the party when needed.
- Barrier – Again, Cloud is more than capable of supporting his allies with this weapon.
- HP Absorption – Not a necessity, but link HP Absorption to one of your elemental materia, and Cloud can recover a lot of health when he’s dealing big spell damage. Can be a surprisingly potent combination.
- MP Up: An obvious choice if Cloud’s going all-in on magic.
- Magic Up: Another obvious choice, boosting Cloud’s magic damage even higher.
Twin Stinger
You can find this item in a purple chest during Chapter 17. It’s hard to miss – it’s located right beside a staircase you’ll need to climb.
This magical weapon is a good alternative to the Mythril Saber, offering a more well-rounded playstyle. It not only has powerful magical upgrades, but also provides some defense and improves Cloud’s physical attacks. It’s a great option if you want Cloud to be versatile – able to deal magic damage or support the team with healing and protective spells.
Recommended Materia:
- Fire, Ice, Lightning – Twin Stinger has upgrade boosts for all elemental damage, so any of these spells are worthwhile.
- Healing – Support magic is well worth considering given Twin Stinger’s strengths.
- Barrier – Again, Cloud’s fully capable of supporting the party with Twin Stinger equipped.
- Magnify – Magnify allows Cloud to hit multiple targets with spells, or heal multiple allies. Can be a game changer in tougher battles.
- HP Absorption – Worth considering given Twin Stinger’s magic preference. Equip it to an elemental spell, hit weaknesses, and Cloud can be pretty tanky.
- MP Up – An obvious choice.
- Magic Up – Bolstering Cloud’s magic even a little bit more might be worthwhile.
- Steadfast Block – Given Twin Stinger’s slight leaning towards defensive play, Steadfast Block deserves a shout so that you can capitalise.
All Tifa Weapons
Leather Gloves
Location: This is Tifa’s starting weapon.
Leather Gloves are Tifa’s versatile, all-purpose weapon, similar to Cloud’s Buster Sword, and focus on slightly stronger physical attacks. Upgrading them is simple, and Tifa gains good defensive improvements, including boosts to both defense and HP. They’re ideal if you want Tifa to be well-rounded and capable in any situation.
Recommended Materia:
- Fire, Ice, Lightning – Any offensive magic will do, just to help round out Tifa’s tools.
- Healing – Tifa is naturally speedy, so she gains ATB faster than other characters. With a healing spell, she can provide decent support.
- Time – Again, Tifa’s already fast, but what if she could be faster? Time materia is worth considering for Haste.
- Chakra – Tifa comes readily equipped with Chakra materia, and it’s good for keeping her HP at safe levels.
- Steal – A fair shout given that the Leather Gloves already make Tifa very versatile.
- HP Up – When is HP Up materia ever a bad choice?
- Parry – A solid defensive option for Tifa when she’s playing an all-round game.
Metal Knuckles
Location: A reward for beating a boss in Chapter 5. Can’t miss it.
The Metal Knuckles make Tifa a powerful physical attacker, excelling at close-range combat. However, this build significantly weakens her magical abilities and reduces her defenses, which were already somewhat low. They’re fantastic for dealing massive damage to enemies when they’re vulnerable, but you’ll need to carefully monitor Tifa’s health during challenging battles.
Recommended Materia:
- Chakra – Tifa might be taking some heavy blows on the front lines, so Chakra can be used to keep her fighting. Plus, the lower your HP is, the more Chakra heals. Syncs well with lower defences.
- HP Up – Obviously.
- Luck Up – Tifa already has naturally high luck, so giving her even more isn’t a bad idea.
- Deadly Dodge – More physical moves to play around with.
- Parry – Can really come in handy when you want to stay mobile but defend at the same time.
- First Strike – Paired with Tifa’s high speed, First Strike lets you gain a large chunk of ATB right off the bat. Perfect for offensive play.
- ATB Stagger – More ATB for Tifa as she punches enemies into bloody pulps.
Sonic Strikers
You can find this item in a purple chest during Chapter 7. It’s in a hallway between the engineering labs where you use key cards – it’s pretty noticeable!
Sonic Strikers are a well-rounded option for Tifa, giving her a decent amount of magical ability without making her a full-fledged mage. They let her use offensive or supportive spells, or a mix of both, alongside her usual attacks. While they slightly reduce her defense, they’re a good choice if you’re willing to trade some survivability for magical versatility.
Recommended Materia:
- Fire, Ice, Lightning – Any offensive magic works well here, given the upgrades.
- Healing – The magic boosts provided by this weapon allow Tifa to become a solid support character.
- Barrier – Same as above.
- Time – The Sonic Strikers do have a few speed upgrades, so Time materia isn’t a bad shout if you want Tifa to be even faster, while also buffing her allies.
- ATB Boost – With her naturally high speed, Tifa is already built for building her ATB gauge quickly. With ATB Boost, plus this weapon’s magic upgrades, she can ensure that she always has the necessary ATB to cast spells.
- MP Up – Not a necessity, but a solid option if you find Tifa’s MP pool to be a little bit shallow.
- Magic Up – Again, not a necessity, but worth considering if you want to give Tifa’s magic power an additional boost.
Feathered Gloves
You can find this item in Chapter 10. Head to the sewers and open the first sluice gate. Then, crawl underneath it – the chest containing the item is right in front of you.
Feathered Gloves are a well-rounded weapon choice for Tifa, primarily focused on boosting her physical attacks. What sets them apart are the more detailed upgrades, like reducing damage when blocking and building up her ATB gauge faster. They’re a solid option overall, letting Tifa effectively handle close-range combat in various ways.
Recommended Materia:
- Chakra – Not a bad shout since Tifa will mostly be in the thick of battle with these gloves. The damage reduction on block upgrades should make her surprisingly tanky when played right, so having Chakra on hand for when she does take a beating is good preparation.
- Deadly Dodge – Tifa’s extended Deadly Dodge attacks are really quite good, and the Feathered Gloves attack boosts make the combo even more effective.
- Parry – Damage reduction on block syncs nicely with Parry materia.
- ATB Stagger – Feathered Gloves don’t have the highest physical attack of all Tifa’s weapons, but they’re still strong enough to warrant ATB Stagger materia.
- Steadfast Block – Again, a perfect fit for a weapon that already has damage reduction on block upgrades.
Mythril Claws
Location: A reward for beating a boss in Chapter 13. Can’t miss it.
As a Tifa fan, I have to say the Mythril Claws are the weapon if you want to focus on her magic. They really boost her spell power, especially offensive spells and elemental attacks. If you’re like me and love a fast-paced battle style, and want to build Tifa into a super-speedy magic user, these claws are absolutely the way to go! They let her cast spells incredibly quickly, making her a force to be reckoned with in Midgar.
Recommended Materia:
- Fire, Ice, Lightning – This weapon is built for offensive magic.
- HP Absorption – Given the high magic power of this weapon, HP Absorption can heal a lot of Tifa’s health when linked with the right elemental materia.
- MP Up – An obvious choice.
- Magic Up – Another obvious choice.
- ATB Stagger – Not a necessity, but if you’re hitting elemental weaknesses and staggering a lot of enemies, ATB Stagger can refill Tifa’s ATB gauge incredibly quickly.
Purple Pain
You can find this item in a chest during Chapter 16. When you’re playing as Tifa and doing the platforming section, look for a platform off to the side. To reach it, avoid the first ladder and instead use the hanging bars to swing across.
Purple Pain is designed to maximize Tifa’s critical hits, significantly boosting both the rate and damage of those attacks. Since Tifa already attacks faster than anyone else, this weapon allows her to deal massive damage when landing critical hits one after another. With some good fortune, Tifa can quickly defeat enemies using Purple Pain.
Recommended Materia:
- ATB Boost – More ATB means more heavy hitting attacks.
- Luck Up – How about we boost that critical hit rate even higher?
- Deadly Dodge – More attacks, please.
- ATB Stagger – Critical hits can fill an enemy’s stagger bar very quickly, so why not boost your ATB gain even further?
All Barret Weapons
Gatling Gun
Location: This is Barret’s starting weapon.
Barret’s initial weapon is well-rounded and offers plenty of upgrade possibilities. While Barret is naturally durable, the Gatling Gun allows players to customize his role with different materia, letting him adapt to various combat styles.
Recommended Materia:
- Fire, Ice, Lightning – Barret’s gun arm already allows him to sit back and attack from a distance but having some magic on hand gives him some additional versatility.
- Healing – The Gatling Gun doesn’t boost Barret’s magic all that much, but he can still chip in with support now and then.
- HP Up – Barret’s naturally high HP makes HP Up materia an easy choice regardless of weapon.
- Steadfast Block – More ATB from blocking always comes in handy.
Light Machine Gun
Location: Given to you at the end of Chapter 6. Can’t miss it.
The Light Machine Gun lets Barret play a supportive role with plenty of magic upgrades, but it still allows for solid physical attacks, making it a well-rounded weapon. It’s ideal if you want Barret to be versatile – capable of both fighting and providing healing to the team.
Recommended Materia:
- Fire, Ice, Lightning – While the Light Machine Gun is geared more towards support spells, offensive magic is still worth considering.
- Healing – The weapon’s relatively high magic means Barret can do some decent healing.
- Revival – There’s a good chance that Barret will be the last one standing in a tough battle, so having Revival materia on hand can really come in handy.
- Barrier – Another solid choice, allowing Barret to support his allies.
- HP Up – This weapon already has some defensive upgrades, and additional HP is always a great fit for Barret.
- MP Up – Barret doesn’t have a lot of MP, so MP Up materia can give him the boost that he needs to succeed in a support role.
Big Bertha
Location: Buy it from the Sector 7 Slums Weapon Shop owner in Chapter 13.
Okay, so the Big Bertha is basically all about making Barret super durable. He already starts with the most HP, and this gun just piles on even more stats if you can keep him healthy during a fight. If you’re looking to build Barret as a total tank who can also deal a ton of damage, this is the weapon to get. I’m talking serious staying power and firepower!
Recommended Materia:
- Chakra – Keep Barret’s HP topped up with this materia.
- HP Up – An obvious choice for this weapon. Boost Barret’s HP to max if you can.
- Steadfast Block – Steadfast Block can significantly lessen incoming damage, which is something you’ll want when Big Bertha has so many HP-based boosts.
Steel Pincers
Location: Buy them from the Moogle kid in Chapter 14. Costs 7 Moogle Medals.
Steel Pincers aren’t just for close-range combat with Barret; they completely change how he plays. The upgrades clearly show they’re meant to make Barret a powerful magic attacker, giving him a lot of magical boosts. While he might not become the team’s main mage, this weapon allows Barret to inflict significant damage with both physical attacks and magic.
Recommended Materia:
- Fire, Ice Lightning – Any offensive magic works well here.
- Healing – You can definitely get away with giving Barret some healing materia with this weapon, if you want.
- HP Absorption – Barret has a lot of HP, and keeping it topped up by hitting enemies with linked spell materia isn’t a bad idea.
- MP Up – Steel Pincers do boost Barret’s MP and MP regeneration quite a bit, but it can still feel like he doesn’t have much of it. MP Up materia obviously helps with this.
- Magic Up – Another magic boost.
Wrecking Ball
Location: A reward for completing the ‘Subterranean Menace’ side quest in Chapter 14.
Okay, so the Wrecking Ball is awesome if you want to turn Barret into a real close-combat fighter, kinda like the Steel Pincers. It’s all about dealing massive physical damage – I’ve loaded it up with tons of attack-boosting upgrades, and it really shows! If you’re looking for Barret to be your main damage dealer, right in the enemy’s face, this weapon is definitely the way to go.
Recommended Materia:
- Chakra – The wrecking ball isn’t meant for magic, so Chakra’s a good option for Barret to have.
- HP Up – HP for Barret, as always.
- ATB Stagger – More ATB gain so that Barret can really double down on damage.
- Steadfast Block – Barret’s going to be right in the thick of battle with this weapon, so having some better defence certainly can’t hurt.
EKG Cannon
Location: Pay Hart 10,000 gil in Chapter 16.
The EKG Cannon is Barret’s strongest choice for combining magic with long-range gun attacks. It provides significant magical boosts and increases his critical hit rate, making him a powerful attacker. While it doesn’t offer the most defense, its high magic stat allows Barret to effectively cast healing spells when needed.
Recommended Materia:
- Fire, Ice, Lightning – Make the most of EKG Cannon’s high magic.
- Healing – Barret’s more than capable of keeping the party healthy with this weapon.
- HP Absorption – HP Absorption’s not a bad call if you’re hitting elemental weaknesses.
- MP Up – More MP never hurts when you’ve got high magic.
- Luck Up – EKG Cannon boasts some decent critical hit bonuses, so make the most of them with Luck Up.
All Aerith Weapons
Guard Stick
Location: This is Aerith’s starting weapon.
While the Guard Stick is Aerith’s initial weapon, it’s surprisingly well-suited for magic, much like Aerith herself. Compared to other characters’ starting options, it leans heavily into magical abilities, offering a lot of simple but useful magic upgrades. It’s a good pick if you want to focus on Aerith’s natural strengths.
Recommended Materia:
- Fire, Ice, Lightning – Aerith is pretty much the best magic user in the game — you’re gonna need spells.
- Healing – Offensive or support spells, Aerith can do it all with the Guard Stick.
- Revival – Keep the party fighting fit with Aerith’s high MP.
- HP Absorption – Not a necessity, but it can help keep Aerith’s HP up when linked with the right materia.
- MP Up – An obvious choice.
- Magic Up – Another obvious choice.
Silver Staff
Location: Buy it from the Moogle kid in Chapter 8. Costs 2 Moogle Medals.
The Silver Staff is a fantastic weapon for Aerith, letting her maximize her magical abilities. It improves both her attack and support spells, and significantly increases her overall magic power. With enough upgrades, it becomes a better choice than the Guard Stick if you’re focusing on a magic-based playstyle.
Recommended Materia:
- Fire, Ice, Lightning – Any and all offensive spells are a must here thanks to the huge magic upgrades.
- Healing – Aerith can quite easily be your main healer with this weapon.
- Revival – Again, main healer coming through.
- Magnify – Being able to heal everyone at once is huge.
- HP Absorption – Aerith has the lowest natural HP in the party, but HP Absorption can keep her surprisingly healthy as long as it’s linked to the right materia.
- MP Up – An obvious choice.
- Magic Up – Another obvious choice.
Arcane Scepter
You can find this weapon as a reward for completing one of two side quests in Chapter 9: ‘A Dynamite Body’ or ‘Shears’ Counterattack’. Which quest you receive depends on choices you made earlier in the game, but completing either one will give you the weapon.
The Arcane Scepter is Aerith’s best weapon for dealing damage with magic. If you want her to be a primary damage dealer in your party, this is an excellent choice. It significantly boosts her magic attack and elemental powers, allowing her to exploit enemy weaknesses and maximize damage output.
Recommended Materia:
- Fire, Ice, Lightning – Give Aerith as much offensive magic as you can to ensure that she covers as many weaknesses as possible.
- HP Absorption – Again, Aerith doesn’t have much HP, but you can keep it topped up with this materia under the right circumstances.
- MP Up – Obviously!
- Magic Up – Obviously, obviously!
Mythril Rod
You can find this item in a chest during Chapter 11, at the start of the Train Graveyard. When you reach the area where you first fight rats, don’t climb the ladder. Instead, go through the abandoned train car. The chest is at the end of the car, in a small open space.
The Mythril Rod is a solid choice for Aerith if you’re looking to boost her defenses a bit without sacrificing her magical abilities. It’s another magic-focused weapon, but with some added survivability, making it a good all-around upgrade.
Recommended Materia:
- Fire, Ice, Lightning – Aerith can work with any offensive magic.
- Healing – Healing magic, too.
- MP Up – More MP, please.
- Magic Up – More magic, please.
- Steadfast Block – A slightly odd choice perhaps, but it works with a few of the Mythril Rod’s upgrades, namely the ones that give defensive boosts if Aerith has high HP.
Bladed Staff
You obtain this weapon by stealing it from the final boss of Chapter 11. Make sure one of your characters has the ‘Steal’ materia equipped before the battle to successfully do so.
The Bladed Staff is a neat weapon choice for Aerith, especially because it can significantly increase her magic damage with critical hits. However, it doesn’t really provide any benefits she doesn’t already get from her other magical weapons.
Recommended Materia:
- Fire, Ice, Lightning – You know why this is here by now.
- MP Up – More MP equals more spells equals more potential critical hits.
- Magic Up – Never a bad idea to have Magic Up on Aerith.
- Luck Up – More critical hits!
Reinforced Staff
You can find this item in a chest at the very start of Chapter 17. It’s located in the room where the chapter begins, so it should be easy to spot!
Okay, so I’ve been experimenting with the Reinforced Staff, and it’s pretty cool. It doesn’t give Aerith huge offensive boosts like some other staves, but it really makes her tougher. I can still have her cast all the spells – damage or support – but now she can actually take a hit or two! If you’re like me and find Aerith gets knocked out too easily in the harder battles, this staff is a lifesaver. It’s all about making her a more well-rounded character.
Recommended Materia:
- Fire, Ice, Lightning – While the Reinforced Staff does promote a more defensive style of play, Aerith can still be dishing out elemental damage when necessary.
- Healing – Healing magic is always good on Aerith.
- Revival – With slightly more defensive options, Aerith should be able to survive a little longer. If she’s the one party member left standing, you’ll be glad she’s capable of reviving her allies.
- MP Up – More MP!
- Magic Up – More magic!
- Steadfast Block – The Reinforced Staff already reduces incoming damage thanks to upgrades to bolster Aerith’s guard, so Steadfast Block seems like a natural fit.
Best Materia in Final Fantasy 7 Remake – Recommendations
In addition to the materia we suggest for each weapon, here’s some advice on the most helpful materia to use in Final Fantasy 7 Remake. The materia listed below are consistently useful and worth considering.
- Healing MateriaIt goes without saying that Healing materia is a must. At least one character in your party should have healing slotted at all times in order to keep the party healthy without needing to rely on items.
- Chakra MateriaThough not as instantly useful as Healing materia, Chakra materia is great for when you’re low on HP. It restores health based on how much of it you’ve lost, and it’s an ability, not magic, meaning there’s no MP cost. Chakra can be a huge help on hard mode in particular, since you can’t use items at all. As such, conserving MP is a big deal.
- Barrier MateriaBarrier can be the difference between life and death in the game’s tougher battles. At maximum mastery it halves both incoming physical and magical damage. Barrier is a borderline necessity in some of hard mode’s most difficult fights.
- Elemental MateriaWhen linked to an elemental spell materia, like Fire, Ice, or Lightning, Elemental infuses your equipment with that element. More elemental damage is stacked on top of your weapon’s usual damage as you level Elemental up — and it even works defensively, reducing, nullifying, or even absorbing incoming spells. Elemental materia is situational — you obviously need the right materia linked to it based on your opponent’s strengths or weaknesses — but if you’re prepared, it can make some fights far, far easier.
- Magnify MateriaAlthough it’s far from a necessity in the game’s earlier chapters, Magnify can be a real lifesaver later on. Magnify allows spells to hit multiple targets when linked, and while it can certainly be useful against enemies of the same type, its real worth lies in healing. Link Magnify to your main healer’s Healing materia, and you can restore the health of the entire party. The effectiveness of the magic will be lessened when linked with Magnify, but it becomes less of a problem as the materia levels up.
- Time MateriaWe wouldn’t say Time materia is a necessity, but it’s still highly recommended. Haste can transform your party into a whirlwind of destruction, while slow can cripple certain enemies. Stop, the materia’s mastery magic, outright freezes an opponent for about ten seconds, opening them up to… Well, pretty much anything that you want. It doesn’t work on most bosses, but it’s still a super effective strategy.
- HP Up MateriaEquip HP Up on everyone if you can. As its name suggests, this materia gives a percentage boost to the character’s HP — and we’d go as far to say that it’s a necessity. The HP growths that you get from HP Up can be massive — especially on Cloud and Barret, making your party much, much harder to kill. You can even equip two HP Up materia on one character if you really want.
- MP Up MateriaYou can never have enough MP, and MP Up gives a hefty boost to anyone who has it slotted. It’s not as important as HP Up, for obvious reasons, but it can be a huge help, especially when playing on hard mode.
- Steadfast Block MateriaSteadfast Block saves lives — it’s as simple as that. For melee fighters like Cloud and Tifa, Steadfast Block can be unbelievably useful. Not only does noticeably reduce incoming damage while guarding, it also restores more ATB on block, allowing you to strike back in style. An excellent materia that’s easy to use.
Our Final Fantasy 7 Remake guide covers everything from how long it takes to beat the game and how many chapters there are, to details on New Game Plus, Chapter Select, and the endgame. We also have a dedicated guide to Hard Mode, with helpful tips and advice to help you succeed.
If you need help finding side quests, see our guides on Chocobo Search locations and where to find Corneo’s Secret Stash.
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2026-01-21 18:16