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Weapon Types Explained — Guns, Grenades & Combat Roles

Weapon types in Resonance of Fate explained: handguns, machine guns, and grenades—scratch vs direct roles, stats, and when each gun class wins fights.

10/31/2026 Enhanced Remaster RoF Wiki Editors Last updated: 10/31/2026 6 min read

FAQ

Does Resonance of Fate have assault rifles?
No. Wikipedia and RPG Land list handguns, machine guns (SMGs), and grenades. There is no separate assault-rifle category in the official weapon-type split.
Which weapon type deals scratch damage?
Machine guns only. Scratch shows as blue on the HP gauge, recovers over time, and cannot kill by itself until a direct-damage hit converts it.
What are handguns for?
Direct damage, gauge breaks on grounded shots, and finishing enemies after machine guns scratch them. Some weak foes die to handguns alone without scratching first.
How do grenades differ from guns?
Grenades use their own thrown-weapon XP track, consume grenade items, and can stun, break gauges, or mix scratch/direct depending on element and blast type per RPG Land and Erickdesu’s Steam guide.
Can one character use two machine guns?
Yes, if both are one-handed compatible and total weight fits the character’s limit. Dual wield averages stats between the two weapons (Steam guide dual wield section).
What do Charge Speed and Magazine Size mean on the stat sheet?
Charge Speed and Charge Acceleration control how fast attacks charge; Magazine Size sets bullets per burst. threetimes documents these on the customize screen when you attach sights, barrels, and magazines.

Which weapon types exist in Resonance of Fate?

The game groups combat tools into three leveled families plus support cases:

Category Damage type Typical role XP track
Handgun Direct Gauge break, kill shot after scratch Handgun level
Machine gun (SMG) Scratch only Fill blue bar quickly, stun skills Machine gun level
Thrown grenade Direct and/or scratch (element dependent) AoE, status, burst finish Thrown weapon level
Support case (First Aid, Grenade Box, Magazine Case) N/A Healing scratch HP or holding consumables Does not level

There is no assault rifle class in official descriptions (Wikipedia combat summary, RPG Land weapon chapter). Fan wikis label SMGs as “machine guns”; in-game items use names like SMG-05 and PDW-XN series (Giant Bomb weapon list).

Each hero has two equip slots. Valid loadouts include handgun + machine gun, dual handguns, dual machine guns, gun + case, or gun + grenades (RPG Land).

How do scratch and direct damage map to weapon types?

In-game tutorial comparing scratch damage from machine guns and direct damage from handguns in Resonance of Fate Enhanced Remaster

The tutorial screen above states the loop plainly: machine guns paint scratch (blue); handguns apply direct (green) and convert existing scratch. Scratch that sits too long can heal—speed matters more than raw per-shot numbers early on.

Machine gun burst applying blue scratch damage to a training dummy in the Arena tutorial in Resonance of Fate Enhanced Remaster

Direct-only kills on weak targets remain possible with handguns (Ludo guide + Erickdesu Steam guide). Bosses and shielded parts usually need scratch first.

For combat flow beyond weapons, read scratch vs direct damage and the battle system hub.

Handguns — stats, range, and when to fire

Handguns lean toward gauge break skills as their charge bonuses level up (in-game Tips 6: Weapons and Leveling Up tutorial). Grounded handgun shots target the body part you face; they do not randomize across all shields like airborne fire.

Trait Handgun tendency Source
Damage Direct only Wikipedia, RPG Land
Charge focus Gauge break, stun setup eA6D7sVDh3I tutorial text
Range Shorter charge time at close range; longer at distance Erickdesu charge/distance notes
Dual wield Averages RoF, charge, weight between two HG Steam guide dual wield math

Named handguns differ by base stats—examples from Giant Bomb / Fandom tables include 1191.45 Auto (starter), B-N84, SG-B226, and late Golden variants in Neverland. The chassis name matters less than custom parts you socket (weapon customization guide).

Resonance line glowing blue between allies during a handgun follow-up shot in the Arena tutorial in Resonance of Fate Enhanced Remaster

Machine guns — scratch pressure, RoF, and skills

Machine guns trade killing power for volume of scratch. Skills such as Full Scratch (Fandom SMG section) push entire gauges blue faster than handguns could. They cannot finish unless a direct-damage partner converts.

Trait Machine gun tendency Source
Damage Scratch only Wikipedia, Ludo guide
Charge bonus track Attack power on charge Tips 6 tutorial
Air vs ground Air shots spread across shields; ground shots need line of sight to parts Erickdesu airborne vs ground
Magazine Higher burst count via magazines in customize grid threetimes customize primer

Starter SMG-05 goes to Zephyr in the Prologue; heavier PDW-XN lines unlock later (Giant Bomb). Weight often blocks dual MG setups on Leanne until levels and lighter parts accrue.

Grenades and thrown weapons — ammo, elements, status

Grenades occupy a weapon slot or a grenade box case. They consume individual grenade items crafted or bought through the Tinkerer (threetimes §07 Tinkerer). Throwing uses the same charge meter as guns; higher thrown level increases possible charge tiers (RPG Land).

Erickdesu notes grenades can stun, scratch, or deal direct depending on element—similar flexibility to special ammunition but with per-throw inventory cost. Status payloads (fire, ice, shock, poison, oil) overlap with accessory resistances listed in threetimes §09 Status Changes.

Because grenades share the thrown XP track, rotating them on a third character prevents stagnation even if that character mainly shoots guns.

Support cases — not weapons, but they compete for slots

Case Holds Why pick it
Magazine Case Special ammo rounds Elemental or anti-type bursts (one round per attack volley per RPG Land)
Grenade Box Grenades Extra throws without using the weapon slot
First Aid Kit Heal items Recovers scratch HP mid-fight (Leanne’s default)

Cases add weight. threetimes’ early SMG build shows Leanne cannot keep a case and a heavy MG until stats rise.

How does leveling split across weapon types?

Tutorial panel listing separate handgun machine gun and thrown weapon XP tracks in Resonance of Fate Enhanced Remaster

Character display level = handgun + machine gun + thrown levels (Tips 6 + Steam guide). XP comes from damage dealt with that weapon:

  • Direct hits grant XP to the part or body struck.
  • Scratch grants XP when later converted, not when it fades unused (Steam guide + threetimes leveling notes).

Rotate weapons instead of maxing one track—total level raises HP and weight limit, gating customize grids.

Quick pick chart by situation

Situation Lead with Finish with Notes
Random street mob Machine gun Handgun Default scratch → direct loop
Shield-heavy foe MG or grenade scratch Handgun ground shot for gauge break Air MG spreads to off-angle shields (Erickdesu)
Weak exploration enemy Handgun only — Saves time if scratch not needed
Boss burn phase Grenade element matching weakness Handgun after scratch Save consumables—player consensus in Steam comments
Arena rank grind Match enemy weakness ammo Dual wield if weight allows See best gun setup

Resonance of Fate weapon and damage tutorials

Sources

Last verified: 2026-10-31

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