Best Visions to Use in Final Fantasy Resonance
With so many characters to pick from, settling on the best Visions in Final Fantasy Resonance can feel daunting. Every Vision has a niche where it shines. A handful, though, are useful almost anywhere, and you can unlock most of them early on.
This guide covers the strongest Visions to use in the early game of Final Fantasy Resonance. We’ll expand it once we’ve spent more time testing the late-game options. If you’ve missed any of these, keep our complete list of Visions in Final Fantasy Resonance nearby so you can track them down.
Best Visions to use early in Final Fantasy Resonance
We rate each Vision mainly on two things: the skills it gives the equipped character, and its mastery abilities. Sometimes one matters more than the other, but usually we weigh them together. Squall, for instance, hands out strong debuffs and potent skills, but his mastery abilities are underwhelming next to Terra’s. Terra’s equipped skills are also handy.
Resonance hands out Vision upgrade materials generously, so feel free to try different pairings and keep whatever suits your style. This starter guide only shows what tends to work. Part of the fun is stumbling onto an overpowered combination you never expected.
Tronn
Hear me out: level up Tronn on nearly every party member. His skills get overshadowed later in the game. At max level, though, he grants the “Half MP Cost” mastery ability, which almost everyone should have. It halves the MP cost of Fina’s summons and of the devastating late-game skills. It also pays off once you start building around acting twice in two turns, or around higher MP costs in exchange for bigger damage.
Warrior of Light

The Warrior of Light has no real name and lacks the flash of a figure like Cloud, but he’s an essential pickup, especially for Rain. Protect and its upgraded versions make tough enemies easier to endure. The “Multi-Cover” mastery ability helps when you can’t stagger a foe before it unleashes a heavy attack. His spellblade skills are just as valuable. Rain’s magic attack is mediocre, but spellblade skills deal physical damage. Thunder Blade and Stone Blade, along with their upgrades, therefore let him hit a wider range of weaknesses without losing damage.
It’s also convenient to have a healer other than your main caster.
Cloud
Cloud arrives early and stays one of the best Breaker-class Visions for a long time. His “Restore MP on Critical Hit” mastery ability pairs beautifully with Laswell, who lands critical hits constantly. It lets him keep using stagger skills without needing MP top-ups. Cloud’s battle skills are excellent too. The “surge” spellblade skills deal heavy stagger damage, and Braver hits absurdly hard, even harder on a critical. He also gives the wearer useful buffs and debuffs that lower enemy physical attack and raise your own.
Terra

Terra takes some setup to get the most from, but she’s indispensable for any party with spellcasters. Her main mastery ability is “Tenebrous Rites,” which boosts magic damage against enemies afflicted with status ailments or debuffs. Any debuff counts, even a small drop in attack or speed, so it works on bosses that resist status effects. Combine it with her passive magic attack bonus and the Magic Boost skill from Lid or Fina, and your damage climbs into the thousands even early on.
Her spell list is solid as well, covering fire, water, and ice, plus Drain to restore the caster’s HP. Most importantly, at max level Terra grants the “Breaking the Limit” mastery bonus, which lets characters deal more than 9,999 damage per hit. You’ll want it later, so consider leveling Terra on everyone.
Zidane
Zidane is the top Saboteur-class Vision in Final Fantasy Resonance, and the only one available until Chapter 6. Debuffs are a big part of his appeal, but not all of it. His skills can lower enemy speed and strength, among other things. He also has a strong wind spell that hits every enemy, plus a water spell that grows stronger against staggered foes. That one can deal huge damage during bonus phases, so don’t overlook it.
Noctis

Noctis’ skill set looks strange at first, but it comes together nicely for the right character. Strength-oriented fighters like Rain and, later, Jake can do serious damage with Warp Strike. His ice and thunder spells also suit magic users like Nichol, who otherwise have limited elemental options. Noctis adds passive boosts to physical and magic attacks too. His best feature, though, is Warp Strike’s passive effect, which gives the user a chance to trigger a bonus phase whether or not the enemy was staggered.
Firion
Firion has an ability so overpowered that you may want to level him on everyone. At max rank he unlocks “Arms Akimbo,” which grants two actions in a single turn. Shantotto and Squall have comparable abilities (“Dualcast” and “Double Action,” respectively), but theirs come with restrictions. With “Arms Akimbo,” you can unleash a Limit Burst and then attack, or use two healing items in one turn. The options are nearly endless. It’s close to game-breaking, and it gives you the safety of attacking and healing every turn on the toughest challenges, if you choose.
Shantotto
Shantotto is trickier to use than the other Visions here. With the right setup, though, she can work wonders. That means keeping your limit gauge above 50% most of the time while you aren’t at full health. She wields powerful magic even at Awakening Level 2, and her dark, thunder, and water elements let her handle many enemy types. Her “Dark Rites” mastery ability raises magic power based on how much HP the wearer has lost. The “Area Effect Adept” ability is easily among the best of the mid-game. It doubles MP cost when you target multiple enemies, but keeps the spell as potent as it would be against a single target.
Source: Polygon
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