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List of Final Fantasy X stats

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FFX Status Menu PS3

The following is a list of stats in Final Fantasy X. Player character stats are increased by Spheres on the Sphere Grid.

Battle statsEdit

Battle stats apply to both party members and enemies.

S.LvEdit

S.Lv indicates the amount a character can move on the Sphere Grid, and is increased by AP. The AP required for gaining sphere levels increases the further a character has progressed through the grid, up to a maximum of 22,000 after 101 levels.

APEdit

AP allows the player to gain additional sphere levels and move around the grid. The amount of AP needed for an S.LV progressively increases until the character has received 101 S.LV, and thereafter always will require 22,000 AP to generate a new S.LV. AP is gained in battle after defeating most enemies, and earned by all characters who performed an action, including defending, in that battle (characters which did not or were never in the party during the battle receive nothing).

Certain weapon auto-abilities can increase AP gain. Double AP / Triple AP can allow the characters to gain additional AP after battle. Overdrive → AP allows characters to earn more AP rather than fill up their Overdrive gauge, and using Double Overdrive / Triple Overdrive can increase the amount of AP earned this way. Triple AP, Triple Overdrive and Overdrive → AP when all used together can farm massive amounts of AP, particularly when fighting Don Tonberry and the Cactuar King to receive damage which can translate into Overdrive increases, and therefore AP points earned.

HPEdit

HP is the unit's health, and at 0, the unit is knocked out. If fighting a Fiend and the equipped weapon has Capture equipped, the enemy will be captured instead. If the attack on an enemy deals a certain damage over the amount they have left (depending on the enemy), they will be Overkilled. HP is healed using items, Wht Magic spells (and some Blk Magic) or by touching a Save Sphere.

A character's max HP can be increased through using Power Spheres to activatee HP nodes on the Sphere Grid. HP Spheres can add additional +300 HP nodes to the grid. They can be obtained by defeating Ironclad, which will drop 2 HP Spheres when Overkilled.

Characters can also increase their max HP with the HP +5%, +10%, +20% and +30% auto-abilities on found or customized armor. Max HP can be doubled by using a Stamina Tablet or Stamina Tonic in battle, or via some of Rikku's mixes.

The standard HP limit of player characters is of 9,999 HP, which can be increased by equipping armor with the Break HP Limit ability, raising the limit to 99,999 HP.

Auron's path on the Sphere Grid has the most HP nodes.

MPEdit

MP determines the amount of spells a unit can cast. Wht Magic, Blk Magic, some Special abilities, Skill abilities and some enemy abilities require MP, while Overdrives do not.

A character's max MP can be increased through using Mana Spheres to activate MP nodes on the Sphere Grid. MP Spheres can add additional +40 MP nodes to the grid. They can be obtained by defeating Vidatu or Lord Ochu, which will drop 2 MP Spheres when Overkilled. Characters can increase their max MP with the MP +5%, +10%, +20% and +30% auto-abilities on found or customized armor.

The standard MP limit of player characters is 999, which can be increased by equipping armor with the Break MP Limit ability, raising the limit to 9,999 MP.

Lulu's path on the Sphere Grid has the most amount of MP nodes.

StrengthEdit

Strength determines the power of attacks, Skills, some Overdrives and some enemy abilities.

A character's Strength can be increased through using Power Spheres to activate Strength nodes on the Sphere Grid. Strength Spheres can add additional +4 Strength nodes to the grid. They can be obtained by defeating Juggernaut, which will drop 2 Strength Spheres when Overkilled. While Strength+% auto-abilities can be found or customized on armor, they do not increase the Strength stat, but increase physical damage dealt.

The Strength limit of player characters is 255. At this level, the majority of attacks will deal max damage of 9,999, which can be increased to 99,999 with the Break Damage Limit equipped on a weapon. All Celestial Weapons come with this ability.

Auron's path on the Sphere Grid has the most amount of Strength nodes.

DefenseEdit

Defense determines how much physical damage taken can be reduced.

A character's Defense can be increased through using Power Spheres to activate Defense nodes on the Sphere Grid. Defense Spheres can add additional +4 Defense nodes to the grid. They can be obtained by defeating Tanket, which will drop 2 Defense Spheres when Overkilled. The Cheer ability can raise Defense. While Defense +% auto-abilities exist, they do not actually increase the Defense stat, but reduce physical damage taken.

The Defense limit of player characters is 255.

Tidus's path on the Sphere Grid has the most amount of Defense nodes on the Standard grid, while Auron's path has the most amount on the Expert grid.

MagicEdit

Magic determines the power of Wht Magic, Blk Magic, some Special abilities and some Overdrive abilities.

A character's Magic can be increased through using Mana Spheres to activate Magic nodes on the Sphere Grid. Magic Spheres can add additional +4 Magic nodes to the grid. They can be obtained by defeating Jumbo Flan, which will drop 2 Magic Spheres when Overkilled. While Magic+% auto-abilities can be found or customised on armor, they do not increase the Magic stat, but increase magic damage dealt. The Magic Booster auto-ability can increase spell damage dealt without increasing the magic stat.

The Magic limit of player characters is 255. At this level, the majority of spells will deal max damage of 9,999, which can be increased to 99,999 with the Break Damage Limit equipped on a weapon. All Celestial Weapons come with this ability.

Yuna's path on the Sphere Grid has the most amount of Magic nodes.

Magic DefenseEdit

Magic Defense determines how much magic damage taken can be reduced.

A character's Magic Defense can be increased through using Mana Spheres to activate Magic Defense nodes on the Sphere Grid. Magic Def Spheres can add additional +4 Magic Defense nodes to the grid. They can be obtained by defeating One-Eye, which will drop 2 Magic Spheres when Overkilled. While Magic Def+% auto-abilities can be found or customised on armor, they do not increase the Magic Defense stat, but increase magic damage reduced.

The Magic Defense limit of player characters is 255.

Lulu's path on the Sphere Grid has the most amount of Magic Defense nodes.

AgilityEdit

Agility determines how often a unit gets a turn.

A character's Agility can be increased through using Speed Spheres to activate Agility nodes on the Sphere Grid. Agility Spheres can add +4 Agility nodes to the grid. They can be obtained by defeating Fenrir, which will drop 2 Agility Spheres when Overkilled.

While the Agility limit of player characters is 255, the effect of Agility stops affecting all but the first turn at 170. The first turn can be guaranteed using a First Strike weapon.

Rikku's path on the Sphere Grid has the highest amount of Agility nodes.

LuckEdit

Luck determines the chance of hitting, the chance of evading a physical attack, and the chance of landing a critical hit.

A character's Luck can be increased through using Fortune Spheres to activate Luck nodes on the Sphere Grid. Fortune Spheres, unlike most node unlocking spheres, are extremely rare, and best obtained by defeating Earth Eater, which will drop 2 when Overkilled. Luck Spheres can add +4 Luck nodes to the grid. They can be obtained by defeating Greater Sphere, which will drop 2 Luck Spheres when Overkilled. As the normal Sphere Grid does not contain many Luck nodes, it is often required to obtain many Luck spheres.

While Accuracy can give a better hit rate in the short term, it is limited in that it cannot increase the hit rate under Darkness, against extremely evasive enemies which will have a 25% hit rate regardless of Accuracy, or enemies which are evasive due to their Luck stat. This makes Luck a more useful stat in this respect.

The effect of 1 Luck and 1 Evasion increase on the chance to evade a physical attack will be identical, though a combination of a high amount of both stats will lead to a great evasiveness.

The Luck limit of player characters is 255.

EvasionEdit

Evasion determines the chance of evading a physical attack.

A character's Evasion can be increased through using Speed Spheres to activate Agility nodes on the Sphere Grid. Evasion Spheres can add +4 Evasion nodes to the grid. They can be obtained by defeating Pteryx, which drops 2 Evasion Spheres when Overkilled.

Evasion and Luck both increase the chance to dodge an attack by an equal amount, and a combination of a high amount of both stats will lead to a great evasiveness.

Lulu's path on the Sphere Grid has the most amount of Speed nodes.

AccuracyEdit

Accuracy determines the chance of hitting an attack.

A character's Accuracy can be increased through using Speed Spheres to activate Accuracy nodes on the Sphere Grid Accuracy Spheres can add +4 Accuracy to the grid. They can be obtained by defeating Hornet, which drops 2 Accuracy Spheres when Overkilled.

Acurracy and Luck both increase the chance to land an attack. However, Accuracy will not increase the chance to land an attack under Darkness, against extremely evasive enemies which will have a 25% hit rate regardless of Accuracy, or enemies which are evasive due to their Luck stat. This means that Accuracy is less useful than Luck. However, Accuracy is much easier to obtain, as it does not require Fortune Spheres, and will be more useful in the short term.

Wakka's path on the Sphere Grid has the most amount of Accuracy nodes.

BlitzballEdit

Each blitzball player has differing statistics that determine their proficiency in the sphere pool. Those players who are also playable characters—Tidus and Wakka—have completely independent blitzball statistics to their battle statistics. Players gain experience with each game played, increasing their stamina, speed, endurance and attack along with other skills they need in order to become better players.

LvEdit

The level of blitzball players will increase with EXP, and all stats will increase with it.

EXPEdit

EXP when increased will increase the level of a character. It is earned after every half time of a blitzball match.

HPEdit

Hit Points represents how much stamina the player has left. HP dwindles as the player swims with the ball, is spent when passing and shooting, and is also used for performing various Blitzball techniques.
If a player has low HP, passing and shooting stats are halved, and techniques can't be used. HP slowly regenerates when players are not carrying the ball.

SPEdit

Speed varies how fast the player swims through the water. Speed is important for escaping the tackles of opposing players and getting closer to the opponent's goal.

ENEdit

Endurance calculates how much damage from tackles a player can take before surrendering the ball to their attacker. The higher a player's EN, the less likely it is that (s)he will lose the ball.

ATEdit

Attack is the player's strength in tackling the ball carrier. The higher the player's AT, the more likely they are to steal the ball from their opponent.

PAEdit

Passing varies how far the player passes the ball. When making a pass, the player's PA is steadily reduced by friction while traveling through the water. If PA reaches 0 before the ball reaches the intended target, the ball is fumbled, leaving it loose and open for retrieval by the opposing team.

BLEdit

Blocking is based on the player's ability to block passes and shots. The higher a player's BL, the more of his/her opponent's PA or SH will diminish when trying to get the ball past the player. If the BL/PA or BL/SH ratio is lopsided enough, the ball will be intercepted. If a player tackles, (s)he will no longer be able to block the ball.

SHEdit

Shooting decides how well the player can shoot the ball at the opposing team's goal. Like PA, SH is lowered by the defender's BL and by how long the ball travels through the water. When close enough to the goal, it will be calculated against the goalkeeper's CA.

CAEdit

Catching is a statistic used exclusively by goalkeepers to determine their success at making saves. The keeper will either catch the ball and throw it to a friendly player, or just parry the ball away from the net, knocking it back into play for retrieval by anyone.

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