Ff7r Materia Slots

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10 min readFeb 3, 2021

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Materia is equipped by ‘slotting’ it into a weapon or armor piece, and every piece of gear in the game has a different number or configuration of materia slots — our weapons guide and armor.

  1. Apr 10, 2020 Best Materia Combinations and Builds in Final Fantasy 7 Remake. Here are a few builds which should help you in a variety of situations. (Materia + Materia denotes a paired slot.).
  2. Equip Multiple Materia In Conjunction For Special Effect Certain weapons and accessories, will have a ‘linked’ Materia slot available for use, represented by image of 2 circles connected. By equipping Support Materia and a specific compatible Materia in that slot allows you to fuse and upgrade its magic effect.

Nearly five years after it was first announced at E3 in 2015, Final Fantasy VII Remake is finally here. Square Enix’s latest brings a lot of changes to the game’s much-loved combat and character progression systems. Unlike the original game, you won’t be buying and selling dozens of weapons all the time. Instead, each character has six possible weapons, which cannot be sold. Some are easier to find than others, and all of them contain their own unique skill grid to allow you unlock upgrades in the order you choose.

While there’s plenty of room for exploration and experimentation, we found some weapons suited a particular character’s innate strengths better than others. Here’s our picks for the best weapons and essential ability unlocks for Cloud, Barret, Tifa, and Aerith — and which you can afford to skip.

FF7 Remake weapon upgrades: General tips

FF7 Remake’s weapons system is all about flexibility. There’s no right way to customize each one, and the only wrong way to use it is to forget to allocate your skill points! It’s easy to do if you’re getting into rapid-fire fights in a dungeon, or when a boss fight is followed by a chapter break or a lengthy cutscene.

If you find this happening routinely, consider automating upgrades by highlighting a weapon name and pressing the Triangle button. You’ll see three options: Balanced, attack, and defense. Attack makes the most sense for Cloud and Tifa, while we opted for balanced with Barret’s spare weapons and defense for all of Aerith’s rods. You might not want to do this for everything, but it’s fine for the equipment you don’t use as often.

One general tip that applies to every member of your party: you’ll get a whole lot of Materia in FF7 Remake, more than you can possibly use. For every weapon in your arsenal, we recommend that you unlock new Materia slots ASAP. Sure, it might not be as flashy as an extra 250 HP, but Materia gives you even more flexibility to tweak each character to your specifications.

Best weapon upgrades for Cloud in FF7 Remake

In case the six-foot sword wasn’t a dead giveaway, Cloud is primarily a close-range attacker. Most of his arsenal is geared toward boosting his strength stat, though two late-game blades (the Mythril Saber and Twin Stinger) boost his magic stat considerably.

I didn’t use those much, instead favoring straightforward melee setups for the Buster Sword and Hardedge, which boost Cloud’s attack stat at the expense of his magic power. You’ll probably rely on the Buster Sword early on, and it make sense to prioritize HP, attack, and defense boosts for your upgrades.

Later on, the attack boosts for the Hardedge are truly outstanding, and offset the blade’s limited number of Materia slots (a maximum of four in two pairs). Prioritize all the boosts to attack power and equip the Elemental Materia on the blade to deal with foes with weakness to magic. Let Aerith or Barret be your caster instead.

Best weapon upgrades for Barret in FF7 Remake

Barret also has two melee weapons, the Steel Pincers (available from the Moogle Emporium) and the Wrecking Ball (a sidequest reward in Chapter 14). The latter offers a big attack boost, but really hampers his magic stat. Like Cloud’s magic blades, we didn’t use these much, but they could be fun to play around with on a second playthrough or in Corneo’s arena.

I used Barret’s base Gatling Gun for much of the early game despite having other options, as it offers a nice balance between attack and magic, letting you keep Marlene’s big daddy away from the fray. Since he’ll need to absorb a lot of damage for the party early on, use your skill points to improve his HP and defense stats first.

You’ll get access to Big Bertha in Chapter 13, from the Sector 7 weapon shop guy. Again, prioritize HP and defense boosts here, and make sure to unlock the ‘self-healing 50 percent boost with low HP’ node for 12 SP as soon as you can.

Best weapon upgrades for Tifa in FF7 Remake

Like the two dudes on the squad, Tifa has two items that boost her magic stats significantly, if you’re tempted to make her a spellcaster. I wasn’t, because Tifa’s speed makes it really easy to chain abilities into devastating combos.

Early on, the Metal Knuckles are a solid pick, but the magic stat sucks and the Overpower ability feels redundant. Speed and attack power are what you want to focus on here. (Speed will make her ATB gauge fill faster, making combos a breeze.)

Ff7r Materia Slots

Once you find the Feathered Gloves in Chapter 10, switch over to those. They’re not as powerful as the Metal Knuckles, but they make up for it with a little boost to magic and a much more useful ability in Starshower, which deals a lot of damage and quickly closes a gap between Tifa and an enemy on the battlefield. Get the ATB Charge Rate 10 percent Boost for 10 SP first thing, then prioritize speed and attack.

Ff7r Materia Slots

Tifa’s ATB bar charges quickly enough that she can stagger enemies with low-damage magic, then pummel them with her fists. Unlike the original FF7, you don’t need to have a high magic stat to make spells worthwhile in FF7 Remake.

Best weapon upgrades for Aerith in FF7 Remake

Aerith’s upgrade possibilities are among the least interesting of the bunch, because all her weapons are pretty similar to one another. Don’t bother with the 5 percent elemental damage boosts: her magic stat is already the highest of the team and this barely moves the needle.

You can get the Silver Staff shortly after she joins the party from the Moogle Emporium in Sector 5. Focus on magic attack power boots and HP boosts to make her a little less delicate. Two 14-point boosts reduce the cost of Attack and Healing spells respectively, and are worth the investment.

You’ll find the Mythril Rod in a treasure chest during a dungeon in Chapter 11. The upgrades here are mostly killer — boosts to magic attack, MP, and loads of bonus Materia slot — but you can skip all the conditional High HP / Low HP boosts, which won’t have a noticeable impact. The Reinforced Staff is also a nice option due to its ATB-charging ability, but is saddled with a lot of filler ‘upgrades’ and arrives very late in the game.

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Ff7 remake materia slots

In Final Fantasy VII Remake, magic spells, new abilities, and stat boosts can be obtained by equipping Materia to each character’s offensive and defensive equipment. The original PS1 game’s Materia system allowed for virtually limitless customization: any character could be a formidable magic user, a defensive tank, or a long-range fighter. That isn’t so much the case with FF7 Remake, where party members have more clearly defined combat roles. Still, getting a handle on some key Materia basics early on will be a huge benefit in the long run. Here are the five most important things to know.

5. Every Materia type, explained

As in the original game, there are five varieties of Materia:

  • Magic Materia is green, and consists of magical skills that consume MP and ATB. These are your basic Cure and elemental (Fire, Wind, Ice) spells. Keep these equipped as much as possible to level up and get stronger versions of each spell.
  • Command Materia is yellow and gives you new ATB abilities. Prayer, Assess and Steal are among the most useful.
  • Support Materia is blue, and combines with green magic Materia to enhance its effects. Elemental, Warding, and Magnify are the ones we used most.
  • Independent Materia is magenta, and each has a unique effect. Some boost your HP or MP, while others allow your character to dodge or parry. There’s a lot of new stuff in this category, compared to the original game.
  • Summon Materia is red, and allows the calling of powerful, iconic beasts to aid in boss fights.

4. Always have Assess

When you meet Chadley in the Sector 7 slums, his first offering to you is a piece of yellow Assess Materia. Using this during battle takes one ATB charge and offers a detailed rundown of your opponents strengths and weaknesses. It sometimes suggests techniques to use against them.

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Back in the 90’s, we called this one Scan, and it wasn’t all that useful. This time around, it’s essential. You’ll need to use it to complete several of Chadley’s research challenges. What’s more, some of FF7 Remake’s challenging mid- and late-game bosses will slap you silly if you can’t quickly stagger them into submission. There might be a a couple tough battles where you use Assess and restart the battle with a new Materia setup for your team.

Tifa’s a good option to equip this, as her ATB gauge tends to fill fast given her high speed stat. This also pairs well with the Whistlewind Scarf accessory, so you can use Assess right at the start of battle.

3. Summon Materia is less important than the original game

There are only a handful summons available in FF7 Remake, presumably because this is only the first slice of a larger story. You can only use summons in boss fights, and each character can only equip one red Materia in a single, isolated slot. Summons will appear on the battlefield for a limited time, and anyone in your party can issue commands to them using the ATB gauge.

While it’s nice that summons don’t take up space on your equipment, they cannot be paired with blue Materia for added elemental damage or protection. (Hades + Elemental used to be a handy pairing in the orginal FF7 to basically immobilize most run-of-the-mill enemies with status effects.) Overall, summons are less important in this version of FF7, though they can certainly help you out in a pinch.

As in the 1997 version of the game, equipping a summon will provide you with a variety of stat boosts. Ifrit is a good one to equip on Cloud or Tifa, as it bumps strength, defense, and other stats suited to a melee fighter.

2. Magic Materia can be mastered fast, but doesn’t duplicate

Maxing out Materia, especially some late-game summons, can take a very long time in the original FF7. That process happens far more rapidly in FF7 Remake, but there’s a pretty big caveat. You won’t get a second, new Materia once you max one out anymore. You’ll have more Materia than you can possibly use all at once fairly early on in FF7 Remake, but there are a few that you can only get one of.

1. Elemental and All / Magnify Materia cannot be purchased

Elemental, a blue support Materia that imbues any character’s weapon or armor with a magical element, is one of the most useful items in all of FF7 Remake. With so many bosses and enemies weak to one or more elements, you’ll wish you had one for everyone. (You’ll be pairing this with Lightning a lot for all those Shinra security bots.) Unfortunately, there’s only one, and it’s found in Chapter 6, down a ladder that’s a slight detour from the third sun lamp.

All, another blue support Materia that was ubiquitous in the original FF7, has been renamed Magnify in the remake. It makes any single-target spell effective on all enemies or party members. There’s only one of them to be found in a single playthrough, and you can’t buy it in shops. You’ll see it plainly during the final robot-arm puzzle in the Sector 6 tunnels, just drop Aerith off nearby.

Ff7 Materia Slots

While this may seem like a major change, the updated combat system means Magnify is nowhere near as useful as All was in the original game. You probably won’t miss it much, and given the fast pace of combat, your party will already be attacking multiple enemies at once. The Prayer materia is a decent workaround for full-party healing that won’t eat into your MP. Magnify + Binding is a fun pairing for dungeons where you run into large hordes of enemies, as you can usually knock some of them to sleep briefly.

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Ff7 Linked Materia Slots

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