Final Fantasy 7 Remake: Barret weapons upgrades, skills

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This page of the Final Fantasy 7 Remake guide describes the improvements and skills you can purchase for Barret's weapon. Below you have a list of the skills you can develop for that hero.

Gatling Gun Core (upgrade cost 4 SP) - Final Fantasy 7 Remake: Barret weapons upgrades, skills - Inventory - Final Fantasy 7 Remake Guide

Gatling Gun

Gatling Gun Core (upgrade cost 4 SP):

  1. Attack Power +5
  2. Magic Attack Power +5
  3. Max HP +100
  4. New Materia Slot

Gatling Gun Sub-Core I (upgrade cost 6 SP):

  1. Attack Power +5
  2. Magic Attack Power +5
  3. Defense +4
  4. Magic Defense +4
  5. Max HP +100
  6. New Materia Slot

Gatling Gun Sub-Core II (upgrade cost 8 SP):

  1. Attack Power +8
  2. Magic Attack Power +8
  3. Max HP +150
  4. Max MP +5
  5. Overcharge Damage 10% Boost
  6. New Materia Slot

Gatling Gun Sub-Core III

  1. Attack Power +12
  2. Magic Attack Power +12
  3. Defense +5
  4. Magic Defense +5
  5. Max HP +200
  6. New Materia Slot

Gatling Gun Sub-Core IV

  1. Attack Power +14
  2. Magic Attack Power +14
  3. Max HP +200
  4. Max MP +8
  5. Limit Break Damage 5% Boost
  6. New Materia Slot

Gatling Gun Sub-Core V

  1. Attack Power +14
  2. Magic Attack Power +14
  3. Max HP +200
  4. Max MP +8
  5. New Materia Slot Connection
  6. New Materia Slot Connection
  7. New Materia Slot

Light Machine Gun Core

Light Machine Gun Core (upgrade cost 4 SP):

  1. Magic Attack Power +6
  2. Defense +5
  3. Max HP +150
  4. New Materia Slot

Light Machine Gun Sub-Core I (upgrade cost 6 SP):

  1. Attack Damage 5% Boost
  2. Physical Damage Reduction 10% when Guarding
  3. Buff Duration 10% Boost
  4. Debuff Resistance +5

Light Machine Gun Sub-Core II (upgrade cost 8 SP):

  1. Attack Power +6
  2. Magic Attack Power +6
  3. Defense +8
  4. Max HP +200
  5. Magic Attack Power +5 with High HP
  6. Physical Defense +5 with High HP

Light Machine Gun Sub-Core III

  1. Attack Power +6
  2. Attack Power +6
  3. Magic Attack Power +8
  4. Magic Attack Power +8
  5. Limit Break Damage 5% Boost
  6. New Materia Slot

Light Machine Gun Sub-Core IV

  1. Attack Power +10
  2. Magic Attack Power +10
  3. Magic Attack Power +10
  4. Stagger Siphon
  5. New Materia Slot
  6. New Materia Slot Connection

Light Machine Gun Sub-Core V

  1. Attack Power +12
  2. Magic Attack Power +12
  3. Elemental Damage 5% Boost
  4. Healing Spells MP Cost Reduction 20%
  5. Reprieve
  6. New Materia Slot
  7. New Materia Slot Connection

Big Bertha

Big Bertha Core

  1. Attack Power +8
  2. Magic Attack Power +10
  3. Max HP +250
  4. Max HP +250
  5. Max HP +250
  6. New Materia Slot

Big Bertha Sub-Core I

  1. Magic Attack Power +5 with High HP
  2. Magic Attack Power +5 with High HP
  3. Physical Defense +10 with Low HP
  4. Magic Defense +10 with Low HP
  5. Trade-Off
  6. Self-healing 50% Boost with Low HP

Big Bertha Sub-Core II

  1. Attack Power +10
  2. Attack Power +10
  3. Magic Attack Power +10
  4. Max HP +250
  5. Limit Break Damage 5% Boost
  6. Limit Break 5% Boost with Low HP
  7. New Materia Slot
  8. New Materia Slot Connection

Big Bertha Sub-Core III

  1. Attack Power +10
  2. Attack Power +10
  3. Magic Attack Power +12
  4. Max HP +250
  5. Elemental Defense 5% Boost
  6. New Materia Slot
  7. New Materia Slot

Steel Pincers

Steel Pincers Core

  1. Fire Damage 5% Boost
  2. Ice Damage 5% Boost
  3. Lightning Damage 5% Boost
  4. Wind Damage 5% Boost
  5. Elemental Materia Damage 10% Boost
  6. Inflicted Debuff Duration 10% Boost

Steel Pincers Sub-Core I

  1. Attack Power +12
  2. Magic Attack Power +8
  3. Max MP +8
  4. New Materia Slot
  5. New Materia Slot Connection
  6. New Materia Slot Connection

Steel Pincers Sub-Core II

  1. Attack Power +16
  2. Magic Attack Power +14
  3. Max MP +10
  4. Max MP +10
  5. MP Regeneration 50% Boost
  6. New Materia Slot Connection
  7. New Materia Slot
  8. New Materia Slot

Steel Pincers Sub-Core III

  1. Attack Power +16
  2. Attack Power +16
  3. Magic Attack Power +12
  4. Physical Defense +5 with High HP
  5. Attack Spells MP Cost Reduction 20%
  6. Healing Spells MP Cost Reduction 20%
  7. Magic 20% Boost with Full MP

Wrecking Ball

Wrecking Ball Core

  1. Attack Power +6
  2. Attack Power +6
  3. Magic Attack Power +6
  4. Attack Damage 5% Boost
  5. ATB Charge Rate 10% Boost

Wrecking Ball Sub-Core I

  1. Buff Duration 10% Boost
  2. Magic Damage Reduction 10% when Guarding
  3. Crippling Damage 10% Boost
  4. New Materia Slot
  5. New Materia Slot

Wrecking Ball Sub-Core II

  1. Attack Power +8
  2. Attack Power +8
  3. Attack Power +8
  4. Magic Attack Power +8
  5. Limit Break Damage 5% Boost
  6. Bloodsucker
  7. Stagger Siphon
  8. Weapon Ability Critical Hit Rate 10% Boost

Wrecking Ball Sub-Core III

  1. Attack Power +8
  2. Attack Power +8
  3. MP Regeneration 10% Boost
  4. Reprieve
  5. New Materia Slot Connection
  6. New Materia Slot Connection

EKG Cannon

EKG Cannon Core

  1. Magic Attack Power +10
  2. Max HP +300
  3. Critical Hit Rate 10% Boost
  4. Critical Hit Damage 10% Boost

EKG Cannon Sub-Core I

  1. Weapon Ability Critical Hit Rate 10% Boost
  2. Critical Hit Rate 50% Boost with Low HP
  3. Physical Defense +10 with Low HP
  4. Magic Defense +10 with Low HP
  5. New Materia Slot

EKG Cannon Sub-Core II

  1. Attack Power +10
  2. Magic Attack Power +15
  3. Max HP +350
  4. Attack Damage 5% Boost
  5. Overcharge Damage 10% Boost
  6. Critical Hit Damage 10% Boost
  7. New Materia Slot
  8. New Materia Slot

EKG Cannon Sub-Core III

  1. Attack Power +10
  2. Magic Attack Power +15
  3. Critical Hit Rate 50% Boost with Low HP
  4. Bloodsucker
  5. Reprieve
  6. New Materia Slot

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