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A lethal, sturdy firearm with a large magazine.

Description

The Light Machine Gun is a gun-arm for Barret in Final Fantasy VII Remake. It teaches the Lifesaver ability, a crucial ability for Barret that causes him to take damage intended for other party members.

The Light Machine Gun provides a higher Magic Attack Magic Attack bonus than Attack Power Attack Power bonus, though it provides many unlocked abilities that nonetheless boost Barret's physical damage and durability. It also provides a decent number of materia slots.

Obtained[]

Barret will be given a light machine gun by Biggs at the end of "To the Cargo Platform" in Chapter 6, "Light the Way".

Upgrades[]

Materia slots[]

Materia slots
purchased
Minimum
Weapon Level
Slots
0 1 Materia Slot Linked.png
1 1 Materia Slot Linked.png Materia Slot Single.png
2 4 Materia Slot Linked.png Materia Slot Single.png Materia Slot Single.png
3 5 Materia Slot Linked.png Materia Slot Linked.png
4 5 Materia Slot Linked.png Materia Slot Linked.png Materia Slot Single.png
5 6 Materia Slot Linked.png Materia Slot Linked.png Materia Slot Single.png Materia Slot Single.png
6 6 Materia Slot Linked.png Materia Slot Linked.png Materia Slot Linked.png

Skills[]

Light Machine Gun Core - Weapon Level: 1 - Required SP: 4
MATK Up Magic Attack Power +6 Increases magic attack power attribute.
DEF Up Defense +5 Increases defense attribute.
Max HP Up Max HP +150 Increases maximum HP.
Needs More Materia New Materia Slot Adds an additional materia slot or links two existing slots.
Light Machine Gun Sub-Core I - Weapon Level: 2 - Required SP: 6
Enhanced Attack Attack Damage 5% Boost Increases damage dealt by basic attacks.
Enhanced Physical Guard Physical Damage Reduction 10% when Guarding Reduces physical damage taken when successfully guarding.
Buff Extension Buff Duration 10% Boost Extends the duration of beneficial status effects.
Debuff Resistance Up Debuff Resistance +5 Increases resistance to detrimental status efffects.
Light Machine Gun Sub-Core II - Weapon Level: 3 - Required SP: 8
ATK Up Attack Power +6 Increases attack power attribute.
MATK Up Magic Attack Power +6 Increases magic attack power attribute.
DEF Up Defense +8 Increases defense attribute.
Max HP Up Max HP +150 Increases maximum HP.
Dominant Magic Offense Magic Attack Power +5 with High HP Increases magic attack power when HP is 75% or higher.
Dominant Physical Defense Physical Defense +5 with High HP Increases defense when HP is 75% or higher.
Light Machine Gun Sub-Core III - Weapon Level: 4 - Required SP: 12
ATK Up Attack Power +6 Increases attack power attribute.
ATK Up Attack Power +6 Increases attack power attribute.
MATK Up Magic Attack Power +8 Increases magic attack power attribute.
MATK Up Magic Attack Power +8 Increases magic attack power attribute.
Enhanced Limit Breaks Limit Break Damage 5% Boost Increases damage dealt by limit breaks.
Needs More Materia New Materia Slot Adds an additional materia slot or links two existing slots.
Light Machine Gun Sub-Core IV - Weapon Level: 5 - Required SP: 14
ATK Up Attack Power +10 Increases attack power attribute.
MATK Up Magic Attack Power +10 Increases magic attack power attribute.
MATK Up Magic Attack Power +10 Increases magic attack power attribute.
Stagger Siphon Stagger Siphon Recover HP when dealing damage with unique abilities to a staggered enemy.
Needs More Materia New Materia Slot Adds an additional materia slot or links two existing slots.
Needs More Materia New Materia Slot Adds an additional materia slot or links two existing slots.
Light Machine Gun Sub-Core V - Weapon Level: 6 - Required SP: 16
ATK Up Attack Power +12 Increases attack power attribute.
MATK Up Magic Attack Power +12 Increases magic attack power attribute.
Elemental Damage Up Elemental Damage 5% Boost Increases damage dealt by fire, ice, lightning, and wind attacks.
MP Saver: Healing Spells Healing Spells MP Cost Reduction 20% Reduces MP cost of healing spells cast during battle.
Reprieve Avoid Incapacitation once per battle. Survive an otherwise fatal attack with 1 HP. Can only activate once per battle.
Needs More Materia New Materia Slot Adds an additional materia slot or links two existing slots.
Needs More Materia New Materia Slot Adds an additional materia slot or links two existing slots.

Use[]

Artwork.

The Light Machine Gun provides a high magic attack boost among Barret's weapons, outmatched only by the EKG Cannon EKG Cannon, and has strong materia slot growth. Though this makes it focused more towards spellcasting, it nonetheless has many abilities that increase durability. These include boosts to physical and magic resistance, greater resistance to damage while guarding, boosts to HP, and resistance to debuffs. Stagger Siphon also increases durability further, allowing Barret to recover HP when using his unique abilities to damage a staggered enemy. Another upgrade gives it a 10% buff duration boost.

Compared to Barret's other weapons, Light Machine Gun provides similar durability to the Big Bertha Big Bertha, which provides more raw HP, but less resistance, and is more focused towards physical damage. For spellcasting, the weapon mostly falls behind the EKG Cannon EKG Cannon, but is slightly higher in durability.

Barret's naturally high HP and his Lifesaver ability make him suited to a unique role as a tank, in which he draws damage from enemies towards himself. Light Machine Gun's durability makes it a great choice if Barret is used in this role, while leaning towards Barret's spellcasting ability. Players who wish to use Barret in this role and take advantage of physical damage are better off using the Big Bertha, and due to Barret's naturally low Magic Magic and MP, this role often suits Barret better. For situations where Barret's spellcasting should be maximized, the EKG Cannon is a better choice.

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