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Ability learning menu.

The following is a list of abilities available to the player in Final Fantasy Type-0. Abilities can be distinguished by spells, active abilities and passive abilities.

Spells[]

Fire-BOM-Type-0-HD

Machina uses Fire BOM.

Spells allow the user to cast magic while consuming MP. Offensive spells use predominant elemental damage and occur in different forms and defensive spells grant the user and their allies increased survivability.

Each character has four stats associated with spells: Fire Magic, Lightning Magic, Ice Magic and Defense Magic. The higher a magic-stat is, the more damage is dealt by corresponding spells. Unique spells combine power from all magic stats. In order to use spells, the character has to fulfill a certain condition—called "Prereq"—which demands one or several stats to be at a given amount. If not fulfilled, the character is unable to equip and thereby use the respective spell (or charge). Surpassing higher prerequisites allow specific spells to be charged by holding down the magic button, increasing their effectiveness. Charging a spell can be canceled by pressing L1/LB.

Each character is limited to equip only one spell unless they unlocked the ability "Twinspell". Every character can also learn "Quick Draw", which allows them to instantly cast a fully charged elemental spell after performing a certain attack.

Fire-type spells[]

Type Name Prereq Unlock
RF(Rifle)
Fire RF
Fira RF
Firaga RF
50 | 60 | 70
(Fire Magic)
Available at beginning
Shoots a bullet straight forward.
Charging this spell increases the damage and number of bullets.
RF(Rifle)-II
Fire RF-II
Fira RF-II
Firaga RF-II
55 | 65 | 75
(Fire Magic)
Complete Covering the Cadets on Officer difficulty
Shoots a piercing bullet straight forward.
Charging this spell increases the damage and number of bullets.
SHG(Shotgun)
Fire SHG
Fira SHG
Firaga SHG
60 | 70 | 80
(Fire Magic)
Complete The Cadets' First Deployment on Officer difficulty
Shoots several small bullets in a cone in front of the character.
Charging this spell increases the damage and range.
SHG(Shotgun)-II
Fire SHG-II
Fira SHG-II
Firaga SHG-II
65 | 75 | 85
(Fire Magic)
Use Fire SHG at least 300 times
Shoots a bullet that scatters several small bullets upon impact.

Charging this spell increases the damage and range.

ROK(Rocket)
Fire ROK
Fira ROK
Firaga ROK
60 | 70 | 80
(Fire Magic)
Complete Operation MA Demolition on Officer difficulty
Aims with crosshairs to shoot explosive bullets.

Charging this spell increases the damage and explosion radius.

ROK(Rocket)-II
Fire ROK-II
Fira ROK-II
Firaga ROK-II
70 | 85 | 100
(Fire Magic)
Complete SO "Endurance Test: Allow no casualties" during The Capture of Togoreth Stronghold
Aims with crosshairs to shoot stronger explosive bullets.

Charging this spell increases the damage and explosion radius.

MIS(Missile)
Fire MIS
Fira MIS
Firaga MIS
60 | 70 | 80
(Fire Magic)
Complete The Battle of Judecca on Officer difficulty and using Bahamut ZERO
Launches an explosive bullet that pursues its target.

Charging this spell increases the damage and explosion radius.

MIS(Missile)-II
Fire MIS-II
Fira MIS-II
Firaga MIS-II
50 | 65 | 80
(Fire Magic)
Complete SO "Endurance Test: Allow no casualties" during The Clash on Big Bridge (Type-0 mission)|The Clash on Big Bridge
Launches a stronger explosive bullet with less range and speed that pursues its target.

Charging this spell increases the damage and explosion radius.

BOM(Bomb)
Fire BOM
Fira BOM
Firaga BOM
55 | 65 | 75
(Fire Magic)
Learned during Moglin's "FRMG-101: Elementary Fire Magic I" lecture in Chapter 3
Sends out a wave of energy around the user.
Charging this spell increases the damage and range.
BOM(Bomb)-II
Fire BOM-II
Fira BOM-II
Firaga BOM-II
60 | 75 | 90
(Fire Magic)
Complete Capturing the Imperial Capital on Officer difficulty
Sends out a weaker wave of energy around the user which lasts for a short time, striking multiple times.
Charging this spell increases the damage and range.

Ice-type spells[]

Type Name Prereq Unlock
RF(Rifle)
Blizzard RF
Blizzara RF
Blizzaga RF
50 | 60 | 70
(Ice Magic)
Learned during Moglin's "ICMG-101: Elementary Ice Magic I" lecture in Chapter 3
Shoots a bullet straight forward.
Charging this spell increases the damage and number of bullets.
RF(Rifle)-II
Blizzard RF-II
Blizzara RF-II
Blizzaga RF-II
55 | 65 | 75
(Ice Magic)
Complete The Retreat from Roshana on Officer difficulty
Shoots a piercing bullet straight forward.
Charging this spell increases the damage and number of bullets.
SHG(Shotgun)
Blizzard SHG
Blizzara SHG
Blizzaga SHG
60 | 70 | 80
(Ice Magic)
Complete The Reclamation of Eibon on Officer difficulty
Shoots several small bullets in a cone in front of the character.
Charging this spell increases the damage and range.
SHG(Shotgun)-II
Blizzard SHG-II
Blizzara SHG-II
Blizzaga SHG-II
65 | 75 | 85
(Ice Magic)
Use Blizzard SHG at least 300 times
Shoots a bullet that scatters several small bullets upon impact.

Charging this spell increases the damage and range.

ROK(Rocket)
Blizzard ROK
Blizzara ROK
Blizzaga ROK
60 | 70 | 80
(Ice Magic)
Complete SO "Sneak into R&D undetected" during Operation MA Demolition in first area
Aims with crosshairs to shoot explosive bullets.

Charging this spell increases the damage and explosion radius.

ROK(Rocket)-II
Blizzard ROK-II
Blizzara ROK-II
Blizzaga ROK-II
70 | 85 | 100
(Ice Magic)
Complete SO "Take down one Mid-Sized Carrier using active leader" during Escaping the Imperial Capital
Aims with crosshairs to shoot stronger explosive bullets.

Charging this spell increases the damage and explosion radius.

MIS(Missile)
Blizzard MIS
Blizzara MIS
Blizzaga MIS
60 | 70 | 80
(Ice Magic)
Complete The Clash in the Caverns on Officer difficulty
Launches an explosive bullet that pursues its target.

Charging this spell increases the damage and explosion radius.

MIS(Missile)-II
Blizzard MIS-II
Blizzara MIS-II
Blizzaga MIS-II
50 | 65 | 90
(Ice Magic)
Complete SO "Combat Trial: Do not engage any enemies" during The Battle of Judecca
Launches a stronger explosive bullet with less range and speed that pursues its target.

Charging this spell increases the damage and explosion radius.

BOM(Bomb)
Blizzard BOM
Blizzara BOM
Blizzaga BOM
55 | 65 | 75
(Ice Magic)
Available at beginning
Sends out a wave of energy around the user.
Charging this spell increases the damage and range.
BOM(Bomb)-II
Blizzard BOM-II
Blizzara BOM-II
Blizzaga BOM-II
60 | 75 | 90
(Ice Magic)
Complete The Last Line of Defense on Officer difficulty
Sends out a weaker wave of energy around the user which lasts for a short time, striking multiple times.
Charging this spell increases the damage and range.

Lightning-type spells[]

Type Name Prereq Unlock
RF(Rifle)
Thunder RF
Thundara RF
Thundaga RF
50 | 60 | 70
(Lightning Magic)
In Chapter 2
Shoots a bullet straight forward.
Charging this spell increases the damage and number of bullets.
SHG(Shotgun)
Thunder SHG
Thundara SHG
Thundaga SHG
60 | 70 | 80
(Lightning Magic)
Available at beginning
Sends out energy across a set range.

Charging this spell increases the damage and range.

SHG(Shotgun)-II
Thunder SHG-II
Thundara SHG-II
Thundaga SHG-II
65 | 75 | 85
(Lightning Magic)
Use Thunder SHG at least 300 times
Sends out piercing energy in a straight line.

Charging this spell increases the damage and range.

ROK(Rocket)
Thunder ROK
Thundara ROK
Thundaga ROK
60 | 70 | 80
(Lightning Magic)
Complete Escaping the Imperial Capital on Officer difficulty
Aims with crosshairs to shoot explosive bullets.

Charging this spell increases the damage and explosion radius.

ROK(Rocket)-II
Thunder ROK-II
Thundara ROK-II
Thundaga ROK-II
70 | 85 | 100
(Lightning Magic)
Complete SO "Defeat two snow giants with active leader" during Escaping the Imperial Capital
Aims with crosshairs to shoot stronger explosive bullets.

Charging this spell increases the damage and explosion radius.

MIS(Missile)
Thunder MIS
Thundara MIS
Thundaga MIS
60 | 70 | 80
(Lightning Magic)
Complete The Phantoma Menace VI during Chapter 7
Launches an explosive bullet that pursues its target.

Charging this spell increases the damage and explosion radius.

MIS(Missile)-II
Thunder MIS-II
Thundara MIS-II
Thundaga MIS-II
50 | 65 | 80
(Lightning Magic)
Complete the SO "Defeat two Colossi" during The Clash on Big Bridge|The Clash on Big Bridge
Launches a stronger explosive bullet with less range and speed that pursues its target.

Charging this spell increases the damage and explosion radius.

BOM(Bomb)
Thunder BOM
Thundara BOM
Thundaga BOM
55 | 65 | 75
(Lightning Magic)
Learned during Moglin's "LTMG-101: Elementary Lightning Magic I " lecture in Chapter 3
Sends out a wave of energy around the user.
Charging this spell increases the damage and range.
BOM(Bomb)-II
Thunder BOM-II
Thundara BOM-II
Thundaga BOM-II
60 | 75 | 90
(Lightning Magic)
Complete Machina's Struggle on Officer difficulty
Sends out a weaker wave of energy around the user which lasts for a short time, striking multiple times.
Charging this spell increases the damage and range.

Defensive spells[]

Outside of spells, the Block command can be assigned, which negates most damage taken while held at the cost of AG.

Name Prereq Unlock
Cure
Cura
Curaga
50 | 60 | 70
(Defense Magic)
Available at beginning
Restores HP to the user.
Charging this spell increases the amount healed and makes it target additional allies.
Protect
Protera
Protega
60 | 70 | 80
(Defense Magic)
Talk to Kurasame before undertaking The Infiltration of Iscah
Grants Protect to the user.
Charging this spell makes it target additional allies.
Invisible
Invira
Inviga
80 | 100 | 120
(Defense Magic)
Complete SO "Stealth Mission: Avoid being spotted by the enemy" during A Fog-Laden Foray
Grants Invisible to the user.
Charging this spell makes it target additional allies.
Esuna
Esunara
Esunaga
10 | 30 | 50
(Defense Magic)
Learned during Moglin's "DFMG-102: Elementary Defense Magic II" lecture in Chapter 3
Cures all status ailments.
Charging this spell makes it target additional allies.
Raise 75
(Defense Magic)
Complete The Infiltration of Iscah on Agito difficulty
Revives fallen characters who have not yet faded away from the field with a small amount of HP.
Wall 55
(Defense Magic)
Available at beginning
Generates a barrier in order to block ranged attacks. Can only have one.
Avoid 10
(Defense Magic)
Rewarded by Class First Moogle for playing at least ten hours
Consumes MP to automatically dodge enemy attacks, if uninterrupted.

Unique spells[]

Permanently available[]

Name Prereq Unlock
Aloud 70 (All) Complete The Amiter Resistance on Officer difficulty
Fires non-elemental bullets in a 180° cone in front of the user.
Bio 10 (All) Complete The Keziah Diversion on Officer difficulty
Sends out a wave around the user inflicting Poison.
Death 75 (All) Complete the SO "Defeat the Diepvern" during The Amiter Resistance
Casts a wisp of harrowing magic in the form of a projectile that places the target in Killsight status.
Holy 95 (Defense Magic) Complete Dominating the Dragon's Nest on Finis difficulty
Casts a white sphere of holy energy that homes into the nearest opponent and render them to stone upon death.
Meteor 85 (All) Complete Colonel Faith's Revolt on Finis difficulty
Emits a glyph skyward to summon meteors upon the target, hitting multiple times over a wide radius.
Quake 80 (All) Complete SO "Defeat the demonicorn with leader" during Operation Breakthrough
Makes the surrounding earth immediately shatter, hitting ground enemies over a large range.
Tornado 70 (All) Complete A Fog-Laden Foray on Agito difficulty
Conjure a powerful tornado that persists and hits a single target over 11 times.
Ultima 100 (All) Earn 150,000 SPP
Engulfs a wide radius with powerful magical energy with the user as the epicenter. Can break the 9999 damage limit in a single hit.

Temporarily available[]

These spells are only available while maintaining a certain SP Class.

Name Prereq Condition
Boost 55 (All) SP Class of "Supreme"
Casts Aura, Protect and Invisible on the caster.
Reraise 70 (All) SP Class of "Guardian"
Grants the caster the reraise status.
Full Magic 60 (All) SP Class of "Battle"
Casts Freecast, Quick and Trance on the caster.
Kill Fire 60 (All) SP Class of "Violent"
Casts a Fire-RF like spell that also triggers killsight status on impact.
Flux Blizzard 60 (All) SP Class of "Squenix"
Casts a Blizzard-RF like spell that deals additional damage in proportion to the enemy's health.
Hell Thunder 60 (All) SP Class of "Type-0"
Casts a Thunder-RF like spell that inflicts the target with a multitude of negative status effects.
Full Cure 55 (All) SP Class of "Healing"
Fully restores HP and MP of the caster and dispels all negative status effects.
Ultima II 80 (All) SP Class of "Wise"
An upgraded form of Ultima, additionally inflicting targets with stun.
Boost II 85 (All) SP Class of "Supreme" and SP Rank of "King" and above
Casts Aura, Protect and Invisible on all party members.
Reraise II 115 (All) SP Class of "Guardian" and SP Rank of "King" and above
Grants all living party members the reraise status.
Full Magic II 100 (All) SP Class of "Battle" and SP Rank of "King" and above
Casts Freecast, Quick and Trance on all party members.
Full Cure II 90 (All) SP Class of "Healing" and SP Rank of "King" and above
Fully restores the HP and MP as well as dispel all negative status effects of all living party members.
Ultima III 120 (All) SP Class of "Wise" and SP Rank of "King" and above
An upgraded form of Ultima, additionally inflicting targets with stop.

Abilities[]

Active abilities are individually unique to the character, consisting of both offensive or supportive commands as well as passive enhancements. By using equipped abilities, the character depletes their Ability Gauge. Switching characters also consumes AG, but deals damage to nearby enemies and can still be performed with no AG.

Ace[]

Ace specializes in rapidly dealing damage, as well as drawing cards that can be used for healing both him and allies or to inflict stop on foes.

Commands
Name AP needed Requirements
Cut Cards Initial
Draw cards from a deck of various effects
Attack Hand 8 AP Initial
Draw cards from a deck stacked with attack effects (red)
Support Hand 6 AP Initial
Draw cards from a deck stacked with support effects (white)
Life Hand 4 AP Initial
Draw cards from a deck stacked with HP recovery effects (blue)
Spirit Hand 6 AP Initial
Draw cards from a deck stacked with MP recovery effects (yellow)
Blind Stud 8 AP Level 10
Lay a card on the ground and activate to damage enemies
Blind Stud: Time ↑ 6 AP Blind Stud learned
Blind Stud remains active for a longer time
Blind Stud: AG ↓ 10 AP Blind Stud learned
Reduce AG cost of Blind Stud
Jackpot Shot 8 AP Level 13
Fire a laser beam forward
Jackpot Shot: Crit ↑ 8 AP Jackpot Shot learned
Increase critical hit rate of Jackpot Shot
Jackpot Shot: Time ↑ 5 AP Jackpot Shot: Crit ↑ learned
Jackpot Shot remains active for a longer time
Jackpot Shot: AG ↓ 6 AP Jackpot Shot: Time ↑ learned
Reduce AG cost of Jackpot Shot
Jackpot Triad 12 AP Jackpot Shot: AG ↓ learned
Fire lasers in three directions
Jackpot Triad: AG ↓ 14 AP Jackpot Triad learned
Reduce AG cost of Jackpot Triad
Wild Card 6 AP Level 13
Teleport to location of enemy hit by card and attack
Wild Card: Power ↑ 8 AP Wildcard learned
Increase power of Wild Card
Wild Card: Crit ↑ 8 AP Wildcard learned
Increase critical hit rate of Wild Card
Wild Card: AG ↓ 8 AP Wildcard learned
Reduce AG cost of Wild Card


Enhancements
Name AP needed Requirements
Accelerate 2 AP Level 11
Increase movement speed
Twinspell 2 AP Level 16
Equip two spells at once
Quick Draw II 15 AP Quick Draw learned
Cast level II finishing magic
Quick Draw III 30 AP Quick Draw II learned
Cast level III finishing magic
Triple Slip 2 AP Level 12
Execute up to three dodges in succession
Slipstream 3 AP Triple Slip learned
Execute any number of dodges in succession
Untouchable 5 AP Level 19
Window for dodging increases
Intel Initial
Check status of locked-on targets
Quick Reflexes Initial
Dodge even during other actions
Melee Attack 3 AP Finishing Blow learned
Perform a melee attack with tilting the left analog stick upwards and pressing Square
Melee Attack II 4 AP Melee Attack learned
Perform a finishing move after melee attacks
Quick Draw (Melee) 8 AP Melee Attack II learned
Cast a finishing spell after melee attacks
Focus 4 AP Initial
Perform a charged attack with tilting the left analog stick down and pressing Square
Focus II 4 AP Focus learned
Increase number of hits for charged strikes
Finishing Blow 3 AP none
Perform a finishing move after normal attacks
Quick Draw 15 AP Quick Draw (Melee) learned
Cast finishing magic after a normal attack

Deuce[]

All but one of Deuce's abilities involve her either buffing both of her allies or targeting surrounding enemies by holding down the corresponding button and walking around.

Commands
Name AP needed Requirements
Concerto Initial
Enhance allies' abilities and force them to fight(Casts Protect and Aura on both allies while AI targets keep their weapons unsheathed.)
Flinchproof Concerto 14 AP Concerto learned
Prevent flinching while playing Concerto
Concerto: AG ↓ 18 AP Concerto learned
Reduce AG cost of Concerto
Concerto ff 6 AP Level 60
Force allies to fight using only physical attacks(Erroneous: it is simply Concerto but applies Trance instead of Protect.)
Concerto ff: AG ↓ 4 AP Concerto ff learned
Reduce AG cost of Concerto ff
Requiem of Ruin 4 AP Level 39
Damage enemies
Flinchproof Requiem 4 AP Requiem of Ruin learned
Prevent flinching while playing Requiem of Ruin
Requiem of Ruin: Power ↑ 6 AP Requiem of Ruin learned
Increase power of Requiem of Ruin
Requiem of Ruin: AG 6 AP Requiem of Ruin learned ↓
Reduce AG cost of Requiem of Ruin
Dissonant Sonata 3 AP Level 27
Damage surrounding enemies and possibly inflict Stun
Flinchproof Sonata 4 AP Dissonant Sonata learned
Prevent flinching while playing Dissonant Sonata
Dissonant Sonata: Power ↑ 3 AP Dissonant Sonata learned
Increase stun rate of Dissonant Sonata
Dissonant Sonata: AG ↓ 4 AP Dissonant Sonata learned
Reduce AG cost of Dissonant Sonata
Hymn of Healing 6 AP Level 23
Restore HP to all allies
Flinchproof Hymn 4 AP Hymn of Healing learned
Receive Protect status while playing Hymn of Healing
Hymn of Healing: Power ↑ 6 AP Hymn of Healing learned
Increase amount of HP recovered with Hymn of Healing
Hymn of Healing: AG ↓ 6 AP Hymn of Healing learned
Reduce AG cost of Hymn of Healing
Crescendo 3 AP Level 28
Increase power of normal attacks
Crescendo Molto 4 AP Crescendo learned
Increase maximum Crescendo level


Enhancements
Name AP needed Requirements
Accelerate 4 AP Level 25
Increase movement speed
Twinspell 8 AP Level 15
Equip two spells at once
Triple Slip 3 AP Level 13
Execute up to three dodges in succession
Slipstream 4 AP Triple Slip learned
Execute any number of dodges in succession
Untouchable 8 AP Level 20
Window for dodging increases
Intel Initial
Check status of locked-on targets
Quick Draw II 15 AP Quick Draw learned
Cast level II finishing magic
Quick Draw III 30 AP Level 60
Cast level III finishing magic
Melee Attack Initial
Perform a melee attack with tilting the left analog stick upwards and pressing Square
Magic Attack II 8 AP Level 27
Perform a finishing move after melee attacks
Quick Draw 8 AP Melee Attack II learned
Cast a finishing spell after melee attacks
Tone Cluster Initial
Place a tone cluster with tilting the left analog stick downwards and pressing Square
Fermata 6 AP Level 30
Increase power of Tone Cluster
Acoustic Amplifier 10 AP Level 15
Increase power of normal attacks
Acoustic Amplifier II 18 AP Acoustic Amplifier learned
Further increase power of normal attacks

Trey[]

Trey's abilities focus on maximizing his long range damage-dealing potential, with a few close-ranged tricks up his sleeve as well. He has a few moves that let the player choose where he shoots, letting him deal with crowds effectively.

Commands
Name AP needed Requirements
Raining Arrows Initial
Shower enemies with arrows
Raining Arrows: Power ↑ 6 AP Raining Arrows learned
Increase power of Raining Arrows
Raining Arrows: AG ↓ 8 AP Raining Arrows learned
Reduce AG cost of Raining Arrows
Freezing Rain 2 AP Level 15
Shower enemies with Stop-inducing arrows
Freezing Rain: Time ↑ 10 AP Freezing Rain learned
Freezing Rain remains active for a longer time
Freezing Rain: AG ↓ 12 AP Freezing Rain learned
Reduce AG cost of Freezing Rain
Burst Delta 2 AP Level 13
Generate a portal that drains enemies' HP and inflicts Killsight
Grand Delta 14 AP Burst Delta learned
Generate a portal that drains more of enemies' HP and inflicts Killsight
Dynamite Arrow 4 AP Level 12
Fire explosives that detonate after a short time
Dynamite Arrow: Power ↑ 6 AP Dynamite Arrow learned
Increase power of Dynamite Arrow
Dynamite Arrow: AG ↓ 8 AP Dynamite Arrow learned
Reduce AG cost of Dynamite Arrow
Hawkeye 1 AP Level 14
Aim and fire at distant enemies
Hawkeye: AG ↓ 6 AP Hawkeye learned
Reduce AG cost of Hawkeye
Firewall 2 AP Level 9
Attack enemies while conjuring a barrier of flame
Firewall: Power ↑ 5 AP Firewall learned
Increase power of direct attacks from Firewall
Firewall: Time ↑ 5 AP Firewall learned
Firewall remains active for a longer time
Firewall: AG ↓ 6 AP Firewall learned
Reduce AG cost of Firewall
Concentrate 1 AP Level 19
Focus attention in order to temporarily increase Attack
Concentrate: Effect ↑ 6 AP Concentrate learned
Increase effects of Concentrate
Concentrate: Time ↑ 8 AP Concentrate learned
Concentrate remains active for a longer time


Enhancements
Name AP needed Requirements
Accelerate 3 AP Level 14
Increase movement speed
Twinspell 4 AP Level 20
Equip two spells at once
Quick Draw II 8 AP Quick Draw learned
Cast level II finishing magic
Quick Draw III 48 AP Level 50
Cast level III finishing magic
Triple Slip 1 AP Level 8
Execute up to three dodges in succession
Slipstream 6 AP Triple Slip learned
Execute any number of dodges in succession
Untouchable 3 AP Level 18
Window for dodging increases
Intel Initial
Check status of locked-on targets
Charged Shot Initial
Fire charged shots by holding down Square
Charge Level-IV 2 AP Level 11
Increase speed and power of charged shots
Charge Level-V 8 AP Charge Level-IV learned
Further increase speed and attack power of charged shots
MAX Charge 12 AP Charge Level-V learned
Drastically increase speed and attack power of charged shots
Quick Draw 18 AP MAX Charge learned
Cast finishing magic after a max-level charged shot

Cater[]

Cater utilizes a variety of abilities involving elemental attacks and debuffs. Elementillery gives her access to mini versions of all 3 elemental spells in a single Armament slot.

Commands
Name AP needed Requirements
Elementillery Initial
Fire shots imbued with elemental magic (defaults to Fire)
Flame Shot: Power ↑ 16 AP Level 15
Increase power of Elementillery's Flame Shot
Frost Shot 8 AP Level 13
Imbue shots with Ice Magic with tilting the left analog stick upwards and pressing X/Triangle
Frost Shot: Crit ↑ 16 AP Frost Shot
Increases critical hit rate of Elementillery's Frost Shot
Voltaic Shot 8 AP Level 13
Imbue shots with Lightning Magic with tilting the left analog stick downwards and pressing X/Triangle
Voltaic Shot: Power ↑ 16 AP Voltaic Shot
Increase power of Elementillery's Voltaic Shot
Land Mine 6 AP Level 20
Set a bomb in the ground that can be detonated later
Land Mine: Power ↑ 8 AP Land Mine
Increase power of Land Mine
Land Mine: AG ↓ 12 AP Land Mine
Reduce AG cost of Land Mine
Debuff Shot 2 AP Level 8
Fire shots that lower enemies' Defense
Debuff Shot: Effect ↑ 3 AP Debuff Shot
Increase effect of Debuff Shot
Debuff Shot: AG ↓ 4 AP Debuff Shot
Reduce AG cost of Debuff Shot
Stilling Shot 2 AP Level 10
Fire ammo that inflicts Stop
Stilling Shot: Time ↑ 2 AP Stilling Shot
Stilling Shot remains active for a longer time
Stilling Shot: AG ↓ 5 AP Stilling Shot
Reduce AG cost of Stilling Shot
Hawkeye 8 AP Level 13
Aim and fire at distant enemies
Hawkeye: AG ↓ 10 AP Hawkeye
Reduce AG cost of Hawkeye
Viral Spray 3 AP Level 12
Release a venomous gas that inflicts Poison
Viral Spray: Time ↑ 4 AP Viral Spray
Viral Spray remains active for a longer time
Viral Spray: AG ↓ 4 AP Viral Spray
Reduce AG cost of Viral Spray


Enhancements
Name AP needed Requirements
Accelerate 2 AP Level 10
Increase movement speed
Twinspell 4 AP Level 19
Equip two spells at once
Quick Draw II 12 AP Quick Draw learned
Cast level II finishing magic
Quick Draw III 28 AP Level 45
Cast level III finishing magic
Triple Slip 2 AP Level 12
Execute up to three dodges in succession
Slipstream 3 AP Triple Slip learned
Execute any number of dodges in succession
Untouchable 5 AP Level 26
Window for dodging increases
Intel Initial
Check status of locked-on targets
Quick Reflexes Initial
Dodge or attack even during other actions
Charged Shot Initial
Charge shots when gun is unholstered but not in use
Quick Draw 6 AP Level 28
Cast finishing magic after a max-level charged shot
Speedy Charge 12 AP Bullet Boost learned
Reduce amount of time needed to charge a shot
Explosive Shell Initial
Fire exploding shots with tilting up the left analog stick and pressing Square
Explosive Shell: Stun ↑ 8 AP Level 14
Increase stun rate of Explosive Shell
Bullet Boost 8 AP Level 25
Increase power of rapid-fire bullets used in normal attacks

Cinque[]

Cinque's abilities offer her more defensive coverage to deal with her slow, short-ranged attacks.

Commands
Name AP needed Requirements
Earthquake Initial
Attack the ground to damage surrounding enemies and possibly inflict Stun
Magnitude 7.0 3 AP Earthquake learned
Increase stun rate of Earthquake
Magnitude 10.0 3 AP Magnitude 7.0 learned
Further increase stun rate of Earthquake
Flinchproof Quake 5 AP Magnitude 10.0
Prevent flinching during Earthquake
Gaia Pulse 3 AP Level 13
Attack the ground to damage enemies in a straight line and possibly inflict Stun
Gaia Pulse: Effect ↑ 5 AP Homerun Swing learned
Increase stun rate of Gaia Pulse
Homerun Swing 2 AP Level 13
Strike opponents after building power by holding down X/Triangle
Windup Boost 2 AP Homerun Swing learned
Increase charge level of Homerun Swing
Windup Boost II 3 AP Windup Boost learned
Further increase maximum charge level of Homerun Swing
Homerun Swing: Crit ↑ 5 AP Windup Boost II learned
Increase critical hit rate of Homerun Swing
Cheerleader 2 AP Level 17
Psych self up to inflict more damage with the next attack
Cheerleader: Effect ↑ 3 AP Cheerleader
Increase effect of Cheerleader
Cheerleader: AG ↓ 5 AP Cheerleader
Reduce AG cost of Cheerleader
Whirling Mace 2 AP Level 19
Spin around to strike and knock back enemies
Whirling Mace: Crit ↑ 3 AP Whirling Mace learned
Increase critical hit rate of Whirling Mace
Mace Cyclone 3 AP Level 20
Spin around to strike and send enemies flying
Flinchproof Cyclone 5 AP Mace Cyclone learned
Prevent flinching during Mace Cyclone
Payback 2 AP Level 11
Damage enemies and drain more HP when user's HP is low
Payback: Crit ↑ 4 AP Payback learned
Increase critical hit rate of Payback


Enhancements
Name AP needed Requirements
Accelerate 2 AP Level 16
Increase movement speed
Twinspell 28 AP Level 29
Equip two spells at once
Quick Draw II 30 AP Quick Draw learned
Cast level II finishing magic
Quick Draw III 42 AP Quick Draw II learned
Cast level III finishing magic
Triple Slip 2 AP Level 15
Execute up to three dodges in succession
Slipstream 3 AP Triple Stream learned
Execute any number of dodges in succession
Untouchable 5 AP Level 9
Window for dodging increases
Intel Initial
Check status of locked-on targets
Focus 2 AP Initial
Perform a charged attack with tilting down the left analog stick and pressing Square
Charge II 4 AP Learn Focus
Increase maximum charge level
Charge III 6 AP Learn Charge II
Further increase maximum charge level
Quick Draw 12 AP Level 55
Learn Charge III
Cast finishing magic after MAX Charge attacks
Combo Cast 30 AP Learn Quick Draw
Cast finishing magic after two consecutive attacks

Sice[]

Sice's abilities utilize her passive Moxie skill, gaining power by storing energy from defeated foes, as shown by her weapon glowing red.

Commands
Name AP needed Requirements
Dark Nebula Initial
Use absorbed malice to attack in a straight line
Dark Nebula: +Stop 3 AP Dark Nebula learned
Add Stop effect to Dark Nebula
Dark Nebula: AG ↓ 5 AP Dark Nebula learned
Reduce AG cost of Dark Nebula
Negative Aura 5 AP Moxie: Power ↑ II learned
Use absorbed malice to attack surrounding enemies
Negative Aura: +Drain 6 AP Negative Aura learned
Add Drain effect to Negative Aura
Negative Aura: AG ↓ 8 AP Negative Aura learned
Reduce AG cost of Negative Aura
Grim Reaper 10 AP Tenacity learned
Use absorbed malice to attack enemies and possibly inflict Death
Toxic Mist 4 AP Moxie: Power ↑ learned
Attack enemies with a wall of poison
Toxic Mist: AG ↓ 6 AP Toxic Mist learned
Reduce AG cost of Toxic Mist
Death Maelstrom 3 AP Level 11
Generate a cyclone that follows after locked-on targets
Death Maelstrom: Power ↑ 5 AP Death Maelstrom learned
Increase power of Death Maelstrom
Death Maelstrom: Time ↑ 6 AP Death Maelstrom learned
Death Maelstrom remains active for a longer time
Death Maelstrom: AG ↓ 8 AP Death Maelstrom learned
Reduce AG cost of Death Maelstrom
Black Hole 6 AP Moxie: Power ↑ learned
Manipulate gravity to gather enemies in one place
Black Hole: AG ↓ 8 AP Black Hole learned
Reduce AG cost of Black Hole


Enhancements
Name AP needed Requirements
Accelerate 2 AP Level 8
Increase movement speed
Twinspell 5 AP Level 20
Equip two spells at once
Quick Draw II 15 AP Quick Draw learned
Cast level II finishing magic
Quick Draw III 30 AP Level 58
Cast level III finishing magic
Triple Slip 2 AP Moxie: Power ↑ learned
Execute up to three dodges in succession
Slipstream 3 AP Triple Slip learned
Execute any number of dodges in succession
Untouchable 5 AP Slipstream learned
Window for dodging increases
Intel Initial
Check status of locked-on targets
Combo Bonus 2 AP Level 6
Increase the number of hits in a normal attack
Combo Bonus II 2 AP Moxie: Power ↑ learned
Further increase the number of hits in a normal attack
Combo Bonus III 6 AP Combo Bonus II learned
Drastically increase the number of hits in a normal attack
Quick Draw 10 AP Combo Bonus III learned
Cast finishing magic after four consecutive normal attacks
Mobile Strike Initial
Attack while moving with tilting the left analog stick and pressing Square
Advance Cast 6 AP Learn Tenacity
Cast finishing magic after a forward mobile strike
Slip Cast 8 AP Learn Advance Cast
Cast finishing magic after a backward mobile strike
Moxie Initial
Increase power by defeating enemies and absorbing their malice (Scythe glows reddish)
Moxie: Power ↑ 12 AP Level 14
Absorb more malice
Moxie: Power ↑ II 14 AP Moxie: Power ↑ learned and Level 22
Absorb even more malice
Tenacity 16 AP Moxie: Power ↑ II learned and Level 28
Reduce the amount of malice lost when taking damage

Seven[]

Seven boasts one of the most diverse sets of abilities, and like Cater, has access to an all-element attack.

Commands
Name AP needed Requirements
Snakebite Initial
Capture an enemy and either reel them in or instantaneously approach the target
Livewire 3 AP Snakebite learned
Electrify ensnared enemies to damage and possibly inflict Stun with tilting the left analog stick upwards and pressing X/Triangle
Snakebite: AG ↓ 5 AP Snakebite learned
Reduce AG cost of Snakebite
Diving Strike 2 AP Level 15
Launch whipblade skyward to pierce enemies from above
Diving Strike: Power ↑ 4 AP Diving Strike learned
Increase power of Diving Strike
Elementalash 4 AP Level 10
Strike enemies with a whip imbued with elemental magic (defaults to Fire)
Flamelash: Power ↑ 12 AP Elementalash learned
Increase power of Elementalash's Flamelash
Frostlash 4 AP Elementalash learned
Imbue whip with Ice Magic with with tilting the left analog stick upwards and pressing X/Triangle
Frostlash: Power ↑ 12 AP Frostlash learned
Increase power of Elementalash's Frostlash
Thunderlash 4 AP Elementalash learned
Imbue whip with Lightning Magic with tilting the left analog stick downwards and pressing X/Triangle
Thunderlash: Power ↑ 12 AP Thunderlash learned
Increase power of Elementalash's Thunderlash
Sadistic Spikes 3 AP Level 17
Drive whipblade into the ground to summon Stop-inflicting thorns
Sadistic Spikes: Time ↑ 6 AP Sadistic Spikes learned
Sadistic Spikes remains active for a longer time
Sadistic Spikes: AG ↓ 10 AP Sadistic Spikes learned
Reduce AG cost of Sadistic Spikes
Drainlash 4 AP Level 19
Attack enemies and absorb HP
Drainlash: Power ↑ 10 AP Drainlash learned
Increase power of Drainlash
Osmoselash 6 AP Level 24
Attack enemies and absorb MP
Osmoselash: Power ↑ 12 AP Osmoselash learned
Increase power of Osmoselash


Enhancements
Name AP needed Requirements
Accelerate 4 AP Level 28
Increase movement speed
Twinspell 5 AP Level 28
Equip two spells at once
Quick Draw II 15 AP Quick Draw learned
Cast level II finishing magic
Quick Draw III 30 AP Level 55
Cast level III finishing magic
Triple Slip 4 AP Level 15
Execute up to three dodges in succession
Slipstream 6 AP Triple Slip learned
Execute any number of dodges in succession
Untouchable 8 AP Slipstream learned
Window for dodging increases
Intel Initial
Check status of locked-on targets
Quick Draw 8 AP Level 30
Cast finishing magic after a normal attack
Foreflay Initial
Deliver a long-reaching attack with tilting the left analog stick upwards and pressing Square
Foreflay II 5 AP Level 25
Increase number of hits for Foreflay
Foreflay III 6 AP Foreflay II learned
Further increase number of hits for Foreflay
Whirlwhip Initial
Deliver a wide-area attack with tilting the left analog stick downwards and pressing Square
Whirlwhip II 6 AP Foreflay III learned
Increase number of hits for Whirlwhip
Whirlwhip III 8 AP Whirlwhip II learned
Further increase number of hits for Whirlwhip
Insult to Injury 4 AP Whirlwhip III learned
Powerfully lash enemies inflicted with Stun

Eight[]

Eight possesses three unique stances that don't drain the Ability Gauge, allowing him to unleash a variety of attacks by using the analog stick with the assigned button. He also possesses some strong high-risk abilities.

Commands
Name AP needed Requirements
Swiftwind Stance Initial
Shift to a simple stance and perform combos with X/Triangle (and optionally with tilting the left analog stick upwards/to the left/to the right)
Swiftwind Special 2 AP Swiftwind Stance learned
Strike the ground during a combo by tilting the left analog stick downwards and pressing X/Triangle
Swiftwind Stance: Power ↑ 4 AP Swiftwind Stance learned
Increase power of the series of punches in Swiftwind Stance
Wildfire Stance
(Raging Fire Style((烈火の型, Rekka no kata?) ))
2 AP Rising Uppercut learned
Shift to an aggressive stance and performs combos with X/Triangle (and optionally with tilting the left analog stick upwards/to the left/to the right)
Wildfire Special 2 AP Wildfire Stance learned
Conjure a pillar of fire during a combo by tilting the left analog stick downwards and pressing X/Triangle
Wildfire Stance: Power ↑ 4 AP Wildfire Stance learned
Increase power of charge attack by tilting the left analog stick upwards and pressing X/Triangle
Quickbolt Stance 2 AP Accelerate learned
Shift to an erratic stance and perform combos with X/Triangle
Quickbolt Special 2 AP Quickbolt Stance learned
Strike enemies and absorb HP during a combo by holding the left analog stick downwards and X/Triangle
Quickbolt Stance: Power ↑ 4 AP Quickbolt Stance learned
Increase power of flying kick by tilting the left analog stick upwards and pressing X/Triangle
Explosive Fist 4 AP Wildfire Stance: Power ↑ learned
Slowly approach enemies and deliver a devastating punch
Explosive Fist: Power ↑ 6 AP Explosive Fist learned
Increase power of Explosive Fist
Flinchproof Fist 8 AP Explosive Fist: Power ↑ learned
Receive invulnerability while performing Explosive Fist
Sacrificial Slug 10 AP Level 30
Drop user's HP down to 1 and inflict tremendous damage on enemies
Lightspeed Jab 6 AP Triple Slip learned
Deliver a weak but extremely fast punch
Lightspeed Swarm 8 AP Lightspeed Jab learned
Teleport toward enemies with Lightspeed Jab
Lightspeed Jab: Distance ↑ 6 AP Lightspeed Swarm learned
Increase distance teleported with Lightspeed Jab
Last Stand 3 AP Flinchproof Fist learned
Receive Haste and Aura, but inflict user with Killsight
Last Stand: AG ↓ 5 AP Last Stand learned
Reduce AG cost of Last Stand
Phantom Rush 3 AP Untouchable learned
Dodge all enemy attacks
Phantom Rush: AG ↓ 5 AP Phantom Rush learned
Reduce AG cost of Phantom Rush


Enhancements
Name AP needed Requirements
Accelerate 2 AP Level 17
Increase movement speed
Twinspell 12 AP Level 50
Equip two spells at once
Quick Draw II 24 AP One-Two Cast learned
Cast level II finishing magic
Quick Draw III 48 AP Level 80
Cast level III finishing magic
Triple Slip 2 AP Accelerate
Execute up to three dodges in succession
Slipstream 3 AP Triple Slip learned
Execute any number of dodges in succession
Untouchable 5 AP Slipstream learned
Window for dodging increases
Intel Initial
Check status of locked-on targets
Sidestep Initial
Dodge sideways with tilting the left analogstick to the left/right and pressing Square
Blind Strike Initial
Increase critical hit rate when attacking some enemies from the rear
Quick Draw 10 AP Level 40
Cast finishing magic after a normal attack
Rising Uppercut 2 AP Swiftwind Special learned
Counterattack when downed by pressing Square at the right time
Backhand 3 AP Wildfire Stance: Power ↑
Deliver an attack with a high Stun rate with tilting the left analog stick down and pressing Square
One-Two Cast 30 AP Level 43
Cast finishing magic after a backhand attack

Nine[]

Nine's defensive abilities suit his higher HP and Defense stats well.

Commands
Name AP needed Requirements
Jump Initial
Leap towards enemies and strike
Jump: Power ↑ 4 AP Jump learned
Increase power of Jump
Jump: Crit ↑ 4 AP Jump learned
Increase critical hit rate of Jump
Jump: AG ↓ 5 AP Jump learned
Reduce AG cost of Jump
White Knight 4 AP Accelerate
Generate a safety zone that restores HP and prevents damage
White Knight: AG ↓ 5 AP White Knight learned
Reduce AG cost of White Knight
Whirling Lance 4 AP Level 13
Twirl spear to attack enemies
Whirling Lance: AG ↓ 6 AP Whirling Lance learned
Reduce AG cost of Whirling Lance
High Jump 8 AP Mobile Strike II learned
Leap high into the air and deliver a powerful strike from above
High Jump: Power ↑ 8 AP High Jump learned
Increase power of High Jump
High Jump: Power ↑ II 10 AP High Jump: Power ↑ learned
Further increase power of High Jump
Javelin Throw 4 AP Clean Sweep III learned
Launch spear to pierce and damage enemies
Javelin Throw: Crit ↑ 6 AP Javelin Throw learned
Increase critical hit rate of Javelin Throw
Laser Lance 5 AP Mobile Strike learned
Launch spear in a straight line to severely damage enemies
Laser Lance: Power ↑ 7 AP Laser Lance learned
Increase power of Laser Lance
Primal Roar 3 AP Whirling Lance: AG ↓ learned
Unleash a guttural roar to inflict enemies with Stop
Primal Roar: Time ↑ 4 AP Primal Roar learned
Primal Roar remains active for a longer time
Primal Roar: AG ↓ 6 AP Primal Roar learned
Reduce AG cost of Primal Roar


Enhancements
Name AP needed Requirements
Accelerate 4 AP Level 8
Increase movement speed
Twinspell 14 AP White Knight: AG ↓ learned
Equip two spells at once
Quick Draw II 18 AP Sweeping Cast learned
Cast level II finishing magic
Quick Draw III 32 AP Level 46
Cast level III finishing magic
Triple Slip 2 AP White Knight learned
Execute up to three dodges in succession
Slipstream 3 AP Triple Slip learned
Execute any number of dodges in succession
Untouchable 5 AP Slipstream learned
Window for dodging increases
Intel Initial
Check status of locked-on targets
Quick Draw 12 AP Twinspell learned
Cast finishing magic after certain normal attacks
Clean Sweep Initial
Deliver a wide-area attack with tilting the left analog stick downwards and pressing Square
Clean Sweep II 4 AP Whirling Lance: AG ↓ learned
Increase number of hits for Clean Sweep
Sweeping Cast 22 AP Clean Sweep II learned
Cast finishing magic after certain wide-area attacks
Clean Sweep III 5 AP Clean Sweep II learned
Increase number of hits for Clean Sweep
Mobile Strike 6 AP Clean Sweep III learned
Attack while moving with tilting the left analog stick upwards and pressing Square
Mobile Strike II 6 AP Mobile Strike mastered
Increase number of hits for Mobile Strike

Jack[]

Jack can make up for his slower movement and attack speeds with lightning quick strikes and counter attacks.

Commands
Name AP needed Requirements
Reflex Initial
Read enemies' attacks and deliver a mid-range counterslash
Reflex: Power ↑ 4 AP Reflex learned
Increase power of Reflex
Reflex: Crit ↑ 6 AP Reflex: Power ↑ learned
Increase critical hit rate of Reflex
Reflex: AG ↓ 5 AP Reflex: Crit ↑ learned
Reduce AG cost of Reflex
Transience 5 AP Tranquility: AG ↓ learned
Consume user's HP to inflict heavy damage on enemies
Transience: Power ↑ 6 AP Transience learned
Increase power of Transience
Transience: Power ↑ II 8 AP Transience: Power ↑ learned
Further increase power of Transience
Transience: AG ↓ 4 AP Transience: Power ↑ II learned
Reduce AG cost of Transience
Lightning Flash 4 AP Combo Bonus learned
Slash in rapid succession
Lightning Flash: Crit ↑ 6 AP Lightning Flash learned
Increase critical hit rate of Lightning Flash
Lightning Flash: AG ↓ 4 AP Lightning Flash: Crit ↑ learned
Reduce AG cost of Lightning Flash
Deliverance 8 AP Focus: Power ↑ learned
Rush at and attack enemies inflicted with Killsight
Deliverance: AG ↓ 6 AP Deliverance learned
Reduce AG cost of Deliverance
Piercing Gleam 5 AP Slipstream learned
Lower the enemy's Defense
Piercing Gleam: Effect ↑ 6 AP Piercing Gleam learned
Increase effect of Piercing Gleam
Piercing Gleam: Power ↑ 8 AP Piercing Gleam: Effect ↑ learned
Increase power of Piercing Gleam
Piercing Gleam: AG ↓ 5 AP Piercing Gleam: Power ↑ learned
Reduce AG cost of Piercing Gleam
Tranquility 6 AP Deliverance: AG ↓ learned
Read enemies' attacks and deliver a devastating counterslash
Tranquility: Power ↑ 6 AP Tranquility learned
Increase power of Tranquility
Tranquility: +Killsight 8 AP Tranquility: Power ↑ learned
Add Killsight effect to Tranquility
Tranquility: AG ↓ 6 AP Tranquility: +Killsight learned
Reduce AG cost of Tranquility


Enhancements
Name AP needed Requirements
Accelerate 7 AP Untouchable
Increase movement speed
Twinspell 10 AP Quick Draw learned
Equip two spells at once
Quick Draw II 20 AP Twinspell learned
Cast level II finishing magic
Quick Draw III 38 AP Quick Draw II learned
Cast level III finishing magic
Triple Slip 4 AP Reflex: AG ↓
Execute up to three dodges in succession
Slipstream 6 AP Lightning Flash: AG ↓
Execute any number of dodges in succession
Untouchable 4 AP Quick Draw III learned
Window for dodging increases
Intel Initial
Check status of locked-on targets
Ninja Slice Initial
Increase critical hit rate when attacking some enemies from the rear
Quick Draw 12 AP Transience: AG ↓
Cast finishing magic after a normal attack
Combo Bonus 6 AP Triple Slip learned
Increase the number of hits in a normal attack
Focus Initial
Concentrate to temporarily increase attack with tilting down the left analog stick and pressing Square
Focus: Power ↑ 4 AP Piercing Gleam: AG ↓
Increase effect of Focus

Queen[]

Like Seven, Queen's abilities can be applied to a wide variety of situations.

Commands
Name AP needed Requirements
Divine Judgment Initial
Conjure a cross-shaped light that heals allies by draining enemies' HP
Divine Judgment: Speed ↑ 8 AP Divine Judgment learned
Increase revolution speed of Divine Judgment
Divine Judgment: Power ↑ 2 AP Divine Judgment learned
Increase power of Divine Judgment
Divine Judgment: HP ↑ 3 AP Divine Judgment learned
Increase amount of HP recovered with Divine Judgment
Divine Judgment: AG ↓ 3 AP Divine Judgment learned
Reduce AG cost of Divine Judgment
Magic Martyr 2 AP Twinspell learned
Expend HP instead of AG to generate an MP-restoring field
Magic Martyr: Effect ↑ 4 AP Magic Martyr learned
Improve HP/MP exchange rate of Magic Martyr
Flinchproof Martyr 4 AP Magic Martyr learned
Magic Martyr continues even after taking damage
Speedrush 3 AP Slipstream
Approach targets at high speed
Speedrush: AG ↓ 4 AP Speedrush
Reduce AG cost of Speedrush
Mana Sphere 8 AP Level 27
Fire energy orbs that fissure and damage enemies
Mana Sphere: Power ↑ 10 AP Mana Sphere learned
Increase power of Mana Sphere
Mana Sphere: Crit ↑ 12 AP Mana Sphere learned
Increase critical hit rate of Mana Sphere
Mana Sphere: AG ↓ 12 AP Mana Sphere learned
Reduce AG cost of Mana Sphere
Gate of Destiny 10 AP Mana Sphere: Crit ↑ learned
Expend HP instead of AG to generate a portal that damages enemies
Gate of Destiny: Power ↑ 12 AP Gate of Destiny learned
Increase power of Gate of Destiny
Gate of Destiny: AG ↓ 14 AP Gate of Destiny: Power ↑ learned
Reduce AG cost of Gate of Destiny
Justice Guard 10 AP Gate of Destiny: AG ↓ learned
Counter an enemy attack and may inflict killsight
Justice Guard: Power Up 12 AP Justice Guard learned
Increase power of Gate of Destiny
Justice Guard: AG Down 14 AP Justice Guard learned
Reduce AG cost of Gate of Destiny


Enhancements
Name AP needed Requirements
Accelerate 2 AP Speedrush: AG ↓
Increase movement speed
Twinspell 5 AP Divine Judgment: HP ↑
Equip two spells at once
Quick Draw II 12 AP Feint Slash learned
Cast level II finishing magic
Quick Draw III 28 AP Level 31
Cast level III finishing magic
Triple Slip 2 AP Accelerate learned
Execute up to three dodges in succession
Slipstream 3 AP Triple Slip learned
Execute any number of dodges in succession
Untouchable 5 AP Slipstream learned
Window for dodging increases
Intel Initial
Check status of locked-on targets
Quick Draw 6 AP Riposte Slash II learned
Cast finishing magic after a normal attack
Balestra Lunge Initial
Rush toward enemies and attack with tilting the left analog stick upwards and pressing Square
Balestra Lunge II 4 AP Level 11
Increase maximum number of hits in a Balestra Lunge
Riposte Slash Initial
Jump away from enemies and attack with tilting the left analog stick downwards and pressing Square
Riposte Slash II 6 AP Balestra Lunge II learned
Fire magic shots after a Riposte Slash by returning the left analog stick to center
Feint Slash 6 AP Quick Draw learned
Cast finishing magic after a Riposte Slash in some situations

King[]

King specializes in dishing out damage at a decent rate. His skills also require ammo, but he can infinitely manually reload by tilting the analog stick down while attacking.

Commands
Name AP needed Requirements
Point-Blank Shot Initial
Inflict tremendous damage on nearby enemies
Charge I 3 AP Level 9
Increase attack power of Point-Blank Shot by holding down button
Charge II 4 AP Level 11
Increase charge level of Point-Blank Shot
Charge III 6 AP Level 13
Max out charge level of Point-Blank Shot
Point-Blank Shot: Crit ↑ 8 AP Level 15
Increase critical hit rate of Point-Blank Shot
Point-Blank Shot: AG ↓ 8 AP Level 22
Reduce AG cost of Point-Blank Shot
Magazine Blast 4 AP Level 14
Launch and fire at an ammo cartridge to make it explode
Magazine Blast: Power ↑ 6 AP Level 18
Increase power of Magazine Blast
Magazine Blast: AG ↓ 8 AP Level 25
Reduce AG cost of Magazine Blast
Endless Waltz 3 AP Level 12
Fire continuously with both guns
Endless Waltz: AG ↓ 6 AP Level 19
Reduce AG cost of Endless Waltz
Trigger Finger 4 AP Level 16
Draw gun quickly to counter enemy attacks
Trigger Finger: Power ↑ 6 AP Level 21
Increase power of Trigger Finger when guns are holstered
Trigger Finger: AG ↓ 8 AP Level 26
Reduce AG cost of Trigger Finger
Hawkeye 4 AP Level 20
Aim and fire at distant enemies
Hawkeye: AG ↓ 8 AP Level 24
Reduce AG cost of Hawkeye
Iron Will 8 AP Level 29
Prevent user from being KO'd
Iron Will: Time ↑ 10 AP Level 33
Aura effect of Iron Will remains active for a longer time
Iron Will: AG ↓ 8 AP Level 45
Reduce AG cost of Iron Will


Enhancements
Name AP needed Requirements
Accelerate 2 AP Level 9
Increase movement speed
Twinspell 6 AP Level 28
Equip two spells at once
Quick Draw II 16 AP Quick Draw learned
Cast level II finishing magic
Quick Draw III 30 AP Level 90
Cast level III finishing magic
Triple Slip 2 AP Level 13
Execute up to three dodges in succession
Slipstream 3 AP Level 16
Execute any number of dodges in succession
Untouchable 5 AP Level 24
Window for dodging increases
Intel Initial
Check status of locked-on targets
Marksmanship Initial
Deal more damage when closer to enemy, but less damage in bad weather
Reload Initial
Reload by tilting left analog stick downwards and pressing Square
Multitask 3 AP Level 17
Enable user to fire weapon while reloading
Kick Initial
Perform a melee attack with tilting the left analog stick upwards and pressing Square
Direct Shot 3 AP Level 11
Fire a special shot after melee attacks
Quick Draw 16 AP Level 80
Cast a finishing spell after melee attacks
Hi-Cap Magazine 8 AP Level 18
Increase magazine capacity from 12 to 18 rounds
Hi-Cap Magazine II 14 AP Level 27
Increase magazine capacity from 18 to 24 rounds

Machina[]

Machina can quickly heal himself in multiple ways while still dishing out damage, on top of boasting the highest DPS abilities in the game.

Commands
Name AP needed Requirements
Cyclone Drive Initial
Continue damaging enemies until user runs out of AG
Cyclone Drive: Power ↑ 3 AP Cyclone Drive learned
Increase power of Cyclone Drive
Cyclone Drive: Power ↑ II 4 AP Cyclone Drive: Power ↑ learned
Further increase power of Cyclone Drive
Finishing Blow 5 AP Cyclone Drive: Power ↑ II learned
Add finishing kick to Cyclone Drive
Finishing Blow: Crit ↑ 6 AP Finishing Blow learned
Increase critical hit rate of Cyclone Drive's finishing kick
Cyclone Drive: AG ↓ 8 AP Finishing Blow: Crit ↑ learned
Reduce AG cost of Cyclone Drive
Awakening 4 AP Finishing Blow learned
Restore all HP and turn all normal attacks into Furious Blades until user takes damage
Awakening: Power ↑ 6 AP Awakening learned
Increase power of Furious Blades
Flinchproof Awakening 4 AP Awakening learned
Awakening continues even after taking damage
Awakening: AG ↓ 8 AP Awakening learned
Reduce AG cost of Awakening
Stunning Slash
(Stun Blade((スタンブレイド, Sutanbureido?) ))
16 AP Cyclone Drive: Power ↑ II learned
Strike with a high chance of inflicting Stun
Stunning Slash: Effect ↑ 6 AP Stunning Slash learned
Increase stun rate of Stunning Slash
Stunning Slash: AG ↓ 8 AP Stunning Slash: Effect ↑ learned
Reduce AG cost of Stunning Slash
Guardian Blades 4 AP Stunning Slash: AG ↓ learned
Summon spinning swords that simultaneously attack and defend.
Guardian Blades: AG ↓ 6 AP Guardian Blades learned
Reduce AG cost of Guardian Blades.
Siphon Sword 16 AP Cyclone Drive: Power ↑ II learned
Attack enemies and drain HP
Siphon Sword: Power ↑ 6 AP Siphon Sword learned
Increase power of Siphon Sword
Siphon Sword: AG ↓ 8 AP Siphon Sword: Power ↑ learned
Reduce AG cost of Siphon Sword
Dark Side 5 AP Siphon Sword: AG ↓ learned
Pierce multiple enemies in succession to drain HP and possibly inflict Stun
Dark Side: Crit ↑ 8 AP Dark Side learned
Increase critical hit rate of Dark Side
Dark Side: Targets ↑ 10 AP Dark Side: Crit ↑ learned
Increase number of targets for Dark Side


Enhancements
Name AP needed Requirements
Accelerate 2 AP Cyclone Drive: Power ↑ learned
Increase movement speed
Twinspell 5 AP Combo Bonus learned
Equip two spells at once
Quick Draw II 15 AP Finishing Cast learned
Cast level II finishing magic
Quick Draw III 30 AP Quick Draw II learned
Cast level III finishing magic
Triple Slip 2 AP Accelerate learned
Execute up to three dodges in succession
Slipstream 3 AP Triple Slip learned
Execute any number of dodges in succession
Untouchable 5 AP Slipstream learned
Window for dodging increases
Intel Initial
Check status of locked-on targets
Finishing Cast 8 AP Twinspell learned
Cast finishing magic after a normal attack
Combo Cast 8 AP Finishing Cast learned
Cast finishing magic after certain normal attacks
Combo Bonus 3 AP Dark Side: Targets ↑ learned
Increase number of hits for normal attacks

Rem[]

Rem fits a wide-ranged supportive role well. She can also summon Eidolons with ease.

Commands
Name AP needed Requirements
Siphon Sphere 3 AP Level 14
Fire MP-draining energy orbs that can hit multiple times
Siphon Sphere: Range ↑ 4 AP Siphon Sphere learned
Increase range of Siphon Sphere
Siphon Sphere: Time ↑ 6 AP Siphon Sphere: Range ↑ learned
Siphon Sphere remains active for a longer time
Manalchemy 3 AP Level 9
Expend AG to restore MP to user and allies
Manalchemy: AG ↓ 8 AP Manalchemy learned
Reduce AG cost of Manalchemy
Undying Wish 3 AP Level 15
Grant Reraise to all allies for a brief period of time
Undying Wish: AG ↓ 6 AP Undying Wish learned
Reduce AG cost of Undying Wish
Seraphim Strike 6 AP Level 25
Summon magical energy to deliver a powerful strike from above
Seraphim Strike: Power ↑ 8 AP Seraphim Strike learned
Increase power of Seraphim Strike
Seraphim Strike: Speed ↑ 10 AP Seraphim Strike learned
Increase firing speed of Seraphim Strike
Seraphim Strike: AG ↓ 8 AP Seraphim Strike learned
Reduce AG cost of Seraphim Strike
Siphon Delta 6 AP Siphon Sphere: Time ↑ learned
Generate a field that absorbs MP
Siphon Delta: Power ↑ 8 AP Siphon Delta learned
Increase power of Siphon Delta
Siphon Delta: AG ↓ 8 AP Siphon Delta learned
Reduce AG cost of Siphon Delta
Dagger Boomerang 8 AP Level 29
Launch daggers to damage enemies
Dagger Boomerang: AG ↓ 8 AP Dagger Boomerang learned
Reduce AG cost of Dagger Boomerang
Flying Daggers 8 AP Level 45
Launch daggers for a short-ranged but powerful attack
Flying Daggers: Power ↑ 10 AP Flying Daggers learned
Increase power of Flying Daggers


Enhancements
Name AP needed Requirements
Accelerate 3 AP Level 27
Increase movement speed
Twinspell Initial
Equip two spells at once
Quick Draw II 12 AP Reflex Cast learned
Cast level II finishing magic
Quick Draw III 26 AP Quick Draw II learned
Cast level III finishing magic
Triple Slip 3 AP Level 11
Execute up to three dodges in succession
Slipstream 4 AP Triple Slip learned
Execute any number of dodges in succession
Untouchable 5 AP Slipstream learned
Window for dodging increases
Intel Initial
Check status of locked-on targets
Guarded Finish 4 AP Level 9
Perform a defensive finishing blow after normal attacks with tilting the left analog stick downwards and pressing Square
Quick Draw 8 AP Guarded Finish learned and Level 17
Cast finishing magic after a Guarded Finish
Strong Finish 6 AP Level 19
Perform a powerful finishing blow after normal attacks with tilting the left analog stick upwards and pressing Square
Finishing Cast 8 AP Strong Finish learned and Level 24
Cast finishing magic after a Strong Finish
Combo Cast 8 AP Level 21
Cast finishing magic after a normal attack
Reflex Cast 18 AP Level 28
Cast finishing magic after a first attack

Behind the scenes[]

A possible explanation for the lack of a Thunder RF-II spell is provided in the Altocrystarium under the description for Thunder RF, which states that the Dominion deemed the spell almost completely obsolete in comparison to Thunder SHG (the dominant SHG spell, along with Fire RF being the dominant RF spell). Thunder SHG-II also functions similar to a RF-II spell, rather than a SHG spell.

Gallery[]

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