There are so many to choose from that deciding on the best Visions in Final Fantasy Resonance often feels more than a little overwhelming. While every Vision has something that makes them worth using in certain circumstances, there is a set of them that excels in practically every situation. And you can find most of them early in the game, too.
Below, we break down the best Visions to use early in Final Fantasy Resonance. We’ll be updating this guide after we spend more time experimenting with the late-game Visions. If you’ve missed any of these, make sure to keep our list of all Visions in Final Fantasy Resonance handy so you know where to find them.
Best Visions to use early in Final Fantasy Resonance
We’re judging a Vision’s usefulness primarily based on the skills they confer when equipped and their mastery abilities — sometimes individually depending on the Vision, but usually together. For example, Squall grants the equipping character some excellent debuffs and powerful skills. His mastery abilities are pretty lacking compared to someone like Terra, though, who also has useful skills when equipped.

Resonance isn’t shy about giving you upgrade materials for your Visions, so feel free to experiment with different combinations and find what you like best. This is a starter guide to give you an idea of what works, but part of the fun of Resonance is stumbling on a busted combination that you didn’t expect to work.
Tronn
Hear me out. Level up Tronn on just about everyone. Tronn’s skills will be greatly overshadowed later on in the game, but at max level, he grants the “Half MP Cost” mastery ability, which is a must-have on just about everyone. Fina’s summons will have halved MP cost, all the devastating late-game skills will have halved MP cost, and as you fiddle around with builds that allow you to act twice in two turns or increase mana costs in exchange for higher damage, you’ll be glad that you have this.
Warrior of Light
They might not have a proper name or be as fancy and recognizable as someone like Cloud, but the Warrior of Light is an essential Vision to have, albeit mainly for Rain. Protect and its higher forms make it easier to withstand powerful enemies, and the “Multi-Cover” mastery ability is very useful in situations where you can’t stagger an enemy before they unleash a strong attack. WoL’s spellblade skills are just as useful, though. Rain’s magic attack isn’t great, but since spellblade skills count as physical damage, Thunder Blade and Stone Blade (and their higher forms) let you exploit a wider variety of weaknesses while still dealing hefty amounts of damage.
Plus, it’s nice having someone other than your main caster who can cast healing magic.
Cloud
You get Cloud early in the game, and he’s one of the best Breaker-class Visions for a very long time. His “Restore MP on Critical Hit” mastery ability pairs wonderfully with Laswell. The man’s a critical hit machine, and this ability lets him keep using stagger skills without requiring you to top up his MP. Cloud’s battle skills are equally as good, though. The “surge” spellblade skills deal high stagger damage, and Braver is just ridiculously strong, even more so if you manage to land a critical hit with it. He also grants the equipping character some very helpful buffs and debuffs that reduce enemy physical attack power and increase your own.
Terra
It takes a bit of setup to get the most out of Terra, but she’s a must-have Vision for any party with spellcasters in it. Her primary mastery ability is “Tenebrous Rites,” which increases magic damage against foes suffering from status ailments or debuffs. That’s any debuff, even if it’s just reduced attack power or speed, which means Tenebrous Rites also works against bosses who are resilient to status effects. Pair that with her magic attack passive buff and Lid’s or Fina’s Magic Boost skill, and your damage goes well into the thousands even early in the game.
Every spell selection proves useful as well, with fire, water, and ice skills available alongside Drain for restoring the caster’s HP. Above all, Terra grants the “Breaking the Limit” mastery bonus at max level, allowing characters to deal more than 9,999 damage per hit. It becomes a must-have later on, so consider leveling up Terra on everyone.
Zidane
Zidane is Final Fantasy Resonance‘s premier Saboteur-class Vision and also the only one you get until Chapter 6. Debuffs aren’t the only benefit he provides, though they’re certainly an important part of what makes him worthwhile. Zidane’s skills let you reduce enemy speed and strength, among other things. He also has a powerful wind spell that affects every enemy and a water spell that powers up when foes are staggered. That one can do extensive damage during bonus phases, so don’t neglect it.
Noctis
Noctis has an odd selection of skills at first glance, but they can work well together for the right character. Strength-focused characters like Rain and, eventually, Jake can deal a lot of damage with Warp Strike, while Noctis’ selection of ice and thunder spells are strong complements for magic users like Nichol who otherwise have limited elemental access. Noctis also grants passive buffs for physical and magic attacks, but the best thing about him is Warp Strike’s passive feature. It gives the user a chance to activate a bonus phase regardless of whether they staggered the enemy.
Firion
Firion is another Vision that has such a busted ability, you may want to just level him up on everyone to make the most of it. At max rank, he unlocks the skill “Arms Akimbo,” which allows you to take two turns. Shantotto and Squall have similar abilities (“Dualcast” and “Double Action,” respectively), but these have limits. With “Arms Akimbo,” you can use your Limit Burst and then attack, use two healing items on one turn — the possibilities are endless. This is one skill that is near game-breaking, as it should allow you to take on difficult challenges with the safety net of being able to attack and heal every turn, if you wanted.
Shantotto
Shantotto is more challenging to use than the other Visions on this list, but with the right setup — namely, one where your limit gauge is frequently over 50%, and you aren’t at full health — you can work wonders with her. She gets access to very strong magic even at just Awakening Level 2, and since her selection of elements includes dark, thunder, and water, she’s adept at dealing with multiple enemy types. Her “Dark Rites” mastery ability increases magic power based on how much HP the equipping character has lost, and the “Area Effect Adept” ability is easily one of the best in the mid-game. It doubles MP cost when selecting multiple targets, but keeps the spell’s potency the same as if you selected a single target.
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