Final Fantasy Wiki
Advertisement

Template:Sideicon

Userbox ff7-cloud
Cloud: I couldn't finish 'em. Looks like this's gonna get complicated.
The following tables are incomplete and require the Certain spells are missing the SO they are learned from entries to be filled. If you wish, please examine the table and add anything missing. Remove this notice upon completion.
FFType-0-HD-Promotion-Menu

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 is limited to equip only one spell unless they unlocked the ability "Twinspell".

Each character has four stats associated with spells: Fire Magic, Lightning Magic, Ice Magic and Defense Magic. 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). Furthermore, the higher a magic-stat is, the more damage is dealt by corresponding spells.

Fire-type spells

Template:See Also

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 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 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 width of the cone.
SHG (Shotgun)-II
Fire SHG-II
Fira SHG-II
Firaga SHG-II
65 | 75 | 85
(Fire Magic)
Use Fire SHG at least 300 times
Shoot Fire-type bullets that scatter upon impact.
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.
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
Shoot powerful Fire-type bullets at the enemy.
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 a explosive bullet that pursues its target.
MIS (Missile)-II
Fire MIS-II
Fira MIS-II
Firaga MIS-II
50 | 65 | 80
(Fire Magic)
Complete SO "" during The Clash on Big Bridge
Launches a explosive and slow but powerful bullet that pursues its target.
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.
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 wave of energy around the user which lasts for a short time.
Charging this spell increases the damage.

Ice-type spells

Template:See Also

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 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 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 width of the cone.
SHG (Shotgun)-II
Blizzard SHG-II
Blizzara SHG-II
Blizzaga SHG-II
65 | 75 | 85
(Ice Magic)
Use Blizzard SHG at least 300 times
Shoot Ice-type bullets that scatter upon impact.
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.
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 explosive, powerful bullets.
MIS (Missile)
Blizzard MIS
Blizzara MIS
Blizzaga MIS
60 | 70 | 80
(Ice Magic)
Complete The Clash in the Caverns on Officer difficulty
Launches a explosive bullet that pursues its target.
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
Launch a slow but powerful Ice-type bullet that pursues its target.
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.
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 wave of energy around the user which lasts for a short time.
Charging this spell increases the damage.

Lightning-type spells

Template:See Also

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 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.
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 across a set 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.
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
Shoot powerful Lightning-type bullets at the enemy.
MIS (Missile)
Thunder MIS
Thundara MIS
Thundaga MIS
60 | 70 | 80
(Lightning Magic)
Complete The Phantoma Menace VI during Chapter 7
Launches a explosive bullet that pursues its target.
MIS (Missile)-II
Thunder MIS-II
Thundara MIS-II
Thundaga MIS-II
50 | 65 | 80
(Lightning Magic)
Complete the SO "" during The Clash on Big Bridge
Launch a slow but powerful Lightning-type bullet that pursues its target.
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.
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 wave of energy around the user which lasts for a short time.
Charging this spell increases the damage.

Defensive spells

Name Prereq Unlock
Cure
Cura
Curaga
50 | 60 | 70
(Defense Magic)
Available at beginning
Restores HP to the user.
Charging this spell makes it affect party members.
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 affect party members.
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 affect party members.
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 affect party members.
Raise 75
(Defense Magic)
Complete The Infiltration of Iscah on Agito difficulty
Revives fallen characters who have not yet faded away from the field.
Wall 55
(Defense Magic)
Available at beginning
Generates a barrier in order to block enemy gunfire.
Avoid 10
(Defense Magic)
Rewarded by Class First Moogle for playing at least ten hours
Automatically consumes MP in order to dodge enemy attacks.

Unique spells

For the ultimate spell, see "Vermilion Bird (ability)."

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 "" during The Amiter Resistance
Casts a wisp of harrowing magic 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, persisting of both offensive or supportive commands as well as passive enhancements. By using equipped abilities, the character depletes their Ability Gauge.

Ace

Ace's special abilities have different effects and different ways to use them. Aside from being used for direct attacks, they can also be used for healing or to inflict negative status effects.

Commands
Name AP needed Requirements Upgrades
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: 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: AG ↓ 14 AP Jackpot Triad learned
Reduce AG cost of Jackpot Triad
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 Upgrades
Quick Draw III 30 AP Quick Draw II learned
Cast level III finishing magic
Slipstream 3 AP Triple Slip learned
Execute any number of dodges in succession
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 II 4 AP Focus learned
Increase number of hits for charged strikes
Quick Draw 15 AP Quick Draw (Melee) learned
Cast finishing magic after a normal attack

Deuce

Deuce's playstyle allows her to play defensively or offensively. Playing her offensively would require players to often take a risk and gamble her life on the battlefield while playing defensively allows Deuce to significantly buff her allies or debuff her opponents through her special abilities, making Deuce very useful for hard missions.

Commands
Name AP needed Requirements Upgrades
Flinchproof Concerto 14 AP Concerto learned
Prevent flinching while playing Concerto
Concerto: AG ↓ 18 AP Concerto learned
Reduce AG cost of Concerto
Concerto ff*: AG ↓ 4 AP Concerto ff learned
Reduce AG cost of Concerto ff
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
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
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 Dissonant Sonata
Hymn of Healing: AG ↓ 6 AP Hymn of Healing learned
Reduce AG cost of Hymn of Healing
Crescendo Molto 4 AP Crescendo learned
Increase maximum Crescendo level


Enhancements
Name AP needed Requirements Upgrades
Slipstream 4 AP Triple Slip learned
Execute any number of dodges in succession
Quick Draw III 30 AP Level 60
Cast level III finishing magic
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
Fermata 6 AP Level 30
Increase power of Tone Cluster
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. He has a few moves that let the player choose where he shoots, letting him deal with crowds effectively. He also has the easiest time hitting Breaksights and Killsights.

Commands
Name AP needed Requirements Upgrades
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: 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
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: AG ↓ 6 AP Hawkeye learned
Reduce AG cost of Hawkeye
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: 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 Upgrades
Quick Draw III 48 AP Level 50
Cast level III finishing magic
Slipstream 6 AP Triple Slip learned
Execute any number of dodges in succession
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

Commands
Name AP needed Requirements Upgrades
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: 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: 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: 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: AG ↓ 10 AP Hawkeye
Reduce AG cost of Hawkeye
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 Upgrades
Quick Draw III 28 AP Level 45
Cast level III finishing magic
Slipstream 3 AP Triple Slip learned
Execute any number of dodges in succession
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: Stun ↑ 8 AP Level 14
Increase stun rate of Explosive Shell

Cinque

Commands
Name AP needed Requirements Upgrades
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: Effect ↑ 5 AP Homerun Swing learned
Increase stun rate of Gaia Pulse
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: Effect ↑ 3 AP Cheerleader
Increase effect of Cheerleader
Cheerleader: AG ↓ 5 AP Cheerleader
Reduce AG cost of Cheerleader
Whirling Mace: Crit ↑ 3 AP Whirling Mace learned
Increase critical hit rate of Whirling Mace
Flinchproof Cyclone 5 AP Mace Cyclone learned
Prevent flinching during Mace Cyclone
Payback: Crit ↑ 4 AP Payback learned
Increase critical hit rate of Payback


Enhancements
Name AP needed Requirements Upgrades
Quick Draw III 42 AP Quick Draw II learned
Cast level III finishing magic
Slipstream 3 AP Triple Stream learned
Execute any number of dodges in succession
Charge II 4 AP Initial
Increase maximum charge level
Charge III 6 AP Initial
Further increase maximum charge level
Quick Draw (Charge)* 12 AP Initial
Cast finishing magic after MAX Charge attacks

Sice

Commands
Name AP needed Requirements Upgrades
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: +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
Toxic Mist: AG ↓ 6 AP Toxic Mist learned
Reduce AG cost of Toxic Mist
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: AG ↓ 8 AP Black Hole learned
Reduce AG cost of Black Hole


Enhancements
Name AP needed Requirements Upgrades
Quick Draw III 30 AP Level 58
Cast level III finishing magic
Slipstream 3 AP Triple Slip learned
Execute any number of dodges in succession
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
Advance Cast 6 AP Tenacity learned
Cast finishing magic after a forward mobile strike
Advance Cast II* 8 AP Advance Cast learned
Cast finishing magic after a backward mobile strike
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

Commands
Name AP needed Requirements Upgrades
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: Power ↑ 4 AP Diving Strike learned
Increase power of Diving Strike
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: 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: Power ↑ 10 AP Drainlash learned
Increase power of Drainlash
Osmoselash: Power ↑ 12 AP Osmoselash learned
Increase power of Osmoselash


Enhancements
Name AP needed Requirements Upgrades
Quick Draw III 30 AP Level 55
Cast level III finishing magic
Slipstream 6 AP Triple Slip learned
Execute any number of dodges in succession
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 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

Eight

One of Eight's special attacks are a series of styles that allow him to unleash a variety of attacks by using the direction pad along with the Circle on the PSP. His styles also consume little of the Ability Gauge.

Commands
Name AP needed Requirements Upgrades
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 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 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: 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
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: AG ↓ 5 AP Last Stand learned
Reduce AG cost of Last Stand
Phantom Rush: AG ↓ 5 AP Phantom Rush learned
Reduce AG cost of Phantom Rush


Enhancements
Name AP needed Requirements Upgrades
Quick Draw III 48 AP Level 80
Cast level III finishing magic
Slipstream 3 AP Triple Slip learned
Execute any number of dodges in succession
One-Two Cast 30 AP Level 43
Cast finishing magic after a backhand attack

Nine

Commands
Name AP needed Requirements Upgrades
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: AG ↓ 5 AP White Knight learned
Reduce AG cost of White Knight
Whirling Lance: AG ↓ 6 AP Whirling Lance learned
Reduce AG cost of Whirling Lance
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: Crit ↑ 6 AP Javelin Throw learned
Increase critical hit rate of Javelin Throw
Laser Lance: Power ↑ 7 AP Laser Lance learned
Increase power of Laser Lance
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 Upgrades
Quick Draw III 32 AP Level 46
Cast level III finishing magic
Slipstream 3 AP Triple Slip learned
Execute any number of dodges in succession
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 II 6 AP Mobile Strike mastered
Increase number of hits for Mobile Strike

Jack

Commands
Name AP needed Requirements Upgrades
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: 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: 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: AG ↓ 6 AP Deliverance learned
Reduce AG cost of Deliverance
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: 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 Upgrades
Quick Draw III 38 AP Quick Draw II learned
Cast level III finishing magic
Slipstream 6 AP Lightning Flash: AG ↓
Execute any number of dodges in succession
Focus: Power ↑ 4 AP Piercing Gleam: AG ↓
Increase effect of Focus

Queen

Commands
Name AP needed Requirements Upgrades
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: 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: AG ↓ 4 AP Speedrush
Reduce AG cost of Speedrush
Mana Sphere: Power ↑ 10 AP Mana Sphere learned
Increase 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: 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*: Power ↑ 12 AP Justice Guard* learned
Increase power of Gate of Destiny
Justice Guard*: AG ↓ 14 AP Justice Guard* learned
Reduce AG cost of Gate of Destiny


Enhancements
Name AP needed Requirements Upgrades
Quick Draw III 28 AP Level 31
Cast level III finishing magic
Slipstream 3 AP Triple Slip learned
Execute any number of dodges in succession
Balestra Lunge II 4 AP Level 11
Increase maximum number of hits in a Balestra Lunge
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

Commands
Name AP needed Requirements Upgrades
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: 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: AG ↓ 6 AP Level 19
Reduce AG cost of Endless Waltz
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: AG ↓ 8 AP Level 24
Reduce AG cost of Hawkeye
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 Upgrades
Quick Draw III 30 AP Level 90
Cast level III finishing magic
Slipstream 3 AP Level 16
Execute any number of dodges in succession
Multitask 3 AP Level 17
Enable user to fire weapon while reloading
Direct Shot 3 AP Level 11
Fire a special shot after melee attacks
Hi-Cap Magazine II 14 AP Level 27
Increase magazine capacity from 18 to 24 rounds

Machina

Commands
Name AP needed Requirements Upgrades
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: 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: 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
Sword Field*: AG ↓ 6 AP Sword Field* learned
Increase power of Siphon Sword
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: 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 Upgrades
Quick Draw III 30 AP Quick Draw II learned
Cast level III finishing magic
Slipstream 3 AP Triple Slip learned
Execute any number of dodges in succession

Rem

Commands
Name AP needed Requirements Upgrades
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: AG ↓ 8 AP Manalchemy learned
Reduce AG cost of Manalchemy
Undying Wish: AG ↓ 6 AP Undying Wish learned
Reduce AG cost of Undying Wish
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: 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: AG ↓ 8 AP Dagger Boomerang learned
Reduce AG cost of Dagger Boomerang
Flying Daggers: Power ↑ 10 AP Flying Daggers learned
Increase power of Flying Daggers


Enhancements
Name AP needed Requirements Upgrades
Quick Draw III 26 AP Quick Draw II learned
Cast level III finishing magic
Slipstream 4 AP Triple Slip learned
Execute any number of dodges in succession
Quick Draw 8 AP Guarded Finish learned and Level 17
Cast finishing magic after a Guarded Finish
Finishing Cast 8 AP Strong Finish learned and Level 24
Cast finishing magic after a Strong Finish

Gallery

Template:Type0 Template:Command abilities

Advertisement