There are many ways to increase the power of your Heroes in AFK Journey, but one of the most important upgrades comes in the form of Exclusive Weapons. This guide will tell you all you need to know about Exclusive Weapons, including their effects, how to unlock them and when to upgrade them for each of your Heroes.

Every Hero in the game has a unique Exclusive Weapon with unique effects that are individual to that Hero. You unlock the Exclusive Weapon separately (at level 0) for each Hero when a Hero reaches the Mythic+ rarity. The Exclusive Weapon unlocks a new skill for the Hero, which in some cases can dramatically increase the power of the Hero.

You can upgrade the Exclusive Weapon for each Hero in the Hero Upgrade screen, with every +5 levels unlocking a new ability or an improvement to existing abilities. The table below shows the general upgrade path, including the cost of each upgrade and what you unlock for each upgrade.

Upgrade Tier Unlocks Tier Required Cost
0 to +5 Total Stats & Ability Upgrade Mythic+ 150 Tidal Essence
+6 to +10 Total Stats & Ability Upgrade Supreme 75 Temporal Essence
+11 to +15 Total Stats & Ability Upgrade Supreme+ 200 Temporal Essence
+16 to +20 Total Stats Supreme+ 125 Twilight Essence
+21 to +25 Total Stats Supreme+ 250 Twilight Essence
Upgrade Tier Unlocks Tier Required Cost
+1 Stats Mythic+ 10 Tidal Essence
+2 Stats Mythic+ 20 Tidal Essence
+3 Stats Mythic+ 30 Tidal Essence
+4 Stats Mythic+ 40 Tidal Essence
+5 Ability Upgrade Mythic+ 50 Tidal Essence
0 to +5 Total Stats + Upgrade Mythic+ 150 Tidal Essence
+6 Stats Supreme 5 Temporal Essence
+7 Stats Supreme 10 Temporal Essence
+8 Stats Supreme 15 Temporal Essence
+9 Stats Supreme 20 Temporal Essence
+10 Ability Upgrade Supreme 25 Temporal Essence
+6 to +10 Total Stats + Upgrade Supreme 75 Temporal Essence
+11 Stats Supreme+ 30 Temporal Essence
+12 Stats Supreme+ 35 Temporal Essence
+13 Stats Supreme+ 40 Temporal Essence
+14 Stats Supreme+ 45 Temporal Essence
+15 Ability Upgrade Supreme+ 50 Temporal Essence
+11 to +15 Total Stats + Upgrade Supreme+ 200 Temporal Essence
+16 Stats Supreme+ 15 Twilight Essence
+17 Stats Supreme+ 20 Twilight Essence
+18 Stats Supreme+ 25 Twilight Essence
+19 Stats Supreme+ 30 Twilight Essence
+20 Stats Supreme+ 35 Twilight Essence
+16 to +20 Total Stats Supreme+ 125 Twilight Essence
+21 Stats Supreme+ 40 Twilight Essence
+22 Stats Supreme+ 45 Twilight Essence
+23 Stats Supreme+ 50 Twilight Essence
+24 Stats Supreme+ 55 Twilight Essence
+25 Stats Supreme+ 60 Twilight Essence
+21 to +25 Total Stats Supreme+ 250 Twilight Essence

Use the table below to navigate between the different Heroes and find out everything you need to know about their Exclusive Weapon.

Heroes

Alsa

Exclusive Weapon Ability: Don of Terra

Exclusive Weapon Overall Power: Moderate

Exclusive Weapon Sweet Spot: +0

Level Ability or Upgrade Power
+0

Alsa increases the damage of Vigorous Slam by 50% after dealing damage with the skill, stacking up to 2 times. She also increases the shield value of Swift Evasion by 5% of her max HP after casting it, stacking up to 2 times.

+5 Reduces teh Energy cost to 400 when the Vigorous Slam buff is stacked to its maximum.
+10 Reduces the cooldown to 6s when the Swift Evasion buff is stacked to its maximum.
+15 Increases the damage dealt by the next Vigorous Slam by 55%. This effect can stack up to 2 times.

Antandra

Exclusive Weapon Ability: Gale Barrier

Exclusive Weapon Overall Power: Moderate

Exclusive Weapon Sweet Spot: +5

Level Ability or Upgrade Power
+0

Antandra rushes next to the guarded ally when their HP ratio drops below 50% for the first time, reducing their damage taken by 40% for 10s. This skill can only be used once for each guarded ally per battle.

+5 Rushes next to the guarded ally, recovering their Energy by 100 per second for 4s.
+10 Rushes next to the guarded ally, reducing their damage taken by 50%.
+15 Rushes next to the guarded ally, reducing their damage taken by 60%.

Antandra’s Exclusive Weapon isn’t a complete game changer for the Hero but it is worth rushing it to level +5 if you have her in one of your core line ups. By providing the guarded ally with +400 Energy over 4 seconds, you can accelerate the use of some powerful ultimates to shift the tide of the battle.

Arden

Exclusive Weapon Ability: Spring Thunderstorm

Exclusive Weapon Overall Power: Moderate

Exclusive Weapon Sweet Spot: +5, +10

Level Ability or Upgrade Power
+0

Arden inflicts all enemies within the range of the dark cloud with Entangling Roots once after casting Force of Nature.

+5 The effect range of Arden's Ultimate is extended to 3-tile.
+10 The duration of Entangling Roots is increased to 3s.
+15 The duration of Entangling Roots is increased to 3.5s.

Arden’s Exclusive Weapon allows him to inflict Entangling Roots on all enemies within the range of the Dark Clouds produced by his Ultimate. Off the bat, it’s a little underwhelming, but when you upgrade it to +5, the range of his Ultimate becomes pretty large, meaning you will be able to find more targets for Entangling Roots. Another sizable upgrade comes at +10, when the duration of Entangling Roots is increased by 50% to 3s.

Atalanta

Exclusive Weapon Ability: Sleight of Hand

Exclusive Weapon Overall Power: Weak

Exclusive Weapon Sweet Spot: +10

Level Ability or Upgrade Power
+0

Sweet Encounter can be cast 2 times in a row when a battle starts, prioritizing different targets.

Passive, the damage dealt by Sweet Encounter is increased by 6%.

+5 The bonus damage ratio of Sweet Encounter is increased to 8%.
+10 Atalanta steals 10% ATK and 10% Phys DEF from the target every time she hits her main target with Sweet Encounter. This effect cannot be stacked on the same target, and the stolen stats will be returned in 8s.
+15 The bonus damage ratio of Sweet Encounter is increased to 10%.

Atalanta’s Exclusive Weapon is somewhat lackluster, but that is perhaps because she is a lackluster hero overall so this does little to make her viable. The Sweet Encounter damage bonus from the passive is minor at both +0 and +5 and although the immobilization effect from the double cast of Sweet Encounter is not to be sniffed at, it has a low impact overall. At +10, the ability to drain stats from her target is about as useful as her ability becomes, however the fact that it cannot stack holds it back from being powerful.

Berial

Exclusive Weapon Ability: Shadow Reflection

Exclusive Weapon Overall Power: Powerful

Exclusive Weapon Sweet Spot: +10

Level Ability or Upgrade Power
+0

If non-summoned enemies remain isolated for over 3s, they lose 180 Energy and generate a Silhouette that inherits 50% of Berial's ATK, HP and 100% of other stats. This Silhouette loses 8% of its max HP per second. This effect can only be triggered once on the same target within 20s, and the Silhouette can only deal damage by normal attacks.

+5 The Silhouette inherits 70% of Berial's ATK and HP.
+10 Enemies lose 40 Energy when they receive damage from the Silhouette.
+15 The Silhouette inherits 80% of Berial's ATK and HP.

Berial’s Exclusive Weapon is powerful and can wreak havoc on enemies who become isolated from their allies. Although already strong at +0, it really comes into its own at +10, with the Silhouette draining the isolated opponent’s energy as well as dealing considerable damage to it. Depending upon the isolated target, delaying this target’s ultimate can sometimes be enough to swing a victory.

Brutus

Exclusive Weapon Ability: Cleaving Strike

Exclusive Weapon Overall Power: Weak

Exclusive Weapon Sweet Spot: +0

Level Ability or Upgrade Power
+0

Brutus cleaves with all his might to enemies within 1-tile arc in front after receiving physical damage 10 times from adjacent enemies, dealing 200% damage plus 12% of the target's max HP. The total damage cannot exceed 750% of his ATK. Brutus also gains 30% Life Drain. This skill can be triggered once every 5s.

+5 Brutus deals 230% damage plus 12% of the target's max HP with this skill (the total damage cannot exceed 780% of his ATK).
+10 Removes the cooldown limit for this skill. Brutus can cast this skill for every 10 physical damage attacks he takes from adjacent enemies.
+15 Brutus deals 260% damage plus 12% of the target's max HP with this skill (the total damage cannot exceed 780% of his ATK).

Unfortunately, Brutus’ Exclusive Weapon is not quite powerful enough to make the Hero worthy of consideration in most teams. It can be situationally powerful if Brutus is able to land it on several tanky/high HP Heroes but most of the time it won’t do much to put you in the lead, particularly given its 1-tile range. If Brutus is tanking a lot of normal attacks from fast-attacking Heroes, the +10 upgrade can turn him into a cannon but again this is situational and therefore we find it hard to recommend pushing for this.

Bryon

Exclusive Weapon Ability: Tacit Strike

Exclusive Weapon Overall Power: Powerful

Exclusive Weapon Sweet Spot: +0, +5

Level Ability or Upgrade Power
+0

Elona deals 350% damage to the enemy and stuns them for 3s when Bryon is being controlled or receives damage exceed 15% of his max HP from a single hit. This skill takes effect once every 20s and can only be triggered when Elona is on the field.

+5 When Bryon takes a fatal blow, Elona consumes all the Energy to block the fatal damage for him and restores 200% of byron's ATK as HP for Bryon. For the next 5s, Bryon cannot be targeted and recovers 40% HP per second. Then Elona departs from the battlefield and cannot be summoned for 10s. This effect can only be triggered once per battle.
+10 Elona's counterattack damage is increased to 400%.
+15 Elona's counterattack damage is increased to 450%.

Bryon’s Exclusive Weapon makes a big difference to his power on the battlefield, by introducing increased damage, crowd control and a reincarnation effect. You will get most of the juice from this Exclusive Weapon just by upgrading it to level +5, since the +10 and +15 effects are relatively minor damage boosts.

Carolina

Exclusive Weapon Ability: Ice Vortex

Exclusive Weapon Overall Power: Powerful

Exclusive Weapon Sweet Spot: +5, +10

Level Ability or Upgrade Power
+0

When casting Snowball Witchery, Carolina permanently increases the damage of the snowballs by 10%, up to 7 times. From the third cast of Snowball Witchery, Carolina deals AoE damage to adjacent tiles with newly produced snowballs and reduces enemies' Magic DEF by 15% for 6s.

+5 Uses a snowball to attack the same controlled enemy hit by Carolina's normal attacks.
+10 Increases the Magic DEF reduction to 25%.
+15 Increases the Magic DEF reduction to 30%.

With Carolina’s Exclusive Weapon in play, you’d definitely want her on your team in a snowball fight. It’s strong off the bat, increasing her damage significantly over the course of the battle, in addition to providing her snowballs with an AOE effect and reducing enemies' Magic DEF significantly. The most powerful upgrade comes at +5, ensuring that Carolina can nuke down her primary, controlled, target. The +10 upgrade is also powerful however, increasing the Magic DEF reduction to 25%, from 15%, allowing the rest of your wombo combo team to wreak destruction.

Cassadee

Exclusive Weapon Ability: Tidal Blessing

Exclusive Weapon Overall Power: Moderate

Exclusive Weapon Sweet Spot: +10

Level Ability or Upgrade Power
+0

Running Tide grants all allied heroes on the path a temporary buff, empowering their next 6 normal attacks with the effect of Tidal Strength.

+5 Extends the attempt of Tidal Strength effect obtained from the skill to 8 times.
+10 When an enemy takes damage from Tidal Strength 6 times, they will be hit by Undercurrent once immediately.
+15 The Tidal Strength effect obtained from this skill takes effect 9 times.

Cassadee’s Exclusive Weapon would be much stronger if she had better energy regeneration and was able to get Running Tide off in battle more frequently. Despite this however, it is still a worthy Exclusive Weapon which can become powerful if a lot of your allies are caught in the Running Tide. At +10, if you have a lot of allies affected with Tidal Strength, then you can start to trigger a lot of Undercurrents, doing significant damage along with a stun.

Cecia

Exclusive Weapon Ability: Trial of Thorns

Exclusive Weapon Overall Power: Moderate

Exclusive Weapon Sweet Spot: +0, +5

Level Ability or Upgrade Power
+0

Cecia entangles an enemy with reinforced Thorns, dealing 60% damage every second and the target cannot move or act for 4s. Cecia absorbs 1.5% of Phys DEF and Magic DEF from the target every second. The absorbed stats last until the battle ends and are also shared by Mr. Carlyle. Cecia can only absorb each target up to 8 times. This skill prioritizes enemies who have not reached the limit and are not in the control immunity status.

+5 Absorbs 1 of the target's Vitality each time when stealing stats.
+10 Increases the entangled targets' damage taken per second to 70%.
+15 Increases the entangled targets' damage taken per second to 80%.

Cecia’s Exclusive Weapon is not a game changer. The vast majority of her power will still come from her Ultimate and the wonderful Mr Carlyle. However, it still provides Cecia with a powerful Crowd Control ability and allows her to sap the strength of enemy Heroes while buffing herself and Mr Carlyle. After +5, there is little benefit to be gained by upgrading it further outside of the improved Hero stats.

Damian

Exclusive Weapon Ability: Inventor's Will

Exclusive Weapon Overall Power: Very Powerful

Exclusive Weapon Sweet Spot: +0, +10

Level Ability or Upgrade Power
+0

Each toy chariot activates a music halo when it responds to Emergency Support! for the first time, inspiring non-summoned allies within 2 tiles and increasing their Haste by 40 for 10s.

+5 Heals allies within 2 tiles for 80% of her ATK as HP per second.
+10 Inspires non-summoned allies and grants them 50 Haste.
+15 Inspires non-summoned allies and grants them 55 Haste.

Damian’s Toy Chariots become full blown medics when his Exclusive Weapon reaches +5. Although the haste boost at +0 is definitely appreciated, the AOE healing is where this Exclusive Weapon really shines. The haste improvements at +10 and +15 are minor.

Dionel

Exclusive Weapon Ability: Celestial Spear

Exclusive Weapon Overall Power: Powerful

Exclusive Weapon Sweet Spot: +0, +10

Level Ability or Upgrade Power
+0

Dionel summons a light spear after a short delay, dealing 200% true damage to all enemies, up to 3 casting per battle. The skill is only available when the owned Intoxication is fully stacked.

+5 Increases the skill damage dealt to 210%.
+10 Deals extra true damage equal to 20% of the target's current HP when first casting the skill in a battle. Reduces target's Vitality by 60 in the next 8s. The extra damage is no more than 1000% of ATK.
+15 Increases the skill damage dealt to 220%.

Dionel’s Exclusive Weapon turns him into a Zeus-like Celestial, smiting your opponents from the heavens with team-wide true damage. Although it does require some set-up to proc, requiring full stacks of Intoxication, it is powerful and with the additional bonuses provided at +10, it can obliterate your opponent’s line up.

Eironn

Exclusive Weapon Ability: Howling Hurricane

Exclusive Weapon Overall Power: Very Powerful

Exclusive Weapon Sweet Spot: +0, +10

Level Ability or Upgrade Power
+0

Eironn's first casting of Ultimate in battles does not consume Energy, but the damage is reduced to 50% of the original damage.

+5 The damage is reduced to 70% of the original.
+10 Increases immobilize duration to 6s.
+15 The damage is reduced to 80% of the original.

Eironn’s Exclusive Weapon is not only extremely powerful, but essential. Right off the bat at +0, this allows Eironn to immediately cast his Ultimate at the start of the battle, grouping your opponent’s team together and allowing you to set up devastating combinations with other Heroes like Carolina. At level +10, the immobilization duration is doubled from 3s to 6s which is frankly incredible.

Fay

Exclusive Weapon Ability: Grand Entrance

Exclusive Weapon Overall Power: Weak

Exclusive Weapon Sweet Spot: +5

Level Ability or Upgrade Power
+0

Fay grants the buffs of Vibrant Dance and Healing Gemstones on the allied hero deployed on the tile in front of herself when a battle starts.

+5 Also increases the allied hero's Vitality by 15 till the end of a battle.
+10 Increases the allied hero's Vitality by 20.
+15 Increases the allied hero's Vitality by 25.

Definitely one of the weakest Exclusive Weapons in the game, Fay’s provides fairly minor buffs to a single Hero in front of her at battle start. The vitality is ok, so if you are playing her in your comp, you’ll want to get her Exclusive Weapon to at least level 5.

Florabelle

Exclusive Weapon Ability: Protective Blessing

Exclusive Weapon Overall Power: Moderate

Exclusive Weapon Sweet Spot: +0, +10

Level Ability or Upgrade Power
+0

Grants a natural Blessing to allied summons upon their entrance to the battlefield, providing them with a permanent shield capable of absorbing damage equal to 280% of Florabelle's ATK. This skill can be activated once every 0.5s.

+5 Boosts the shield granted by this skill to 330% of Florabell's ATK.
+10 Feeds the allied summon with the highest ATK with an unripe petalplum when Florabelle casts Overgrowth. This transforms the summon into a giant, increasing their Haste by 27 and Life Drain by 32
+15 Boosts the shield granted by this skill to 350% of Florabell's ATK.

Although it’s still quite early to say just how powerful Florabelle’s abilities are, given that she has only just been released, we consider her Exclusive Weapon to be of moderate power, with the shield she is able to grant to her summons of considerable value. The additional buffs granted to a petalium at +10 make it likely worth reaching +10 as a minimum if you are using her in one of your core teams.

Granny Dahnie

Exclusive Weapon Ability: Glimmerbloon Blessings

Exclusive Weapon Overall Power: Powerful

Exclusive Weapon Sweet Spot: +0

Level Ability or Upgrade Power
+0

When Granny Dahnie's HP ratio is lower than 50%, the Glimmerbloom Shield grows bigger, increasing her Phys DEF by 50% and Magic DEF by 50% and recovering 100% of her ATK as HP every second. The skill lasts 12s and can be cast once every battle.

+5 Recovers 105% HP every second.
+10 Gains unaffected when skill takes effect.
+15 Recovers 110% HP every second.

Granny Dahnie’s Exclusive Weapon increases her stickiness considerably, making it much harder to remove her from the battlefield. Most of the value is already realized at +0, with the ability dramatically increasing her defense and providing her with a long-lasting passive health regen when she is taken below 50%. At +10, Granny also becomes immune to crowd control when the skill takes effect.

Hewynn

Exclusive Weapon Ability: Tranquility

Exclusive Weapon Overall Power: Very Powerful

Exclusive Weapon Sweet Spot: +0, +5, +10

Level Ability or Upgrade Power
+0

Hewynn is unaffected for 6s. While casting Rain Prayer, all allies take 30% less damage.

+5 Hewynn has 300 initial energy. All her allies' damage taken is decreased by 32% when the Rain Prayer takes effect.
+10 When Rain Prayer takes effect, Hewynn's healing grants a buff from Revitalize, and all her allies' damage taken is reduced by 34%.
+15 The allies' damage taken is decreased by 36% when the Rain Prayer takes effect.

Hewynn’s Exclusive Weapon is extremely powerful and just gets better as you improve it to +5 and +10. Immediately the immunity to crowd control and flat damage reduction for your allies makes it a must have, but the initial energy at +5 and the additional Revitalize buff at +10 push it over the edge. The +15 effect is immaterial.

Igor

Exclusive Weapon Ability: Horror Strike

Exclusive Weapon Overall Power: Moderate

Exclusive Weapon Sweet Spot: +10

Level Ability or Upgrade Power
+0

Igor extends the range of Ghastly Explosion by 1 tile and reduces the target's' healing received by 50% for 4s when his HP ratio is above 70%.

+5 Reduces the targets' healing received for 5s.
+10 Gains one use of the enhanced Ghastly Explosion regardless of Igor's HP for each Spectre Guard casting.
+15 Reduces the targets' healing received for 6s.

Although Igor’s Exclusive Weapon effect is powerful at +0, Igor will often be below the 70% HP required to get full value from it. Therefore we recommend pushing the Exclusive Weapon to +10 in order to ensure that the healing reduction effect is triggered.

Kafra

Exclusive Weapon Ability: Sylvan Banishment

Exclusive Weapon Overall Power: Moderate

Exclusive Weapon Sweet Spot: +5

Level Ability or Upgrade Power
+0

When a marked enemy receives healing from other enemies, Kafra jumps to the healer and attacks them, dealing 250% damage and reducing their Haste by 40 for 5s. Kafra is unaffected during the period.

+5 Kafra gains a shield that can block 350% damage (of Caster's ATK) for 5s while casting this skill.
+10 Increases damage to 260%.
+15 Increases damage to 270%.

The Exclusive Weapon itself is actually not terrible, but because Kafra is so weak, it isn’t able to really do all that much. The haste reduction is ok but what we’d really be looking for here is Kafra to be able to dismantle or assassinate the opposing team’s primary healer and unfortunately his damage is just not good enough to do that.

Koko

Exclusive Weapon Ability: Fluffy Shield

Exclusive Weapon Overall Power: Moderate

Exclusive Weapon Sweet Spot: +10

Level Ability or Upgrade Power
+0

After the damage recorded in Full Energy has been settled, all allies gain a shield for 7s that can absorb damage equal to 15% of the total damage dealt by allies affected by Full Energy when it's active.

+5 Increases the shield value to 20%.
+10 Removes all allied heroes' control effects when casting Full Energy, gaining 20 Resilience when the skill takes effect.
+15 Gains 30 Resilience when the skill takes effect.

Koko’s Exclusive Weapon is ok. The shield gained when Full Energy ends at +0 is helpful, especially if your team was able to dish out some serious damage through Ultimates during the duration of Full Energy. Again the crowd control removal effect at +10 can be helpful and the Resilience buff is fine. Nothing too exciting here but useful nonetheless.

Korin

Exclusive Weapon Ability: Vine Arms

Exclusive Weapon Overall Power: Powerful

Exclusive Weapon Sweet Spot: +5

Level Ability or Upgrade Power
+0

When Korin and the allies within 2 tiles cast their Ultimates 3 times in total, Korin's arms feel nature's power and enchant his spear with Wilder magic, dealing additional true damage equal to 2% of the targets' max HP for 8s with follow-up attacks, and the extra damage cannot exceed 40% of Korin's ATK.

+5 Increases the ATK SPD by 60 during the skill.
+10 Increases the additional true damage to 2.5% of the targets' max Points.
+15 Increases the additional true damage to 2.8% of the targets' max Points.

Korin’s Exclusive Weapon is quite powerful, mostly as a result of the attack speed increase which is obtained at +5. For 8 seconds, he is able to dish out a fair amount of damage and particularly against tanky Heroes with high max HP. The damage being ‘true’ damage also has a significant impact, allowing him to really shine in the Dream Realm in particular.

Kruger

Exclusive Weapon Ability: Ruthless Vanguard

Exclusive Weapon Overall Power: Weak

Exclusive Weapon Sweet Spot: +0

Level Ability or Upgrade Power
+0

When a battle starts, Kruger gains a shield that blocks damage equal to 40% of his HP for 15s if no allies are present within the surrounding 1 tile. The shield also grants him control immunity. Additionally, Kruger gains 30 Life Drain when no allies are detected within the surrounding tile.

+5 Increases the shield value to 44%.
+10 Removes the distance limit for the Vital Strike (the other restrictions remain). Kruger can rush to Vulnerable enemies and cast Vital Strike to deal damage.
+15 Increases the shield value to 48%.

Kruger’s Exclusive Weapon is underwhelming. The shield is average at best and forces you to isolate your Kruger in all situations. At +10, the adjacency/distance restriction is removed so Kruger can use Vital Strike at distance.

Lucius

Exclusive Weapon Ability: Sacred Beam

Exclusive Weapon Overall Power: Weak

Exclusive Weapon Sweet Spot: +0

Level Ability or Upgrade Power
+0

Shoots Divine Light to a 3-tile wide and 4-tile length frontal area, dealing 90% damage to all enemies within, reducing 8% ATK for 4s.

+5 Each enemy hit grants a 3% shield for 4s.
+10 Reduces the target's ATK by 10%.
+15 Reduces the target's ATK by 12%.

This is another very underwhelming Exclusive Weapon. Not only is the damage and shield at +5 both very low, but the most useful effect which is the enemy ATK reduction only lasts for four seconds. I would be hesitant to recommend using any Essences on Lucius in his current state.

Lumont

Exclusive Weapon Ability: Totem Slam

Exclusive Weapon Overall Power: Weak

Exclusive Weapon Sweet Spot: +5

Level Ability or Upgrade Power
+0

Lumont smashes the ground with totem 3 times after receiving damage equal to 40% of his max HP, dealing 150% damage to enemies within 1, 2, and 3 tiles in order and reducing their ATK by 25% for 6s. His 3rd smash also knocks the enemies hit into the air. Lamont is unaffected while casting the skill.

+5 An extra skill attempt is granted when a battle starts or an ally is defeated for the first time.
+10 Increases damage to 180%.
+15 Increases damage to 210%.

Lumont’s Exclusive Weapon provides him with a repeated AOE slam after taking damage. It’s not a terrible ability but it is pretty weak and certainly is not a game changer. You will need +5 at a minimum in order to allow him to cast the ability multiple times and maximize the value you are getting from it.

Lyca

Exclusive Weapon Ability: Meteor Catastrophe

Exclusive Weapon Overall Power: Weak

Exclusive Weapon Sweet Spot: +0

Level Ability or Upgrade Power
+0

Summons meteors at the start of a battle and sends them to attack the targets while making normal attacks, dealing 40% physical damage.

+5 Increases damage to 50%.
+10 Lyca shoots an aerolite to attack a target with shields, dealing 350% damage. The target will be stunned for 4s if their shield is broken. Only 1 aerolite can be shot every 10s.
+15 Lyca deals 450% damage.

I’m starting to see a pattern here for Characters starting with L and unfortunately Lyca’s Exclusive Weapon is another big L. None of the level abilities or upgrades are good but at least at +0 you are getting a passive damage boost with your normal attacks. The shield-busting ability at +10 is just too situational.

Marilee

Exclusive Weapon Ability: Battlefield Learning

Exclusive Weapon Overall Power: Powerful

Exclusive Weapon Sweet Spot: +10

Level Ability or Upgrade Power
+0

Marilee's ATK is increased by 5% when other allies cast an Ultimate, up to 6 stacks. Her normal attacks deal true damage after reaching max stacks.

+5 Gains an extra stack of Battlefield Learning when the Hyperfocus takes effect for every 10s.
+10 Increases each stack of ATK bonus to 7.5%.
+15 Increases each stack of ATK bonus to 8.5%.

Battlefield Learning turns Marilee into a Dream Realm killing machine. At max stacks, she does ‘true’ damage to opponents, in addition to receiving a 30% (45% at +10, 51% at +15) buff to her ATK. Shoot for +10 to get the extra 50% ATK bonus if you can, but even at +0 and +5 it’s pretty strong.

Mirael

Exclusive Weapon Ability: Dance of Flames

Exclusive Weapon Overall Power: Moderate

Exclusive Weapon Sweet Spot: +0

Level Ability or Upgrade Power
+0

Mirael uses Fireball Singe as her normal attack for the rest of the battle after casting Winged Flame for the first time. The Fireball Singer shoots 2 fireballs each time, each dealing 150% damage to the target and 100% damage to the adjacent enemies.

+5 Bone Spear can burn 2 enemies for the rest of the battle after Mirael casts Winged Flame for the first time.
+10 The damage dealt by each fireball to the target is increased to 160%, and the damage to the adjacent enemies is increased to 110%.
+15 The damage dealt by each fireball to the target is increased to 170%, and the damage to the adjacent enemies is increased to 120%.

This another case of the Exclusive Weapon being fairly decent but the Hero wielding it being rather useless. At +0, Mirael’s normal attacks become pretty powerful AOE fireballs and if using her for whatever reason, the Exclusive Weapon is essential. There are few benefits to be gained by leveling it up further, outside of the stats however.

Niru

Exclusive Weapon Ability: Ethereal Form

Exclusive Weapon Overall Power: Moderate

Exclusive Weapon Sweet Spot: +5

Level Ability or Upgrade Power
+0

Niru casts Ultimate on the nearest ally without consuming Energy when a battle starts, prioritizing the ally behind himself.

+5 The Spirits will not lose HP over time until all allies enter Spirit form for 8s.
+10 Until all allies enter Spirit form for 10s.
+15 Until all allies enter Spirit form for 12s.

Ethereal Form is a situationally useful Exclusive Weapon that can in some cases be used to protect an ally which would otherwise have been targeted and destroyed. It’s essential to get this ability to +5, so that the Spirit does not lose HP over time until all allies are in Spirit form.

Odie

Exclusive Weapon Ability: Heart Crusher

Exclusive Weapon Overall Power: Very Powerful

Exclusive Weapon Sweet Spot: +0, +10

Level Ability or Upgrade Power
+0

Odie immediately defeats poisoned enemies when their HP falls below a certain limit, which is equal to 5.2 times of the base damage dealt by Dart Poison per second. Each time a poisoned enemy hero is defeated, the limit is increased by 0.5 times of the base damage dealt by Dart Poison per second, up to 2 times.

+5 The limit is equal to 5.7 times the base damage of Dart Poison per second.
+10 Owns 600 initial Energy.
+15 The limit is equal to 6.2 times the base damage of Dart Poison per second.

Luckily for us, lovable Odie has an excellent Exclusive Weapon, that is an essential part of his kit. Heart Crusher allows Odie to instantly kill any opponent which has been poisoned by him if their HP drops below a threshold equal to a multiple of the poison damage. This can be used, for example, to instantly kill annoying threats like Igor, as well being a very powerful Hero for your second line-up in the late game. You will be in a good spot if you can get to +10, allowing Odie to get an early Ultimate off.

Parisa

Exclusive Weapon Ability: Falling Blossom

Exclusive Weapon Overall Power: Weak

Exclusive Weapon Sweet Spot: +15

Level Ability or Upgrade Power
+0

Parisa marks the nearest enemy in a symmetrical position with a flower when a battle starts.

+5 Normal attacks hit 1 more target after inflicting 4 marks.
+10 Normal attacks hit 1 more target after inflicting 3 marks.
+15 Normal attacks hit 1 more target after inflicting 2 marks.

Parisa’s Falling Blossom is quite poor. At +15, you are able to get two marks down fairly quickly to start taking advantage of the additional target, however it’s a modest overall damage increase and definitely not something that is really going to shake things up. It’s difficult to get an Exclusive Weapon to +15 so there are much better places to spend your Essences. Sorry Parisa.

Reinier

Exclusive Weapon Ability: Tuned Art

Exclusive Weapon Overall Power: Very Powerful

Exclusive Weapon Sweet Spot: +0, +10

Level Ability or Upgrade Power
+0

Reinier deals 200% damage to the enemy and knocks them down when casting Dynamic Balance, increasing their damage taken by 25% till the battle ends.

+5 Increases damage dealt to the enemy to 250%.
+10 Reduces the position-switched ally's damage taken by 25% till the battle ends.
+15 Increases damage dealt to the enemy to 300%.

Is there anything that this Hero can’t do? Tuned Art excels from the get go, with the swapped opponent taking an additional 25% damage for the entire battle, as well as receiving significant damage from the ability itself. At +10, the Exclusive Weapon gets even stronger, also providing your switched Ally with a huge 25% damage taken reduction for the entire battle. Rush to +10 for this one.

Rhys

Exclusive Weapon Ability: Fury Rush

Exclusive Weapon Overall Power: Weak

Exclusive Weapon Sweet Spot: +5

Level Ability or Upgrade Power
+0

Rhys gains bonus movement speed when moving on the battlefield. He reaches the max speed 5s into a battle and loads Blast Ammo.

+5 Increases Blast Ammo damage to 220% and the splash damage to 50%. Increases the splash range to a 2-tile arc behind the target.
+10 Increases Blast Ammo damage to 230% and the splash damage to 55%. Increases the splash range to a 2-tile arc behind the target.
+15 Increases Blast Ammo damage to 240% and the splash damage to 60%. Increases the splash range to a 2-tile arc behind the target.

There’s not too much to get excited about here, Rhys’ Fury Rush is not great and ultimately just provides a slight improvement to Blast Ammo as you rank it up.

Rowan

Exclusive Weapon Ability: Great Bargain

Exclusive Weapon Overall Power: Moderate

Exclusive Weapon Sweet Spot: +0

Level Ability or Upgrade Power
+0

Once per battle, after selling 3 health potions, Rowan places a super health potion that restores 60% of an ally's max HP and permanently increases their Phys DEF and Magic DEF by 30%.

+5 The health potion recovers 65% of the user's max HP, permanently increasing their Phys DEF and Magic LEFT by 35%.
+10 For every 1 fights in a battle, when Bradduck replenishes the health potion, it turns into a super health potion.
+15 The health potion recovers 70% of the user's max HP, permanently increasing their Phys DEF and Magic DEF by 40%.

Potions anyone? Rowan’s great but he’s not really reliant on his Exclusive Weapon for that. The primary benefit is realized at +0, allowing Rowan to provide a powerful Phys DEF and Magic DEF buff after three health potions have been used.

Salazer

Exclusive Weapon Ability: Soul Drench

Exclusive Weapon Overall Power: Weak

Exclusive Weapon Sweet Spot: +0, +10

Level Ability or Upgrade Power
+0

Salazar immerses himself in the power of the Spirits and casts Enraptured Whip 1 times without cooldown when a battle starts or an enemy is imprisoned. An extra whip strike will be attempted.

+5 The Enraptured Whip deals additional damage equal to 5% of the enemy's current HP, granting 50 Life Drain to Salazar. The additional damage cannot exceed 150% of Salazar's ATK.
+10 Casts Enraptured Whip 2 times without cooldown.
+15 The Enraptured Whip deals additional damage equal to 5.5% of the enemy's current HP, granting 52 Life Drain to Salazar. The additional damage cannot exceed 160% of Salazar's ATK.

Salazer is not great so unfortunately neither is his Exclusive Weapon which grants Soul Drench. His Exclusive Weapon really just provides additional uses and buffs for an ability which is too weak to really make much of a difference.

Satrana

Exclusive Weapon Ability: Radiant Vigor

Exclusive Weapon Overall Power: Weak

Exclusive Weapon Sweet Spot: +5

Level Ability or Upgrade Power
+0

When an enemy hero is ignited, the magic damage taken by Satrana is reduced by 16% until the battle ends. Satrana grants this effect to a nearby ally when one more enemy hero is ignited.

+5 Each ignited enemy hero grants Satrana 200 Energy.
+10 The magic damage taken by Satrana is reduced by 20%.
+15 The magic damage taken by Satrana is reduced by 22%.

Satrana’s Exclusive Weapon really just provides her and an ally with a moderate amount of magic damage reduction. The Energy she receives from ignited enemies at +5 is helpful, or at least it would be if her Ultimate were more powerful.

Scarlita

Exclusive Weapon Ability: Divine Wrath

Exclusive Weapon Overall Power: Very Powerful

Exclusive Weapon Sweet Spot: +15

Level Ability or Upgrade Power
+0

Deals true damage if there are at least 4 surviving non-summoned allies other than herself on the battlefield.

+5 Deals true damage if there are at least 3 surviving non-summoned allies other than herself on the battlefield.
+10 Scarlita's skills knock the non-boss enemies with HP lower than 180% ATK and HP ratio below 20% out of the battlefield. The enemy sent out of the combat this way cannot return and is considered defeated.
+15 Scarlita's skills knock the non-boss enemies with HP lower than 180% ATK and HP ratio below 25% out of the battlefield. The enemy sent out of the combat this way cannot return and is considered defeated.

Scarlita’s Exclusive Weapon grants Divine Wrath, which actually confers two separate, powerful buffs/abilities. The first is that Scarlita will deal ‘true’ damage if there are at least 3 (+5) or 4 (+0) allies on the battlefield. We like ‘true’ damage. The second is an instant-kill ability if she targets an enemy that is within the low health thresholds indicated above. If you are running Scarlita then first of all lucky you. Second of all of upgrade her Exclusive Weapon all the way to +15 if you can.

Seth

Exclusive Weapon Ability: Hunting Spree

Exclusive Weapon Overall Power: Moderate

Exclusive Weapon Sweet Spot: +5

Level Ability or Upgrade Power
+0

When a non-summoned enemy is defeated, Seth immediately resets the cooldown of Predator's Lunge and recovers 200 Energy.

+5 The skill damage dealt by Predator's Lunge is increased by an extra 15% for each casting, up to 5 stacks.
+10 Increases Energy recovery to 240 points.
+15 Increases Energy recovery to 260 points.

Seth is ultimately an assassin and his Exclusive Weapon leans into this. At +5, Predator’s Lunge is going to get a nice stacking buff and the energy gained when an opponent is defeated can help to quickly snowball once the first opponent is downed. This ability can be a bit ‘win more’ though in the sense that you already need to have defeated an opponent to realize any benefit from it. Very minor gains at +10 and +15.

Shakir

Exclusive Weapon Ability: All-Conquering

Exclusive Weapon Overall Power: Very Powerful

Exclusive Weapon Sweet Spot: +10

Level Ability or Upgrade Power
+0

Shakir can cast his Ultimate once his Energy exceeds 800. Shakir stays in Wolf Form and consumes no Energy within 5s each time after casting the Ultimate.

+5 Shakir stays in Wolf Form and consumes no Energy within 7s each time after casting his Ultimate.
+10 Each non-summoned ally within Lupine Aura can share the same bonus ATK from Wolf's Will.
+15 Shakir can cast Ultimate upon reaching over 700 Energy.

The key to an effective Shakir is maximizing Wolf form uptime and thankfully his Exclusive Weapon helps do just that. All of the level tiers here provide Shakir with a useful upgrade, all the way to +15. The sweet spot is probably at +10 though, at which point your allies will gain a significant damage buff.

Silvina

Exclusive Weapon Ability: Shield of Light

Exclusive Weapon Overall Power: Powerful

Exclusive Weapon Sweet Spot: +0, +10

Level Ability or Upgrade Power
+0

Silvina gains a shield that can block up to 450% damage after casting First Strike.

+5 Shield value is increased to 500%.
+10 When a marked enemy is defeated, Silvina frightens enemies within 2 tiles of the defeated enemy for 4s while Blade Vortex is in effect.
+15 Shield value is increased to 600%.

Silvina is a squishy assassin, so the huge additional survivability gained by the shield is well received. At +10, she also gets some powerful crowd control if she eliminates the marked enemy early on in the fight while Blade Vortex is still active.

Smokey & Meerky

Exclusive Weapon Ability: Withering Potion

Exclusive Weapon Overall Power: Powerful

Exclusive Weapon Sweet Spot: +0

Level Ability or Upgrade Power
+0

The Special Aroma gains the third upgrading effect, extending the skill effect range by 1 tile. The Aroma will be enhanced for 10s when this skill gets the third upgrade for the first time, making the enemies in skill range lose 12% of their max HP per second. The max amount of lost HP is no more than 200% of Smokey & Meerky's ATK.

+5 Enemies in skill range lose 14% of their max HP during the Aroma enhancement.
+10 The enemy is stunned for 0.1s while losing HP each time during the Aroma enhancement
+15 Enemies in skill range lose 15% of their max HP during the Aroma enhancement.

Most of the power coming out of Smokey & Meerky’s Exclusive Weapon comes at +0, whereby Special Aroma receives a much needed range increase, in addition to dealing meaningful damage to enemies who stand in its effect after it has received its third upgrade for the first time.

Temesia

Exclusive Weapon Ability: Invincible Fury

Exclusive Weapon Overall Power: Moderate

Exclusive Weapon Sweet Spot: +0

Level Ability or Upgrade Power
+0

Temesia permanently becomes Unaffected after casting Knight's Heart 2 times, turning the charge damage into true damage.

+5 Restores 1% of her max HP per second under this status.
+10 Restores 1.2% of her max HP per second under this status.
+15 Restores 1.4% of her max HP per second under this status.

Temesia receives a pretty significant power spike when she gets her Exclusive Weapon as a result of the +0 upgrade which converts her charge damage into ‘true’ damage once she has cast Knight’s Heart twice. In particular, this makes her damage output in the Dream Realm considerable.

Thoran

Exclusive Weapon Ability: Soul Pact

Exclusive Weapon Overall Power: Powerful

Exclusive Weapon Sweet Spot: +5

Level Ability or Upgrade Power
+0

Before a battle starts, Thoran signs a pact with the ally on the tile behind him, agreeing to take 50% damage for this ally until the battle ends. When Thoran is defeated, this ally sacrifices 85% of their current HP to save and heal Thoran by 150% of this portion of HP. After that, Thoran no longer takes damage for this ally.

+5 The 25% of damage dealt by this ally heals Thoran when the pact exists.
+10 Increases the healing amount that Thoran receives from the ally's damage dealt to 30%.
+15 Increases the healing amount that Thoran receives from the ally's damage dealt to 35%

As if Thoran wasn’t hard enough to kill already, his Exclusive Weapon makes him even stickier, allowing the ally he is chained to, to sacrifice the majority of their current HP to give him a powerful hp boost. At +5, damage dealt by that ally also heals Thoran, this is the sweet spot for him.

Vala

Exclusive Weapon Ability: Night Maneuver

Exclusive Weapon Overall Power: Very Powerful

Exclusive Weapon Sweet Spot: +0, +10

Level Ability or Upgrade Power
+0

When a marked enemy is defeated, Vala hides in the darkness and can only be targeted after all other allies are defeated, increasing her movement speed by 60% and Haste by 80 for 10s.

+5 Increases her movement speed by 80% and Haste by 100 under this status.
+10 Vala restores 40% of her max HP when a marked enemy is defeated.
+15 Increases her movement speed by 90% and Haste by 120 under this status.

Vala’s Exclusive Weapon turns her into a killing machine. Upon defeating an enemy, she will flit about the battlefield, untargetable, with a huge movement and haste buff that lasts an impressive 10 seconds. At +10, she restores almost half of her health upon killing a marked enemy which helps keep her in the fight. Very powerful.

Valen

Exclusive Weapon Ability: Eternal Thunder

Exclusive Weapon Overall Power: Weak

Exclusive Weapon Sweet Spot: +10

Level Ability or Upgrade Power
+0

Invigoration status becomes permanent. When casting an Ultimate during Invigoration, Valen permanently gains 10% ATK bonus from Invigoration, up to 10 stacks.

+5 Increases each stack of ATK bonus to 12%.
+10 Valen's normal attack triggers the lightning strike when he gains Invigoration, dealing the same amount of normal attack damage to a surrounding enemy within 2 tiles.
+15 Increases each stack of ATK bonus to 13%.

Valen’s Exclusive Weapon provides him with permanent Invigoration, increasing his ATK by 20%, +10% for each Ultimate used. It’s not great. Unfortunately none of the upgrades really help much either, resulting in a very lackluster Exclusive Weapon overall. However the ability to target another enemy with normal attacks at +10 is worth going for if you really want to have Valen in your team.

Viperian

Exclusive Weapon Ability: Crimson Waltz

Exclusive Weapon Overall Power: Moderate

Exclusive Weapon Sweet Spot: +0, +10

Level Ability or Upgrade Power
+0

Viperian burns 30% HP 10s into a battle if his HP ratio is above 90%, dealing 420% damage to all enemies. He is Unaffected during the skill casting. This skill can be triggered once every 30s.

+5 Increases damage to 450%.
+10 Dark vipers gain 2 enhancements after the skill is cast.
+15 Increases damage to 480%.

Viperian’s Exclusive Weapon is pretty good, providing him with a powerful AOE attack if he has greater than 90% HP 10s into the battle. This requires him to be topped up to ensure that the threshold requirement is met.

Walker

Exclusive Weapon Ability: Aerial Thunder

Exclusive Weapon Overall Power: Weak

Exclusive Weapon Sweet Spot: +0

Level Ability or Upgrade Power
+0

Walker throws a grenade at each of the 3 enemies when a battle starts, then uses his revolver to detonate the grenade. The enemies within a 1-tile arc will be stunned for 2s, taking 140% damage and losing 10% Phys DEF in 15s upon grenades exploding. The above skill effect only takes effect once when multiple grenades hit the same target.

+5 Reduces the enemies' Crit Resist by 10 in 15s.
+10 Increases damage to 150%.
+15 Increases damage to 160%.

Walker, what have they done to you. Unfortunately Walker’s Exclusive Weapon doesn’t help him much and he remains a low tier Hero. The only real value is at +0, where he is able to place a minor debuff on enemies and stun for 2s.