Blitzball
From Final Fantasy Wiki
Blitzball is a sport played in Final Fantasy X and Final Fantasy X-2. It is an underwater game, played in a large sphere of water, and combines traits of water polo, rugby, soccer, and dodgeball. In the interest of sportsman-like conduct, even races of Spira who might normally not get along with each other are allowed to compete. It is Spira's favorite sport, allowing fans to take their minds off the ever present threat of Sin, and the only mainstream form of entertainment. Two of the game's main characters, Tidus and Wakka, are skilled blitzball players. 'Blitz is German for Lightning, reflecting the quick nature of the sport.
The game itself is played in a large sphere of water, held in the air by advanced technology and possibly magic, one of the few uses of Machina "Approved" by Yevon, the worlds main religion. A pair of nets are suspended in the sphere, one for each team. Teams are made up of six players per side, of which one is the goalkeeper. Team captains tend to have bands on their left arms as a sign that they are the team's leader. The players swim around, throwing a dimpled ball – called the blitzball – to each other in order to get it into the opponent's goal area, thus scoring a goal. However, unlike most sports, violent full-body tackles are not unusual, and even accepted, in blitzball. The team with the most goals after two five-minute halves is declared the winner. Also, if a team leads the game by seven goals at any point, they automatically win, though this rule only appears in Final Fantasy X-2. As your players advance through the ranks, they learn many new tricks to improve both their offensive and defensive skills.
How exactly the teams manage to hold their breath for such long periods of time is a source of either amusement or confusion among players. Though never stated in the game, it is probable that this ability is the result of serious training on the part of the players, much in the same way that marathon runners train their bodies to be able to run for long distances. In Another Story, a short film set two years after the conclusion of Final Fantasy X, Yuna notes that after much practice and training from Wakka, she is able to hold her breath for over two-and-a-half minutes. By Chapter 5 of Final Fantasy X-2, at which point the Blitzball season begins, Yuna has trained herself to breathe for at least 5 minutes as she becomes a player for the Gullwings' blitzball team. Another known explanation is that the water used for the sphere is enchanted either to allow normal breathing or to prolong how long a person can hold his/her breath.
[edit] Game mechanics
In Final Fantasy X and Final Fantasy X-2, blitzball runs on several stats and RPG-based game mechanics to decide the success of passes, shots and tackles. It is also RPG-like in that players gain experience from playing, leveling up their stats and becoming better players in the process.
[edit] HP
HP, or hit points, represents how much stamina the player has left. HP dwindles as the player swims with the ball, is spent when passing and shooting, and is also used for performing various blitzball techniques.
If a player has low HP, passing and shooting stats are halved, and techniques can't be used. HP slowly regenerates when players are not carrying the ball.
[edit] SP
SP, or speed, varies how fast the player swims through the water. Speed is very important for escaping the tackles of opposing players and getting closer to the opponent's goal.
[edit] EN
EN, or endurance, calculates how much damage from tackles a player can take before surrendering the ball to their attacker. The higher a player's EN, the less likely it is that they will lose the ball.
[edit] AT
AT, or attack, is the player's strength in tackling the ball carrier. The higher the player's AT, the more likely it is that they will steal the ball from their opponent.
[edit] PA
PA, or passing, varies how far the player passes the blitzball. When making a pass, the player's PA is steadily reduced by friction while traveling through the water. If PA reaches 0 before the ball reaches the intended target, the ball is fumbled, leaving it "loose" and open for retrieval by the opposing team.
[edit] BL
BL, or blocking, is based on the player's ability to block passes and shots. The higher a player's BL, the more of their opponent's PA or SH will diminish when trying to get the ball past the player. If the BL/PA or BL/SH ratio is lopsided enough, the ball will be intercepted. If a player tackles, they will no longer be able to block the ball.
[edit] SH
SH, or shooting, decides how well the player can shoot the ball at the opposing team's goal. Like PA, SH is lowered by the defender's BL and by how long the blitzball travels through the water. When close enough to the goal, it will be calculated against the goalkeeper's CA.
[edit] CA
CA, or catching, is a statistic used exclusively by goalkeepers to determine their success at making saves. The keeper will either catch the ball and throw it to a friendly player, or just parry the ball away from the net, knocking it back into play for retrieval by anyone.
[edit] Blitzball in Final Fantasy X-2
While essentially the same, there are a few changes. A few are:
- There are now eight players per team — seven forwards/defenders, and one goalkeeper.
- The first team to score seven goals automatically wins.
- There is only one five-minute round, with no break half time.
- The player cannot make any direct commands while playing anymore, such as manually controlling the ball handler. The player takes a more managerial role for the team, whose tasks include training players, assigning formations and adjusting how hard they play during play.
- Instead of the players leveling up and their stats going up on their own, you must train your players with the points you get after games. Training one stat may lower another.
There are also added parameters for the players, including:
[edit] RNG
RNG, or range, is how far the player can accurately pass or shoot.
[edit] REC
REC, or receive, is how well the player can receive passes.
[edit] RCH
RCH, or reach, is how well a player can reach shots, intercept passes, tackle opponents, etc.
[edit] FTG
FTG, or fatigue, is how tired the player is from training and playing blitzball matches. A player suffering from high fatigue increases the likelyhood of becoming injured while training or after a hard tackle during a game for prolonged periods of time. This can be easily lowered through the Downtime and Hot Springs training modes.
[edit] OUT
OUT, displays the number of matches that the player must sit out until he or she can actively play again and is applicable only if they are injured through training or playing.
[edit] See Also
- List of blitzball agents
- List of Blitzball Techniques
- List of blitzball teams and players
- Sublimely Magnificent Jecht Shot Mark III
