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Charge is an enemy ability used by the Guard Leader, which does non-elemental physical damage to one target.
Steiner has the ability Charge! which causes all player characters in critical health to attack the enemy simultaneously. It costs 10 MP to use, and can be learned for 30 AP through the Coral Sword and Aegis Gloves.
Charge is a Technick that enables the user to restore a small amount of MP, however, if the Technick misses, the user's MP is reduced to 0. The Technick has a higher success rate if the user has low amount of MP, and will always work if the user has less than 1% of the max MP remaining.
- 1 - (current MP / max MP + 0.01)
- MP recovery = Random (Lv ~ 1.33Lv)
Higher the character's level, the more MP they can recover.
The Battery Mimics in Barheim Passage also have an ability called Charge whereupon they recuperate their HP by charging electricity from the electrical wires within the passage. The player must defeat the Battery Mimics hogging on the electricity to be able to escape the passage.
Charge is one of Kytes's abilities. When used, his next magick attack will do double the damage.
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Charge! is an ability exclusive to the Lanista class, and is learned from the Hardedge for 350 AP, and costs 8 MP to use. It damages and knocks back a target within a surrounding tile, with a chance of destroying the target's armor.
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- "Damages a single enemy and then all other enemies."
Charge is the initial ability of the Paladin class. At the cost of 28 MP, the user will inflict damage to one enemy, and then will inflict damage to all other enemies.
Charge is the special ability associated with Behemoth, but is later usable by anyone after unlocking Behemoth. The ability allows the racer to shoot forward quickly. It is not as fast as Chocobo's Dash ability but its power bar fills faster and opponents or breakable objects hit by a charging character are knocked aside.