Weapons in PGR vary from a nice character boost to an integral part of a character's kit. While 5★ Weapons can be acquired free from Co-op and are generally fine for many characters, 6★ Weapons are known as Signature Weapons and are built specifically for a certain character (with the exception of Sirius).
Which Signature Weapons to Pull
Depending on your spender status some Signature Weapons are higher-priority pull targets than others.
Do not pull any Signature Weapons, Transcendants, or A-Rank Constructs with BC and focus exclusively on new S-Rank Constructs.
Pull as many copies as you desire. The more resonace slots you unlock on each Signature Weapon the higher the flexibility of your whole team.
Introduction to Weapon Resonances
Resonating Weapons is similar to resonating Memories. The major difference is that Weapon Resonances do not require duplicates of exactly the same Weapon.
A 6★ Weapon can be resonated with any 6* Weapon of your choice up to three times (three different resonance slots)
The same applies to 5★ Weapons
All three resonance slots of 5★ Weapons offer the same bonus and a fully resonated 5★ Weapon has comparable or even slightly higher stats than a 6★ Weapon of the same type. In Global, 6★ Weapons offer three distinct bonuses based on the resonance slot chosen. This will change in Fake Ascension.
Weapon Resonance Rework Introduced in Fake Ascension
Fake Ascension revamps and expands the Weapon Resonance system to be more flexible but it requires more planning from players chasing the upper echelons of scored content like Phantom Pain Cage and War Zone. In the CN version of PGR the investment level of an account is measured by the amount of Weapon Resonances available to each team. A typical competitive team would have five Resonances:
This is just a general guideline and there are exceptions. Personal skill plays an important role in PGR's scored content as well. Individual investment recommendations for Weapon Resonances can be found on each individual character's build page. Characters without Weapon Resonance recommendations are rarely used in scored content but feel free to resonate your favorite Characters' weapons anyway if you enjoy their play style. You can simply copy the resonances from a character of the same Class and Element, as they are usually the same.
Weapon Resonances after the Fake Ascension Update
All Class Weapon resonances available for all Classes except Vanguard (Transcendant).
6★ All Class Weapon Resonances
Gain 2s of Invincible time when attacked, CD for 15s.
Weapon's final ATK is increased by 15% at the start of battle. No duration limit.
After EX Dodge (triggering Matrix), Movement Speed is greatly increased and all enemies' Extra DMG Reduction is decreased by 10% in Matrix.
Dead Line Timing
Gain 2 extra random signal orbs upon deployment, and 3 signal orbs of the same color every 45s (also gain signal orbs on standby).
Max dodge increases by 400 (single dodge = 250 dodge gauge).
When damaged, release a shockwave that deals damage equal to 50% of own ATK, pushing enemies away and reducing enemies' movement speed by 35% for 5s, CD for 8s.
6★ Attacker Weapon Resonances
Final ATK of the weapon increases by 30% for 8s upon a 3-ping. Duration resets upon a repeated trigger.
6★ Tank Weapon Resonances
Polymerization Collapse ()
Inflicts Smash effect upon dealing Physical damage. Smash: reduces the target's Physical resistance by 8% for 8s. Repeated triggering refreshes the duration.
Thunder Shake ()
Inflicts Thunder effect upon dealing Lightning damage. Thunder: reduces the target's Lightning resistance by 8% for 8s. Repeated triggering refreshes the duration.
Tenebrion Shock ()
Inflicts Dark Wave effect upon dealing Dark damage. Dark Wave: reduces the target's Dark resistance by 8% for 8s. Repeated triggering refreshes the duration.
Bose Hyperflow ()
Inflicts Chilly effect upon dealing Ice damage. Chilly: reduces the target's Ice resistance by 8% for 8s. Repeated triggering refreshes the duration.
Diode Torch ()
Inflicts Embers effect upon dealing Fire damage. Embers: reduces the target's Fire resistance by 8% for 8s. Repeated triggering refreshes the duration.
The duration of effect inflicted by Tank class skill increases to 8s.
Become Invincible for 2s upon deployment.
Gain a shield of 20% of own max HP upon deployment.
On QTE, shields the Construct in control for 10% of the skill user's max HP for 5s.
6★ Support/Amplifier Weapon Resonances
When using a healing skill or effect, increases Full ATK of the healed target by 10% for 8s, CD for 10s.
Superconducting Axial Ray
Increases full ATK of all characters of the team by 8%. This effect does not stack.
Increases the healing amount of the next healing effect by 50%, CD for 8s.
Stellar Magnetic Rail
On QTE, restores dodge gauge by 400 for the Construct in control (single dodge = 250 dodge gauge).
When using the healing skill or effect, increases the healing effect by 30% for 5s, CD for 8s.
6★ Vanguard (Transcendant) Weapon Resonances
All DMG increased by 15% in Matrix.
An Entrance Skill grants 1 additional Signal Orb. Extra DMG Bonus of Ping Skills increases by 10% for 8s.