FINAL FANTASY X - Ability List ------------------------------ Written by Kurasu Soratobu (kurasufaqs@gmail.com) Present version: 1.0 INDEX ------- Copyright Info Introduction Why the FAQ? Abilities Update Info Still To Come Requests Thanks To... COPYRIGHT INFO -------------- Final Fantasy X: Abilities List, copyright 2007 Kurasu Soratobu. This file may not be published in part, or without this Copyright, without explicit permission from the author. Final Fantasy X, ability names, and related are copyright of Square Enix. If someone wants to post this FAQ to their site, please get in touch with me at kurasufaqs@gmail.com and ask. I am more than happy to let people post this elsewhere, so long as I can get the full credit for it, and can be aware of where it's going for my own personal knowledge. Make certain the words 'Final Fantasy X', 'Ability List', 'FAQ', or similar show up in the title header, so I know not to file it under spam. If it is filed under spam, it is deleted immediately. If you are wanting to speak with me directly, then depending on which IM service you use I am ICQ #9330070, AIM: KurasuSoratobu, MSN: Kurasu@hotmail.com, or Yahoo: kurasu. I can't promise I'll be uber-chatty, though I'm always willing to answer questions! INTRODUCTION -------------- If you really need an introduction to Final Fantasy X, you've probably been hiding in a hole for a while. However, for those who have, Final Fantasy X is one of Square's ground-breaking Final Fantasy games. Its use of the 'sphere grid' was unique in gaming, in that you could customize your characters to a level never before seen in RPG (except maybe for some of the other Final Fantasy games... and maybe Dragon Warrior... and of course there's.... well never mind that!) WHY THE FAQ? ------------ The game is filled with abilities. The grid is loaded with them for every person, and with as many abilities as there are to find, I am really amazed that a list and explanation of them hasn't been done before now. Shocked, to be honest. The discussion went about like this: Me: "Hey, could you check the Final Fantasy X Ability FAQ for something?" Significant Other: "There isn't one." Me: "There isn't one?" Him: "There isn't one." Me: "There _should_ be one." Him: "Yeah. There should be." So now there is. Enjoy! ABILITIES --------- NAME: The name of the ability as per the game. TYPE: Whether it is Black Magic, White Magic, Command, or Special. Each typ has their own symbol, as well as the 'sphere' that you can use to gain them off friends. COST: The MP cost to use the ability. EFFECT: What it does (not necessarily the game's description) PERSON: The person's area of the sphere grid it appears in, thus the first person (most of the time) who will get it. RATING: 1-10 rating on what I think of the ability. NOTE: Explanation as to the ability, as to why I rate it so high/low, and also ways to use it. NAME: Aim TYPE: Command COST: 0 EFFECT: Raises accuracy for party PERSON: Wakka RATING: 5 MY NOTES: This? Is a fairly cool ability. Not as good as Atk+Def in my book (in other words, Cheer), but it's really great for those times you're having trouble hitting stuff. And when you've got Wakka and Auron around, their aim isn't as good as their strength; it'll show. It's not quite worth the time spent later in the game, though. By that point, you shouldn't be having trouble hitting things. So don't get bent out of shape to get it on your whole party. Wakka is enough. NAME: Armor Break TYPE: Skill COST: 12 EFFECT: Lowers enemy's defense and nullifies 'Armored'. PERSON: Auron RATING: 10 MY NOTES: I want this skill in my party at all times. This is, bar none, the best of Auron's 'break' abilities. The enemy's defense is lowered, and those hardened enemies that take a 'piercing' weapon to do damage to are softened up to the point they take normal damage from everything. You can generally tell these enemies by listening and watching the attacks. If they barely flinch (or actively parry) and the weapon makes a dull *CLANK* when it hits them, they're most likely armored. Enemies that are genuinely resistant to physical (as opposed to 'Armored') will still be resistant to physical, but even these ones take about double what they would before, which means... you got it: heavy damage even to things like Flans and Elements. The _only_ issue I have with this is the higher cost, but it's worth every single MP. Get it. Got it? Good. NAME: Auto-life TYPE: White Magic COST: 97 EFFECT: Automatically resurrects individual when they fall PERSON: Yuna RATING: 10 MY NOTES: OK. This is hard to get. It's a pain in the butt to get. It takes a bunch of time, and a bunch of key spheres (two Level 4), but the ability? Is bar-none one of the handiest abilities for a fight. Throw it on someone that you don't want going down (like your healer!) and they will automatically have a 'life' spell thrown on them when they go down. Expensive, but worth it. So very much worth it! I save my White Magic Spheres for this one a lot of the time to make sure it's on as many good magic users as possible the moment I get someone on it. NAME: Bio TYPE: Black Magic COST: 10 EFFECT: Poison on an enemy PERSON: Lulu RATING: 5 MY NOTES: OK, admittedly poison has its advantages for injuring the enemy, particularly against fast enemies. After all, the more turns they have, the more damage they'll do to themselves. Plus, this is useful when used against a non-immune boss-type creature. However, the spell itself does no actual damage, plus the HP taken in the actions isn't large enough to slay the enemy with any particular swiftness. It does work through armor, though, as long as they're not poison-immune, which unfortunately many of the scary enemies (you know, the ones you'd want to use this one?) are. Another disadvantage is that you need to go a little out of your way to get this spell; a diversion that may well not be worth it unless you're a true collector. NAME: Blizzaga TYPE: Black Magic COST: 16 EFFECT: Large ice damage on one PERSON: Lulu RATING: 7 MY NOTES: Interesting irony, how alphabetical order puts this and the other two Bliz- spells into reverse order. Anyway, I find this spell is just a little 'too much' for most enemies. Blizzara will carry you through 90% of the time without needing to jump up to the next highest. This will handle bosses and Overkills with ease, though, when you can spare the points. NAME: Blizzara TYPE: Black Magic COST: 8 EFFECT: Mid-level ice damage on one PERSON: Lulu RATING: 8 MY NOTES: One of the more useful of the black magic spells, to be honest, considering there are a lot of ice-weak monsters in the game. The -a levels, for me, are even better than the -ga levels for the most part. Definitely get them all! These will serve you well throughout the game. NAME: Blizzard TYPE: Black Magic COST: 4 EFFECT: Small ice damage on one PERSON: Lulu RATING: 6 MY NOTES: This one of the first four spells you'll get with Lulu, and probably one of the spells that you'll be using through most of the game thanks to a higher percentage of flame enemies than others (or so it seems). It's cost-efficient, and does good enough damage to handle most of the creatures you'll be meeting along the way until you hit the -a spells. Therefore, don't hold back on using it as you need! NAME: Bribe TYPE: Special COST: 0 (Gil only) EFFECT: Causes monster to leave you alone (and give items) PERSON: Rikku RATING: 10 MY NOTES: Sometimes the best and even _only_ way to get items. They can be costly, but the payoff in a lot of things is so very much worth it that there's no way this rating could be anything less than a 10. You'll really only need one person with Bribe (unless you want to bribe by small amounts at a time to save on money), but make sure you get at least one person with it to get such important things as Key Spheres, Pendulums, and the awesome Dark Matters. A better 'Bribe' FAQ than I could ever make has already been made by CB! on GameFAQs; use it if you plan to do a lot of bribing. As an estimation, though, Bribe the monster with 20x its HP in gold. NAME: Cheer TYPE: Special COST: 0 EFFECT: Slightly raises strength and defense PERSON: Tidus RATING: 7 MY NOTES: The attack and defense raise for this are noticeable, I find, especially early in the game when you first get it, and you're just starting out. Plus, it works on the entire party. It's very handy to have in the early games, and worth spending the rounds on to power yourself up to 'overkill' levels of strength. The only thing that reduces its use for me is the fact that as the game progresses, the difference it makes becomes less worthwhile compared to the damage Tidus (or whoever) could be throwing. NAME: Copycat TYPE: Special COST: 28 EFFECT: Copies the previous ally's action PERSON: Rikku/Lulu RATING: 10 MY NOTES: This, of course, depends on what you're Copycat'ing, but far and away, using Copycat is one of the most useful abilities. Mainly because no matter how much the spell cost the first time it was cast, how much the ability cost, or how much the command cost, it will cost 28 when used from this, and it will be used in the same way. So Doublecasting 'Flare', for example, can be done by someone who has neither Flare _or_ Doublecast, and it will cost only 28 points. Unfortunately, Break Damage Limit is still needed to be able to break 9999 damage in an attack, even if they have the Strength/Intelligence to do it on their own, but it's still a decidedly useful ability. NAME: Cura TYPE: White Magic COST: 10 EFFECT: Heals mid-amount of HP PERSON: Yuna RATING: 8 MY NOTES: This is just another version of Cure. A little over twice the cost, but twice as powerful. It's worth the cost, however. A single casting of this will generally do the trick for whatever you need it for. NAME: Curaga TYPE: White Magic COST: 20 EFFECT: Heals large amount of HP PERSON: Yuna RATING: 8 MY NOTES: Twice the cost, twice the HP healed. And for the most part, until you get up in the really high levels of HP late in the game, you aren't really going to have to worry as much about the massive stacks of healing this will give you. On the other hand, unlike the damaging -ga spells, this will quickly become worth the cost, since by the time you've gotten the actual spell, you're at levels of HP that you'll need to recover fast after a casting of Life or use of a Phoenix Down. However, once you get up to high levels, you need Break HP Limit to _truly_ make this worthwhile. Otherwise, going with Cura might just be enough for your 9999 HP people. NAME: Cure TYPE: White Magic COST: 4 EFFECT: Heals small amount of HP PERSON: Yuna RATING: 6 MY NOTES: While in the beginning of the game, this is extremely useful to have around, it'll quickly become outdated. By the time you get Cura, you'll probably never use Cure again. Still, you never want to go without a little healing, so this is a very valuable ability to keep around. Especially in the beginning! NAME: Dark Attack TYPE: Skill COST: 5 EFFECT: Extra damage plus darkness on enemy for three turns PERSON: Wakka RATING: 8 MY NOTES: The extra damage is really nice on this ability, and the darkness that comes with it? A bonus. Darkness is an awesome ability when used against physical things such as Beasts, Ape-men, and especially Giant Birds. And while it's not guaranteed, the percentage chance seems awfully high against things that aren't particularly resistant. Really, this is just an awesome attack all around. I use it pretty much throughout the game. NAME: Dark Buster TYPE: Skill COST: 10 EFFECT: Extra damage plus high chance of darkness on enemy for one turn PERSON: Wakka RATING: 5 MY NOTES: It's really nice to have a nearly 100% chance of darkness on an enemy. The fact that it only lasts a single turn, though, is a big disadvantage. Use Dark Attack over this any day; it costs less and the chance is still up around 70% or so. Use this only when you _must_ make sure the enemy has been blinded, and can handle what you need to handle in a single turn or are prepared to throw it again turn after turn. NAME: Death TYPE: Black Magic COST: 20 EFFECT: Instantly kills one enemy PERSON: Lulu RATING: 4 MY NOTES: A spell to instantly slay an enemy! ... however, there are no bosses that it is effective against, and very few powerful creatures. Add in to that the fact that this spell's got a 20 cost and you need to go out of the way to get it, and you've got a spell that I really don't suggest even bothering with. One or two major enemies (Chimera hint hint) are affected by the spell, though, so it has some minor use. Not as much as whipping out high damage, though. Mind you, as one of the coolest-looking instant kill effects I've seen, it's worth using at least once just to see it. NAME: Delay Attack TYPE: Skill COST: 8 EFFECT: Delays enemy's attack PERSON: Tidus RATING: 7 MY NOTES: This ability is awesome. I love it. It's costly, but it works on a lot of stuff, including many actual bosses. Slapping 'Delay Attack' on the opponent will slow them down considerably. And then you can do it again. And again. And it _also_ does damage. So there's the chance that with Delay Attack, you can kill them without them taking an action! NAME: Delay Buster TYPE: Skill COST: 18 EFFECT: Greatly delays enemy's attack PERSON: Tidus RATING: 8 MY NOTES: Much like the Delay Attack, this ability's awesome in a battle. Smack the enemy and delay their action for a considerable amount of time. Costs over double what the Delay Attack does, but the effectiveness is greater. Much greater, for that matter. Thus, it's a worthwhile trade-off. Safer to smack once with Delay Buster than multiple times with Delay Attack, usually, and fewer things will shake it off. NAME: Demi TYPE: Black Magic COST: 32 EFFECT: Reduces all enemy's HP by 1/4 PERSON: Lulu RATING: 7 MY NOTES: This spell works on a surprising number of enemies, including a hell of a lot of bosses. Its big problem: it is costly. Fortunately, Lulu has the MP to make this worthwhile, so even if she's the only one you ever decide to get it on, it's worth the couple extra steps for her. IMO, this isn't a spell you should spend Black Magic Spheres on, but it should be given to several members of the team if you can to make sure of wearing the nasties down. NAME: Dispel TYPE: White Magic COST: 12 EFFECT: Negates all spell effects on an enemy PERSON: Yuna RATING: 2 MY NOTES: Removal of haste, reflect, shell, protect, and all those other wonderful enemy status up abilities. This would be a really cool power... if there were more fiends that actually used spell effects on themselves. As it is, the use is so limited that if you went through the entire game without it, you would probably never notice. Admittedly, where it does come in useful, it comes in _very_ useful for getting rid of haste, but I'd call it more time-waster than necessity. NAME: Doublecast TYPE: Special COST: 0 EFFECT: Cast two black magic spells in a row (for normal cost) PERSON: Lulu (sort of) RATING: 9 MY NOTES: Being able to slam something twice in one round is a massive help. It's limited to black magic and only black magic, plus you need to get through no less than two locks: one Level 3 and one Level 4 (there is also a route that takes a total of one level 3 and _four_ level 4s, coming past Demi). Costly. Very, very costly. Also very, very late in the game (minimum of a trip to Zanarkand to get the Level 3 keys). However, for all the time it takes, it's very, very much worth it IMO. Two Flares will eliminate just about anything, especially once you can break the damage limit. Plus, they don't have to be the same spell, so you could cast, say, Ultima, then Osmose. NAME: Drain COST: 12 EFFECT: Drains HP from enemy PERSON: Wakka RATING: 5 MY NOTES: If this was on someone with A) better MP and B) better magic in general, this would be an awesome ability. Even on Wakka, it does fairly good damage. And once Lulu gets hold of it, watch out! It becomes a useful healing spell for her (and others who get it) at that point and time. This is one of the two main spells I like keeping Black Magic Spheres around for! Still, I find it awfully costly for a spell of limited use when you first get it, so the rating stays fairly low. You have to _really_ build your magic up to get it working. NAME: Entrust TYPE: Special EFFECT: Donates Overdrive gauge to ally PERSON: Auron RATING: 8 MY NOTES: Another one of those that you won't get until late in the game, as it hides behind a Level 3 lock (or a Level 4 at the other side). The ability, however, is just a massive, _massive_ boost to the game's 'go get 'em' level. Take one person, give them a way to fill their Overdrive meter quickly, and use 'Entrust' to donate that charge to other party members who have a more useful Overdrive. For instance, have Mr. Double Overdrive Tidus give it to Auron for a number of Banishing Blades. Or maybe to Wakka for a good many Attack Reels. Or possibly you just want it so you can get a few dozen Mixes out of Rikku or some fast-summoning of Overdrive-ready Aeons. Tough to get to, but extremely useful. NAME: Esuna TYPE: White Magic COST: 5 EFFECT: Cures most status ailments PERSON: Yuna RATING: 7 MY NOTES: I love a game where this comes already on the individual. It's really a rockin' spell, and of vast use. True, there aren't as many status ailments in FFX, and they all wear off at the end of a battle (thus reducing the usefulness some), but having the spell that cures almost all of them right off the bat is just awesome. The only ones it can't handle are magical effects (Stop, Slow), Curse, and Zombie (which both require holy water). NAME: Fira TYPE: Black Magic COST: 8 EFFECT: Mid-level fire damage on one PERSON: Lulu RATING: 8 MY NOTES: Twice the cost, twice the power, thereabouts. Otherwise, read 'Fire' for my rating idea on this. But the cost and damage done make this extremely worthwhile. Probably one of _the_ most worthwhile black spells. NAME: Firaga TYPE: Black Magic COST: 16 EFFECT: Large fire damage on one PERSON: Lulu RATING: 7 MY NOTES: Twice the cost of Fira, twice the power of Fira, and for the most part, other than against bosses, Fira will do the trick. Keep this around for when you need to fry really big things or want to ensure yourself an 'Overkill', but other than that, I wouldn't worry unduly about using it. Fira: costs less, much more cost-efficient against most enemies. NAME: Fire TYPE: Black Magic COST: 4 EFFECT: Small fire damage on one PERSON: Lulu RATING: 6 MY NOTES: Just like Blizzard, this ability is going to be vital for you. Plus, it's not all that expensive. By the time you've got the -ga and -aga, you should have outgrown it mostly, but until then, it'll be plenty good enough. NAME: Flare TYPE: Black Magic COST: 54 EFFECT: Non-elemental damage on one PERSON: Lulu RATING: 7 MY NOTES: Much like the Holy spell, this spell is a rather large cost for a rather large damage. It slices through any elemental protection quite well (since it's non-elemental damage), and there's not a lot that the enemy can do against it, though Reflect does bounce it, and Shell will halve the effect. That being said, this is 54 magic points for a spell which will generally do 9999 points of damage. The same amount as a good, strong -ga spell will. Which translates to me as, sadly, 'Not as handy as a -ga spell which costs less than half this amount'. Once you can break the damage limit, on the other hand, this will rip an enemy apart. Keep it for then! NAME: Flee TYPE: Special COST: 0 EFFECT: Allows escape from battle for the whole party PERSON: Tidus RATING: 3 MY NOTES: This is really an all-or-nothing ability. If you need to get the flock out of dodge, it'll save your butt. Multiple times. But if you are trying to get AP and Gil, then running from battle won't help you much. It's handy if you want to get everyone out at once, though, which sometimes you just plain do. Still, my rating on it is fairly low, because when running, you just don't get as much AP and Gil as you could. Obviously. Don't forget, though: there is an Overdrive mode that requires running, and as this makes your whole party flee without tripping, it will help get that. For you perfectionists out there. NAME: Focus TYPE: Special COST: 0 EFFECT: Raises Magic and Magic Defense PERSON: Lulu RATING: 6 MY NOTES: By the time this becomes multi-party-member useful, your party's already got such high stats that it's not really worth it. Until that point, while this helps a couple of the folks out, it'll really only be a boost for Lulu and Yuna, possibly Kimahri. The raised Magic Defense can help against a magical enemy, though, and that's the only reason it has such a high rating for me. Use it multiple times; you'll see the difference. NAME: Full-Life TYPE: White Magic COST: 60 EFFECT: Returns individual to life with full HP. PERSON: Rikku RATING: 9 MY NOTES: It may not be far from Yuna's territory, but it's right in the middle of Rikku's territory, therefore I've listed it as a 'Rikku' skill. Of course, you need to get through either two Level 3s and a Level 4 lock, or three Level 4s to get it, but let's face it: isn't it handy to be able to pick someone up with full HP? So why's my rating on this not a 10? Because not only is it extremely difficult to get to the first time, but once you get it, unless you've got Break HP Limit, 'Life' or a Phoenix Down will get you up with enough HP to keep you alive for a healing. And for less than half the MP cost. NAME: Guard TYPE: Special COST: 0 EFFECT: Lets you take damage for allies PERSON: Auron RATING: 5 MY NOTES: Much like the taunting 'Provoke' ability, this helps take some damage. However, this is jumping in front of the enemy's attacks, as opposed to just making the enemy attack you. Auron is much more a defensive type than Tidus, and can thus handle quite a bit laid on him thanks to this. Use this along with lots of defensive or counterattacking abilities and you'll be able to keep your 'yellow' people safe while dealing damage. I also like putting this on high dodge characters, so they get in the way of the hit and then dodge away from it and take no damage anyway. Plus, it'll help get an Overdrive Mode. Bonus! Still, once you get Sentinel, you'll never look back at this, so the rating is much lower than it could be. NAME: Hastaga TYPE: White Magic COST: 30 EFFECT: Speeds whole party up (extra actions) PERSON: Tidus RATING: 9 MY NOTES: What can I say? It's expensive. That's what I can say. But in one single casting (which actually costs more than casting it three separate times), you can speed your whole party up. And believe me: Haste is a valuable resource in this game. Get this for certain! Even if it's costly on someone who doesn't have the greatest MP at first. Which is the only reason it got a 9 rather than a 10. Another spell to hit with White Magic Spheres. NAME: Haste TYPE: White Magic COST: 8 EFFECT: Speeds individual up (extra actions) PERSON: Tidus RATING: 8 MY NOTES: The only thing limiting this ability is the rather large cost of it, honestly. Tidus doesn't get massive magic until later in the game (although more than Wakka!), and he gets this spell fairly early. It's worth it, though. This will carry you through a very, _very_ long while. At least until you can get Hastaga. NAME: Holy TYPE: White Magic COST: 85 EFFECT: Deals holy damage to enemy PERSON: Yuna RATING: 7 MY NOTES: Can you say 'ouch', Boys And Girls? Until you take Yuna for a spin through other people's areas, this is going to be the only spell-based damage that she has unless you count Cure on undead. The damage it throws is considerable. It will make quite a dent in just about anything. However, until you get a weapon that breaks the damage limit on your spells, this does a maximum of 9999 damage, just like all the -ga spells will. In other words, until you can break your damage limit, that's 85 MP spent when 16 would have done the trick. You do the math! It's probably worth more for you to dig up a Black Magic Sphere and hand her a couple of the -ga or even just -a spells to handle combat, or even Flare if you're feeling adventurous. NAME: Jinx TYPE: Special COST: 0 EFFECT: Lowers enemy's luck PERSON: Kimahri RATING: 1 MY NOTES: This ability is useless, really. No. Seriously. There isn't anything that lowering the enemy's luck really does. You can stop them from critting. You can lower their chance to hit slightly (but not a lot). They don't dodge quite as well (although not enough to make it matter). And it wastes a turn. The only way this could be worse is if it cost points to use. It doesn't even go into an Overdrive Mode. If anyone knows any use in lowering the enemy's luck, other than blunting their chance to critically hit, let me know! Because this ability otherwise seems a waste. NAME: Lancet TYPE: Special COST: 0 EFFECT: Drains HP/MP (and possibly gains Blue Magic for Kimahri) PERSON: Kimahri RATING: 5 MY NOTES: It's nice to get a free heal and MP regain! The only problem is that, throughout most of the game until you've gotten stats up higher, it's not all that powerful (doing a couple hundred HP for the most part). However, one nice advantage of it is that this penetrates armor and defenses, so you get the same amount from just about everything. NAME: Life TYPE: White Magic COST: 18 EFFECT: Returns party member to life PERSON: Yuna RATING: 8 MY NOTES: In this game, when you run away from a battle, you will come back to 1 HP and thus be 'alive' again. Therefore, this isn't quite as vital as some games, as you can run away from many battles. However, if you are in a boss battle? You can't run! And Life at that point will get you back up, with a handful of HP to go along with it. A little costly, but worth the price. NAME: Luck TYPE: Special COST: 0 EFFECT: Raises party's luck PERSON: Rikku RATING: 8 MY NOTES: More chances for a critical, better steal items, more chances for the enemy to miss, possibly 'better rolls' on damage and defense in general... luck is one of those skills that has a very noticeable and wide-ranging effect, and not a whole heck of a lot of ways to raise it. Fortune spheres are hard to come by. And even if they weren't, 'luck nodes' aren't at all common, even along Rikku's path; the board has maybe a total of ten between all the party members! That makes this skill one of the only ways to reliably bring up your luck. Get it! Certainly there's more useful things you can do with your time once you've got some big damage, but trust me: you'll notice the difference in the number of critical hits you'll get just from one or two uses of this when you first get it. NAME: Magic Break TYPE: Skill COST: 8 EFFECT: Lowers enemy's magic PERSON: Auron RATING: 2 MY NOTES: There are only a few creatures that this ability comes into use on, really. If they're immune to silence, this might help keep their magic damage down. However, a lot of creatures that are immune to Silence are also immune to Magic Break (or at least highly resistant), so you have to be careful. For its cost, this ability really... is not on my high list, that's for sure. NAME: Mental Break TYPE: Skill COST: 12 EFFECT: Lowers enemy's magic resistance PERSON: Auron RATING: 6 MY NOTES: Having someone who can make the enemy more vulnerable to magic can be a big help, especially if the enemy is particularly weak against some spell. The amount of damage a good mage can throw with Mental Break behind them is considerable. That being said, this isn't quite as useful as Armor Break, where you're softening them up against attacks _and_ breaking through their 'Armored' status. Plus, unless you're far in the game, you won't have as many black mages as you will physical powerhouses; two at most and possibly three if Rikku took a dive into the Black Magic area, or you've been chucking Black Magic spheres around. Nice to hit boss and extremely tough monsters with once, though, and some of the monsters are so resistant to magic that this is a godsend! NAME: Mug TYPE: Special COST: 10 EFFECT: Attack and steal an item PERSON: Rikku RATING: 7 MY NOTES: In a game where you can steal as many items as you want from an enemy (even if the difficulty goes up after the first), it's actually much better to have 'Steal' than 'Mug', since by attacking the enemy, you're shortening the time you have to steal their stuff. Add in to that the fact that Mug actually costs points to use, and you've got a good reason why Mug is _way_ lower than Steal in my list of abilities-to-want. If you really want it, put it on someone who you want attacking in the first place. Then, the stealing becomes a bonus, rather than the whole idea of it. Auron, Wakka, and Tidus all make good Muggers. NAME: NulBlaze TYPE: White Magic COST: 2 EFFECT: Immune to fire for one shot RATING: 5 MY NOTES: Null damage from fire is probably the handiest of the nulls, since fire is one of the more common elements thrown around. However, really, while they're OK, their use is... limited, to say the least. Use of them unlocks one of the Overdrive Modes, though, so they do have a _little_ use outside of waiting for their element to show up, and they _are_ extremely cost-efficient, thank goodness. Against creatures who breathe or throw fire with physical attacks, though, it's a fantastic ability, and only the fact that it goes away after one use and that it only guards against fire brings the number down as low as it is. NAME: NulFrost TYPE: White Magic COST: 2 EFFECT: Immune to ice for one shot RATING: 5 MY NOTES: Same deal as with the fire, including the rating. Why? There is an area where there are nothing but ice critters. Only one, mind you, but it's a rather big one, and NulFrost helps out against almost all the creatures in it. Aside from there, though, ice enemies are few and far between. NAME: NulShock TYPE: White Magic COST: 2 EFFECT: Immune to lightning for one shot RATING: 5 MY NOTES: There are fewer lightning-types than there are fire-types, though this does admittedly come in very handy on the Lightning Plains, where a lot of the 'locals' will throw zappage on you. Same deal as with NulBlaze, in every other way. NAME: NulTide TYPE: White Magic COST: 2 EFFECT: Immune to water for one shot RATING: 3 MY NOTES: This is the least useful of the bunch. There aren't even as many water-throwing monsters as there are lightning-throwing monsters. Really, it's one of those ones that I get, and then almost never use. Although the Chimera-types and their Aqua Breath are nice to block... NAME: Osmose TYPE: Black Magic COST: 0 EFFECT: Drains MP from enemy PERSON: Wakka RATING: 10 MY NOTES: Why does Wakka get this first, rather than either of the mage-girls? I'm not totally sure what the game-makers were thinking with this one. I suppose since he's got a low MP total they want to make sure he always has a refill? Oh well. Either way, this is an absolutely _vital_ part of any spellcaster or skill-user's repertoire. Even with the spheres restoring MPs to the max, this will let you throw your spells around even more willy-nilly! And in a game like this one that encourages that sort of thing, it's a handy ability for everyone to get on-hand. Also, by draining the enemy's MP, they have less MP to use for attacking with. I save Black Magic Spheres to get this on as many party members as possible. NAME: Power Break TYPE: Skill COST: 8 EFFECT: Damage plus lowers enemy's power PERSON: Auron RATING: 5 MY NOTES: This one's actually one of the less-useful 'break' attacks for me, maybe surprisingly. It's certainly not _completely_ without use, as lowering a major boss' or physical powerhouse monster's attack will often save your skin, but for the most part if the enemy isn't dying in one hit of Auron's blade, you're not wanting to lower its attack; you're wanting to lower defense, or magic defense, so you can get rid of it! Plus, if monsters are strong enough for you to want to throw this, many of them will be resistant (or immune) to the Break. Of course, you'll notice that even 'one of the less-useful' break attacks still rates a 5. That should show you how much I value almost all the breaks! NAME: Pray TYPE: Special COST: 0 EFFECT: Small heal for the party. PERSON: Yuna RATING: 9 MY NOTES: A free cast of a small amount of healing on your entire party. What more needs to be said? It becomes outdated later in the game, not healing enough to keep up with the enemy's attacks (especially up against bosses), but early on this is more than enough to keep your party on their feet and ahead of the enemies' damage. Plus, it'll help you on your way to Overdrive Mode 'Healer' without having to spend any MP! And let's not forget that as a heal, it does fill your overdrive if you're actually on Healer! Awesome ability all around. The only reason it gets less than a 10 is because, as said, it _is_ a small amount of healing; about a third of what Cure will give, which is still considerable in early game. NAME: Protect TYPE: White Magic COST: 12 EFFECT: Raises character's defense PERSON: Yuna RATING: 7 MY NOTES: It's always good to be able to raise the defense of party members, as a good number of monsters attack physically in every which way. This halves the damage they take, and lasts a good long while, namely the entire battle unless Dispelled. An excellent buy! The only way it could be better is being able to cast it on multiple people at once. NAME: Provoke TYPE: Special COST: 4 EFFECT: Draws the enemy's attack PERSON: Tidus RATING: 6 MY NOTES: Tidus isn't a defensive powerhouse, but he is agile enough to dodge a lot of attacks, and tough enough to handle attacks that have been turned on him. In addition, you can deliberately inflate his defense and use this. Add in things like Auto-Life, Auto-Phoenix, or a dedicated healer, and you can keep the rest of your party up and around while Tidus draws all the trouble. It's much easier to heal one person than many! If he were naturally a better defensive monster, this would be worth more, but it's still quite effective. Not to mention the fact that many monsters have a special ability which 'Taunt' will render unusable because they attack physically rather than magically. Try it on a lot of creatures with a special ability! Also, get this ability on a dodge-monkey like Lulu for great enemy frustration. NAME: Quick Hit TYPE: Skill COST: 12 EFFECT: Strike with half recovery time PERSON: Tidus RATING: 7 MY NOTES: While delaying the enemy works better for a lot of enemies, this comes in extremely handy when 'delay' doesn't work on an enemy, either because they're immune or because your party's been whittled down. Also, this can be used in addition to Haste for some super-speedy slaughtering power! Pity the cost is so high; unless you've advanced quite far in the game, you can only get off a few good Quick Hits before you're feeling the burn. Still, get this on all your fighters if you can. It's invaluable for when you need to take something out fast and hard, and don't give a damn about the MP cost. NAME: Reflect TYPE: White Magic COST: 14 EFFECT: Reflects magic back on caster PERSON: Yuna RATING: 7 MY NOTES: Another normally much-loved skill for me, Reflect makes sure that those monsters who are throwing spells get a taste of their own medicine. While many creatures are immune or at least resistant to their own magics or even heal from them (Elements and Flans in particular), not all of them are. In addition, those that are throwing spells like 'Flare' will find it bouncing back on them as well. Plus, one can bounce a spell off a party member's Reflect (as the Sisters will demonstrate) to penetrate enemy Reflect defenses. If fewer elemental types were immune to their own magic, this would easily get a 9 or a 10. Also, be careful: your own healing spells don't go through Reflect, so carry around some high-level potions at all times! On the other hand, the enemy's healing doesn't, either, and Reflect can be cast on the enemy. NAME: Reflex TYPE: Special COST: 0 EFFECT: Raises party's evasion PERSON: Lulu RATING: 6 MY NOTES: Another one of those freebies that gives you that 'little boost'. This one makes you more evasive, though. A handy trick! Keeping the enemy from hitting you can be important, after all! Too bad it's such a slight increase that the difference it makes is only moderate, and nowhere near as visible as the others. Although one advantage of this one: unlike the others, this actually gets _more_ effective as you go up in level and your evasion increases. At higher numbers, even small changes can make a noticeable difference in how often you're hit. NAME: Regen TYPE: White Magic COST: 40 EFFECT: Constantly heals HP in battle PERSON: Yuna RATING: 4 MY NOTES: This ability is a costly one. Very costly. Your people's HP will continuously be healed, gaining a small amount back every single turn (whether their turn, a friend's turn, or on the enemy's turn). A minimum of 100 points per turn is gained back, with a maximum from what I've seen of around 3% (yes; _3_, not _30_) of their total HP. Another problem with this is that it wears off in the battle. In the end, this spell seems like a really good idea, but it's implemented badly. There's a few times it would be useful, but the damage it cures can't keep up with the enemy, and with the fact that it wears off... well... stick with Curaga. You'll get more bang for your buck. NAME: Scan TYPE: White Magic COST: 1 EFFECT: Gives full info on monster (view enemy's data) PERSON: Kimahri RATING: 10 MY NOTES: It's cheap, it gives detailed information, it's quick, tells you if Kimahri can learn skills from them, and it only needs to be cast once and you can now check its info as if you had Sensor in your weapons. What's not to like about this? It even works against many bosses! There are very, very few creatures who are immune to this, most of them being Aeons or creatures in one of the secret dungeons. Really, this is an ability that every party should have from the beginning, on. Get it on Kimahri as soon as you can! NAME: Sentinel TYPE: Special COST: 0 EFFECT: Use 'Guard' but while in defensive stance PERSON: Auron RATING: 8 MY NOTES: Once you get Sentinel, you never go back to Guard. This is a free ability that does the exact same thing... only it does it better. You actually take less damage when you're guarding other people, as the user will put himself in 'defend' before taking the blows. Definitely worth the price of admission! Get this on a heavy 'tank' character', and they'll keep your mages safe throughout the battle, and give them "Counterattack' to become effective attackers even while guarding. Mind you, this is far enough along the path (read: Auron's final ability) that Guard will be your 'party protection' for most of the game most likely. NAME: Shell TYPE: White Magic COST: 10 EFFECT: Raises magic defense PERSON: Yuna RATING: 6 MY NOTES: For most of the magical attacks, as long as there's only one person throwing spells, the Nulls are more useful. If there are two or more types of magic being thrown around, or effects that can't be nulled (Ultima is a good example) then break out the Shell! A little costly, but it halves magic damage when used. A good enough value for a 6, though the existence of the Nulls doesn't let it go higher. Be careful, though: higher magic defense also effects healing magic. So make sure you keep potions on-hand for people who have been Shelled. NAME: Silence Attack TYPE: Skill COST: 5 EFFECT: Extra damage plus silences enemy for three turns PERSON: Wakka RATING: 3 MY NOTES: There aren't a huge number of spellcasting monsters. Those that are, this is of HUGE use against, but with there being as few as there are, I don't think it's worth the 5 point cost. So... useful in a repertoire, but I wouldn't go out of my way to learn it. NAME: Silence Buster TYPE: Skill COST: 10 EFFECT: Extra damage plus high chance of Silence for one turn PERSON: Wakka RATING: 4 MY NOTES: It's Silence Attack with a much better chance to work (around 90% instead of 60-70%) and a single turn of silence. Unlike the other Busters, I actually consider this _more_ useful than the Silence Attack, because where you want to shush the enemy, you can't afford it not to work, even if you have to 'reapply' it every turn. Like Silence Attack, this is not useful in many situations, but the ones it is useful in are MASSIVE, since the enemies will not do anything if they can't cast spells. NAME: Sleep Attack TYPE: Skill COST: 5 EFFECT: Extra damage plus sleep on enemy for three turns PERSON: Wakka RATING: 6 MY NOTES: Sleep is a great ability as long as you're throwing magic. If you're throwing magic, it'll take three turns for the enemy to wake up. And three turns can be a lot of damage! However, the moment you throw a physical attack, they're back on their feet. Therefore, it's not quite as good as a paralysis ability. Although the graphics for sleeping enemies is often worth the points just to see. Observe, as the Dual Horn slowly curls up and falls asleep like a drowsy dog! Watch as the Floating Eye drifts to the ground and lands to snore! That alone gives it an extra point in my book. NAME: Sleep Buster TYPE: Skill COST: 10 EFFECT: Extra damage plus high chance of Sleep for one turn PERSON: Wakka RATING: 4 MY NOTES: Since Sleep tends to last a fairly short while anyway (as long as you're physically attacking), making absolutely certain you put them under is a good plan, even if it's only for one turn. Still, if you have magic to throw, sleeping enemies don't wake up until their 'time' wears off, so it's still not as useful as the actual Sleep Attack, even for the much higher chance of sleep working. NAME: Slow TYPE: White Magic COST: 12 EFFECT: Slows one enemy PERSON: Tidus RATING: 8 MY NOTES: A fantastic ability! Unlike Delay Attack, this will last the entire fight. A mixture of Slow and Haste will do a real number on your opponent. It's unfortunate this doesn't work on a lot of bosses, but those that it does it will help you wipe up the floor with them! And it also works on a surprising number of non-boss monsters. Malboros? No problem! NAME: Slowga TYPE: White Magic COST: 20 EFFECT: Slows all enemies PERSON: Tidus RATING: 8 MY NOTES: If you're in a battle with one enemy, obviously don't worry too much about using Slowga on them. Slow will work well enough. Against a group, though, Slowga is going to be your best friend: a 'slow' spell that works on everyone at once. I give it the same rating as 'Slow' because far and away, if you're fighting a group of more than one enemy, slashing them down often works better than slowing them; groups tend to be weak enough to take on. NAME: Spare Change TYPE: Special COST: 0 (costs Gil instead) EFFECT: Damage enemy by throwing Gil (10 Gil per 1 damage) PERSON: Rikku RATING: 9 MY NOTES: Many people will likely disagree with me on this one, but the fact of the matter is, this skill does the same damage every single time, no matter what you're throwing it against. This means that against high armor, high speed, resistant, endurant, et cetera enemies you can make certain you do as much damage as you need, up to a maximum of 9999 (the game limits you to throwing 100,000 Gil even with Break Damage Limit). Plus, it takes absolutely no MP, so even if your mages are out of magic or silenced (hey, it can happen!) an enemy can be precisely coined to death... or even overkilled. Sure, it can get awfully costly at times, but Gil isn't all that hard to come by in FFX, and this can be worth every penny... er, Gil. NAME: Steal TYPE: Special COST: 0 EFFECT: Steals items from the enemy PERSON: Rikku RATING: 10 MY NOTES: Stealing is practically a vital part of the game, and the best way to get lots of cool, possibly rare, items. As long as you know which creatures have which items, you can get some incredible things this way. Really, it's probably one of _the_ most valuable skills. And you even start the game with it! Be still my beating heart! Get everyone this ability. Seriously! NAME: Threaten TYPE: Special COST: 12 EFFECT: Freezes enemy in their tracks PERSON: Auron RATING: 8 MY NOTES: The way this works is that it essentially steals the enemy's turn. A 'delay action' that delays them an entire turn rather than kicking back a few steps, and without having to actually hit them with the attack if they've got high agility. That, my friends, makes this more effective than 'Delay Attack', possibly even more than 'Delay Buster'. Still, they even out enough between cost and loss of the attack damage to give this the same rating for me. Surprisingly enough, I actually like this ability best as one of Auron's, too. It may be more expensive than his low MP can handle easily, but with the low hit rating he has for anything but armored stuff, this makes Auron effective in his own way against even fast critters. In addition, this seems to decrease the enemy's dodge. That's something even Delay Attack can't claim! NAME: Thundaga TYPE: Black Magic COST: 16 EFFECT: Large thunder damage on one PERSON: Lulu RATING: 7 MY NOTES: This spell's even stronger than Thundera, and costs twice as much to cast, naturally. While it's good for unloading on really powerful enemies, though, Thundera will often be more than enough on your average everyday enemies along the path. Therefore, keep this for the bosses, necessary Overkills and for particularly frightening enemies; you shouldn't need it against the basics. NAME: Thunder TYPE: Black Magic COST: 4 EFFECT: Small thunder damage on one PERSON: Lulu RATING: 6 MY NOTES: Same as with the other spells. Thunder's a useful one against Machina, and you'll be meeting a lot of those along the way. And don't forget the underwater things, for once other people can get black magic! NAME: Thundera TYPE: Black Magic COST: 8 EFFECT: Mid-level thunder damage PERSON: Lulu RATING: 8 MY NOTES: It's thundera. It's twice as powerful as thunder for twice the cost. Yadda yadda and make sure you get it! NAME: Triple Foul TYPE: Skill COST: 24 EFFECT: Sleep, Silence, and Darkness for 3 turns PERSON: Wakka RATING: 8 MY NOTES: One of these three things costs 8. So all three in one cost 24. Frankly, this is worth the cost, unless you're only wanting to stick one thing to an enemy. Also, I find that it tends to work more often than the basic Shots, if not as much as the Strikes (although that might just be because of higher magic by the time he gets this). So the price, all in all, is well worth it if you plan to really smack the enemy down. If you only want one, though, probably best to not waste the points (as Wakka's not great with MP) and just use that one. NAME: Ultima TYPE: Black Magic COST: 90 EFFECT: Non-elemental damage to all PERSON: Kimahri RATING: 8 MY NOTES: Not only is the damage massive, but it can't be 'parried' by elemental resistance, it can't be bounced by Reflect, and it does that massive damage to every enemy on the screen at once. The cost is nasty, but the spell is completely worth it... even though you have to go through two Level 4 locks to get to it. It's an amusing irony, to me, that this ends up being in Kimahri's area. Suppose it's apt: puts the spell right smack-dab in the middle of everything. NAME: Use TYPE: Special COST: 0 (1 tool) EFFECT: Needed in order to use tools PERSON: Rikku RATING: 6 MY NOTES: Without the 'use' ability, you can't use the tools you find along the way. However, 90% of these tools have the same use as spells/abilities, and might be better used to transform into weapons and armor, or abilities for your Aeons. It's not a total loss; this is the only way you can use Al Bhed potions, for one thing, and Al Bhed potions are powerful healing and status restoration and appear everywhere. In addition, a lot of the items will throw the spell on all party members or enemies, rather than just one at a time. I don't really consider it a 'vital' ability, though; get it when you pass through the area but don't strain yourself over it. Anyway, Rikku starts with it, so you can at least guarantee you've got one person who can use things. NAME: Water TYPE: Black Magic COST: 4 EFFECT: Small water damage on one PERSON: Lulu RATING: 6 MY NOTES: Same as the others, though there's not quite as much that is weak against water. Enough to make it worth keeping around, though. Especially on your jaunt through the Thunder Plains! NAME: Watera TYPE: Black Magic COST: 8 EFFECT: Mid-level water damage on one PERSON: Lulu RATING: 8 MY NOTES: This is all the water you'll need against most non-boss enemies. There really aren't a huge amount of water-weak enemies that need anything higher than this, so keep Watera around at all times. NAME: Waterga TYPE: Black Magic COST: 16 EFFECT: Large water damage on one PERSON: Lulu RATING: 7 MY NOTES: Another 'double cost, double potency'. However, now we're getting up into the level of magic that is completely overkill for the most part, and not in the 'double AP yay!' way. Don't get me wrong, there's nothing at all wrong with the spell! If you're against enemies whose HP are high, particularly bosses, don't hold back on it; throw big and hard. But for the most part, throwing two Wateras is more worthwhile than throwing one Waterga, unless you're fighting against something particularly large and terrifying. NAME: Zombie Attack TYPE: Skill COST: 10 EFFECT: Damage + Zombie on one PERSON: Auron RATING: 9 MY NOTES: The only reason, honestly, that this isn't a 10 for me is that it's behind a Level 4 lock that you have to break through to get to. However, this ability sets up almost any enemy for an instant kill. One Zombie + One Phoenix Down (or Full-Life or Life or Curaga) = Instant Death on just about anything. Plus, this is extremely useful for enemies that cast things such as Heal and Regen on themselves, as their healing will now do damage instead of healing. And there's a surprising number of bosses that aren't immune to Zombie. UPDATE INFO ------------ 04/22/07 - Version 1.0 - First version of the FAQ. STILL TO COME ------------- NOTHING, at the moment. This may change, but for now, I'm satisfied with how this is. Unless I can get some of the below 'requests'. REQUESTS -------- Things I would love to get from people. -- The abilities from the International version, just to finish rounding the list out. -- Any secrets, hints, whatever that I might have missed that would make an ability worth more (or less) than what I put it at here. THANKS TO... ----------- GameFAQs and CjayC: for giving me a place to put this FAQ down. Salazen: My significant other! For playing through the game again and reporting to me abilities as we went along. I'm sure being forced to play Final Fantasy X was a terrible chore...