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Blitzball (ブリッツボール, Burittsubōru?) is an aquatic minigame played in Final Fantasy X and Final Fantasy X-2. It is Spira's favorite and most dominant sport, allowing fans to take their minds off the ever present threat of Sin.
The Game Edit
Blitzball is accessible to the player at almost any time following the events in Luca, via Save Spheres. The Besaid Aurochs can partake in a League, Tournament or Exhibition game. Prizes for victory range from Megalixirs and Dark Matters to Wakka's Overdrives, Slots. Individual prizes are also awarded for league top scorers.
The player can scout new players for the Besaid Aurochs from other blitz teams, and through free agents met in field, by using to interact. Scout level increases as the player's blitzball prowess increases, allowing the player to view statistics and even abilities of a candidate.
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Each blitzball player has differing statistics that determine their proficiency in the sphere pool. Those players who are also playable characters—Tidus and Wakka—have completely independent blitzball statistics to their battle statistics.
Players gain experience from certain actions and the use of techniques, increasing their stamina, speed, endurance and attack along with other skills they need in order to become better players.
|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.
|SPD||Varies how fast the player swims through the water. Speed is important for escaping the tackles of opposing players and getting closer to the opponent's goal.|
|END||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 (s)he will lose the ball.|
|ATK||The player's strength in tackling the ball carrier. The higher the player's AT, the more likely they are to steal the ball from their opponent.|
|PAS||Varies how far the player passes the ball. 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.|
|BLK||Based on the player's ability to block passes and shots. The higher a player's BL, the more of his/her 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, (s)he will no longer be able to block the ball.|
|SHT||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 ball travels through the water. When close enough to the goal, it will be calculated against the goalkeeper's CA.|
|CAT||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.|
|How far the player can accurately pass or shoot.|
|How well the player can receive passes.|
|How well a player can reach shots, intercept passes, tackle opponents, etc.|
|How tired the player is from training and playing Blitzball matches. A player suffering from high fatigue increases the likelihood 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.|
|—||OUT||Displays the number of matches the player must sit out until (s)he can actively play again, and is applicable only if s/he is injured through training or playing.|
Players can learn varying techniques to enhance their gameplay. Whilst most techniques are available to learn through the use of the Tech Copy command, a number of techniques are exclusive to certain positions and players, such as Super Goalie and Jecht Shot, respectively.
Team Formations Edit
The player has the option to configure the Besaid Aurochs into formations after gaining more experience.
|Normal||Fielders and defenders chase after opposing ball carrier for a short time. Good enough until other formations are acquired.||Default|
|Mark||Fielders and defenders chase after the person they marked before the game and at half-time. Unlike normal, they follow them all over the pool. For defense, it makes it easier to block shots and passes.||Default|
|Left Side||Everyone (excluding goalie) focuses on the left side of the pool, leaving the right side virtually defenseless, but might be overlooked if a fielder or defender is lucky enough to be on the right side.||Default|
|Right Side||Essentially the same as Left Side, but on the right side and with the same weakness: the opposite side is left without any defense.||Default|
|Center Attack||Offense: All three fielders charge down the middle of the field giving each other backup at a close range. Perfect for raising some EXP with the team's shooters.|
Defense: All three fielders charge down the middle of the pool while trying to hold off any opposing player. Works well if the fielders know some tackle skills.
|After accumulating 5 wins.|
|All-out Defense||The fielders try to block off the ball carrier while the defenders try to intercept him if he gets close to the player's goal. Defenders should have a decent amount of AT and some tackle skills to further increase the team's defense.||After accumulating 15 wins.|
|Flat Line||Everyone lines up & charges right down the middle, providing good offense with a downside of poor defense, since even the defenders move with the fielders. This can be countered if they manage to intercept someone.||After accumulating 25 wins.|
|Counter||Both of the player's defenders move towards the opposing goal to do exactly what the formation says: counter their pass-in if their shot was blocked and, if they have sufficient PA, allow the player's fielders another try at scoring a goal.||After accumulating 35 wins.|
|Double Sides||Defense: The right fielder and defender block the right side, and the left fielder and defender do the same for their side. The mid-fielder simply follows the opposing ball carrier.|
Offense: This becomes helpful as the player has each fielder of both sides of the field, ready to catch and score before the other team has time to react; perfect if the player's main shooter has high speed as well.
|After accumulating 40 wins.|
There are many ways to create a winning team. The best approach is to build a team strong in both offense and defense. It is best to make sure that the forwards are strong offensively and one of the forwards is also good defensively. The stronger defense the front line has, the easier it is to steal the ball and transit to the offense.
Musical themes Edit
|"Blitz Off!" (PS2)|
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In Final Fantasy X HD Remaster, both tracks were remastered using real instruments: "Decision on the Dock" by Nakano, and "Blitz Off!" by Hamauzu and Yamazaki. "Blitz Off!" is more upbeat and tense track.
In Final Fantasy X-2, "YuRiPa Battle No. 1", the third track from the original soundtrack of the game, plays during blitzball matches.
Blitz is a German word for "lightning". In English it is associated with quickness. The term reflects the quick nature of the sport, also commonly used in the sport of American football.
- For the Final Fantasy X/X-2 HD Remaster Square Enix held an art exhibition in Gallery Nucleus in Alhambra, CA. The exhibition had a tabletop blitzball game, though only for display.
- When the player assigns positions to their blitzball team in Final Fantasy X, the tutorial text in the corner of the screen claims that the abbreviation of the Goalkeeper position is "KP". The rest of the game, however, refers to the position as "GL" instead.