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Junction

Squall's Junction screen.

Junction system (ジャンクションシステム, Jankushon Shisutemu?) is a character development system designed by Hiroyuki Ito for Final Fantasy VIII. By collecting magic from items, draw points and enemies, the player can junction their magic stocks to their attributes via Guardian Forces to grow stronger. Using the Junction system is the superior method of growth compared to leveling up or weapon-upgrading.

Lore-wise, junctioning allows the user to replicate the powers of a sorceress via the storage and control of magical powers and Guardian Forces. The system can store 32 different forms of Para-Magic with a stock of up to 100 charges of each spell. Users siphon magic (via a process known as drawing) from living beings, the environment around them, or even machinery, and store it for casting or junctioning. Through junctioning, Para-Magic can grant its users near-superhuman abilities, such as increased speed and strength, and being able to use magic.

The game's original Japanese version has a Junction glitch that lets the player junction the same spell to more than one stat. The glitch was fixed in the western localizations.

Mechanics[]

Junctioning magic to attributes[]

The Junction system is not based on the traditional specialization of weapons and armor in a typical Final Fantasy game, and because in general enemies' scale to the player party's level, simple leveling up does not help gain an advantage. Without utilizing the Junction system, characters cannot use abilities other than Attack during battle.

The player can customize their party by junctioning Guardian Forces (GF) to them and grant them stat upgrades, ability commands that can be used in battle, and elemental and status ailment attack/resistances. What precisely can be upgraded depends on the GFs the player has junctioned, and what the GFs have learned.

The player can upgrade stats and/or attack/resistances by attaching magic to the attributes provided a GF junctioned to the character has learned the corresponding Junction ability. The more magic junctioned, the better the effect. Different types of magic have different effects when junctioned. To upgrade basic stats, for example HP and Strength (Str), any magic can be used, but some magic will have a greater effect on certain stats; for example, junctioning the Haste spell to the character's Speed stat gives a bigger boost than junctioning Scan or Fire.

Squall and Seifer use gunblades that have native perfect hit rate and their critical hits are manually triggered. Thus, the Hit-J and Luck-J Junction abilities are pointless on them.

Upgrading elemental attacks/resistances (Elem-Atk/Elem-Def) (if the GF has learned the abilities) generally requires elemental magic. Junctioning Fire to an Elem-Def stat will increase a character's resistance to fire-elemental attacks; the more Fire magic junctioned, the better the resistance. Some other magic will provide multiple resistances, notably Ultima that provides resistance for all elements. Junctioning elemental magic to the Elem-Atk stat will cause the character's normal attack to posses an elemental property, giving advantage against some enemies.

Similarly, upgrading status ailment attacks/resistances (ST-Atk/ST-Def) (if the GF has learned the abilities) generally requires magic that causes or cures status ailments. Junctioning Death to ST-Def will make a character resistant to instant death attacks, while junctioning Death to ST-Atk will allow a character to cause instant death when executing a normal attack.

The player can choose to auto assign magic to stats, Elem-Atk/Def and ST-Atk/Def by using the Auto command in the junctioning menu. The player can auto assign magic giving priority to Strength, Magic or Defense; despite the name of the last one, choosing Defense in fact prioritizes HP.

Ability junctioning[]

FFVIII Junction Menu 4

Ability Junction menu.

To use command abilities in battle (and in the case of Draw, in the field), characters require them to be junctioned. The abilities available depend on the GFs junctioned, but do not require magic. In the same way, the Character/Party support abilities also require junctioning, but do not require magic. A character starts out with two support ability slots, but can gain three or four. For example, if a GF has learned the ability HP+20%, it must be junctioned to one of the slots to be activated.

Junction values[]

Spell HP Str Vit Mag Spr Spd Eva Hit Luck
Ultima 60 1.00 0.82 1.00 0.95 0.60 0.24 0.60 0.60
Full-life 48 0.20 0.80 0.20 0.85 0.08 0.04 0.08 0.20
Water 3 0.20 0.14 0.18 0.14 0.12 0.04 0.18 0.13
Aero 3 0.17 0.10 0.16 0.10 0.20 0.08 0.22 0.15
Esuna 5 0.06 0.36 0.12 0.36 0.03 0.02 0.03 0.10
Aura 34 0.70 0.22 0.24 0.24 0.10 0.02 0.50 0.40
Quake 26 0.40 0.20 0.40 0.20 0.07 0.03 0.30 0.12
Demi 16 0.34 0.18 0.36 0.18 0.12 0.04 0.14 0.10
Cure 2 0.04 0.15 0.04 0.15 0.03 0.02 0.02 0.02
Cura 5 0.08 0.28 0.08 0.28 0.04 0.02 0.03 0.03
Curaga 22 0.20 0.65 0.20 0.65 0.10 0.04 0.10 0.10
Confuse 7 0.22 0.18 0.28 0.18 0.18 0.04 0.08 0.08
Silence 1 0.06 0.05 0.12 0.10 0.04 0.02 0.03 0.02
Thunder 1 0.10 0.04 0.10 0.04 0.08 0.03 0.10 0.08
Thundara 2 0.15 0.08 0.15 0.08 0.12 0.04 0.16 0.12
Thundaga 14 0.30 0.16 0.30 0.16 0.14 0.04 0.20 0.14
Shell 4 0.06 0.18 0.10 0.40 0.03 0.02 0.03 0.14
Stop 8 0.18 0.20 0.30 0.24 0.48 0.10 0.20 0.10
Sleep 1 0.06 0.05 0.12 0.10 0.04 0.04 0.03 0.02
Slow 5 0.12 0.16 0.20 0.20 0.40 0.08 0.10 0.10
Zombie 8 0.15 0.24 0.15 0.12 0.02 0.01 0.02 0.02
Double 2 0.15 0.06 0.18 0.06 0.10 0.03 0.40 0.02
Death 18 0.22 0.22 0.38 0.58 0.10 0.04 0.10 0.38
Dispel 10 0.12 0.38 0.16 0.60 0.08 0.04 0.08 0.14
Triple 24 0.70 0.10 0.70 0.10 0.70 0.16 1.50 0.30
Tornado 30 0.48 0.24 0.42 0.24 0.33 0.13 0.38 0.14
Drain 4 0.13 0.30 0.20 0.24 0.06 0.02 0.05 0.04
Berserk 3 0.13 0.08 0.14 0.08 0.05 0.02 0.04 0.03
Bio 7 0.24 0.15 0.24 0.15 0.05 0.02 0.04 0.04
Fire 1 0.10 0.04 0.10 0.04 0.08 0.03 0.10 0.08
Fira 2 0.15 0.08 0.15 0.08 0.12 0.04 0.16 0.12
Firaga 14 0.30 0.16 0.30 0.16 0.14 0.04 0.20 0.14
Blind 1 0.06 0.05 0.12 0.10 0.03 0.02 0.30 0.02
Blizzard 1 0.10 0.04 0.10 0.04 0.08 0.03 0.10 0.08
Blizzara 2 0.15 0.08 0.15 0.08 0.12 0.04 0.16 0.12
Blizzaga 14 0.30 0.16 0.30 0.16 0.14 0.04 0.20 0.14
Flare 32 0.56 0.26 0.44 0.26 0.12 0.03 0.26 0.12
Break 10 0.20 0.20 0.34 0.35 0.10 0.04 0.10 0.12
Protect 4 0.06 0.40 0.10 0.18 0.03 0.02 0.03 0.14
Haste 5 0.12 0.16 0.20 0.20 0.50 0.08 0.10 0.10
Pain 28 0.42 0.38 0.60 0.45 0.04 0.01 0.04 0.40
Holy 38 0.55 0.28 0.45 0.48 0.10 0.07 0.24 0.14
Meteor 46 0.75 0.34 0.52 0.34 0.30 0.12 0.40 0.22
Meltdown 15 0.24 0.80 0.20 0.20 0.03 0.02 0.12 0.08
Scan 1 0.05 0.05 0.05 0.05 0.03 0.02 0.03 0.03
Regen 26 0.18 0.70 0.18 0.60 0.08 0.04 0.08 0.08
Reflect 20 0.14 0.46 0.20 0.72 0.10 0.04 0.08 0.16
Life 12 0.08 0.50 0.10 0.50 0.04 0.02 0.03 0.04
Float 2 0.08 0.15 0.08 0.15 0.16 0.04 0.12 0.20
Apocalypse[note 1] 42 0.80 0.80 0.80 0.90 0.30 0.12 0.30 0.30
  1. Cannot be obtained before the final battle, meaning these values are dummied. Only through hacking can the player obtain it before the battle and be able to junction it.

Elemental[]

Attack[]

Spell Elemental Value (%)
Water Water 1.0
Aero Wind 0.8
Quake Earth 1.0
Thunder Thunder 0.5
Thundara Thunder 0.8
Thundaga Thunder 1.0
Tornado Wind 1.0
Bio Poison 1.0
Fire Fire 0.5
Fira Fire 0.8
Firaga Fire 1.0
Blizzard Ice 0.5
Blizzara Ice 0.8
Blizzaga Ice 1.0
Holy Holy 1.0

Defense[]

Spell Elemental Value (%)
Ultima All 1.0
Full-life All 0.4
Water Water 1.5
Aero Wind 0.8
Quake Earth 2.0
Thunder Thunder 0.5
Thundara Thunder 0.8
Thundaga Thunder 1.5
Shell All 0.2
Tornado Wind 2.0
Bio Poison 1.5
Fire Fire 0.5
Fira Fire 0.8
Firaga Fire 1.5
Blizzard Ice 0.5
Blizzara Ice 0.8
Blizzaga Ice 1.5
Flare Thunder, Fire, Ice 0.8
Protect Thunder, Fire, Ice 0.2
Holy Holy 2.0
Meteor Earth, Wind 1.5
Life All 0.3
Float Earth 0.5

Status[]

Other appearances[]

Final Fantasy XIV[]

Junction Titan and Junction Shiva are abilities used by Eden's Promise in Eden's Promise: Eternity. It uses them to draw upon the Warrior of Light's memories of Titan and Shiva, granting it their abilities. In the Savage version, the Oracle of Darkness uses Junction Loghrif to awaken her powers.

Draw and Junction PvP from Final Fantasy XIV icon

PvP icon.

Gunbreaker Gunbreaker can use "Draw and Junction" in PvP PvP content. It allows for the use of the Burst Strike Burst Strike combo and grants buffs to the user depending on the selected target's role, and can select both enemies and allies. These buffs affect the Junctioned Cast action.

  • While under the effect of Junction Tank, the action changes to Nebula Nebula, which reduces damage taken and inflicts counter damage.
  • While under the effect of Junction Healer, the action changes to Aurora Aurora, which heals and applies a regen healing effect to the target.
  • While under the effect of Junction DPS, the action changes to Blasting Zone Blasting Zone, which deals heavy damage to a target.

Dissidia Final Fantasy and Dissidia 012 Final Fantasy[]

Ultimecia junctioned with Griever.

Ultimecia's EX Mode is to junction Griever. In her EX Mode, in addition to the standard Regen status and increased probability for critical hits, Ultimecia gains the special attack Time Crush, which stuns opponents for several seconds upon a successful execution.

Ultimecia's EX Mode remains Junction Griever in Dissidia 012 Final Fantasy.

Final Fantasy Brave Exvius[]

Edgar - Chainsaw2This section about an ability in Final Fantasy Brave Exvius is empty or needs to be expanded. You can help the Final Fantasy Wiki by expanding it.

Final Fantasy Trading Card Game[]

Junction is a game mechanic possessed by Final Fantasy VIII character cards. When a Forward uses Junction, they pay the Summon cost for an Eidolon card in their hand (as well as the cost to use the Forward's Junction ability, if applicable) and remove that Eidolon from the game. As long as that card is removed from the game, the Forward is now considered "Junctioned" and gains various abilities that differ for each card.

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