Combat
Phantom Blade Zero Weapons: All Primary Blades and Archetypes
S-GAME confirms more than 30 main weapons, and many of them are taken from enemies you defeat. This page groups the confirmed blades by how they actually play rather than by their names.
At a glance
- Planned count
- More than 30 main weapons; about 14 shown publicly before launch
- Default weapon
- Black Scars (English UI name unconfirmed)
- Main source
- Defeating bosses; every weapon is tied to a specific enemy
- Rarity tiers
- None — the producer confirms every blade is unique, with no quality grades
- Loadout
- Two main weapons equipped, switched with a cooldown
- Upgrades
- Levels unlock new moves; reforge is free and returns materials in full
Weapons in Phantom Blade Zero are not a ladder. A starter blade stays useful because its mechanic is still relevant, and the later roster is built around answers rather than raw numbers. Read the list by what each weapon does to the enemy's Sha-Chi bar, not by where you found it.
How many main weapons are there?
S-GAME's official line is more than 30. Before launch, about 14 had been shown in trailers, previews or a published weapon catalogue, and this page groups the 16 distinct entries confirmed well enough to be useful. The rest of the roster remains unrevealed, so any list claiming the full 30 is guessing.
You carry two main weapons and switch between them mid-fight; the switch refills your Sha-Chi but has a cooldown that grows as your remaining Sha-Chi shrinks. The second slot is therefore both a combo extender and an emergency resource.
Do weapons have rarity tiers?
No. The studio has confirmed there are no quality or rarity grades on weapons — no common-to-legendary ladder, no statistically superior version of the same blade. Every weapon is unique and, in the producer's framing, stands as a trophy of the specific strong enemy you defeated to claim it. That is why the roster reads as a collection of different answers rather than a ranking: a late-game blade does not obsolete an early one whose mechanic still fits the fight.
How do you get new weapons?
The producer's explanation is blunt: every weapon is taken from a defeated boss, and the 30-plus count is why the game has more than 50 bosses. That model has no weapon shops and no quest rewards.
One exception appears in a Chinese weapon catalogue, which lists the Tiger-Head Twin Hooks as a drop from an elite guard enemy rather than a boss. That may be a translation of a mini-boss encounter, or the catalogue may be describing a different acquisition rule. Treat the boss-only rule as the general case and the elite drop as Unconfirmed.
The three grip families
The revealed weapons fall into three physical families, and the family usually predicts the rhythm of the fight:
- Single-handed blades trade reach and commitment for recovery speed. They are the easiest place to learn perfect guards.
- Paired weapons, including mismatched long-and-short sets, produce longer strings and more mobility, often with a thrown or detached element.
- Two-handed blades hit harder and break Sha-Chi faster, but leave you exposed when a string whiffs.
There are outliers, including a throwing weapon and at least one pair of rings, which is why the grouping below is by behaviour rather than by grip.
Balanced blades for learning the game
Black Scars is Soul's default. It exists in a standard paired form, a longer two-handed form and a shorter twin form, and the public build has shown only basic strings. Its lack of a gimmick makes it the cleanest weapon for learning timing.
Tang Hengdao is a single-handed military saber described in preview material as having an even attack-and-defence rhythm. Oar Blade is the other plain military option: a two-handed blade built for pushing through an enemy's attack rather than dancing around it. Neither has a flashy mechanic, and that is the point.
Counter weapons: guard, flash, punish
Bandit-Bane Blade is the simplest counter weapon in the revealed set. Guard at the moment of impact, press the heavy attack, and the blade wipes the enemy's Sha-Chi bar and opens an execution. If you are struggling with the blue-flash timing, this is the weapon that teaches it.
Soft Snake Sword is the opposite kind of counter tool. Enemies cannot fully block it, but its raw damage is low, so its value comes from a precise defensive counter that releases a high-damage retaliation. It asks for better timing than Bandit-Bane and pays out more.
Tiger-Head Twin Hooks carries a counter move that flings the enemy behind you, handy for breaking up a crowd's formation. The Fanatic's Broken Blade approaches the same idea from a different angle: it drinks to restore Sha-Chi, and at high intoxication its normal and heavy attacks become ranged flying-sword strikes.
Bleed and damage-over-time blades
Jagged Steel is the early-game workhorse. Repeated hits stack bleed on living enemies, and enough stacks trigger a blood burst. It clears ordinary encounters faster than anything else available early, and it stops working against constructs and puppets, which have no blood to lose. The same limitation is why the late game asks you to keep a second answer in reserve.
Technical dual blades and mobility
White Serpent & Crimson Viper is a paired long-and-short set. The short blade handles the fast strings, the long blade handles the heavy cuts, and alternating between them triggers a Double Serpent Dance state that raises damage the longer you sustain it. The short blade can be thrown to mark an enemy or to end the dance, and at higher upgrade levels the thrown blade persists after a weapon switch.
Jade Twin Rings replaces the dodge with a longer white Ghoststep and turns the heavy attack into a thrown ring. Enemies with a full Sha-Chi bar block the ring, so it works as a finisher rather than an opener, and it is excellent against archers with no bar to speak of. Both weapons support a mid-range execution.
Mandarin Duck Axes appear in a trailer on a masked fighter. They are probably a player weapon, but nothing has confirmed it yet, so this page lists them as a likely addition rather than a known one.
Freeze, fire and zone control
White Shadow is a two-handed saber built around a freeze meter. Hits slow the target and fill a gauge; when the gauge fills, the enemy freezes. Its skill White Shadow Howl ends with a guaranteed freeze, and a later upgrade lets you dash to a frozen enemy and extend the freeze. Published pre-release values list 1,443 damage and 757 guard break at level 30.
Red-Armored Ghost Slash creates a field of red spider lilies that suppresses an enemy's Sha-Chi regeneration and slowly drains it. Against a boss that recovers quickly, that field is worth more than a damage buff.
Spider Lily Greatsword is a separate two-handed blade: landing the right move triggers a flower burst that amplifies its damage. It shares the flower imagery with Ghost Slash but not the mechanic.
Guard-break and heavy weapons
Shieldbreaker Greatsword does exactly one thing: breaking a shield outright. Its other properties have not been published. Against shielded bandits and bronze guardians, that one property is often the whole fight.
Most heavy blades also drain Sha-Chi faster simply because they deal more guard damage, but the game does not publish per-weapon guard-break numbers outside the two level-30 screens above. Do not compare weapons by the damage figure alone; a lower number with faster strings can drain a bar sooner.
Weapons with unique rules
Seamless Death is listed as a main weapon in the throwing category, which makes it the odd entry in a roster of melee blades. Its full move set has not been shown. The Ya Hengdao appears in preview footage but has no published mechanic or acquisition route.
The final trailer added an oddball to the offbeat column: the Blade Umbrella, an umbrella-shaped weapon shown in the montage. Fans have compared it to the iconic umbrella blade of a well-known wuxia film, though S-GAME has not framed it as a reference. Its moves and acquisition route are Unconfirmed.
The Wooden Sword is Soul's childhood blade. The producer describes it as a statement of the game's kung-fu philosophy: at its peak, mastery needs no sharp edge. Whether it is a usable weapon, and how it is earned, has not been shown; treat it as lore-confirmed and mechanically Unconfirmed.
What weapon upgrades unlock
Weapons level up and unlock moves at fixed tiers. The published examples use five-level steps: a utility skill at level 5, a resource-return or fusion passive at 15, a finisher or extended state at 25, and a capstone at 30. White Serpent & Crimson Viper, for instance, gains the marking throw at 5, a second blade in hand at 15 and a persistent thrown blade at 25.
Upgrade materials are limited, but the Reforge Talisman resets a weapon and returns everything invested in it. The studio describes reforging as free and lossless — materials come back in full so they can be poured into a different blade. That makes experimentation cheap in the long run, though it does not give you more materials to hold at once.
Which weapon should you use early and late?
Early: Jagged Steel for clearing, Bandit-Bane Blade for learning counters, and any plain blade for practice. Mid-game: add a freeze or zone-control weapon for bosses that regenerate Sha-Chi quickly. Late: keep one blunt answer for shields and one elemental answer for enemies that ignore bleed.
The producer's own summary: build and execution matter about equally. A weapon that fits your timing beats a weapon with a bigger number, and the reforge system exists precisely so you can test that claim.
Can you miss weapons?
Probably. Weapons are tied to bosses, and some bosses sit inside optional or purple-marked story chains. If advancing the main story closes a chain, the weapon attached to it closes with it. The confirmed advice is to finish purple quests before the point of no return; the full list of missable weapons will not be known until after launch.