Tireso

Tireso

Complete guide for the Tireso weapon in Clair Obscur: Expedition 33. Level 33 weapon with 3713 power.

Tireso weapon in Clair Obscur: Expedition 33

Tireso

Level 33 Weapon

Weapon Stats

Level
33
Power
3713
Element
Earth element for Tireso weaponEarth
Scaling
Vitality & Defense

How to Obtain

Location: The Reacher
Challenge Eragol in a duel to unlock this item from their shop, they will sell it for 51,635 Chroma once unlocked.

Abilities by Level

Level 4 Ability

Gain 1 Rank on applying Mark.

Level 10 Ability

Mark an enemy on Base Attack.

Level 20 Ability

Apply Powerless on Marking an enemy.

Upgrade Progression

Level Power Agility Luck Required Tint
Power3713 Element VitalityS DefenseA
14 ? B C 2x
15 ? B C 3x
16 ? B C 3x
17 ? B C 4x
18 ? B C 4x
19 ? B C 5x
20 1380 A B 1x
21 1499 A B 1x
22 1617 A B 1x
23 1736 A B 2x
24 1854 A B 2x
25 1973 A B 2x
26 2091 A B 3x
27 2210 A B 3x
28 2328 A B 3x
29 2447 A B 4x
30 2565 A B 4x
31 2683 A B 4x
32 2802 A B 5x
33 3713 S A 1x

Strategy Notes

This weapon allows Verso to Rank Up via Marking enemies in additon to attacking, and makes Base Attack Mark enemies. It also applies Powerless to enemies Marked, reducing their damage, which is great for Bosses. This is best paired with Combo Attack I, II or III for repeated Base Attacks, as well as Double Mark with higher effect. (Also you can leave out Enfeebling Attack not to duplicate.),At 99 Vitality and 99 Defense this weapon has a Power of 9750.

About Tireso in Clair Obscur: Expedition 33

The Tireso is a level 33 weapon in Clair Obscur: Expedition 33 with a power rating of 3713. offers scaling with ["Vitality & Defense"].

This weapon offers powerful abilities at levels 4, 10, 20 that can significantly enhance your combat effectiveness.

For optimal performance, focus on upgrading this weapon to its maximum level of 33 and consider pairing it with equipment that enhances ["Vitality & Defense"].

Tireso Guides

Related Items

Weakness Gain

Weakness Gain

Effect
+1AP on hitting an enemy's Weakness. Once per turn.
Cost
3
Warming Up

Warming Up

Effect
5% increased damage per turn. Can stack up to 5 times.
Cost
15
Versatile

Versatile

Effect
After a Free Aim hit, Base Attack damage is increased by 50% for 1 turn.
Cost
5
Time Tint

Time Tint

Effect
Energy Tints also apply Rush.
Cost
5
The One

The One

Effect
Max Health is reduced to 1.
Cost
1
Teamwork

Teamwork

Effect
10% increased damage while all allies are alive.
Cost
5
Tainted

Tainted

Effect
15% increased damage for each Status Effect on self.
Cost
3
Sweet Kill

Sweet Kill

Effect
Recover 50% Health on killing an enemy.
Cost
5

Survivor

Effect
Survive fatal damage with 1 Health. Once per battle.
Cost
20
Stun Boost

Stun Boost

Effect
30% increased damage on Stunned targets.
Cost
10
Stay Marked

Stay Marked

Effect
50% chance to apply Mark when attacking a Marked target.
Cost
10
Staggering Attack

Staggering Attack

Effect
50% increased Break damage on Base Attack.
Cost
1
SOS Rush

SOS Rush

Effect
Apply Rush when falling below 50% Health.
Cost
5
SOS Power

SOS Power

Effect
Apply Powerful when falling below 50% Health.
Cost
5
Solo Fighter

Solo Fighter

Effect
Deal 50% more damage if fighting alone.
Cost
1
Solidifying

Solidifying

Effect
+2 Shields when the character's Health falls below 50%. Once per battle.
Cost
10
Sniper

Sniper

Effect
First Free Aim shot each turn deals 200% increased damage and can Break.
Cost
15
Slowing Break

Slowing Break

Effect
Apply Slow on Break.
Cost
5
Shortcut

Shortcut

Effect
Immediately play when falling below 30% Health. Once per battle.
Cost
5
Shielding Tint

Shielding Tint

Effect
Healing Tints also add 2 Shields.
Cost
10
Shielding Death

Shielding Death

Effect
On death, allies gain 3 Shield points.
Cost
10
Shield Affinity

Shield Affinity

Effect
30% increased damage while having Shields, but receiving any damage always removes all Shields.
Cost
15

Shell On Rush

Effect
Apply Shell on applying Rush.
Cost
10
Shared Care

Shared Care

Effect
When healing an ally, also Heal self for 50% of that value.
Cost
10
Second Chance

Second Chance

Effect
Revive with 100% Health. Once per battle.
Cost
40
Rush on Powerful

Rush on Powerful

Effect
Apply Rush on applying Powerful.
Cost
10
Roulette

Roulette

Effect
Every hit has a 50% chance to deal either 50% or 200% of its damage.
Cost
5
Rewarding Mark

Rewarding Mark

Effect
+2 AP on dealing damage to a Marked target. Once per turn.
Cost
5
Revive Tint Energy

Revive Tint Energy

Effect
Revive Tints also give 3 AP.
Cost
10
Rejuvenating Revive

Rejuvenating Revive

Effect
Apply Regen for 3 turns when revived.
Cost
3
Recovery

Recovery

Effect
Recovers 10% Health on turn start. (Reward for spending Chroma at the Red Woods Nevron quest)
Cost
10
Random Defense

Random Defense

Effect
Damage taken is randomly multiplied by a value between 50% and 200%.
Cost
5
Quick Break

Quick Break

Effect
Play again on Breaking a target.
Cost
3
Protecting Tint

Protecting Tint

Effect
Healing Tints also apply Shell.
Cost
5
Protecting Last Stand

Protecting Last Stand

Effect
Gain Shell if fighting alone.
Cost
3
Protecting Heal

Protecting Heal

Effect
Healing an ally also applies Shell for 1 turn.
Cost
5
Protecting Death

Protecting Death

Effect
On death, allies gain Shell.
Cost
5
Protecting Attack

Protecting Attack

Effect
Gain Shell for 1 turn on Base Attack.
Cost
10
Pro Retreat

Pro Retreat

Effect
Allows Flee to be instantaneous.
Cost
40
Powerful Shots

Powerful Shots

Effect
20% chance to gain Powerful on Free Aim shot.
Cost
3
Powerful Shield

Powerful Shield

Effect
10% increased damage per Shield Point on self.
Cost
5
Powerful Revive

Powerful Revive

Effect
Apply Powerful for 3 turns when revived.
Cost
3
Powerful on Shell

Powerful on Shell

Effect
Apply Powerful on applying Shell.
Cost
10
Powerful Mark

Powerful Mark

Effect
Gain Powerful on hitting a Marked enemy.
Cost
5
Powerful Heal

Powerful Heal

Effect
Healing an ally also applies Powerful for 1 turn.
Cost
5
Powered Attack

Powered Attack

Effect
On every damage dealt, try to consume 1 AP. If successful, increase damage by 20.
Cost
10
Piercing Shot

Piercing Shot

Effect
25% increased Free Aim damage. Free Aim shots ignore Shields.
Cost
2
Perilous Parry

Perilous Parry

Effect
+1 AP on Parry, but damage received is doubled.
Cost
5
Painter

Painter

Effect
Convert all Physical damage to Void damage.
Cost
10
Painted Power

Painted Power

Effect
Damage can exceed 9,999.
Cost
5
Marking Shots

Marking Shots

Effect
20% chance to apply Mark on Free Aim shot.
Cost
3

Marking Break

Effect
Apply Mark on Break.
Cost
5
Longer Shell

Longer Shell

Effect
On applying Shell, its duration is increased by 2.
Cost
10
Longer Rush

Longer Rush

Effect
On applying Rush, its duration is increased by 2.
Cost
10
Longer Powerful

Longer Powerful

Effect
On applying Powerful, its duration is increased by 2.
Cost
10
Longer Burn

Longer Burn

Effect
Burn duration is increased by 2.
Cost
15

Last Stand Critical

Effect
100% Critical Chance while fighting alone.
Cost
3
Inverted Affinity

Inverted Affinity

Effect
Apply Inverted on self for 3 turns on battle start. 50% increased damage while Inverted.
Cost
5
In Medias Res

In Medias Res

Effect
+3 Shields on Battle Start, but max Health is halved.
Cost
10
Immaculate

Immaculate

Effect
30% increased damage until a hit is received.
Cost
10
Healing Tint Energy

Healing Tint Energy

Effect
Healing Tints also give 1 AP.
Cost
1
Healing Stun

Healing Stun

Effect
Recover 5% Health on hitting a Stunned target.
Cost
10
Healing Share

Healing Share

Effect
Receive 15% of all Heals affecting other characters.
Cost
5
Healing Parry

Healing Parry

Effect
Recover 3% Health on Parry.
Cost
5
Healing Mark

Healing Mark

Effect
Recover 25% Health on hitting a Marked enemy. Once per turn.
Cost
20
Healing Fire

Healing Fire

Effect
Recover 25% Health when attacking a Burning target. Once per turn.
Cost
10
Healing Death

Healing Death

Effect
On death, the rest of the Expedition recover all Health.
Cost
5
Healing Counter

Healing Counter

Effect
Recover 25% Health on Counterattack.
Cost
10
Healing Boon

Healing Boon

Effect
Heal 15% HP on applying a buff.
Cost
10
Greater Slow

Greater Slow

Effect
+15% to Slow Speed reduction.
Cost
15
Greater Shell

Greater Shell

Effect
+10% to Shell damage reduction.
Cost
10

Greater Rush

Effect
+25% Rush Speed increase.
Cost
10
Greater Powerless

Greater Powerless

Effect
+15% to Powerless damage reduction.
Cost
15
Greater Powerful

Greater Powerful

Effect
+15% to Powerful damage increase.
Cost
10
Greater Defenceless

Greater Defenceless

Effect
+15% to Defenceless damage amplification.
Cost
15
Gradient Fighter

Gradient Fighter

Effect
+25% increased damage with Gradient Attacks.
Cost
5
Gradient Breaker

Gradient Breaker

Effect
50% increased Breaking damage with Gradient Attacks.
Cost
5
Gradient Break

Gradient Break

Effect
+50% of a Gradient Charge on Breaking a target.
Cost
5

Glass Canon

Effect
Deal 25% more damage, but take 25% more damage.
Cost
10
Full Strength

Full Strength

Effect
25% increased damage on full Health.
Cost
15
Fueling Break

Fueling Break

Effect
Breaking a target doubles its Burn amount.
Cost
5
First Strike

First Strike

Effect
Play first.
Cost
10
First Offensive

First Offensive

Effect
First hit dealt and taken deals 50% more damage.
Cost
5
Faster Than Strong

Faster Than Strong

Effect
Always play twice in a row, but deal 50% less damage.
Cost
10
Exposing Break

Exposing Break

Effect
Apply Defenceless on Break.
Cost
5
Exposing Attack

Exposing Attack

Effect
Base Attack applies Defenseless for 1 turn.
Cost
10
Exhausting Power

Exhausting Power

Effect
50% increased damage if Exhausted.
Cost
2
Enfeebling Mark

Enfeebling Mark

Effect
Marked targets deal 30% less damage.
Cost
10
Enfeebling Attack

Enfeebling Attack

Effect
Base Attack applies Powerless for 1 turn.
Cost
10
Energy Master

Energy Master

Effect
Every AP gain is increased by 1.
Cost
40
Energising Turn

Energising Turn

Effect
+1 AP on turn start.
Cost
20

Energising Stun

Effect
+1 AP on hitting a Stunned target with a Skill.
Cost
10
Energising Start IV

Energising Start IV

Effect
+1 AP on battle start.
Cost
20
Energising Start III

Energising Start III

Effect
+1 AP on battle start.
Cost
15
Energising Start II

Energising Start II

Effect
+1 AP on battle start.
Cost
10
Energising Start I

Energising Start I

Effect
+1 AP on battle start.
Cost
5
Energising Shots

Energising Shots

Effect
20% chance to gain 1 AP on Free Aim shot.
Cost
10
Energising Shell

Energising Shell

Effect
Give 2 AP on applying Shell.
Cost
10
Energising Rush

Energising Rush

Effect
Give 2 AP on applying Rush.
Cost
10
Energising Revive

Energising Revive

Effect
+3 AP to all allies when revived.
Cost
5
Energising Powerful

Energising Powerful

Effect
Give 2 AP on applying Powerful.
Cost
10
Energising Parry

Energising Parry

Effect
+1 AP on successful Parry.
Cost
15
Energising Pain

Energising Pain

Effect
No longer gain AP on Parry. +1AP on getting hit.
Cost
10
Energising Jump

Energising Jump

Effect
+1 AP on Jump Counterattack.
Cost
5
Energising Heal

Energising Heal

Effect
On Healing an ally, also give 2 AP.
Cost
10
Energising Gradient

Energising Gradient

Effect
+1 AP per Gradient Charge consumed.
Cost
10
Energising Death

Energising Death

Effect
On death, +4 AP to allies.
Cost
5
Energising Cleanse

Energising Cleanse

Effect
Dispel the first negative Status Effect received an gain 2 AP.
Cost
10
Energising Burn

Energising Burn

Effect
+1 AP on applying Burn. Once per turn.
Cost
10
Energising Break

Energising Break

Effect
+3 AP on Breaking a target.
Cost
3
Energising Attack II

Energising Attack II

Effect
+1 AP on Base Attack.
Cost
15
Energising Attack I

Energising Attack I

Effect
+1 AP on Base Attack.
Cost
10
Empowering Tint

Empowering Tint

Effect
Healing Tints also apply Powerful.
Cost
5
Empowering Parry

Empowering Parry

Effect
Each successful Parry increases damage by 5% until end of the following turn. Taking any damage remo...
Cost
5
Empowering Last Stand

Empowering Last Stand

Effect
Gain Powerful if fighting alone.
Cost
3
Empowering Dodge

Empowering Dodge

Effect
5% increased damage for each consecutive successful Dodge. Can stack up to 10 times.
Cost
5
Empowering Break

Empowering Break

Effect
Gain Powerful on Breaking a target.
Cost
3
Empowering Attack

Empowering Attack

Effect
Gain Powerful for 1 turn on Base Attack.
Cost
10
Effective Support

Effective Support

Effect
+2 AP on using an item.
Cost
5
Effective Heal

Effective Heal

Effect
Double all Heals received.
Cost
30
Draining Cleanse

Draining Cleanse

Effect
Consume 1 AP to prevent Status Effects application, if possible.
Cost
15
Double Mark

Double Mark

Effect
Mark requires 1 more hit to be removed.
Cost
20
Double Burn

Double Burn

Effect
On applying a Burn stack, apply a second one.
Cost
30
Dodger

Dodger

Effect
Gain 1 AP on Perfect Dodge. Once per turn.
Cost
1
Defensive Mode

Defensive Mode

Effect
On receiving damage, consume 1 AP to take 30% less damage, if possible.
Cost
1
Death Bomb

Death Bomb

Effect
On Death, deal damage to all enemies.
Cost
5
Dead Energy II

Dead Energy II

Effect
+3 AP on killing an enemy.
Cost
2
Dead Energy I

Dead Energy I

Effect
+3 AP on killing an enemy.
Cost
2
Critical Weakness

Critical Weakness

Effect
25% increased Critical Chance on Weakness.
Cost
5
Critical Vulnerability

Critical Vulnerability

Effect
25% increased Critical Chance on Defenceless enemies.
Cost
5
Critical Stun

Critical Stun

Effect
100% on Critical Chance on hitting a Stunned target.
Cost
5
Critical Moment

Critical Moment

Effect
50% increased Critical Chance if Health is below 30%.
Cost
5
Critical Burn

Critical Burn

Effect
25% increased Critical Chance on Burning enemies.
Cost
5
Critical Break

Critical Break

Effect
25% increased Break damage on Critical Hits.
Cost
5
Confident

Confident

Effect
Take 50% less damage, but can't be Healed.
Cost
20
Confident Fighter

Confident Fighter

Effect
30% increased damage, but can't be Healed.
Cost
15
Combo Attack III

Combo Attack III

Effect
Base Attack has 1 extra hit.
Cost
30

Combo Attack II

Effect
Base Attack has 1 extra hit.
Cost
20
Combo Attack I

Combo Attack I

Effect
Base Attack has 1 extra hit.
Cost
10
Cleansing Tint

Cleansing Tint

Effect
Healing Tints also remove all Status Effects from the target.
Cost
5

Clea’s Life

Effect
On turn start, if no damage taken since last turn, recover 100% Health.
Cost
30
Cheater

Cheater

Effect
Always play twice in a row.
Cost
40
Charging Weakness

Charging Weakness

Effect
+15% of a Gradient Charge on hitting a Weakness. Once per turn.
Cost
5
Charging Tint

Charging Tint

Effect
+5% of a Gradient Charge on using an item.
Cost
2
Charging Stun

Charging Stun

Effect
+5% of a Gradient Charge on hitting a Stunned enemy.
Cost
5
Charging Mark

Charging Mark

Effect
+20% of a Gradient Charge on hitting a Marked target. Once per turn.
Cost
10
Charging Critical

Charging Critical

Effect
+20% of a Gradient Charge on Critical Hit. Once per turn.
Cost
10
Charging Counter

Charging Counter

Effect
+20% of a Gradient Charge on Counterattack.
Cost
10
Charging Attack

Charging Attack

Effect
+15% of a Gradient Charge on Base Attack.
Cost
7
Charging Alteration

Charging Alteration

Effect
+10% of a Gradient Charge on applying a Buff. Once per turn.
Cost
10
Burning Shots

Burning Shots

Effect
20% chance to Burn on Free Aim shot.
Cost
3
Burning Mark

Burning Mark

Effect
Apply Burn on hitting a Marked enemy.
Cost
15
Burning Death

Burning Death

Effect
Apply 3 Burn to all enemies on Death.
Cost
5
Burn Affinity

Burn Affinity

Effect
25% increased damage on Burning Targets.
Cost
10
Breaking Shots

Breaking Shots

Effect
50% increased Break damage with Free Aim Shots.
Cost
1
Breaking Death

Breaking Death

Effect
Fully charge enemy's Break Bar on death.
Cost
5
Breaking Counter

Breaking Counter

Effect
50% increased Break damage on Counterattack.
Cost
3
Breaking Burn

Breaking Burn

Effect
25% increased Break damage on Burning enemies.
Cost
5
Breaking Attack

Breaking Attack

Effect
Base Attack can Break.
Cost
10
Breaker

Breaker

Effect
25% increased Break damage.
Cost
10
Break Specialist

Break Specialist

Effect
Break damage is increased by 50%, but base damage is reduced by 20%.
Cost
1
Beneficial Contamination

Beneficial Contamination

Effect
+2 AP on applying a Status Effect. Once per turn.
Cost
15
Base Shield

Base Shield

Effect
+1 Shield if not affected by any Shield on turn start.
Cost
20
Auto Shell

Auto Shell

Effect
Apply Shell for 3 turns on battle start.
Cost
10
Auto Rush

Auto Rush

Effect
Apply Rush for 3 turns on battle start.
Cost
10
Auto Regen

Auto Regen

Effect
Apply Regen for 3 turns on battle start.
Cost
10
Auto Powerful

Auto Powerful

Effect
Apply Powerful for 3 turns on battle start.
Cost
10
Auto Death

Auto Death

Effect
Kill self on battle start.
Cost
1
Augmented First Strike

Augmented First Strike

Effect
50% increased damage on the first hit. Once per battle.
Cost
5
Augmented Counter III

Augmented Counter III

Effect
75% increased Counterattack damage.
Cost
7
Augmented Counter II

Augmented Counter II

Effect
50% increased Counterattack damage.
Cost
5
Augmented Counter I

Augmented Counter I

Effect
25% increased Counterattack damage.
Cost
3
Augmented Attack

Augmented Attack

Effect
50% increased Base Attack damage.
Cost
7
Augmented Aim

Augmented Aim

Effect
50% increased Free Aim damage.
Cost
3
Attack Lifesteal

Attack Lifesteal

Effect
Recover 15% Health on Base Attack.
Cost
15
At Death’s Door

At Death’s Door

Effect
Deal 50% more damage if Health is below 10%.
Cost
5
Anti-Stun

Anti-Stun

Effect
Immune to Stun.
Cost
5
Anti-Freeze

Anti-Freeze

Effect
Immune to Freeze.
Cost
15
Anti-Charm

Anti-Charm

Effect
Immune to Charm.
Cost
10
Anti-Burn

Anti-Burn

Effect
Immune to Burn.
Cost
15
Anti-Blight

Anti-Blight

Effect
Immune to Blight.
Cost
10
Aegis Revival

Aegis Revival

Effect
+1 Shield on being revived.
Cost
5
Accelerating Tint

Accelerating Tint

Effect
Healing Tints also apply Rush
Cost
5
Accelerating Shots

Accelerating Shots

Effect
20% change to gain Rush on Free Aim shot.
Cost
3
Accelerating Last Stand

Accelerating Last Stand

Effect
Gain Rush if fighting alone.
Cost
3
Accelerating Heal

Accelerating Heal

Effect
Healing an ally also applies Rush for 1 turn
Cost
5
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