While two-handed weapons do not allow the use of a shield, they compensate for it by consistently inflicting more damage than one-handed weapons. Only axes and hammers approach the damage potential of two-handed weapons, albeit inconsistently. Although it would seem natural that larger weapons would attack less quickly, this is not the case. In fact, most two-handed weapons attack just as quickly, and occasionally more quickly, than their one-handed counterparts.
Greatswords
Greatswords don't start appearing until later in the game, but they are worth the wait. As the most consistently powerful weapons in FFXII, these swords are at home in any primary damage-dealing character's hands. Greatsword damage is calculated based on your character's strength, the greatsword's attack rating, and the enemy's defense.
Sword of Kings
Treaty-Blade
Claymore
Defender
Save the Queen
Ragnarok
Ultima Blade
Excalibur
Tournesol
Wyrmhero Blade
Excalipur
Katana
While katana tend to have lower attack ratings than greatswords, they more than hold their own in damage potential thanks to frequent combo attacks. Katana score two or more hits per combat round far more often than any other weapon type (only ninja swords and poles are close). To further take advantage of this, equip the Genji Gloves (which increases the rate of combo attacks). Katana damage is affected by a character’s strength and magick power, the katana’s attack rating, and the opponent’s defense. Magick power as a factor for a highly powerful weapon adds an interesting twist, allowing a support character geared for magick power to also contribute as a heavy frontline damage dealer.
Kotetsu
Osafune
Kogarasumaru
Magoroku
Murasame
Kiku-ichimonji
Yakei
Ame-no-Murakumo
Muramasa
Masamune
Kumbha (1H)
Ninja Swords
A less frequently seen partner to katana, ninja swords are almost as prone to combo attack as katana, which makes them terrific options for damage dealers. Ninja sword damage is calculated based on your character’s strength and speed, the ninja sword’s attack rating, and the enemy’s defense. As with katana, Genji Gloves serve to make ninja swords far more potent.
Ashura
Sakura-saezuri
Kagenui
Koga Blade
Iga Blade
Orochi
Yagyu Darkblade
Mesa
Spears
The brute force weapon of Final Fantasy XII. Spears factor in your character’s strength, the spear’s attack rating, and the enemy’s defense when calculating damage dealt. Most spears add +8 to Evasion.
Javelin
Spear
Partisan
Heavy Lance
Storm Spear
Obelisk
Halberd
Trident
Holy Lance
Gungnir
Dragon Whisker
Zodiac Spear
Vrsabha
Poles
Like katana and ninja swords, it’s easy to combo attack with poles on a frequent basis. Pole damage is calculated based on your character’s strength and the pole’s attack rating, like most weapons, but instead of checking these factors against an enemy’s defense, they are checked against the enemy’s magick defense!
Throw high attack ratings and frequent combo attacks on top of this to create a weapon class that completely decimates opponents without Shell or a strong magick defense. All poles add 30 to Evasion as well—not a bad figure for a two-handed weapon. As with katana and ninja swords, accessories that enhance combo attacks or speed are preferred.
Oaken Pole
Cypress Pole
Battle Bamboo
Musk Stick
Iron Pole
Six-fluted Pole
Gokuu Pole
Zephyr Pole
Ivory Pole
Sweep
Eight-fluted Pole
Whale Whisker
Kanya
Rods
Rods are similar to maces in that they are ideal for support/magick-oriented characters. They differ, however, in that their strength does not lie in actually striking the enemy; rods add magick power and extra MP to characters equipped with them. A few of them also add beneficial status effects on contact. All rods add 6 to Evasion. If you do choose to hit an opponent with a rod, your character’s strength, the rod’s attack rating, and the enemy’s defense are used to determine the damage dealt.
Rod
Serpent Rod
Healing Rod
Gaia Rod
Power Rod
Empyrean Rod
Holy Rod
Rod of Faith
Staves
Staves augment magick users as well, but in a different way. Many staves actually power up certain elements. For example, the spell Blizzaga will cause far more damage when cast with an Ice Staff than without it. When used during melee combat, staves take into account character strength and magick power, staff attack, and enemy defense to determine damage. All staves add 8 to Evasion.
Oak Staff
Cherry Staff
Wizard’s Staff
Flame Staff
Storm Staff
Glacial Staff
Golden Staff
Judicer’s Staff
Cloud Staff
Staff of the Magi