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A young woman wielding magical powers through her Esper blood. Having been mind-controlled for a long period of time, she is unsettled at the thought of fighting.
Dissidia 012 description
A pure, innocent girl born with the power of magic.
Dissidia Final Fantasy description

Terra Branford is a hero fighting on the side of Cosmos in Dissidia Final Fantasy, and is originally a warrior of Chaos in Dissidia 012 Final Fantasy. She also appears in the Dissidia Final Fantasy NT and its arcade version. Representing Final Fantasy VI, she is a girl blessed, or cursed, with both the power of espers and magic. Terra's attacks are magical but she can strike with both long- and short-range attacks. Terra was forced to serve Chaos against her will, but in the next cycle has forgotten these events and now fights on the side of Cosmos. Her nemesis, Kefka, taunts her about her forgotten past and attempts to sway her back into his services.

Profile Edit

Appearance Edit

Dissidia Final Fantasy and Dissidia 012 Final Fantasy Edit

DissidiaTerra alts

Terra is a young woman with long curly blonde hair in a ponytail and purple eyes. Her outfit is based on her original Yoshitaka Amano artworkTerra IV. She wears a sleeveless red dress with floral patterns, two long red gloves, several different sashes around her waist, and a pale pink cape. She wears patterned white tights and pointed red and gold high-heeled boots.

Terra's first alternate outfit, "Emerald Locks", is derived from her super-deformed artVI-terra sd, while also resembling her Final Fantasy VI spriteTerra Branford small. Her dress is a deeper shade of red, her hair is green, and her eyes are a deeper shade of purple. Her cloak bears no floral pattern and is purple at the top to approximate her sprite's shoulder pads, and she does not wear tights. Her esper form in EX Mode is pink, based on its Final Fantasy VI spriteEsperTerraSprite.

Terra's second alternate costume is "Narshean Princess" based on another of Amano's artworksTerra XIV. She wears a blue bolero jacket with light blue sleeves over a white leotard, white boots, and a blue cape with wing designs on the collar. Her EX Mode is blue with turquoise claws. This outfit is Terra's attire in the storyline of Dissidia 012 Final Fantasy while as a Warrior of Chaos.

Terra's fourth costume, "Striped Dress", is available as DLC, and is taken from another Amano drawingTerraBlackOutfit. She wears a black and white top and skirt with stripes, exposing her midriff, with a transparent gray-blue cape and a small cloth of the same color hanging under her skirt. Her hair is worn in a small bun rather than the ponytails seen in the other costumes. Terra's boots are black, and her gloves are shorter and colored a light blue. In this outfit her EX Mode is primarily green with yellow feet and claws.

Terra's crystal is red and black, a reference to the colors of her game's logo, and bears a pattern resembling a field of flames, referring to her connection with the Fire element.

Terra's manikin version, Phantasmal Girl, is red.

Dissidia Final Fantasy NT Edit

Default
  • Magitek Knight I - Default coloration. An updated version of her default attire and her Yoshitaka Amano art. Her Trance form remains identical to its appearance in the PlayStation Portable Dissidia games.
  • Magitek Knight II - 1st alternate coloration. Recolors her dress light blue and cape yellow, resembling her "Narshean Princess" attire from Dissidia 012.
  • Magitek Knight III - 2nd alternate coloration. Recolors her dress pink and cape purple. It resembles Yoshitaka Amano's art of Krile Mayer Baldesion from Final Fantasy V.
1st Alternate Costume
  • Benevolent Maiden I - Default coloration. Based on her super deformed art*VI-terra sd and her 16-bit sprite*Terra Branford small. Terra has green hair from her "Emerald Locks" attire, and she wears a fuchsia sleeveless dress, pointed boots, and wrist guards, and pink shoulder pauldrons and sash around her waist. Her Trance form gains a green aura.
  • Benevolent Maiden II - 1st alternate coloration. Colors her dress, boots and wrist guards white, her pauldrons gold, and her sash lilac with a striped pattern.
  • Benevolent Maiden III - 2nd alternate coloration. Colors her dress pink with a unique floral pattern, and her wrist guards, pauldrons, and boots rose.
Weapons

Terra equips swords:

  • Enhancer - Default weapon. The sword she wields in her primary artwork by Yoshitaka Amano, and her official weapon since the original Dissidia series. It was previously unnamed until the update for weapons was added. Similarly to the PlayStation Portable games, Terra rarely uses her weapon in battle.
  • Rune Blade - 1st alternate weapon. The sword resembles a sabre, and has intricate details on the blade. The handle is black and has a swirl that stretches above the guard of the blade, with dark roses on the center of the guard.
  • Crystal Sword - 2nd alternate weapon. The sword has a purple handle and a crystalline spiked center, with the blade being the longest spike.
  • Zantetsuken - 3rd alternate weapon. The signature weapon of the recurring summon Odin. The blade is curved outwards with a smaller inward blade sticking out in the middle of the main blade. The guard is spiked and the hilt features a furred pommel.

The alternate weapons have unique and original designs in the Dissidia series, and they can be equipped and wielded by Terra in Final Fantasy VI.

Terra's default player name is Nameless Girl, and her manikin counterpart has been renamed Fey Maiden.

Personality Edit

I've found a future that I want to protect. No matter how strong my powers become... I will never lose sight of my dream!
—Terra

In Dissidia 012 Final Fantasy, due to being under Kefka's control, Terra possesses no free will, and expresses none of her personality during the beginning of the cycle. Following Kuja weakening Kefka's influence, Terra becomes aware of the destructive nature of her powers, which makes her reluctant to fight, and even escalates to pleading Vaan to kill her. Vaan inspires her to use her powers to protect the other warriors of Cosmos despite her alignment, with her resolve being strong enough for her to fight the manikins and be recognized by Cosmos.

In the thirteenth cycle, Terra's personality combines her amnesiac self and her true self in Final Fantasy VI. Terra is shy and quiet, and fears her magical potential, as she struggles controlling it. She worries it would transform her into a monster, which is why Kefka's taunts always trouble her. She finds comfort in her allies, who provide her the confidence to continue fighting. Following her conversation with Cloud about Firion's dream, she becomes inspired by the vision of a world full of flowers and adopts the dream. By the end of the conflict, Terra is confident in using her powers to fulfill her dream, and becomes closer to the other warriors of Cosmos.

She seeks to understand the other warriors, particularly Kefka. She is sympathetic for his manic behavior, and perceives it as a result of "a void in his heart." Even though Kefka taunts her about her forgotten memories and attempts to sway her back to his side, she remains firm in her convictions for the future and fights him.

In Dissidia Final Fantasy NT, Terra's personality is reminiscent to how she depiction near the end of Final Fantasy VI, exhibiting a much more courageous and assertive attitude and willingness to fight. This was reflected best in her encounter with Sephiroth and the Emperor where she is quick to brandish her sword, standing her ground with steeled resolve even as the latter had cornered her. Upon hearing of the threat of the planesgorgers, she becomes determined to put a stop to save World B from destruction, as she treasures the memories she has made with her companions during her time in the world. Her attitude towards Kefka also changes as she is quick to point out before their united front against Shinryu that he was not forgiven for his past transgressions against her.

Story Edit

Spoiler warning: Plot and/or ending details follow. (Skip section)

Treachery of the Gods Edit

Dissidia012

Terrad012closeup

Terra in the Dissidia 012 opening FMV.

Terra is a warrior of Chaos under Kefka's manipulation. Kuja weakens Kefka's spell over her before the cycle began, due to sympathizing with her predicament. After running off during her fight with Vaan, Terra is confronted by Kefka over her newfound reluctance to fight. He tortures her until Vaan comes to her aid and gets her out of harm's way.

Vaan, after fighting Kefka, retrieves Terra while Kefka is distracted by his giddiness from the fight. When discovered, Kefka is confident she would come "running straight back into his arms, anyway", and decides not to pursue. Though she pleads with Vaan to kill her as she sees her power as danger to everyone around her, Vaan gives Terra reason to live because of his kindness. When they part ways, Vaan tells Terra to hide until he and the others beat Chaos, intending to have Terra join them.

While pondering Vaan's words, Terra sees manikins headed for Order's Sanctuary and decides to use her power to protect him and the others. She defeats the manikins and unknowingly finds her way to Cosmos's throne, where she passes out in front of the goddess and the Warrior of Light. Though Terra is a warrior of Chaos, Cosmos recognizes Terra wants to put an end to the conflict and converts her into a warrior of Cosmos with the Warrior of Light as a witness.

Light to All Edit

Dissidia

Onion Knight fights Terra

Terra losing control and attacking the Onion Knight.

Coming to at the start of the thirteenth cycle, Terra is attacked by manikins only for the Onion Knight to come to her aid. He wants to protect her after deducing she's not ready to fight. Terra recalls lingering memories of her encounter with Vaan and together the two search for the crystals, before she detects something in the distance. Though fearful, Terra follows the Onion Knight to the source where she loses control of her powers due to the Cloud of Darkness interfering, and unwillingly attacks the Onion Knight, forcing him to fight her to defend himself.

Despite the Onion Knight's attempts to calm her, Terra is spirited away by the Cloud of Darkness. Though rescued, Terra has no memory of her attacking the Onion Knight, who decides not to tell her. Kefka appears and taunts Terra with her lost memories, alluding to her earlier attack on Onion Knight and how destructive she is. Terra refuses to believe him, and the Onion Knight attacks Kefka, teleporting both away with Terra left on her own.

Cloud Terra Rose Dissidia

Cloud explains Firion's dream to Terra.

Fighting the power in her, as well as being haunted by Kefka's earlier taunts about her powers, Terra encounters Cloud Strife who has obtained his crystal and fights her to provide an outlet for her strength to help her regain control of herself. Terra thanks him, though Cloud rejects her gratitude as he does not see proof it having helped. Terra assures him he really did help her. Cloud thanks her for helping him realize he can help others, and accompanies Terra to search for the Onion Knight. Cloud presents Terra with Firion's rose and inspires her to hope for a world where dreams like Firion's could come true, and "all sorts of flowers can bloom".

The two confront Kefka who tempts Terra to give into her powers and rejoin him in causing destruction. Terra rebukes his claims, having found the will to fight to protect hope, and says that no matter what happens regarding her power, she will not lose sight of that. Kefka is enraged by her refusal as the Cloud of Darkness ambushes them and attacks Cloud, who pulls out his sword, ready to defend Terra. The Onion Knight reappears, and he and Cloud fight the Cloud of Darkness together, while Terra fights Kefka. Initially fleeing from his attacks, Terra stops running, fights, and defeats him. Relieved that Kefka is gone, and both the Onion Knight and Cloud are safe, Terra's crystal manifests. She departs with her two allies, having learned to control her powers, now believing that dreams they can give their holder the strength to make them a reality.

DissidiaMagicite

Terra holding her Crystal.

While rejoining the others, Terra talks with Cecil over how he copes with having to fight his brother. She expresses sympathy, hoping the war ends soon, but is saddened the end means she won't see her friends again, and fears that when she returns she either won't have any friends to greet her, or she'll end up back on the battlefield at her homeworld, as the only memories she has are of war and strife. Cecil mentions that things weren't that different when they entered the conflict, and he's certain things will end well for her.

After obtaining the ten crystals, Cosmos's power is split among the heroes, and she loses her strength, leaving her at the mercy of Chaos, who kills her. After fighting their disappearance, Cosmos's warriors set out to vanquish Chaos. Terra encounters Kefka in his tower where she demands Kefka reveal what he knows about the war, but Kefka only plots the destruction of everything in existence, even Chaos himself.

Terra strikes him down, and explains there are things she wants to protect and that merely searching for a meaning to life gives life meaning. Kefka claims life is a futile and meaningless experience, and craves for senseless destruction as he self-destructs with a sorrowful laugh. Terra speculates that Kefka's mindless rampages were to fill a void in his heart, and vows to continue on, even if she repeats the same life as those before her.

Terra Dissidia Ending

Terra returns to her world.

Terra and the others best Chaos sending them to a field near Cornelia Castle in World A, where, one by one, they return to their homeworlds. Before vanishing Terra thanks everyone for teaching her how to keep going while telling them to take care.

Confessions of the Creator Edit

After the party defeats the Southern Lufenia gateway to access the northern continents, Terra can be found wandering the snowfields near the Elven Castle teleport stone, provided she is not currently in the player's party. When spoken to she claims that every time she awakes her head hurts and she can't remember anything, and wishes to return to being a puppet. As the world of Confessions of the Creator is a hypothetical nightmare world where the cycles of war kept going and Feral Chaos killed all summoned warriors, this Terra is likely a spectre of the Terra of this alternate world. She vanishes when the party advances past the Mirage Sandsea to the Lands of Discord.

Official Quests Edit

Terra has minor appearances in the official quests. "Firion's Quest 012: A Small Flower" pits her against Firion in the twelfth cycle during Kefka's period of controlling her, the player fighting Terra as a boss with Firion. "Cloud of Darkness' Quest 013: The Power of Destruction" focuses on Terra after being kidnapped by the Cloud of Darkness, where she awakens and the Cloud of Darkness battles her to see her power in action. The encounter knocks Terra unconscious, leading into the scene where the Onion Knight finds the two. "Cecil's Quest 013: Even I Don't Remember It" has Terra as one of the comrades Cecil reunites with after claiming his Crystal, along with Tidus, Cloud, and the Onion Knight. When Kuja appears before him, Terra battles him, but is defeated, with her focus and faith shaken by Kuja's taunts that the bonds and dreams they cherish are delusions conjured by faded memories. Cecil tells her after he defeats Kuja that this is not true, as the friendship they all share was forged in battle during the cycles they've endured.

Rebirth of the cycles Edit

DissidiaNT Terra is summoned as a warrior of Materia to fight in the new war. At Materia's tower, Terra and the other champions are informed by Materia that they must fight each other to produce enough energy to sustain the existence of this world. After their meeting is interrupted by Spiritus, Materia orders her champions to fight his forces. Due to Materia's apparent lack of knowledge of them and of World B, Terra suggests seeking guidance from the resident espers to learn more about Materia and Spiritus. Squall attempts to separate from the group, but Terra convinces him to let her, Zidane, and Lightning join him in his journey.

While already en route to one of the summons, Terra senses another one much closer and the group decide to split up, with Terra and Zidane pursuing the closest one. With the help of the moogles, the two discover Ramuh in the fields of a facsimile of Cornelia, and ask him for information on this new cycle. Ramuh imparts that both Materia and Spiritus are both bound to this realm through the will of Cosmos to prevent this world from destruction and the realm is threatened by the planesgorgers. Terra and Zidane resolve to fight for the world's survival, and Terra pleas with Ramuh to assist them. Terra and Zidane prove their strength to Ramuh and gain his summon crystal as their prize.

Following another lead, Terra and Zidane arrive in an illusion of Midgar, where they are ambushed by Emperor, who seek to use the summons for his own purposes and asks which one they are looking for. Refusing to answer, the Emperor unleashes an assault against them with the aid of Sephiroth. Terra battles Sephiroth, but is eventually overpowered. She is saved by Kuja, whom she remembers from the previous cycles. The trio enters Trance to fight the Emperor and Sephiroth, but the battle is cut short when planesgorgers begin devouring the dimension. The three escape through a portal and Terra persuades Kuja to join them, expressing her desire to have a proper conversation with him. An overjoyed Terra then thanks Kuja for freeing her from Kefka's control in the twelfth cycle, though Kuja feigns ignorance of the event.

As they enter Alexandria, Terra tries to communicate with Alexander, but he attacks them, despite Terra's assurances they aren't here to harm him. After they prove their worth to Alexander, Kuja suggests that Terra and Zidane leave as the planesgorgers start to destroy the area. Before Kuja departs, Terra tells Kuja that she wants to see him again in the future, which he acknowledges. Reuniting with Lightning and Squall, the group encounter the Onion Knight, Vaan, and Y'shtola and the two groups share their findings as they return to Materia's domain.

Once Materia and Spiritus come to a truce, Terra joins the rest of the champions to defeat Shinryu, the source of planesgorgers that threatens to eradicate the world. Before their staged battle to lure Shinryu out, Terra tells Kefka that she was not forgiven him for his past transgressions against her. During the fight, Terra and Y'shtola face off against the Cloud of Darkness and Ultimecia. Y'shtola uses her Aetherial Pulse to defend them against Cloud of Darkness's particle beam, and brace themselves as they combine their powers into one powerful spell, but Shantotto saves Terra and Y'shtola with her own spell. Once the battle energy summons Shinryu, Terra participates in a joint attack against the dragon, but is repelled as Shinryu reveals his true form in a potent burst of power. Once the warriors regain their composure, they work together to defeat Shinryu.

Shortly after killing Shinryu, the moogles give Terra a crystal to host her memories for Materia to use in the new cycles of wars. With a crystal doppelgänger of herself to serve on Materia's behalf, Terra is sent home.

Spoilers end here.

Gameplay Edit

Dissidia Final Fantasy and Dissidia 012 Final Fantasy Edit

Terra's fighting style is Esperkin. Her attacks are almost all magical, using her sword only in chase sequences, and unlike most magic-oriented characters, Terra's attacks in chase sequences are physical. Terra's attacks are equally powerful at both long and close-ranges, and she is versatile in the air or on the ground, making her capable of zoning out melee fighters when played correctly. Her HP attacks similarly function at multiple ranges, and they crush guards, notably Flood, which can pierce though Exdeath's High Block and Jecht's Jecht Block.

Though her magic-oriented style grants her potent projectiles as part of many of her Bravery attacks, this has a downside in that since they are projectiles, they can easily be dodged or blocked (and consequently reflected), and she has slow ground movement. Together with Tidus, Terra has one of the longest recovery times. However, when played smartly, she is a devastating punisher, especially in EX Mode, where she has access to the most powerful combo—the Dualcast Holy-Flare-Ultima combo.

Boss Edit

In Dissidia Final Fantasy, Terra is fought in Destiny Odyssey III, Distant Glory, and Inward Chaos.

In Dissidia 012 Final Fantasy, Terra is fought in Stern Eyes and Wisdom or Courage? chapters of the Story Mode.

Attacks Edit

Bravery Attack Edit
DFF2008
Move Type CP (Mastered) AP Priority Effect Damage type Obtained Image
Fire Ground 20 (10) 120 Ranged Low Chase Magical Initial DFF Terra Fire
Create a burst of flames along the ground that launches the opponent into the air.
Blizzard Combo
(ground)
Ground 30 (15) 180 Melee Low Wall Rush Magical Initial DFF Blizzard Combo
Spin forward while striking the opponent with ice, then hit twice more and knock them away.
Blizzara
(ground)
Ground 30 (15) 180 Ranged Low Magic Block
Wall Rush
Magical Level 3 DFF Terra Blizzara
Fire a large piece of ice. If it hits, two smaller pieces of ice send the opponent flying.
Graviga Ground 30 (15) 180 Unblockable Absorb
Wall Rush
Magical Level 23 DFF Graviga
Create a sphere of dark energy that descends above the opponent and slams them to the ground.
Meteor Ground 30 (15) 180 Ranged Low None Magical Level 29 DFF Terra Meteor
Summon meteors that rain down and stun the opponent.
Blizzara
(midair)
Aerial 30 (15) 140 Ranged Low Magic Block
Wall Rush
Magical Initial DFF Terra Blizzara
Fire a large piece of ice. If it connects, two smaller pieces of ice sends the opponent flying.
Thundara Aerial 20 (10) 90 Ranged Low None Magical Initial DFF Terra Thundara
Summon lightning strikes that converge on the opponent.
Blizzard Combo
(midair)
Aerial 30 (15) 140 Melee Low Wall Rush Magical Level 6 DFF Blizzard Combo
Spin forward while striking the opponent with ice, then hit twice more and knock them away.
Holy Aerial 20 (10) 140 Ranged Low Chase Magical Level 10 DFF Terra Holy
Shoot five orbs of light that home in on the opponent.
Holy Combo Aerial 30 (15) 200 Ranged Low Chase Magical Level 19 DFF Holy Combo
Conjure five orbs of light. If it hits, follow up by shooting five Flare balls.
Dissidia 012
Move Type CP (Mastered) AP Priority Effect Damage type Obtained Image
Fire Ground 30 (15) 170 Ranged Low Chase Magical Initial DFF Terra Fire
Fire a burst of flame along the ground that launches the opponent into the air.
Blizzard Combo
(ground)
Ground 30 (15) 100 Melee Low Wall Rush Magical Initial DFF Blizzard Combo
Spin towards the opponent striking them with shards of ice. Tilt the analog stick up to knock the enemy up instead of forward.
Blizzara
(ground)
Ground 30 (15) 100 Ranged Low Magic Block
Wall Rush
Magical Level 4 DFF Terra Blizzara
Shoot a large piece of ice which splits into smaller ones on contact.
Graviga Ground 30 (15) 100 Unblockable Absorb
Wall Rush
Magical Level 24 DFF Graviga
Conjure a ball of darkness over the opponent's head that descends and slams them into the ground.
Meteor Ground 30 (15) 100 Ranged Low None Magical Level 32 DFF Terra Meteor
Summons several falling fireballs that stuns the enemy.
Blizzara
(midair)
Aerial 30 (15) 100 Ranged Low Magic Block
Wall Rush
Magical Initial DFF Terra Blizzara
Shoot a large piece of ice which splits into smaller ones on contact.
Thundara Aerial 30 (15) 90 Ranged Low Chase Magical Initial DFF Terra Thundara
Summon four lightning bolts that converge on the opponent.
Blizzard Combo
(midair)
Aerial 30 (15) 100 Melee Low Wall Rush Magical Level 16 DFF Blizzard Combo
Spin towards opponent striking them with shards of ice. Tilt thumbstick up to knock the enemy up instead of forward.
Holy Aerial 30 (15) 60 Ranged Low Chase Magical Level 11 DFF Terra Holy
Shoots five balls of light that home in on the opponent. In EX Mode, executes faster and shoots three balls of light twice.
Holy Combo Aerial 30 (15) 60 Range LowHoly
Ranged MidFlare
None Magical Level 27 DFF Holy Combo
Performs Holy, then follows up by shooting up to four Flare fireballs if Holy connects. Has lower speed and weaker tracking than normal Holy.


HP Attacks Edit
DFF2008
Move Type CP (Mastered) AP Priority Effect Damage type Obtained Image
Flood Ground 40 (20) 180 Unblockable None Magical Initial Dissidia Terra Flood
Summon three blasts of water from underneath the opponent.
Tornado
(ground)
Ground 40 (20) 180 Melee High Absorb
Wall Rush
Magical Level 14 Dissidia Terra Tornado
Summon three tornadoes that spin around Terra and converge into one.
Tornado
(midair)
Aerial 40 (20) 180 Melee High Absorb
Wall Rush
Magical Initial Dissidia Terra Tornado
Summon three tornadoes that spin around Terra and converge into one.
Meltdown Aerial 40 (20) 300 Ranged High Wall Rush Magical Level 38 DFF Meltdown1
DFF Meltdown2
DFF Meltdown3
Hold Square to charge energy and shoot a ball of fire. Depending on the time spent charging, the attack has three forms. In EX Mode, the first form is triggered by pushing Square and towards the enemy, the second form is triggered by pushing Square and away from the enemy, and the third form is triggered by pressing Square alone.
Form 1: shoot small fireball forward quickly. Low range but high speed.
Form 2: shoot medium fireball forward that slowly accelerates and homes on enemies. Medium range and speed, strong homing.
Form 3: shoot large fireball that bounces off walls and obstacles. Largest range and high speed, poor homing.
Dissidia 012
Move Type CP (Mastered) AP Priority Effect Damage type Obtained Image
Flood Ground 30 (15) 130 Unblockable None Magical Initial Dissidia Terra Flood
Summon three bursts of water from under the foe, with a slight delay between the first and second.
Tornado
(ground)
Ground 30 (15) 130 Melee High Absorb
Wall Rush
Magical Initial Dissidia Terra Tornado
Summon three tornadoes around Terra that spin and combine into one. Deflects attacks.
Tornado
(midair)
Aerial 30 (15) 130 Melee High Absorb
Wall Rush
Magical Initial Dissidia Terra Tornado
Summon three tornadoes around Terra that spin and combine into one. Deflects attacks.
Meltdown Aerial 30 (15) 130 Ranged High Wall Rush Magical Level 35 DFF Meltdown1
DFF Meltdown2
DFF Meltdown3
Hold Square to charge energy and shoot a ball of fire. Depending on the time spent charging, the attack has three forms. In EX Mode, the first form is triggered by pushing Square and towards the enemy, the second form is triggered by pushing Square and away from the enemy, and the third form is triggered by pressing Square alone.
Form 1: shoot small fireball forward quickly. Low range but high speed.
Form 2: shoot medium fireball forward that homes on enemies. Medium range and speed, strong homing.
Form 3: shoot large fireball that bounces off walls and obstacles. Largest range and high speed, strong homing.


Bravery to HP Attacks Edit
DFF2008
Move Type CP (Mastered) AP Priority Effect Damage type Obtained Image
Ultima Aerial 40 (20) 300 Unblockable Wall Rush Magical Holy Combo Dissidia Terra Ultima
Conjure a spherical field of energy around the opponent that hits them multiple times and then explodes. In EX Mode, can either collapse and expand field a second time to do additional Bravery damage, or can create a second field after the first explodes to deal HP damage twice.
Dissidia 012
Move Type CP (Mastered) AP Priority Effect Damage type Obtained Image
Firaga Ground 30 (15) 130 Unblockable Wall Rush N/A Fire Terra flame
Create an explosion of flame around opponent. In EX Mode creates two explosions, doing additional Bravery damage and driving opponent further into the air.
Ultima Aerial 30 (15) 130 Unblockable Wall Rush Magical Holy Combo Dissidia Terra Ultima
Conjure a spherical field of energy around opponent that explodes after growing larger. In EX Mode can either collapse and expand field a second time to do additional Bravery damage, or can create a second field after the first explodes to deal HP damage twice.


EX Mode Edit

Dissidia Tina Branford ex
Dissidia Final Fantasy - Terra's EX Burst

Dissidia Final Fantasy - Terra's EX Burst

Riot Blade

Terra's EX Mode is Trance, where she transforms into her esper form from Final Fantasy VI, gaining the abilities "Glide" and "Chainspell". The former lets her fly through the air by holding X, while the latter lets her attack twice in succession by pressing Circle (for a Bravery attack) or Square (for an HP attack) a second time. The second spell executes faster than if Terra simply used the same attack twice, and in the case of Graviga and Meltdown, she does not need to charge the spell a second time. She also uses her claws instead of her sword in chase sequences, but the change is only visual. During EX Mode, she gains the most powerful combo in the game—Doublecast Holy into Doublecast Flare and ending with Doublecast Ultima—which has the added effect of allowing Terra to EX Burst if the combo does not finish off her opponent.

Terra's EX Burst is Riot Blade, her Desperation Attack in Final Fantasy VI. Terra attacks with Blizzara, then charges energy into her arms. The player must rapidly press Left in tandem with the Circle button to charge two power meters within a time limit. If the player fills both meters before time is up, Terra spins and whips out her arms to fire several crescent-shaped energy blades at the opponent. Failing to do so will have her fire fewer blades.

Terra's EX Mode plays a critical role in Terra's character due to her struggle to control her esper form. Thus when she is fought as a storyline enemy she transforms into EX Mode at the beginning of the fight, and due to a unique accessory, remains in EX Mode for an extended period of time.

Equipment Edit

Terra can equip Daggers, Rods, Staves, Bangles, Hats, Hairpins, Ribbons, Clothing, and Robes. In Dissidia 012, Terra can also equip Instruments and Headbands.

Exclusive weapons Edit
DFF2008
Name Level Stats Effects Obtained
Chain Flail 50 BRV +26
ATK +35
Magic Defense +30% Trade: 15460 gil, Healing Staff, Thorny Lumber x3, Amplification Shard x2
Morning Star 92 BRV +38
ATK +62
Magic Defense +40% Trade: 29570 gil, Chain Flail, Revival Tree x5, Amplification Crystal x3
Maduin's Horn 100 BRV +40
ATK +67
Magic Defense +50%.
Minor Anti-EX Effect.
Trade: 31920 gil, Morning Star, Veiled Magic x5, Amplification Orb x5
Dissidia 012
Name Level Stats Effects Obtained
Chain Flail 30 BRV +41
ATK +38
Physical Defense +10%. Trade: 61000 gil, Healing Staff, Scarletite x1, Girl's Desire x5
Morning Star 90 BRV +34
ATK +62
Physical Defense +15%. Trade: 158,000 gil, Chain Flail, Electrum x1, Girl's Dream x5
Maduin's Horn 100 BRV +40
ATK +67
Physical Defense +20%
Minor Counterattack Effect.
Trade: 182,800 gil, Morning Star, Veiled Magic x1, Girl's Hopes x5


Dissidia Final Fantasy NT Edit

Type: Marksman - Terra enters a charged state after a set amount of time passes without attacking or getting hit by attacks, during which her attacks are enhanced. The timer of her charged state will reset when she attacks.
EX Skill: Trance - Greatly increases attack potency, defense, and speed.

Abilities Edit

Move Damage Input Type Power Frame Data Image
Fira Bravery DFF2015 II Icon Ground 64*7/496 (Basic)/448/496 (Total) DFF2015 Terra Fira
DFF2015 Terra Fira (Charged)
  • Default Cast a flurry of fireballs at your opponent. (Can move while casting, opponent cannot recover during combo)
  • Charged Summon pillars of flames that pursue your foe.
Blizzara Bravery DFF2015 Up + II Icon Ground DFF2015 Terra Blizzara
DFF2015 Terra Blizzara (Charged)
  • Default Fling a score of fast-moving shards of ice at your foe. (Can move while casting, opponent cannot recover during combo)
  • Charged Materialize several balls of ice in front of you that hurtle toward your opponent after a short time.
Tornado Bravery DFF2015 Down + II Icon Ground DFF2015 Terra Tornado
DFF2015 Terra Tornado (Charged)
  • Default Summon two stationary tornadoes in front of you. (Can move while casting)
  • Charged Conjure a monstrous tornado that moves forward slowly.
Holy Bravery DFF2015 II Icon Aerial DFF2015 Terra Holy
DFF2015 Terra Holy (Charged)
  • Default Pelt your opponent with a flurry of magic projectiles that pursue them. (Can move while casting, opponent cannot recover during combo)
  • Charged Simultaneously generate immense orbs of magic that pursue your opponent.
Thundara Bravery DFF2015 Up + II Icon Aerial DFF2015 Terra Thundara
DFF2015 Terra Thundara (Charged)
  • Default Unleash a rain of bolts that pierces your foes. (Can move while casting, opponent cannot recover during combo)
  • Charged Call down a great bolt that pierces your foes.
Flare Bravery DFF2015 Down + II Icon Aerial DFF2015 Terra Flare
DFF2015 Terra Flare (Charged)
  • Default Set loose a series of explosions at your enemy's position. (Can move while casting, opponent cannot recover during combo)
  • Charged Conjure a magic orb that draws in any nearby enemies before exploding violently.
Graviga Bravery DFF2015 II Icon Dash DFF2015 Graviga
DFF2015 Graviga (Charged)
  • Default Sling a magic orb that explodes on hit after traversing a certain distance.
  • Charged The orb cast is larger.
Meltdown HP DFF2015 IV Icon - DFF2015 Meltdown
DFF2015 Meltdown (Charged)
  • Default Evoke a massive ball of fire that hurtles toward its target over a short range. (Can move while casting)
  • Charged Summon a massive fireball with a long range and deadly capabilities.
Meteor HP DFF2015 IV Icon - DFF2015 Terra Meteor
Meteors descend upon foes from afar. Terra must be in her charged state.
Riot Blade HP DFF2015 IV Icon - DFF2015 Riot Blade
Materialize a shield of light in front of you that allows you to counterattack any bravery attacks you block. The lower your HP upon activation, the stronger your counterattack will be. (Can move while casting)
Chaotic Current HP DFF2015 IV Icon - DFF2015 Chaos Wave
Draw in nearby foes as you charge your attack, then release a pulse of energy around you. (Can move while casting)
Trance EX Skill DFF2015 I Icon - DFF2015 Terra Trance
Temporarily improve your attack, defense, and movement speed.

Gallery Edit

Dissidia & Dissidia 012
Dissidia Final Fantasy NT
Dissidia Final Fantasy Opera Omnia

Allusions Edit

  • Terra's role as a forced Warrior of Chaos in Dissidia 012 Final Fantasy alludes to her enslavement to the Gestahlian Empire in Final Fantasy VI. During the battles against her in Destiny Odyssey III and Dissidia 012's Chapter 2, the enemy data for her lists her as wearing a "Puppeteer's Wheel", called "Slave Crown" in the Japanese release, which Kefka used to control her in Final Fantasy VI. If she fights the Emperor in the first game, he will say "[chuckle] Why don't you let me control you?" further referring to how the Gestahlian Empire enslaved her.
  • Terra's relation to Vaan in Dissidia 012 Final Fantasy may allude to fellow Final Fantasy VI character Locke Cole, a treasure hunter who meets Terra in the beginning of Final Fantasy VI and protects her.
    • Terra's relation to Cloud contains references to his relationship with Aerith in Final Fantasy VII and its related works, especially when Cloud refuses her thanks, saying it is enough to know he can help others. Like Aerith, Terra is of mixed race (Terra is half-esper while Aerith is half-Cetra) and uses magic. Helping Terra gives Cloud the chance to atone for being unable to help Aerith. The battle between Terra and Cloud where he fights her to calm her down takes place in the Planet's Core from Gaia.
    • Tifa's pre-fight remark against Terra if the former's an opponent refers to what she told Cloud Strife when helping him regain his memories. Coincidentally, both Terra and Cloud were at key points of their respective games rendered amnesiac by the main antagonist, as well as being used in a puppet-like manner (Terra due to being outfitted with the Slave Crown prior to the events of the game by Kefka, and Cloud due to being experimented upon by Professor Hojo and becoming a quasi-Sephiroth Clone, and thus being subject to manipulation and rendered catatonic.).
  • Terra's strongest exclusive weapon is named for her father, Maduin. Her other unique weapons are maces from Final Fantasy VI, one of the weapon types Terra can use in that game.
  • The description of the Chainspell ability describes it as "[embracing] the spirit of a magus". This refers to the Soul of Thamasa relic in Final Fantasy VI, which grants the Dualcast ability to the user.
  • In Shade Impulse C4-1, Terra says, "This will most likely be our final battle. Together, we'll protect the future... and return to our homes", based on her line when rejoining the party after the end of the world in Final Fantasy VI.
  • In the ending, Terra catches a snowflake and looks up at the sky as she vanishes, snow swirling behind her. This mirrors a scene in the FMV with the Final Fantasy Anthology release of Final Fantasy VI, where Terra looks up at the sky when entering Narshe.
  • One of Terra's victory lines, "Everyone lusts for power, it seems", is the line she spoke in front of General Leo's grave. Her defeated quote, "I'll vanish, won't I?" refers to the conversation the party had upon entering Kefka's Tower, where they worry Terra would vanish along with magic if Kefka is killed.
DFF Terra and Moogle

Terra cuddling a moogle.

  • Terra's love for moogles is expressed in the English version of Dissidia Final Fantasy upon gaining the moogle summon. When obtaining the summon players are treated to a cinematic of the moogle offering its help to the player. Depending on whether the player is currently using a Cosmos or Chaos character, the scene changes, but if Terra is the player character, she runs over, picks the moogle up and cuddles it, with the moogle asking her to "lay off on the fur ruffling".
  • When the player wins the Arcade Mode with Terra, an image of her alternate outfit with green hair is shown. She is posed in the same manner as one of the concept arts200px-Ff6 amano tina of her from Final Fantasy VI.
  • At the start of her Destiny Odyssey story, Terra has lost part of her memory when the Cloud of Darkness was trying to control her, and the Onion Knight tells her he would protect her. This alludes to the beginning of Final Fantasy VI when Terra awakes in Narshe with amnesia and Locke promises to protect her until she regains her memories.
  • When Terra casts Blizzara, she yells "Get away!" In data texts for Final Fantasy VI, there is an omitted line for a flashback to Kefka placing the slave crown on her, where Terra shouts "No! Stay away!"
  • When Vaan fights Trance Terra in Dissidia 012 Final Fantasy story mode, the music "Esper Battle" from Final Fantasy XII plays, alluding to Terra being a half-esper.
  • When Terra is first played on the world map in her chapter of Dissidia 012 Final Fantasy, she begins on a snow-covered field and mentions to Onion Knight that it makes her "feel nostalgic". This refers to where she first appearing outside Narshe in Final Fantasy VI.
  • In the opening gateway of the Dissidia 012 Final Fantasy Scenario '013: The Final Battle, Chapter 3', there is a treasure chest that gives 1994 Gil, a reference to the release year of Final Fantasy VI.
  • The colors of Terra's crystal (red and black) are colors of the Final Fantasy VI logoFf6-logo.
  • Terra's line when facing Jecht in Dissidia 012 Final Fantasy, "You're like a big teddy bear", refers to when she saw Sabin for the first time in Final Fantasy VI and compares him to a bear.
  • Terra's pose when using Meltdown, as well as when teleporting from Kefka's spell cluster during their fight in Destiny Odyssey, is based on an Amano artwork6a-terra branford v12 of her.
  • All of Terra's attacks aside from Thundara, Tornado and Flood are spells she or Celes could learn naturally in Final Fantasy VI. Flood wasn't present in the Super NES release of Final Fantasy VI, only appearing in the Advance re-release. Meanwhile, Thundara is taught by Ramuh and Maduin, two espers closely connected with Terra, while Tornado is taught by Midgardsormr, located near Narshe where Final Fantasy VI begins.
  • In "Confessions of the Creator", Terra, when found at the snowfields near the Elven Castle, will remark that every time she wakes up her head hurts and she can't remember anything, and desires to return to being a puppet. This refers to the beginning of Final Fantasy VI, where Terra was found in the Narshe Mines after the frozen esper disabled her Slave Crown, with Terra waking up with amnesia and a headache.
  • Terra's reply to Kefka's nihilistic question in Shade Impulse 4 after beating him is similar to her reply to Kefka's nihilistic line in the GBA and later versions of Final Fantasy VI.

Trivia Edit

DissidiaTerra2

Terra's original face artwork.

  • The image of Terra on the Potion energy drink is not based on her finalized artwork, but an earlier version of her artwork before Tetsuya Nomura redesigned her. This earlier version has a different face, shorter bangs and larger breasts, and was the first artwork released of Terra before her full artwork was released.
  • Terra shares her Japanese voice actress with Oerba Dia Vanille from Final Fantasy XIII and Final Fantasy XIII-2.
  • Tetsuya Nomura has stated Terra is his favorite character to use in Dissidia Final Fantasy, as he likes long-range attacks and is particularly fond of her Tornado ability.
  • Terra's EX Burst has the third-highest base power in Dissidia Final Fantasy, after Cloud and Tidus, and fifth-highest in Dissidia 012 Final Fantasy with Gilgamesh and Tifa's also being stronger. However, Cloud, Tidus and Tifa only do maximum damage with their EX Bursts due to a variable, while the power of Terra's EX Burst is set.
  • If Terra is amid casting Tornado when Aerith casts Holy, Terra's Tornado will block the move. This makes Terra the only person able to defend from Holy without the Precision Block ability.
  • Terra is one of the first six characters announced for the Dissidia arcade game.