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Shot

From Final Fantasy Wiki

Shot is Irvine's Limit Break in Final Fantasy VIII.

When the player executes it, various types of Ammo can be chosen. They can then be fired many times with the Trigger button (R1 on PlayStation) at one enemy before a set amount of time passes. The amount of time increases as Irvine is inflicted with status ailments, or allies are KO'd, and other variables.

The various Shots are:

Shot Description Image
Normal Shot
(Normal Ammo)
Physical attack on one enemy. Has moderate power and fires fairly quickly.
Scatter Shot
(Shotgun Ammo)
Physical attack on all enemies. Has high power and fires fairly quickly.
Dark Shot
(Dark Ammo)
Gives Status ailments to one enemy. Has high power and fires slowly.
Flame Shot
(Fire Ammo)
Fire attack on all enemies.
Canister Shot
(Demolition Ammo)
Grenade launch attack on one enemy. Has high power and fires slowly.
Quick Shot
(Fast Ammo)
Weak, but fast attack on one enemy. Does low damage but fires very quickly.
Armor Shot
(AP Ammo)
Defense-ignoring attack on one enemy. Does high damage but fires slowly.
Hyper Shot
(Pulse Ammo)
Powerful attack on one enemy. Has high power and fires at a moderate speed. Pulse Ammo is extremely rare.


[edit] Strategy

Capping Irvine's Strength at 255 and using his Exeter weapon in tandem with the Def 0 status effect incurred by successfully landing the Meltdown spell on an enemy is pivotal for the success of Shot.

True damage output from Shot comes with the fast fingers of a skilled player executing the Quick Shot. During the longest of Irvine's Shot rounds, it is possible to expend in excess of 50 Fast Ammo rounds, averaging around 1700-2200 points of damage each, under ideal conditions (Irvine Strength 255, Enemy Defense 0), with critical hits roughly twice that value. Roughly 120,000 points of damage in one of Irvine's attack rounds is possible here, though in longer fights such as that versus the Omega Weapon, this will expend all of Irvine's Fast Ammo shells in a handful of attack rounds, rendering his damage-over-time capabilities limited.

Comparatively, with use of the game's physically strongest round, the Pulse Ammo with the Hyper Shot, each shot will likely reach the 9,999 damage cap, but during even the longest rounds of Shot only 4 or at most 5 volleys of Hyper Shot are possible, returning a much lower damage output than when using the Quick Shot.

[edit] Video

Here is a video showing all the Shot attacks:

All Shot Limit Breaks
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