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The legendary guardian who, along with Jecht, joined High Summoner Braska on his journey to vanquish Sin ten years ago. After their victory, he left Spira for Zanarkand to watch over Tidus. Formerly a warrior monk, he once protected the temples of Yevon

Scan description

Auron is a playable party member in Final Fantasy X. He is a Samurai who uses Bushido for his Overdrive. He starts as slower and less accurate with his strike than Tidus or Wakka, but deals heavy damage and can deal damage to armored fiends.

Battle[]

Ogre ffx

Auron strikes at an opponent.

Auron is the party's powerhouse with high HP and Strength, able to cut down the tougher fiends and able to shield party members from enemies' attacks.

When counter-attacking Auron performs a regular attack regardless of whether the target is flying or ground-based. When Auron is low on HP he will slouch over with his sword over his back. When he is below quarter health he will slouch down even more with his sword touching the ground, having lost the strength to hold it up. His victory pose is to rest his blade on the ground and adjust his glasses.

Stats[]

His early stat growth is based around high Strength, Defense and HP, and he learns abilities to lower enemy stats, making him ideal for defeating high HP enemies.

Auron has low Agility and Accuracy at first, leaving him weaker against swift and flying foes until he can move into another section of the Sphere Grid. At first, he also has relatively faint Magic and Magic Defense stats.

If, at the end of his section of the Sphere Grid, he continues into Tidus's section, Auron will gain more Agility and Accuracy (in addition to yet more Strength), offsetting one of his previous weaknesses, and becoming an extremely powerful physical attacker. As with Tidus, Auron still won't be able to reliably hit flying fiends, or those with very high Evasion, however, he will be capable of dealing with a wide variety of enemies.

Values in parentheses are node stat bonuses.
Stat Base Value Sphere Grid
Normal Expert
HP 1030 4630 (3600) 4430 (3400)
MP 33 153 (120) 73 (40)
Strength 20 56 (36) 63 (43)
Defense 15 37 (22) 41 (23)
Magic 5 11 (6) 11 (6)
Magic Defense 5 13 (8) 27 (22)
Agility 5 17 (12) 16 (11)
Luck 17 18 (1) 17 (0)
Evasion 5 15 (10) 8 (13)
Accuracy 3 4 (1) 4 (1)

Equipment[]

Auron Masamune

Auron wielding his Celestial Weapon.

Auron wields katana and defends himself with bracers. Most of his weapons have the Piercing ability by default, allowing him to cut down armored enemies. He and Kimahri are the only characters to have the Piercing ability on the majority of their weapons from the start. Auron's Celestial Weapon is the Masamune. Fully upgraded, it has the abilities Break Damage Limit, Triple Overdrive, First Strike, and Counterattack. The Masamune deals more damage the lower Auron's HP is, a trait unique to the Masamune.

Abilities[]

FFX Sentinel

Auron uses Sentinel to cover party members.

Auron specializes in break abilities that lower enemies' stats, and guard abilities to shield his comrades from enemy attacks.

Auron's Sphere Grid area runs near Wakka's and Tidus's, and his Sphere Grid color is red. The unique abilities in Auron's default position on the Sphere Grid include the following:

Abilities denoted with an asterisk (*) are available in the International, PAL, and HD Remaster versions of Final Fantasy X.
Ability Description Ability Description
Power Break Lowers opponent's Strength. Extract Power* Allows target to drop power spheres.
Guard Allows character to take damage for an ally. Magic Break Lowers opponent's Magic.
Threaten Inflicts Threaten on an enemy. Armor Break Lowers opponent's Defense and nullifies Armored status.
Mental Break Lowers opponent's Magic Defense. Sentinel Allows character to guard allies while in defensive stance.
Entrust Transfers user's overdrive charge to an ally's gauge. Zombie Attack Inflicts the Zombie status on an enemy (Standard Sphere Grid only).

Overdrive[]

Tornado-FFX-HD

Tornado, one of Auron's Bushido abilities.

His Overdrive is Bushido that has the player input a sequence of button commands within a time limit to power up the attack. If the sequence is unsuccessful, Auron will perform the standard move. A successful input will cause additional attack power and status effects to be added to the move. Auron learns new Overdrives from watching Jecht spheres (see below).

Battle quotes[]

Quests[]

Jecht spheres[]

Jecht spheres are movie spheres that chronicle the pilgrimage of Braska, Auron and Jecht.

Jecht & Auron in Macalania

Auron with Jecht at Lake Macalania.

  • Jecht's Sphere 1: The first Jecht sphere is received at Macalania Woods after defeating Spherimorph, unlocking all other movie spheres. It shows Braska's party leaving Bevelle. Jecht is carefree and wants a parade, and has purchased the sphere to show to Tidus after the pilgrimage. Another scene shows Jecht posing with the Macalania Travel Agency's sign. The last part is set at the pool in Macalania Woods where Jecht left it, and shows Jecht attempting to record a message to Tidus, showing he has matured and accepted he is not returning to his Zanarkand.
  • Jecht's Sphere 2: Found in the Macalania Woods, in South area. Braska visits Jecht in prison and invites him to join the pilgrimage as a Guardian.
  • Jecht's Sphere 3: Found to the right of the temple at Besaid Village. Braska asks Auron to bring Yuna to Besaid after the pilgrimage.
Auron Braska SS Liki

Auron and Braska on the S.S. Liki.

  • Jecht's Sphere 4: Found on the S.S. Liki on the route between Kilika and Besaid in the Captain's room. Braska, Jecht and Auron discuss Zanarkand.
  • Jecht's Sphere 5: Found in the hallway outside the Aurochs' locker room in Luca. Jecht, Braska and Auron talk about a blitzball match, as Jecht wonders about Tidus.
  • Jecht's Sphere 6: Found on the Mi'ihen Highroad, in Oldroad, South. Jecht is eager to fight the Chocobo Eater (mirroring Tidus earlier). The outcome of the battle is unknown, though Jecht says that battling the Chocobo Eater is the right thing to do; Auron said that Jecht saying those words never ended well for him or Braska.
  • Jecht's Sphere 7: Found at the Moonflow, South Wharf. Auron berates Jecht after he attacked a shoopuf. Jecht vows to quit drinking.
  • Jecht's Sphere 8: Found at the Thunder Plains, near the right tower in the center of the South area. Auron films Braska and Jecht on the plains. Jecht is struck by lightning.

Celestial Weapon[]

Auron's Masamune.

To obtain Auron's Masamune, the player must first obtain the Rusty Sword, found on the eastern cliff outside of the Cavern of the Stolen Fayth. Next, the player must go to the Djose end of Mushroom Rock Road. The north-western passage leads to a rising platform that leads to a statue of Lord Mi'ihen. Placing the sword before the statue will reveal a glyph, which reveals the Masamune's location.

The Mars Crest is found near the entrance to Mushroom Rock Road, along the final area of the Mi'ihen Highroad. A long, narrow series of passages leads to the southeast, at the end of the path is a chest with the Mars Crest.

The Mars Sigil is obtained from the owner of the Monster Arena. The player must unlock a total of ten Area Conquest or Species Conquest fiends. It can be any combination of the two. Catching at least one of each type of fiend in an area unlocks an Area Conquest, while catching all the fiends of a particular species unlocks a Species Conquest. Thus, acquiring the Mars Sigil is not particularly difficult, it just requires work.

The Masamune deals more damage the lower Auron's HP is, a trait unique to the Masamune.

The damage modifier formula is:

(130 - [100 * User's current HP ÷ User's Max HP]) ÷ 60

Auron deals half damage at full HP, full damage at 70% HP, double damage at 10% of HP and at 1 HP he deals 216% damage. He is the only one who can exceed 100% damage due to his unique damage formula. In the original Japanese release the Masamune was twice as powerful and Auron dealt full damage at full HP, and at 1 HP he dealt 433% damage.

Upgrading the Masamune with the Mars Crest will allow Yojimbo to break the damage limit.

The following table lists the abilities the Masamune will have after the appropriate upgrade is used.

Original Crest Sigil
No AP No AP
Double Overdrive
Break Damage Limit
Triple Overdrive
First Strike
Counter-Attack
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