Best Gun Setup in Resonance of Fate — Party Loadouts
Best gun setup ideas for Resonance of Fate by chapter: default Vashyron, Zephyr, and Leanne roles, dual wield timing, and sourced customize priorities.
FAQ
What is the best starting gun setup in Resonance of Fate?
Who should use the machine gun early?
When is dual wield better than gun plus case?
What should I customize first with early Rubies?
Are there best weapons beyond starter guns?
Do players agree on one endgame meta?
What makes a “best” gun setup in this game?
There is no single tier list weapon—custom parts and scratch → direct pairing matter more than rarity names (Giant Bomb + threetimes customize chapters). A good setup answers three questions:
- Who applies scratch every turn?
- Who converts with direct damage or grenades?
- Which case (ammo, grenades, heals) still fits after parts raise weight?
Enhanced Remaster does not change these rules; see weapon types explained for class basics.
Prologue through Chapter 1 — keep defaults, then upgrade SMG-05
| Character | Weapon slot A | Weapon slot B | Role |
|---|---|---|---|
| Vashyron | 1191.45 Auto (HG) | Grenade box | Direct finisher + throw burst |
| Zephyr | SMG-05 (MG) | Magazine case (3 Hollow-Point) | Scratch lead + optional ammo |
| Leanne | B-N84 (HG) | First Aid kit | Direct + scratch heal |
threetimes recommends leaving this intact through the Arena tutorial. Battle order (Square in menu) only changes who starts center—field leader uses L1/R1.
After the Pater’s Manor (Night) story beat pays 25,000 Rubies (TrueAchievements Prologue walkthrough)—on top of smaller Prologue quest payouts—enter Chapter 1’s shop visit with 30,000+ Rubies and buy Compact Scope pairs or Rookie/Top Sight lines per threetimes, then attach them to SMG-05 before splurging on second handguns. Watch Weight (WGT) versus each character’s carry cap—Leanne cannot wear the same MG build plus a case early.

MaliceNX’s Chapter 5–6 customization footage shows the real socket grid on SMG-05—not the Arena weapon-switching tutorial.
Mid-game party roles — who scratches, who finishes?
Stable trio pattern echoed in GameFAQs walkthrough comments and RPG Land:
- One machine gunner (usually Zephyr) opens turns with scratch.
- Two handgunners (Vashyron + Leanne) alternate gauge breaks and conversion.
- Grenades stay on Vashyron for scripted fights unless you craft extras for Zephyr’s thrown XP.
Rotate Resonance Points during Hero Actions so Tri-Attacks stay online—loadout power means little if bezels are empty. Chain guides: Hero Action and Tri-Attack.

Air jumps matter for setup: machine gunners jump to spread scratch across shields; handgunners stay grounded for gauge breaks (Erickdesu airborne vs ground summary).
When should I dual wield?
Requirements (Steam guide + in-game Tips 6):
- Both weapons must be the same class (two HGs or two MGs).
- Weapons must be one-handed compatible.
- Combined weight must stay under the character cap.
- Displayed stats become the average of both guns.

Player split: Trophy route notes for late bosses suggest dual machine guns on a high-level Zephyr when a foe lacks shield parts (community trophy guide excerpts in agent research). Steam guide commenters argue routine mobs die faster with HG + MG cooperation and less ammo spend. Document both: dual MG is a boss tool, not a Prologue goal.
Customize priorities — parts before new base guns
Follow threetimes’ Rookie path until Chapter 5+ shops unlock better bases:
| Priority | Part types | Target weapon | Why |
|---|---|---|---|
| 1 | Top/Dot Sight, Rookie Grip | SMG-05 | Raises Charge Speed / Acceleration without replacing starter MG |
| 2 | MG barrel + magazine connectors | SMG-05 | Magazine Size boosts scratch per action |
| 3 | HG barrel + magazine + sub-barrel | 1191.45 / B-N84 | Direct burst after scratch |
| 4 | Weight-tuned sights | Both | Lower WGT beats small CS gains if case no longer fits |
Stat abbreviations on the customize grid (threetimes): CS Charge Speed, CA Charge Acceleration, RF Rapid Fire (critical state), BF Bullet Focus, MS Magazine Size, WGT Weight. Full grid rules live in weapon customization guide.
Scrap Scrap Iron from Ebel City glow pickups into sub-barrels when the Tinkerer recipe unlocks—do not sell unknown scrap before checking the scrapper list (threetimes §07).
Special ammo, grenades, and money discipline
Magazine cases hold one round per attack chain (RPG Land ammunition note). Hollow-Point and elemental rounds excel when you know enemy typing; Erickdesu and Steam commenters recommend boss-only usage to avoid Ruby drain.
Grenades level the thrown track and add stun or elemental scratch/direct (Erickdesu grenade blurb). Keep at least one box on Vashyron for story missions; grind thrown XP on side missions if Vashyron’s track lags.
Link terminal farming if you need Rubies for parts: Energy Hex world map guide explains drop-rate terminals once you can paint colored networks.

Spacing still matters: Hero paths that cross blue resonance lines feed Tri-Attack laps even when your gun stats are modest.
Arena weapon switching and Tri-Attack tutorial footage
Sources
- threetimes — GameFAQs walkthrough — Prologue gear & Rookie customize
- Erickdesu — Steam Community beginner guide
- RPG Land — Weapons, ammo, and leveling
- Giant Bomb — Handgun and machine gun rosters
- TrueAchievements — Story walkthrough part 4 (Prologue Ruby rewards)
- Fandom — Chapter 1 rewards (red hex introduction)
- Footage frames: Xorbius — Resonance Of Fate 4K/HD Edition (PC) 4K Tutorials (YouTube, video ID
eA6D7sVDh3I) - Footage frames: MaliceNX — Resonance of Fate - Gun Customization : Chapter 5-6 (YouTube, video ID
dOJONLy6gf0)
Last verified: 2026-10-31
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