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Final Fantasy VII Remake Intergrade

Djinn Staff

By
Ben Chard

This is the weapon page for Sonon Kusakabe’s Djinn Staff, usable in Final Fantasy VII Remake INTERmission.

The Djinn Staff is Sonon’s final weapon, focusing on a support role.

Name Acquired ATK MATK DEF MDEF Weapon Ability
Djinn Staff Shinra Building - Advanced Weaponry 52 56 0 0 Incite

Upgrade

Djinn Staff Core (8 SP) Description
Magic Attack Power +4
Max MP +4
Elemental Damage 5% Boost Increases damage dealt by fire, ice, lightning, and wind attacks.
Elemental Defense 5% Boost Reduces fire, ice, lightning, and wind damage taken.
Incendiary Limit Breaks Fills limit break gauge when inciting or provoking enemies.
Djinn Staff Sub-Core I (12 SP) Description
Attack Power +5
Attack Power +5
Magic Attack Power +5
Magic Attack Power +5
Auto-Remedy Automatically cures an ally of detrimental status effects when opportunity presents itself.
Djinn Staff Sub-Core II (14 SP) Description
Attack Power +6
Magic Attack Power +6
ATB Charge Rate 10% Boost Increase the amount by which successful attacks increase the ATB gauge.
New Materia Slot Adds an additional materia slot or links two existing slots.
New Materia Slot Adds an additional materia slot or links two existing slots.
Djinn Staff Sub-Core III (16 SP) Description
Attack Power +6
Magic Attack Power +6
Magic Attack Power +6
Max MP +8
New Materia Slot Adds an additional materia slot or links two existing slots.
New Materia Slot Adds an additional materia slot or links two existing slots.
Djinn Staff Sub-Core IV (18 SP) Description
Attack Power +8
Magic Attack Power +8
Elemental Damage 5% Boost Increases damage dealt by fire, ice, lightning, and wind attacks.
New Materia Slot Adds an additional materia slot or links two existing slots.
New Materia Slot Adds an additional materia slot or links two existing slots.

Incite

Incite is an interesting ability, in practice it has many useful effects at keeping Sonon as your tank (which is the role he should play). When used, Sonon will direct an enemy’s attention towards him until Yuffie deals a large amount of damage. That’s great for your basic grunts, but when you really want Sonon to tank, against bosses, it doesn’t work as they’re immune. Still, it’s handy on Hard Mode for when you fight some of the tougher enemies, Sonon should have boosted Defense and HP at that point letting him become a more effective tank.

Evaluation

Much like how the Indurate Staff is based on pure Attack Power, the Djinn Staff is the opposite, with the focus on Magic Attack and Support based abilities. You’ll gain the highest possible Magic Attack Power for Sonon when fully upgraded and you can boost all elemental damage by up to 10%, useful for if you’re using elemental Materia. Finally, this weapon features the Auto-Remedy ability, this will have Sonon cure any status effects on Yuffie, useful for if you’re not equipping the Ribbon on Yuffie.

When spending your SP on the Djiin Staff, focus on obtaining all of the Magic Attack Power boosts. From there, look to unlock Auto-Remedy as it becomes available and look to unlock Elemental Defense Boost before the damage boost, as it will aid Sonon’s ability to tank all forms of attacks better.

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Guide Information

  • Publisher
    Square Enix
  • Platforms
    PS4, PS5
  • Genre
    Action RPG
  • Guide Release
    10 June 2021
  • Last Updated
    11 November 2021
    Version History
  • Guide Author
    Ben Chard, Nathan Garvin

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In the sprawling city of Midgar, an anti-Shinra organization calling themselves Avalanche have stepped up their resistance. Cloud Strife, a former member of Shinra’s elite SOLDIER unit now turned mercenary, lends his aid to the group, unaware of the epic consequences that await him.

This guide for Final Fantasy VII Remake: Intergrade features all there is to see and do including a walkthrough featuring coverage of all Main Scenario Chapters for both the main game and INTERmission, all Side Quests and mini games along with indepth sections on Materia, Enemy Intel and Battle Intel.

Inside Version 1.2

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