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List of blitzball techniques

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The following is a list of blitzball techniques from Final Fantasy X.

General informationEdit

  • The Cost of a technique is the HP consumed when it is used. If a value is asterisked, it applies when equipping the technique, and the player equipping it begins the match with correspondingly reduced HP.
  • Passes inflicting Poison, Wither and Sleep only do so if the ball is touched by the victim but not caught. Tackles need only make contact to inflict ailments.
  • Shots inflicting Poison, Wither and Sleep only do so if they fail to score a goal. The chance of infliction is determined by the technique, and the goalie will never catch a shot that inflicts a status; he will instead be hit by the ball, inflicted, and the result the same as if he had "got a hand on it".
  • Drain Tackles only drain HP if the user has at least as much HP as the tackle can drain.

Rare techniquesEdit

There are two rare techniques: Anti-Drain and Hi-Risk. Theoretically Tidus, Wakka and Durren can have these blitzball techniques. However, Anti-Drain is "impossible" to get (except with Durren), while Hi-Risk is very difficult.

The game doesn't equip Anti-Drain on an opposition player so it can be Tech Copied. Additionally, if one attempts to force a Tech Copy opportunity by hiring a player with the Anti-Drain ability and then releasing that player to be hired by another team, when that player appears as an opponent with Anti-Drain equipped, no Tech Copy is possible. In the case of Durren, his tech Anti-Drain may be missable, so the only way to learn it is to release him and let the A.I teach him automatically.

Hi-Risk appears rarely as prize for 2nd place in the Blitzball League, and it appears most often if certain blitzball players are on the team. Use the [Reset] option of the Blitzball menu, it may be useful to get the first of these for Wakka. In the case of Tidus, he is required have learned his two first key techniques (Venom Tackle and Drain Tackle 2 in strict order) for recently be able to get it.

TechniquesEdit

Technique Cost Description Image
Jecht Shot 120 SH+5. Eliminates two defenders. Sublimely Magnificent Jecht Shot Mark III
Jecht Shot 2 999 SH+10. Eliminates three defenders and has the Invisible Shot effect.
Sphere Shot 90 SH+3. Boosts SH by a random amount. Adds 0-10 if player lv is 1-19, 0-15 if lv is 20-39, and 0-20 if lv is 40 or more.
Invisible Shot 220 SH+3. 60% chance of the ball turning invisible. If the ball reaches the goal and SH is not 0, the player has 5 seconds to steer the ball past the goalkeeper.
Venom Shot 20 SH+3. If the goalkeeper touches the ball, 40% chance of inflicting Poison.
Venom Shot 2 35 SH+5. If the goalkeeper touches the ball, 70% chance of inflicting Poison.
Venom Shot 3 100 SH+7. If the goalkeeper touches the ball, Poison is inflicted.
Nap Shot 45 SH+3. If the goalkeeper touches the ball, 30% chance of inflicting Sleep.
Nap Shot 2 80 SH+5. If the goalkeeper touches the ball, 70% chance of inflicting Sleep.
Nap Shot 3 350 SH+7. If the goalkeeper touches the ball, Sleep is inflicted.
Wither Shot 30 SH+3. If the goalkeeper touches the ball, 40% chance of halving BL or CA.
Wither Shot 2 180 SH+5. If the goalkeeper touches the ball, 70% chance of halving BL or CA.
Wither Shot 3 390 SH+7. If the goalkeeper touches the ball, halves BL or CA.
Venom Pass 40 PA+3. 30% chance of inflicting Poison on opponents who touch the ball.
Venom Pass 2 120 PA+5. 60% chance of inflicting Poison on opponents who touch the ball.
Venom Pass 3 250 PA+7. Inflicts Poison on opponents who touch the ball.
Nap Pass 40 PA+3. 30% chance of inflicting Sleep on opponents who touch the ball.
Nap Pass 2 200 PA+5. 60% chance of inflicting Sleep on opponents who touch the ball.
Nap Pass 3 510 PA+7. Inflicts Sleep on opponents who touch the ball.
Wither Pass 40 PA+3. 30% chance of halving EN, AT or BL on opponents who touch the ball.
Wither Pass 2 180 PA+5. 60% chance of halving EN, AT or BL on opponents who touch the ball.
Wither Pass 3 400 PA+7. Halves EN, AT or BL on opponents who touch the ball.
Volley Shot 10 50% chance of picking up a dropped ball and shooting straight for goal.
Volley Shot 2 40 75% chance of picking up a dropped ball and shooting straight for goal.
Volley Shot 3 250 Picks up a dropped ball and shoots straight for goal.
Venom Tackle 30 AT+3. 40% chance of inflicting Poison. Venom Tackle
Venom Tackle 2 70 AT+5. 70% chance of inflicting Poison.
Venom Tackle 3 160 AT+7. Inflicts Poison.
Nap Tackle 40 AT+3. 40% chance of inflicting Sleep.
Nap Tackle 2 90 AT+5. 70% chance of inflicting Sleep.
Nap Tackle 3 180 AT+7. Inflicts Sleep.
Wither Tackle 8 AT+3. 40% chance of halving EN, PA or SH. Wither Tackle
Wither Tackle 2 80 AT+5. 70% chance of halving EN, PA or SH.
Wither Tackle 3 250 AT+7. Halves EN, PA or SH.
Drain Tackle 0 40% chance of absorbing 30 HP from the target. If either the tackler of person being tackled is poisoned, Drain Tackle always works.
Drain Tackle 2 0 70% chance of absorbing 150 HP from the target. If either the tackler of person being tackled is poisoned, Drain Tackle 2 always works.
Drain Tackle 3 0 Absorbs 500 HP from the target.
Tackle Slip 40 40% chance of evading tackles without losing EN. May leave the player disoriented. If so, further tackles cause temporary loss of one of their techniques at random (for the rest of the current half).
Tackle Slip 2 170 80% chance of evading tackles without losing EN. May leave the player disoriented. If so, further tackles cause temporary loss of one of their techniques at random (for the rest of the current half).
Anti-Venom 5 50% chance of preventing Poison.
Anti-Venom 2 50 Always prevents Poison.
Anti-Nap 40 50% chance of preventing Sleep.
Anti-Nap 2 210 Always prevents Sleep.
Anti-Wither 30 50% chance of preventing Wither.
Anti-Wither 2 200 Always prevents Wither.
Anti-Drain 10 50% chance of preventing Drain.
Anti-Drain 2 50 Always prevents Drain.
Spin Ball 30 If the goalkeeper blocks the shot, chance of dropping the ball increases to 70%.
Grip Gloves 30 If the Keeper blocks a shot, chance of dropping the ball is only 10%. Grip Gloves
Elite Defense 5* The players' field of vision is increased by 30%, allowing them to chase opponents from further away.
Brawler 10* 60% chance the player will become involved in encounters from further away.
Pile Venom 30* Inflict Poison up to five times cumulatively.
Pile Wither 70* Inflict Wither up to five times cumulatively.
Regen 50* HP recovery when not in possession is quadrupled.
Good Morning! 80 50% chance of powering up when recovering from Sleep. If woken by a Venom technique, PA and CA. If woken by a Nap technique, AT and PA. If woken by a Wither technique, CA and SH. Otherwise, any stat other than HP or SPD. The stats increase to 99.
Hi-Risk 300* All stats except HP and SPD are halved, but exp. gain is doubled.
Golden Arm 30* SH and PA loss from water resistance is halved.
Gamble 300 50% chance of randomizing all stats except HP and SPD when recovering from Sleep.
Super Goalie 30+ 60% chance of adding random amount from 0-10 to CA. The HP cost is increased by the amount added to the CA.
Aurochs Spirit 600 SH+10. The SH of original Aurochs is totaled for SH Bonus. If Datto, Botta, Letty, Jassu and/or Keepa are on the team, their SH figures are totaled and used for the SH bonus.
Tech Find Prize: Unlocks almost any slot in a character's technique list.

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