This Final Stand Remastered Capsule Guide explains the capsule system from top to bottom: how it unlocks, every common way to obtain capsules, an actionable farming route, a practical tier list with reasons, recommended capsule setups for different playstyles, and progression priorities. Every sentence aims to be natural, clear, and actionable.
Capsules are equippable items that grant persistent or activatable effects — everything from extra dashes to stat boosts, gardening, mini time-chambers, and quality-of-life tools like motorcycles. Most capsules are unlocked by researching NPCs (kill/scan X of a given NPC), while some come from chests, boss drops, or special unlock requirements. You scan and track progress with the Capsule Tracker in the Other tab of Skills, then return to Dr. Briefs (Capsule Court) to claim completed capsules.
How to unlock the capsule system (step-by-step)
Travel to Capsule Court and talk to Dr. Reeves / Dr. Briefs (the gravity-chamber NPC).
Equip the example capsule he gives in your Equipment → Capsule slot and Charge Capsule (open the capsule menu with period and use Charge). That completes the intro.
Open Skills → Other → Capsule Tracker to see research tasks and progress for NPCs you can scan.
When you reach the required count for an NPC (e.g., 50 kills), scan the NPC again to register completion, then talk to Dr. Briefs to receive the capsule.
Important: always scan the NPC after hitting the kill requirement — otherwise the capsule won’t register.
Ways to obtain capsules
Research kills (main method): Many capsules require killing a specific NPC type N times (e.g., kill 50 Chi Masters). After reaching the count, scan the NPC and claim.
Dungeon/raid rewards: Some capsules drop from bosses or are rewarded for completing dungeons/raid content (e.g., dojo rewards).
Hidden chests: A few capsules are found in static chests at specific map locations (e.g., under crates at the docks).
Meta unlocks: Some utility capsules require turning in multiple completed capsules (e.g., 15 completed entries to unlock the gravity chamber capsule).
Vendor/bundles: A couple of capsules require NPC interaction/purchase paths (e.g., garden capsule purchased/unlocked through a Central City vendor).
Farming advice — how to get capsules fast
Use zones with densely spawning targets: target boars, bears, or commonly respawning humanoids if they have lower kill counts (easier to grind).
Pick easy-count targets early: dinosaurs sometimes need only 5 kills but are stronger; boars or bandits often need 20–50 and are weaker. Choose whichever you can clear fastest reliably.
Chain similar research: while grinding an area, scan every encountered NPC type in that area and fill multiple tracker entries simultaneously.
Use dungeons for two purposes: dungeons like the Gorilla/Bear dojo give capsule drops and room-clears also yield zeni/XP — run them repeatedly off cooldown.
Join a party for high-count bosses: universal champion or Gojo require power to farm; party with a carry to get the research done faster.
Always re-scan on spawn: after completing the kill requirement, scan the NPC again — many players miss this step and lose time.
Check chests while transiting: hidden chest capsules are low-effort; add a route that passes under docks, certain houses, and specific map crates.
Full capsule list (with short effect) + tier ranking and why
Tier categories used here:
- Top tier = game-changing or universally strong.
- Usable = strong in many cases or very valuable situationally.
- Poop = niche, weak, or not worth the slot for most players.
Top tier
Fundamentals — Makes base (M1) damage massively stronger while halving skill damage. Unexpectedly powerful for pure M1 builds and trivializes many early NPCs. Ranked top because it can dramatically speed farming and clear times.
Power Capsule — Flat +10 melee and +10 key damage (massive free stats). Excellent for almost every damage build.
Defense Capsule — +10 to resistances; big defensive ROI for a capsule slot. Great survivability in PvE and useful in PvP scenarios where mitigation matters.
Speed Capsule — +25 speed; speed scales into dodges, more M1 hits, and better traversal. Because speed multiplies many mechanical benefits, it’s extremely valuable.
Usable (very good depending on build / content)
Dragon Jewel — Reduces transformation key drain. Huge for form-reliant players who want longer forms without overinvesting in keymax.
Burning Fighter — Boosts transformation stats at the cost of higher passive drain. Top-tier for players who can offset drain with Keymax or other capsules.
Gravity Chamber Capsule — Spawns a private mini-time chamber (utility XP/growth space). Very useful for coordinated leveling and late grinding sessions. Requires collecting many capsules to unlock, but payoff is good.
Garden Capsule — Passive Senzu production via planting. Slow but reliable supply of Senzus and a decent zeni sink → return. Great long-term utility.
Life Capsule — Provides health regeneration in combat. Useful for sustain-based or solo players.
Key Capsule — Passive key regen in base form (workhorse for certain playstyles and androids).
Charge Capsule / Dodge Capsule — Grants extra advantage dodges. Very handy for mobility-focused builds or if you rely on quick repositioning.
Energizer — Enlarges beam hitboxes (not direct damage increase but makes landing beams easier). Good for beam/aim builds.
Backstab Capsule — Bonus damage when attacking from behind. Good for stealthy rush/assassin play.
Black Flash Capsule — Chance to convert M1/M2 into guard-breaks / yield extra key on proc; strong but RNG-based and often gated by hard farm targets.
Hero’s Flute — +15% damage vs giant-type NPCs (useful for dinosaur or world-boss farming).
Rushdown — Speeds up rush attacks; niche, but useful if your build leans on rush moves.
Motorcycle Capsule — Fast motorcycle mount, useful traversal alternative when you can’t or don’t want to fly.
Poop (niche, underwhelming, or trap)
Beckoning Cat — +10% zeni gain but -50% key & melee damage. Bad trade-off for most players; slows progression.
Demon Eye — Life steal on kill but small heal amount; low sustain return for the slot.
Dodge (passive single extra) — Passive +1 dodge while useful, gives little marginal benefit compared to charge/dodge capsules.
Healthy — +35 max HP is tiny for most builds; not worth the slot.
Travel — Slightly faster flying acceleration; buy Nimbus instead for a far better QoL effect.
Surge — Allegedly faster charge on charged skills — often unnoticeable or inconsistent.
Harmony — Small increase in allowed fusion level gap; niche and redundant if you coordinate with friends.
Yardradian / Race-specific buffs — Useful only if you play that sub-race; otherwise worthless.
Zeni Bank — Reduces zeni lost on death but not fully protective; still leaves you vulnerable to large losses, so value is limited.
Weighted Clothing — Halves speed for more XP from movement-based mechanics; trade-off rarely worthwhile.
Note: Some capsules (like Black Flash) are gated by very hard-to-farm NPCs (Gojo, who uses infinity mechanics) and so are effectively late-game.