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List of Final Fantasy XIII passive abilities

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XIII

FFT F White Mage PortraitWhite Mage: Life's refreshing breeze, blow in energy! Cure!
This article can be improved in areas such as listing all abilities and not grouping them together: an example would be HP: +◯, flavor text from the game should be italicized.
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FFXIII Passive Ability Icon

This is a full list of passive abilities in Final Fantasy XIII. Passive abilities automatically take effect on party members equipped with a certain accessory or weapon.

A note on stacking abilitiesEdit

HP: +50 HP: +50
HP: +100
Resist Fire:
+10%
Resist Fire:
+10%
Resist Fire:
+19%
Fire Damage
×0.9
× Fire Damage
×0.9
=
Fire Damage
×0.81

When increasing character parameters (HP, Strength, and Magic), abilities stack normally.

When increasing character resistances (Fire, Physical, Damage, Deprotect, etc.), the percentages are subtracted from 100% and multiplied together.

Accessory effectsEdit

Name Description
HP: +◯ Increases maximum HP by ◯.
Strength: +◯ Increases Strength by ◯.
Magic: +◯ Increases Magic by ◯.
Resist Fire: +◯% Increases fire resistance by ◯%.
Resist Lightning: +◯% Increases lightning resistance by ◯%.
Resist Ice: +◯% Increases ice resistance by ◯%.
Resist Water: +◯% Increases water resistance by ◯%.
Resist Earth: +◯% Increases earth resistance by ◯%.
Resist Wind: +◯% Increases wind resistance by ◯%.
Resist Physical: +◯% Increases physical resistance by ◯%.
Resist Magic: +◯% Increases magic resistance by ◯%.
Resist Damage: +◯% Increases both physical and magic resistance by ◯%.
Resist Deprotect: +◯% Increases Deprotect resistance by ◯%.
Resist Deshell: +◯% Increases Deshell resistance by ◯%.
Resist Debravery: +◯% Increases Debravery resistance by ◯%.
Resist Defaith: +◯% Increases Defaith resistance by ◯%.
Resist Slow: +◯% Increases Slow resistance by ◯%.
Resist Poison: +◯% Increases Poison resistance by ◯%.
Resist Imperil: +◯% Increases Imperil resistance by ◯%.
Resist Curse: +◯% Increases Curse resistance by ◯%.
Resist Pain: +◯% Increases Pain resistance by ◯%.
Resist Fog: +◯% Increases Fog resistance by ◯%.
Resist Daze: +◯% Increases Daze resistance by ◯%.
Resist Death: +◯% Increases Death resistance by ◯%.
Critical: Protect Casts Protect when HP is low. Functions only once per battle.
Auto-Protect Casts Protect at the start of battle.
Critical: Shell Casts Shell when HP is low. Functions only once per battle.
Auto-Shell Casts Shell at the start of battle.
Critical: Veil Casts Veil when HP is low. Functions only once per battle.
Auto-Veil Casts Veil at the start of battle.
Critical: Bravery Casts Bravery when HP is low. Functions only once per battle.
Auto-Bravery Casts Bravery at the start of battle.
Critical: Faith Casts Faith when HP is low. Functions only once per battle.
Auto-Faith Casts Faith at the start of battle.
Critical: Vigilance Casts Vigilance when HP is low. Functions only once per battle.
Auto-Vigilance Casts Vigilance at the start of battle.
Critical: Barfire Casts Barfire when HP is low. Functions only once per battle.
Auto-Barfire Casts Barfire at the start of battle.
Critical: Barfrost Casts Barfrost when HP is low. Functions only once per battle.
Auto-Barfrost Casts Barfrost at the start of battle.
Critical: Barthunder Casts Barthunder when HP is low. Functions only once per battle.
Auto-Barthunder Casts Barthunder at the start of battle.
Critical: Barwater Casts Barwater when HP is low. Functions only once per battle.
Auto-Barwater Casts Barwater at the start of battle.
Critical: Haste Casts Haste when HP is low. Functions only once per battle.
Auto-Haste Casts Haste at the start of battle.
Critical: Tetradefense Casts Protect, Shell, Veil and Vigilance the first time HP is low.
Auto-Tetradefense Casts Protect, Shell, Veil and Vigilance at the start of battle.
CP: ×2 Double the CP awarded after battles.
Improved Potions Double the restorative effect of Potions.
ATB Advantage Charges a single ATB gauge segment prior to battle.
First Strike ATB gauge is fully charged at the start of battle.
Improved Evasion Increases the evasion chance by 10%, but only if evasion via either Elude or Evade (Sentinel abilities) can take effect.
Time Extension The target time becomes 1.1 times the normal.
Victory: TP Charge Very slightly improves TP gain from winning battle.
Shroud Scavenger The enemy party item drop % increases by 5.
Item Scavenger The enemy's normal item drop % becomes 1.5 times the normal rate.
Item Collector The enemy's rare item drop % becomes 1.1 times the normal rate.
Kill: Libra Provides information from a defeated enemy.
Kill: ATB Charge Restores 50% of an ATB slot each time an enemy is defeated.
Kill: TP Charge Restores a small amount of TP each time an enemy is defeated.
Resist Elements: +◯% Increases all elemental resistances by ◯%.
Rapid Recovery Reduces duration of status ailments on character
Resilience: +◯% ◯% resistance to all negative statuses.
Uncapped Damage Raises the damage cap from 99,999 to 999,999.
Random: Fire Eater Occasionally absorbs fire damage as HP.
Random: Ice Eater Occasionally absorbs ice damage as HP.
Random: Lightning Eater Occasionally absorbs lightning damage as HP.
Random: Water Eater Occasionally absorbs water damage as HP.
Random: Wind Eater Occasionally absorbs wind damage as HP.
Random: Earth Eater Occasionally absorbs earth damage as HP.
Random: Nullify Damage 5% of the time reduces damage to 0.

Weapon effectsEdit

Name Description
Attack: ATB Charge Recharges an ATB slot by 10% each time an enemy is attacked.
Attack: ATB Charge II Recharges an ATB slot by 20% each time an enemy is attacked.
Improved Raise The recovery amount of Raise increases by 50%.
Improved Raise II The recovery amount of Raise increases by 100%.
Leadenstrike ATB charges 70% slower.
Ironstrike ATB charges 40% slower.
Stagger Lock Prevents staggering of enemies. Can still build chain as normal, apart from bringing the target across the stagger threshold.
Quick Stagger Staggers enemies as soon as they are in near-stagger (95%-96% chain gauge, enemy flashing red).
Stagger: TP Charge Regain small amount of TP when staggering an enemy.
Stagger: TP Charge II Regain TP when staggering an enemy.
Chain Bonus Boost Increases all abilities' base chain bonus value by 1.0.
Chain Bonus Boost II Increases all abilities' base chain bonus value by 2.0.
Improved Cure The curative spells' recovery amount increases by 10%.
Improved Cure II The curative spells' recovery amount increases by 20%.
Ally KO: Power Surge Boosts Attack and Magic by 110% while an ally is KO'd; double if both allies are KO'd.
Ally KO: Power Surge II Boosts Attack and Magic by 130% while an ally is KO'd; double if both allies are KO'd.
Critical: Power Surge Boosts Attack and Magic by 20% while HP-Critical.
Critical: Power Surge II Boosts Attack and Magic by 40% while HP-Critical.
Improved Debuffing The success rate of Debuffing type abilities becomes 1.2 times the normal.
Improved Debuffing II The success rate of Debuffing type abilities becomes 1.4 times the normal.
ATB +1 Adds 1 segment to ATB.
Improved Guard Damage reduction % from Guard abilities increases by 8.
Improved Guard II Damage reduction % from Guard abilities increases by 16.
Improved Ward "Ward" abilities' defense % increases by 8%.
Improved Ward II "Ward" abilities' defense % increases by 16%.
Improved Counter Character deals 1.4 times more damage with Counter abilities.
Improved Counter II Character deals 1.8 times more damage with Counter abilities.
Critical: Shield Boosts physical and magic resistance by 15% when HP is low.
Critical: Shield II Boosts physical and magic resistance by 30% when HP is low.
Defense Maintenance The duration of Defensive buffs becomes 1.2 times the normal.
Defense Maintenance II The duration of Defensive buffs becomes 1.4 times the normal.
Siphon Boost Recover ×1.5 times the ATB from Siphon abilities.
Siphon Boost II Recover ×2.0 times the ATB from Siphon abilities.
Improved Debilitation The success rate of Debilitation type abilities becomes 1.2 times the normal.
Improved Debilitation II The success rate of Debilitation type abilities becomes 1.4 times the normal.
Augment Maintenance The duration of offensive buffs becomes 1.2 times the normal.
Augment Maintenance II The duration of offensive buffs becomes 1.4 times the normal.
Stagger Maintenance Extends the duration for which enemies remain staggered by 10%.
Stagger Maintenance II Extends the duration for which enemies remain staggered by 30%.
Enfeeblement Physical attacks deal 50% less damage.
Hindrance Physical attacks deal 30% less damage.
Stifled Magic Magical attacks deal 50% less damage.
Fettered Magic Magical attacks deal 30% less damage.
Paper Tiger Reduces maximum HP by 60%.
Silk Tiger Reduces maximum HP by 40%.

Synthesis abilitiesEdit

FFXIII Synthesis Ability Icon
Name Description
Physical Wall: ◯ Reduces incoming physical damage by ◯.
Magic Wall: ◯ Reduces incoming magic damage by ◯.
Damage Wall: ◯ Reduces incoming damage by ◯.
High HP: Power Surge Increases damage dealt to enemies when HP is 90% or above.
Low HP: Power Surge Increases damage dealt to enemies when HP is below 10%.
Ethereal Mantle Immune to physical damage but can only be healed by items or Eidolons.
Magic Damper Immune to magical damage but can only be healed by items or Eidolons.
Affinity Enhances elemental damage (Fire Affinity boosts fire, etc.)
ATB Rate: +◯% Increases the rate at which the ATB gauge charges by ◯%.
Buff Duration: +◯% Extends positive status duration by ◯%.
Debuff Duration: +◯% Shortens negative status duration by ◯%.
Positive Effect Extends positive status duration. 2 items = Buff Duration: +30%, 3 items = Buff Duration: +50%, 4 items = Buff Duration: +70%, 5 items = Buff Duration: +90%
Adamancy Absorbs 1% of damage dealt to enemies as HP.
Random: Instant Chain 0.5% chance of instantly raising the chain bonus up to the stagger limit with each hit; will not stagger the target, but the next attack will send the opponent into stagger status. Will not work on enemies over level 49. (e.g. all bosses are above level 49).
Gestalt/TP Boost Doubles the charging of TP and Gestalt gauges as long as the party member with Gestalt/TP Boost is not knocked out. The ability affects all party members' actions not just the person with the ability.

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