FFX Walkthrough

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Hosted by GameFAQs Return to Final Fantasy X / X-2 HD Remaster (PS3) FAQs & Guides

Final Fantasy X / X-2 HD Remaster FFX FAQ/Walkthrough by KeyBlade999 Version v1.10, Last Updated 2014-05-06 Table of Contents 1. Notes on This FAQ 2. Donations 3. Introduction 4. Walkthrough 1. Introduction 2. Besaid Island 3. Kilika 4. Luca 5. Mi'ihen Highroad 6. Mushroom Rock 7. Djose 8. Moonflow 9. Guadosalam & The Thunder Plains 10. Macalania 11. Sanubia Desert 12. Bevelle 13. The Calm Lands 14. Mt. Gagazet 15. Zanarkand 16. Sin

5. Sidequests 1. The Celestial Weapons 2. Lightning Dodging 3. Cavern of the Stolen Fayth 4. Cactuar Village 5. Revisiting the Temples 6. Auron's Special Spheres 7. Hidden Airship Areas 8. Baaj Temple 9. Remiem Temple (in full) 10. The Omega Ruins 11. Monster Arena 12. The Dark Aeons 6. Enemy Bestiary 1. Monster Stats 2. Monster Drops & Steals 3. Monster Bribes 7. Blitzball 1. A General Note 2. The Basics of Blitz 3. Scouting 4. Techs 5. Key Techs 8. Special Abilities 1. White Magic 2. Black Magic 3. Skills

4. Specials 9. Overdrives 1. Tidus - Swordplay 2. Wakka - Slots 3. Yuna - Grand Summon 4. Lulu - Fury 5. Kimahri - Ronso Rage 6. Auron - Bushido 7. Rikku - Mix 8. Seymour - Requiem 10. Overdrive Modes 1. Ally 2. Avenger 3. Comrade 4. Coward 5. Dancer 6. Daredevil 7. Healer 8. Hero 9. Loner 10. Rook 11. Slayer 12. Stoic 13. Sufferer 14. Tactician 15. Victim 16. Victor

17. Warrior 11. Aeon Analyses 1. An Introduction 2. Aeon Base Stats 3. Learning New Abilities 4. Aeon Stat Augmentation 5. Valefor 6. Ifrit 7. Ixion 8. Shiva 9. Bahamut 10. Yojimbo 11. Anima 12. The Magus Sisters 13. Yojimbo Mechanics 12. Item Listings 1. Consumables 2. Battle Items 3. Sphere Grid Items 4. Mix/Customize Items 5. Misc. Items 13. Equipment Abilities 1. Intro & Notes (READ!) 2. Weapon Abilities 3. Armor Abilities 14. Shop Details 1. Quick-Jump

2. Shop List 15. Trophy Guide 1. Quick List 2. Detailed Guide 16. Miscellany 1. Al Bhed Guide 2. AP Grinding 3. Gil Grinding 17. Credits 18. Version History 19. Legalities

Winner of GameFAQs's FAQ of the Month award for April 2014! A huge thanks goes out to every person who

 Game: Final Fantasy X HD Remaster (from the Final Fantasy X/X-2 HD Remaster)  Consoles: PlayStation 3, PlayStation Vita  File Type: Formatted FAQ/Walkthrough  Author: KeyBlade999 (a.k.a. Daniel Chaviers)  Version: v1.10  Time of Update: 12:25 AM 4/15/2015  File Size: 1,093 KB

Notes on This FAQ

 Strategic Freedom: Some features of both games make strategy-writing a little difficult, be it the freedom of the Sphere Grids in FFX or the freedom of Dresspheres in X-2. Writing a walkthrough that directly states to go for certain things in either not only makes the game less fun, but it forces you to use this thing from start-to-finish and causes derailing for those not at the start. Thusly, I will not do that, but try to create strategies most people could adhere to in some way, which is generally quite possible. That said, I am open to alternative strategies or just other stuff I ought to note. After all, most characters tend to somehow fall on an intended path (like FFX's Yuna becoming a natural healer). In any case, just keep it in mind.  Remake Details: Just to clear up some confusion... This newer release of Final Fantasy X and X-2 differ noticeably from the originals. Firstly, you can consider the HD graphics of the game to be understood as a change. Additionally, these are based off the international releases, made just after their original releases basically, they're expansions of the originals, but still were released on the PlayStation 2. Just in case you find something confusing about the Dark Aeons or something. Specifically, Final Fantasy X HD is based off the PAL and International releases of Final Fantasy X on the PS2; Final Fantasy X-2 HD is based off the Japan-only release Final Fantasy X-2 International + Last Mission, also for the PS2.

Donations While I do write all of my guides for free, it does take a lot of time and effort to put them together. If you're feeling generous and want to show your appreciation, I am gladly accepting donations. I don't know exactly what the donations will be used for, but just know that you would definitely be helping me make more quality FAQs! Even the smallest donation amounts are appreciated, and they are a great way to say how much you appreciate the work I do. If you do decide you'd like to donate, please send the donations through PayPal at the e-mail address listed below. Thank you so very much for at least considering this!!

Donation/Contact E-Mail [email protected]

Introduction Hello, and welcome to my first PlayStation 3/Vita FAQ. This FAQ concerns the HD compilation of the two Final Fantasy X games, which is kind of fitting for a first FAQ, given that I poured much of my youth into these two games. (Granted, it's only my first FAQ for the console - I've gotten well over 300 on others.) They're very fun games to play, if but a bit lengthy, and perfect material for at least warming me up to the newer PlayStation consoles. After all, who knows, I might work on Kingdom Hearts 2.5. =P This all said, I can't really offer much more than that for an intro. FFX and FFX-2 were great RPGs to begin Square Enix's FF series on the PlayStation 2, and they quickly became among of my favorite games on the console. While I

still deem Final Fantasy V, VI, and VII more appropriate for remakes than these two, I still look forward to FAQing these. Hope you enjoy!

Walkthrough Introduction

Sectional Flowchart

 A Blitzball Game  The Transition...  Unknown Temple (SPOILER: It's actually known as the Baaj Ruins/Baaj Temple later in the game.)  The Salvage Ship  Underwater Ruins

A Blitzball Game

TREASURES CHECKLIST [_] Potion x2 After some of the introductory scenes, you'll regain control of the main character on what I've always assumed to be some kind of boat, though it's never been easy to tell. >_> _> So, you're basically left to Attack to your heart's desire, but keep in mind to use Potions when you hit 150 HP or so. Halfway through the fight, there will be a scene in which some ... other people arrive. One of them, aptly named "?????" (such a pretty name), will ally you for now. She (yes, she) mostly specializing in Stealing from the enemy, then Using the Grenades (look under "Special"). Grenades ought to do 200~350 damage around now, so that's nice, even though you have to work through all of the Klikk's HP again. Yup, Tidus's effort was in vain, somehow. >_>

Whether you want to Use the Grenades is up to you (since they hit all enemies, they'll have better use later on), but be sure to keep your HP up regardless. After the scene, there will be a bit of talking in Al Bhed. I can't ... understand what ... they're sa-- Oh, that's pretty clear. Never mind.

The Salvage Ship

TREASURES CHECKLIST [_] Potion x3 Eventually, you'll end up on the deck of some Salvage Ship. There, speak with the girl from earlier and she'll speak about the Sphere Grid. As you probably already have gathered, there are two Sphere Grids in FFX HD (and, really, the PAL/International versions of the original PS2 release). The original Sphere Grid models the original, "easy" Sphere Grid American FFX players had before. It divided the characters into their specialized paths (like Tidus for fast, physical attacking) before forcing them to go elsewhere. The Expert Sphere Grid from which you could have also chosen looks different mostly because of the sheer freedom you can have: every character could become a Tidus if you dared, for example. In any case.... You'll go through the tutorial on how to use it. Basically, earning AP earns you Sphere Levels (SLVLs), which is currency for moving over the Sphere Grid (1 SLVL for untraveled paths, one node at a time, or four nodes on traveled paths). You'll get to use Spheres to place nodes or activate nodes to earn their benefits, such as stat boosts or new abilities. That's basically it. Be sure to use it yourself! After, speak with the northwestern guy on the ship for three Potions, then examine the whitish object on the deck nearby to find Al Bhed Primer Vol. I - this will fill in some of the letters in Al Bhed conservation. You usually have to grab about 15 or so to be able to truly fill in the blanks, though. Anyhow, speak with the girl who gave the tutorial again to dive underwater.

INFINITE POTIONS! As a notable footnote, when you dive in the water, you can approach the Salvage Ship again and press the Square Button to be let back on it. There's a slight bit of misprogramming (I think) with this sequence, in that you can speak with the guy who gave you the three Potions again for three more Potions, then do it again ad infinitum until you're full of Potions. It shouldn't take much more than half an hour to grab 99 (33 trips), though their utility is pretty bad - 50 or so (17 trips) will suffice for the while until you get more effective means of healing. As a footnote to this footnote, though, I've gotten word that this glitch does not work in versions released in the U.K. I have also heard different reports that it does work in U.K. versions, so I'm not sure what to think: those reporting the legitimacy of the glitch in the U.K. did use downloadable versions. In any case, either way, it would be best for you to double-check.

Underwater Ruins

LOCAL ENEMY BESTIARY Monster Name Piranha (x1) Piranha (x2) Piranha (x3)

50 100 150

Underwater: Just keep using Circle to dive into the ruins. Underwater ruins: Here in the entry room, examine the control panel and you'll end up banging on it to open the door. [Disclaimer: Banging on stuff usually doesn't work. Trust me, it doesn't.] Afterwards, just continue along and you'll do a simple battle. Afterwards, there will be a scene; as you swim back, well... Examine the thing marked on the map and you'll find something. A giant squid. How unique.

BOSS - Tros

Maximum HP Maximum MP Strength Defense Magic Magic Defense Agility Luck Evade Accuracy Element Weakness Common Item Drops Rare Item Drops Common Steals Rare Steals AP Yield Gil Yield This battle can be a bit difficult for once. Tros's offense will mostly consist of a standard attack, Tentacles (singletarget), and Nautilus Charge. The regular attacks usually ~75 damage. Nautilus Charge will take one noticeable turn to charge and it does 150~200 damage, so be sure to Defend on that turn! At the start of the battle, there's not much special you'll need to worry about. For the most part, attack and heal if you get under 200 HP. After Tros takes 350 damage, things change a bit. Tros gets out of your range at that point. Once Tros is out of range, you can't directly attack. You can have ????? use some Grenades on it, though! (Though how they manage to get the propulsion necessary to go through liquid and defy bouyancy is beyond me.) This is also

a good time to heal. You can do that via Potions, or the Trigger Command Stand By (50 HP) if your stock is low. You could also stick to having Tidus use Cheer for Strength/Defense boosts. After a bit in the out-of-range position, Tros will use Nautilus Charge. Whether you take the beating or do something else is up to you - 150 damage can be nasty, but at least Cheer helps some while boosting Strength. With each 350 damage he takes after the Nautilus Charge, Tros usually runs off. After three or so of these incidents, the Pincer Attack Trigger Command finally becomes apparent to you. Seriously? You didn't think of that before? Silly Tidus. The water pressure must be squeezing your poor little brains out. Anyhow. That will negate Nautilus Charge for the remainder of the battle, but, since Tentacles becomes single-target, it will start doing about as much damage as Nautilus did. The main strategy before all of the running-away crap Tros did applies again: attack, blow stuff up, and heal when needed. Once the fight is done, examine that thing in the middle of the room to begin a scene. Eventually, this culminates with some Sin-ful thoughts on Tidus's part. (You'll get the joke when you get there. Maybe. I dunno. I'm the king of bad jokes. Seriously, read my Luigi's Mansion: Dark Moon FAQ - that's what happens when I'm on pain meds. =P)

Besaid Island

Sectional Flowchart

 Arrival on Besaid  Besaid's Cloister of Trials  Departure from Besaid  The S.S. Liki

Arrival on Besaid

TREASURES CHECKLIST [_] Moon Crest [_] Antidote x2 LOCAL ENEMY BESTIARY

[_] Antidote x2 [_] 400 Gil Monster Name

Condor Dingo Garuda Water Flan

95 125 1,400 315

Beach: After arriving on the shores of Spira, you'll regain control after a brief scene. Immediately begin by heading to the southeast and into an alcove nearby. You'll find the Moon Crest within. This is used to help get Yuna's ultimate (Celestial) weapon a LOOOONG ways down the road, but might as well start now, eh? Return to the main beach and head west to find a chest with two Antidotes within, then go speak with the Aurochs and Wakka. Doing so will earn you 200 Gil, 3 Potions, 2 Potions, and a Hi-Potion in all. Also be sure to follow Wakka eastward towards the Crossroads. Crossroads: Continue east after Wakka. Time for a swim! Valley: In this aquatic area, simply head along the path before you. Be sure to dive underwater and look carefully for some chests: you'll find a Phoenix Down, Hi-Potion, and two Antidotes inside them - 'cause, you know, people drop stuff like this regularly. They're also missable, since you never return here. Village Slope: Simply go left and along some more into the village. Besaid Village: After the scene in the village, you're welcome to sit around and plunder as you please. Due west of the place where you regain control is a Phoenix Down. Now, take a look at the minimap and you ought to see a very, very narrow westbound path: use the minimap to navigate to it and follow it for 400 Gil, a Hi-Potion, and two Potions. Enter the large blue tent along the west side of the area; it's the main HQ for the Crusaders in Besaid. Not that we care: I just see an appetizing Save Sphere in there. *noms* Feel free to speak with the people here about why the Crusaders exist, though, and to pick up the Al Bhed Primer Vol. II on the floor. That will just about do it for now. Have you noticed that big large gray temple at the north side of town yet? It's no mere background decoration: walk into it. There will be a brief scene there, after which you need to speak with Wakka in his hut and take a nap. There will be a bit more cutscene-stuff; just walk left during the cutscene that results. When you awaken, head back into the temple. There, after some scenes, you'll run off into the Cloister.

Besaid's Cloister of Trials

TREASURES CHECKLIST [_] Rod of Wisdom The Cloister of Trials in regards to FFX is simply that: a set of trials that is meant to keep the unworthy from learning the all-powerful abilities to summon Aeons. (Though you won't get anything truly worthwhile until the last 1/4 of the game. >_>) As far as you ought to care, it's a puzzle. They get more annoying in later areas. Anyhow, go north and examine the glyph on the wall before you; upon touching it, a path opens up nearby, so follow it. Examine the wall at the bottom and you can learn about the different spheres: the green Glyph Spheres that are used mostly to open doors and such, the purple Destruction Spheres that remove obstacles (often optional ones for treasure!), and then the "Place" Spheres (i.e. Besaid Spheres) that have effects depending on where you are.

Grab the Glyph Sphere after the brief tutorial, then go downstairs and shove it into the small space on the door at the bottom. Go through the newly-opened door, then re-examine the Sphere to take it back. (FYI, you can only hold one at a given time. Odd, as you have two hands and probably some kind of pockets, but whatever.) Go along the hallway and place the Glyph Sphere on the pedestal near the left wall. This will reveal a Destruction Sphere; leave it for now. Continue along to the glyph on the wall and touch it, then take the Besaid Sphere you find. Pick up that Sphere and put it on the pedestal just to the left. Return to the Destruction Sphere you find moments ago and place it where the Besaid Sphere was to open a secret room; beyond is a Rod of Wisdom, a pretty decent weapon for Yuna, who will join our party momentarily. (It boosts Magic by +8% and has Sensor.) Return to the pedestal again, this time pushing it into the center of the room (just run into it with the Analog Stick): it will sink into the floor and make you an elevator. There will be a lengthy scene thereafter; enjoy.

Departure from Besaid

TREASURES CHECKLIST [_] Brotherhood [_] Phoenix Down x3 BESAID ITEM SHOP Item Name Antidote Phoenix Down Potion BESAID WEAPON/ARMOR SHOP Type Weapon Weapon Weapon Weapon Armor Armor Armor Armor LOCAL ENEMY BESTIARY Monster Name Condor Dingo Garuda

50 Gil 100 Gil 50 Gil

Enchanted Rod Magical Mog Power Ball Warrior's Sword Seeker's Armguard Seeker's Bangle Seeker's Ring Seeker's Shield

95 125 1,400

Water Flan

315

Besaid Village: After the scene in the temple, you'll get to see what the heck an Aeon is. After, you also get to give it a name (by default, this Aeon is Valefor). At night, speak with Yuna and you'll get a question from Wakka, to which you can respond as desired. Speak with Wakka once more thereafter and you can finally get on with things. To begin, Wakka will hand you the Brotherhood, a sword once used by his brother. It currently just has the Strength +5% ability (which makes it already better than the Longsword), but there's more to come with the sword later on (including Strength +10%!). Anyhow, after the gifting, head into the item shop. Speaking with the girl with the dog eventually yields something along the lines that "her dog found something". (Sorry, still running off of the Japanese version right now. >_>) Once that has happened, go into the third of the eastern houses of Besaid and speak with the dog to get a new Overdrive for Valefor, Energy Blast - he's the only one to get TWO Overdrives, so be happy! (You'll also see it in FFX-2, which can surprise some of you later. ;)) Don't forget to shop up in the item shop! The main thing you'll want in coming hours are Antidotes for Kilika, and maybe some Phoenix Downs - we've got Potions out the wazoo here, not to mention Yuna's Cure, so you ought to be fine on the HP front. Leave town and, as you do, you'll gain the Map. Village Slope: As you leave Besaid, you'll be engaged in a battle against some enemies, and you'll be taught how to utilize your party members for their roles. Basically, it works like this - Tidus for fast monsters (wolves), Lulu for magically-weak or elementally-weak enemies (Flan), Wakka for flying enemies, and Yuna to summon to wreck s***. Or to heal. Yeah, that's helpful, too. The first battle emphasizes Tidus and Wakka. In the second, you'll use Lulu to hit weaknesses - Fire hurts Ice and Ice hurts Fire, while Water hurts Lightning and Lightning hurts Water. (Which means to use Thunder on the Water Flan.) Further east, there will be another scene. Promontory: Pray if you wish here before moving on. Save as you go along to the Ancient Road because...

BOSS - ???? (Kimahri)

Maximum HP Maximum MP Strength Defense Magic Magic Defense Agility Luck Evade Accuracy Element Weakness Common Item Drops Rare Item Drops Common Steals Rare Steals AP Yield Gil Yield

Strategically speaking, you won't see a lot out of this fight. The boss in question will stick to a basic physical which hits for about 75 damage around now, while his Jump - occuring every three or four turns - deals closer to 125 damage. Even so, you can't do much about it. You mostly just get to hit back-'n'-forth, healing as needed, since it's just Tidus fighting here. Buffing yourself with Cheer might help, though. After the battle, Kimahri will join the party as you earn a Hunter's Sword (a seemingly forced drop from the fight?). Continue on. (Be sure to revisit the shop in Besaid, since it now sells equipment! Don't bother with a Seeker's Ring, though, since you'll get a superior one momentarily!) Waterfall Way: As you go along the linear path here, you'll end up walking into a fight with a Garuda. This first fight will make you have Yuna call upon her Aeon. You'll also be able to use Wakka's special abilities to deal with another Garuda further ahead (Dark Attack can blind the target, lowering their accuracy dramatically). Continue along the path to the crossroads, then southwest to the beach. Beach/Dock: As you reach this area for your departure towards Kilika Island, speak with the peolpe wishing you good-bye: they'll also hand you items, including 400 Gil, a Remedy, anEther, a Seeker's Ring (with HP +10%), and three Phoenix Downs. Continue aboard the ship.

The S.S. Liki

TREASURES CHECKLIST [_] Remedy When you arrive on the ... uh ... sh-- *vomits on Sin* >_> Anyhow, when you get on the ship, after the scene, be sure to look around the more obvious spots. You can find a Remedy in the cabin, for one. There, also, you can kick a suitcase to get a number of Potions - 0 to 20, in fact. Essentially, it works like this: you can get enough Potions to build your stock up to 20, but you will get no more Potions beyond that. For example, I have 15 Potions: I get 5 from the suitcase; I have 99 Potions, I get a sore foot from kicking the suitcase. There's also an Al Bhed Primer Vol. III in the middle of the power room. As for stuff that matters? In the cabin of the ship, you'll O'aka XXIII. For now, he'll request some money from you, and will keep doing so for a while. If you manage to do so, you will end up lowering his prices closer to the middle of the game (along the Mushroom Rock Road). Here's how it works:

0 ~ 100 Gil 101 ~ 1,000 Gil 1,001 ~ 10,000 Gil 10,001 or more Gil So, basically, pay him over 10,000 Gil or you will have to pay more money. It's up to you whether to do it, but you have time if you don't somehow have 10,001 Gil on-hand like everyone else at this point. =P

That actually about sums it up. Back on the deck, speak with Yuna, then with Wakka, then with Yuna again as you progress through some scenes ... to a boss!

BOSS - Sin, Sinscales

Sin himself won't do much to you in this fight: even though all it would take is him to simply dive waaay down into the ocean to kill you all, he'll move about on occasion to no effect. (That's one strong harpoon!) However, he does release Sinscales every now and then, which are slightly buffed-up versions of those from Zanarkand. They won't do excessive damage, maybe 75~100. In any case, if you want, it wouldn't be too bad an idea to grind against the 'Scales. I mean, they're pretty easy to beat, right? With mild healing from Yuna's Cure on occasion, you could get quite a bit of AP and Gil. (FYI, to get the 10,001 Gil O'aka wants, you need to kill 455 Sinscales (450 if you throw Sin into the mix). =P) The 'Scales will come on and on endlessly for the most part; however, they only do so when you kill off three of them. If you kill off just two, you can stop their reproduction (?) and therefore make life a little easier on you. Anyhow, whether you want to or not, you have to fight Sin eventually. To do this, there are three main methods: you can attack with Lulu's magic, with Wakka's Blitzball (stick to basic Attacks), or have Yuna Summon Valefor and attack from a distance with him. All work pretty well. I recommend Valefor simply because he's a bit more of a powerhouse, especially with that Overdrive. Shouldn't be a big problem of a fight even without Valefor, so long as you can heal ably. That fight progresses into an underwater one that is legitimately difficult.

BOSS - Sinspawn Echuilles, Sinscales

Echuilles comes allied by ever-more of those annoying Sinscales. Granted, they're normally not annoying - no less than two minutes ago I recommended you grind on them =P - but when you're down to two characters that are already weakened, then, yeah, you have a problem. Echuilles mostly sticks to two attacks. Drain Attack is always used twice in a row, dealing around 50 damage to a character and healing Echuilles for the same. It will use Blender every three turns for about 100~125 damage as well. So, how to go about this? Well, initially, you'll probably want Tidus Cheering a bit: this can help boost your Defense against Drain Touch and the 'Scales. Blender is considered magical, so it won't help that, though. You can also have Wakka hit Echuilles with Dark Attack and, in doing so, pretty much immunize yourself from Drain Touch. Once that's done, focus on healing before you get into an offense centered against Echuilles - once he dies, it's over, so don't worry about the endless array of Sinscales. After the battle and a cutscene, you'll arrive on Kilika.

Kilika

Sectional Flowchart

 Arrival in Kilika  Kilika Woods  Kilika's Cloister of Trials

 Departure from Kilika: The S.S. Winno

Arrival in Kilika

TREASURES CHECKLIST [_] Al Bhed Primer Vol. IV KILIKA WEAPON/ARMOR SHOP Type Weapon Weapon Weapon Weapon Weapon Armor Armor Armor Armor

Cactuar Scope Hunter's Spear Hunter's Sword Rod of Wisdom Scout Seeker's Armguard Seeker's Bangle Seeker's Ring Seeker's Shield

After the scenes aboard the ship, use the Save Sphere and follow the people into the remains of Kilika. At the bar, head west and you'll find Yuna to watch the "sending". You'll find out more about that in the scene itself, but, anyhow... You'll awaken the next morning in the inn. Use the Save Sphere if desired, go outside and speak with Wakka to the east. Head into the local tavern at the "Y" fork for the Al Bhed Primer Vol. IV as well. Along the southern part of the village is a weapon shop. Meanwhile, if you head west of the tavern, you can find a destroyed house with a girl in the ruins; save her, then go to the tavern again for an Ether chest. Continue west from the tavern along into the Woods, grabbing three Potions from the last house before reaching the woods.

Kilika Woods

TREASURES CHECKLIST [_] Mana Sphere x2 [_] NulBlaze Shield LOCAL ENEMY BESTIARY Monster Name

Dinonix Killer Bee Ragora Yellow Element

140 110 780 300

As you enter the Woods, you'll eventually run into a random encounter of some sort. This is supposed to be used to demonstrate Kimahri's abilities. Through Lancet, Kimahri is able to learn the various enemy attacks (called Ronso Rages in FFX) in the game: he's like the Blue Mage of this game, or the Enemy Skill materia wielder (ref. FFVII), or the Vampire (ref. Bravely Default). In doing so, he must simply use Lancet: nothing else is needed. So long as that enemy has a wieldable skill, Kimahri will learn it as an Overdrive and his Overdrive gauge will max out. In this particular battle, he'll learn Seed Cannon from a Ragora. First go east of the entrance of the area to find two Mana Spheres. Glance at the minimap and go along the first narrow path heading north. This will take you to a Scout, a weapon for Wakka. Head north of the chest to a four-way; go north and along to the main central path, then go north and west to find a Luck Sphere. This creates a Luck +4 node on the Sphere Grid. While this is the highest degree of Luck, keep in mind placing it now will require backtracking later on, possibly, since you lack a Fortune Sphere with which to activate it. Anyways, remember when the guards split up not long ago? Go speak with the woman guard and you'll get a Remedy. That does it for now; go back close to the entrance of the area, and just to the north, you'll probably have noticed that big plant thingy? Save and approach it if you dare. (It's not difficult!) Speak with Luzzu on the way to get four Antidotes, by the way, which can be helpful in the coming fight.

BOSS - Lord Ochu

Maximum HP Maximum MP Strength Defense Magic Magic Defense Agility Luck Evade Accuracy Element Weakness Common Item Drops Rare Item Drops Common Steals Rare Steals AP Yield Gil Yield Final Fantasy vets are probably familiar with this type of enemy: it LOVES to status you. Granted, it's not as bad as the Great Malboro you'll find later in the game (or SwagPlay Klefkis and Thunduruses in Pokémon >__> _>

The Travel Agency

TREASURES CHECKLIST [_] Lv. 1 Key Sphere RIN'S MI'IHEN HIGHROAD ITEM SHOP Item Name Antidote Echo Screen Eye Drops Grenade Map

50 Gil 50 Gil 50 Gil 300 Gil 50 Gil

Phoenix Down Potion RIN'S MI'IHEN HIGHROAD WEAPON/ARMOR SHOP Type Weapon Enchanted Rod Weapon Halberd Weapon Magical Mog Weapon Power Ball Weapon Shimmering Blade Weapon Warrior's Sword Armor Pearl Armguard Armor Pearl Armlet Armor Pearl Bangle Armor Pearl Bracer Armor Pearl Ring Armor Pearl Shield Within the main building of the agency, you'll find several amendities, including a shop, inn, and a Save Sphere. There's also an Al Bhed Compilation Sphere, but I probably think you'd already have used one if you needed it back around Baaj. Save your game and leave for a scene. Thereafter in the morning, there will be a brief encounter with a man who gives you a Lv. 1 Key Sphere - this is useful in removing blockades on the Sphere Grid. (On the Expert Sphere Grid, you could also backtrack and remove the blockade near the start so you can start accessing "Rikku's" abilities more readily.) If you leave, you'll run into Rin, the owner of this and other travel agencies across Spira; he's an Al Bhed, too. He'll hand over the Al Bhed Primer Vol. VIII and two Mega-Potions. Leave the agency after saving to find a boss!

BOSS - Chocobo Eater

Maximum HP Maximum MP Strength Defense Magic Magic Defense Agility Luck Evade Accuracy

100 Gil 50 Gil

E

Rare Steals AP Yield Gil Yield Let's begin with a brief description of this fight's battlefield. The battle takes place on five slots, which you can effectively number 1-2-3-4-5. You will be in the second one, while the boss is in the third. If the boss pushes you off the edge of the first slot, then you don't have to deal with him, but gain no rewards and start immediately from the Oldroad. If you kill the boss outright or push him off the fifth slot's ledge, you win. The Chocobo Eater is a bit of a physical powerhouse; his main attack typically hits for 250~300 damage. He can also use Fist of Fury - this will come after a "You're next!" message, showing who will be hit. It does easily 1,000+ damage, so expect to Phoenix Down that character on the next turn. He can also use Blizzard, Ice-elemental damage to a single target. And, finally, he can push everyone back: this will be through an attack hitting everyone, removing 18.75% of their current HP in the process. So it won't kill you, but it's 3/16 (almost 1/5) of your HP. With this battle, you'll clearly want Lulu casting Fire a bunch to hit the boss's weak point. Wakka will make a great ally in this fight, too: this boss is suspectible to Darkness, so Dark Attack helps get rid of that pesky physical attack. Then also lead with Auron to use Power Break to get rid of some of the damage from the physical should it hit. Once Blinded and Broken, it will be best to switch immediately to Yuna and bring out Valefor, then have him be using Fire, since his Fire is most likely stronger than Lulu's. (Plus, the Overdrive.) If you opt for a more orthodox offense, it will be best to keep it up with Lulu, Auron, and Yuna (for healing). With each 1,200 damage dealt, the boss will be knocked on its back, at this time only being able to use Blizzard. If you deal 500 damage to it, it goes back a slot. Just keep up the Fire and healing and you ought to be fine after this.

Continuing to Mushroom Rock

TREASURES CHECKLIST [_] Ice Brand [_] 2,000 Gil LOCAL ENEMY BESTIARY

[_] Seeker's/Echo Ring [_] 600 Gil Monster Name

Bomb Dual Horn Floating Eye Ipiria Mi'ihen Fang Raldo Vouivre White Element

850 1,875 140 180 160 240 255 390

The outcome after the Chocobo Eater battle can differ a bit if you won or lost. If you won, see the "Newroad" bits; if you got pushed over the edge, see the "Oldroad" bits. However, we'll assume that you won the fight, and thusly the Oldroad section will be going backwards, since you can get to it at the end of the Newroad. Newroad: South: If you won the battle, you get a free Chocobo ride if you wish. In doing so, though, you'll avoid encounters, so I don't recommend using the Chocobo (cute as the bugger is ;_;) since you need to be strong. *bulges Lulu's muscles* HOWEVER, don't get rid of it yet. >_> Anyhow, this first area is a simple linear trip. Newroad: North: Here, look a bit more carefully as you run along to find some yellow feathers. If you examine them with the Chocobo, you can jump to some treasure; in this case, aHeat Lance. Snatch it up, then continue along to Al Bhed Primer Vol. IX, then further along to the next area. Highroad: North End: Here, open the chest for two Hi-Potions, then go southeast to the Oldroad. Oldroad: North: Simply run along the linear path. Along the way, you can use the feathers to find a Thunder Blade and a Scout, but, otherwise, it's just a linear path to the next area. Oldroad: South: Continue along to find a Fortune Sphere from the Chocobo Feathers. "Kweh!" Yeah, that's right, you can finally put use to that Luck Sphere you found back on Kilika! Also go to the end of the Oldroad to find a Mars Crest, critical in the development of Auron's Celestial Weapon! Backtrack now to the crossroads at the northern end of the Highroad. Highroad: North End: Speak with Dona here after dismounting your Chocobo for a scene. Approach the checkppint and you can speak with the guy on the left to make a donation: 100 Gil for a Scout, 1,000 for an Ice Lance, and 10,000 for a Moon Ring. Try going through the checkpoint properly to get an explanation of Operation Mi'ihen; since you can't get through, attempt to leave and a special someone will let you on through to the Mushroom Rock Road.

Mushroom Rock

Sectional Flowchart

 To the Crusader Base  Operation Mi'ihen  The Aftermath

To the Crusader Base

TREASURES CHECKLIST [_] Hi-Potion [_] Ether [_] Serene Armlet [_] Al Bhed Primer O'AKA'S ITEM SHOP (Note: These assume you donated 10,000+ Gil, and are thusly 70% (x0.7) the normal Item Name Antidote 35 Gil Echo Screen 35 Gil Eye Drops 35 Gil Phoenix Down 70 Gil Potion 35 Gil O'AKA'S WEAPON/ARMOR SHOP (Note: These assume you donated 10,000+ Gil, and are thusly 70% (x0 Type Weapon Ice Brand Weapon Rod of Wisdom Armor Light Bracer Armor Magic Bangle Armor Magic Ring Armor Metal Shield Armor NulFrost Armguard LOCAL ENEMY BESTIARY Monster Name Funguar 540 Ganderwa 148 Garuda 4,000 Lamashtu 275 Raptor 200 Red Element 450 Thunder Flan 450 Mushroom Rock: When you arrive, go along the path and speak with the stationary guard to grab a Hi-Potion, and then to the one running around for an Ether. Further along, you'll meet up with Clasko, one of the Crusaders (as you ought to know), who will tell you where to to. Go northwest and speak with O'aka for some items if you want (Icestrike in particular can be useful). Also save and speak with the person near the Sphere for a Hi-Potion. After, go further along the path and onto the circular metal ... thingy in the gronud. You'll rise up and.... Valley: This area, while winding and linear (not to mention holding part of Rikku's ultimate weapon down below >__> o Earth Eater

o Greater Sphere o Catastrophe o Th'uban o Neslug o Ultima Buster o Shinryu o Nemesis

An Introduction to the Mosnter Arena and How it Works

The Monster Arena is perhaps the most expansive sidequest of Final Fantasy X, and, barring the Dark Aeons (to some), the most difficult. Hence, I have left it for near-last, not only because it's a pain in the ass to scroll through abougt 150 KB of text (just a guess), but because you should do it last (or second before last). The bosses here are the most difficult ones of the original US FFX, and second to just one, really, in other releases, including HD. The Monster Arena is located in the Calm Lands at the east side. The manager there appearently had all sorts of monsters within his small room in the back, and they've (surprisingly!) gotten loose! He also happens to be old and lazy and thusly tasks you to get them back. In return, he will let you fight them (albeit not for free), let you buy Capture weapons (albeit not for free), and give you tons of valuable items for capturing ever-so-many (which makes it all worth it - really, it does!). To Capture a monster you find in battle (you can capture most of them), you need a weapon with the Capture ability, and must defeat an enemy using that weapon. This means Attack or Skills (Overdrives don't count). It kinda sucks, though - these weapons have only one slot (Capture), and you cannot Customize Capture onto weapons ... I really wanted Deathstrike... You can capture up to ten of any enemy, and any random-encounter enemy (barring a few) from every area. As you capture all the enemies of a particular species or from a particular area, special new monsters called "Creations" will be made available for you to combat, the strategies for which comprise the majority of this section, mostly because they're so hard. As time goes on, you'll also have to Capture, say, five and ten of every enemy to unlock the biggest bad boys (such as the 10,000,000 HP Nemesis) - ever-more time-consuming, but is it worth it? Perhaps. Whatever the case - whether you're here simply for a few Celestial Weapon thingies or here to slaughter Nemesis in twain - good luck!

Unlocking Unique Creations

As described in the previous section, your capture of particular enemies (by area and by species) will be tracked by the game. After meeting milestones in that regard (all from an area or all of a species), new monsters will be unlocked at the Monster Arena for you to fight, and you will also be given a special set of items! Below discusses details on the unlocking these Creations and the rewards for doing so. By the by, the Sunken Cave is really the Cavern of the Stolen Fayth.

AREA CREATIONS Area Besaid Kilika Mi'ihen Highroad Mushroom Rock Road Djose Highroad Thunder Plains Macalania Bikanel Calm Lands Sunken Cave Mt. Gagazet Inside Sin Omega Ruins SPECIES CREATIONS

Strato Malbo Kotto Coeur Jormu Cactu Espad Abyss Chim Don T Catob Abad Vorba Species Creation

Fenrir Ornitholestes Pteryx Hornet Vidatu One-Eye Jumbo Flan Nega Elemental Tanket Fafnir Sleep Sprout Bomb King Juggernaut Ironclad

Ch St M M M St Tw St Go Pu He Tu Li M

ORIGINAL CREATIONS Original Creation Earth Eater Greater Sphere Catastrophe Th'uban Neslug Ultima Buster Shinryu Nemesis

Preparing to Fight!

When it comes to fighting any of the Creations here, you've got a handful to deal with - unless you've fought some of the Dark Aeons already, these will be the hardest bosses you'll fight in the game, and are among the hardest I've ever fought. Then again, I didn't intentionally grind myself to 255 in all stats, although ... that would work. =P Here's a general level of what I think you ought to have:  Sphere Grid: Likely a good 75+% completion rate or so should give you statistics like the below. Having all abilities is highly recommended, especially in the case of everyone having White and Black Magic and some other similar skills. Essential skills include Doublecast, Holy, Flare, Ultima, Curaga, Auto-Life, Full Life, and Quick Hit, for the most part. Copycat can help reduce MP costs and is nice just when looping stuff your other characters don't have. Quick Pockets on the Expert Sphere Grid is also really helpful for item usage.  Overdrives: Simple enough - have the best everyone can get. If they get better ones. That means Blitz Ace for Tidus, Attack Reels for Wakka (yes, not the best in order, but definitely the best anyhow), Tornado for Auron, Nova for Kimahri, some stuff to do some crazy Mixing with Rikku, and ... well, you REALLY ought to have the Magus Sisters by now, but your use of them will likely be limited.  Items: As many you can get of Remedies (if you don't use the Ribbon ability on everyone), Phoenix Downs (for Auto Phoenix), X-Potions (for Auto-Potion - trash all other Potions!!), Elixirs, and Megalixirs. Plus, there are a ton of good Mix combos for Rikku.  Statistics: Likely around 150+ for Area Creations, 200+ for Species and Original Creations for your base stats like Strength and Defense. You do not need to exceed 9,999/999 on HP/MP - if you do, fine by me, but it's not needed, for reasons explained later. You'll want 9,999 HP/999 MP without breaking their limits. With, you'll want 15,000~20,000 HP for the Area Creations, 30,000~40,000 for the Species Creations, and as high as you can get it for the Originals. MP is basically estimated at 1/10 HP, by the way. Granted, those are pretty exorbitant estimations - to be honest, I went by these without Break HP/MP Limit. >_> _> *wields a flyswatter* Begin by throwing up Hastega and Protect if they're not Auto'd on your weapons. Haste especially will be needed, since that 102 Agility is no joke; even with only 63 Strength, if he starts getting in multiple consecutive attacks, you are in TROUBLE. After that, throw up Reflect on the boss. You shouldn't be using a magical offense here anyhow; if you're going to anyways, be sure to hit it directly with Ultima or to Reflect magic from yourself. You can also Silence it (95% chance) if you prefer. After that, go into using Full Break or Banishing Blade - this should halve its Strength, Defense, Magic ('cause that's all it relies on ), and Magic Defense to 32 (16 with Protect), 35, 44, and 48, respectively. Not so harmful now, is he? From there, just start throwing up Quick Hit and he'll go down semi-quickly.

ALTERNATE STRATEGY - DOOM: Like a number of bosses in the Monster Arena, this one is vulnerable to Doom. This is the essence of a desperation tactic, however, because it will take 200 turns for the Doom to kill the boss. Still, if you prefer that, go for it!

ALTERNATE STRATEGY - OVERDRIVES/TRIO OF 9999: Basically, you can abuse Overdrives and Trio of 9999 for this fight. There are three main ways to do so: Lulu's Furies (9,999 per hit, 16 hits with Fire Fury = 159,984 damage), Tidus's Blitz Ace (9 hits at 9,999 damage = 89,991 damage), and Wakka's 2x-2x-2x Attack Reels (12 hits at 9,999 damage = 119,988 damage), and those numbers simply assume you don't hit for 10,000 damage normally. (With Lulu's Furies, you would have to hit for 2.5 times that 9,999 (25,000 or so) to hit 9,999 with the Fury.) Thusly, you can bring in everyone and have them with full Overdrives. If you don't normally hit or exceed 9,999, you will need Rikku's Trio of 9999 Mix, and the third non-Overdrive-using person with Entrust. If you DO exceed 9,999

normally, you can just Entrust to that person twice for three uses. With this boss, to kill it in up to three uses of a single Overdrive type, below are the minimum damages you must deal to kill it with that many Overdrives. (Clearly, if none of the numbers are 9,999 or less, then you can't use Trio of 9999 to win like this without additional Overdrives if everyone came in with Overdrives (7), that's seven uses, about half of the 3 Overdrives column value, so long as everyone also has Entrust.)

Overdrive Blitz Ace Attack Reels Low-level Furies

Vidatu

BOSS - Vidatu

Maximum HP Maximum MP Strength Defense Magic Magic Defense Agility Luck Evade Accuracy Element Weakness Common Item Drops Rare Item Drops Common Steals Rare Steals AP Yield Gil Yield BOSS ANALYSIS: ...? All you'll see from the Vidatu are Osmose and Ultima. Osmose is probably just there to gather more MP for the Ultima since it is rather costly, but ... wow. MAIN STRATEGY: Disconsidering the fact that you can OHKO this boss? When you begin your offense, keep in mind that it has NulAll, so nothing elemental ever hits it, and there's Regen, in case that surprises you. The main problem with this boss is its sheer bulk; 230 Defense and Magic Defense makes this the Shuckle of FFX HD. (No,

seriously, even Shuckle has a base 230 Def./Sp.Def in Pokémon.) If you open with Full Break or Banishing Blade, you'll halve its Strength, Defense, Magic, and Magic Defense to more comfortable levels - 6, 115, 39, and 115, respectively, making Ultima laughable. For the most part, just weaken him, put Hastega on yourself if you lack Auto-Haste, and use Quick Hit for a while. ALTERNATE STRATEGY - DOOM: Like a number of bosses in the Monster Arena, this one is vulnerable to Doom. This is the essence of a desperation tactic, however, because it will take 200 turns for the Doom to kill the boss. Still, if you prefer that, go for it! ALTERNATE STRATEGY - OVERDRIVES/TRIO OF 9999: Basically, you can abuse Overdrives and Trio of 9999 for this fight. There are three main ways to do so: Lulu's Furies (9,999 per hit, 16 hits with Fire Fury = 159,984 damage), Tidus's Blitz Ace (9 hits at 9,999 damage = 89,991 damage), and Wakka's 2x-2x-2x Attack Reels (12 hits at 9,999 damage = 119,988 damage), and those numbers simply assume you don't hit for 10,000 damage normally. (With Lulu's Furies, you would have to hit for 2.5 times that 9,999 (25,000 or so) to hit 9,999 with the Fury.) Thusly, you can bring in everyone and have them with full Overdrives. If you don't normally hit or exceed 9,999, you will need Rikku's Trio of 9999 Mix, and the third non-Overdrive-using person with Entrust. If you DO exceed 9,999 normally, you can just Entrust to that person twice for three uses. With this boss, to kill it in up to three uses of a single Overdrive type, below are the minimum damages you must deal to kill it with that many Overdrives. (Clearly, if none of the numbers are 9,999 or less, then you can't use Trio of 9999 to win like this without additional Overdrives if everyone came in with Overdrives (7), that's seven uses, about half of the 3 Overdrives column value, so long as everyone also has Entrust.)

Overdrive Blitz Ace Attack Reels Low-level Furies

One-Eye

BOSS - One-Eye

BOSS ANALYSIS: This boss only has two attacks. There's Black Stare, which hits for physical damage and can induce Curse to a single person. The other attack is Shockwave; it magically hits everyone and can induce Slow, Confusion, Sleep, Darkness, and Silence.

MAIN STRATEGY: Auto-Haste is imperative in this battle because the odds are basically 50% for this fiend using Shockwave to Slow you, and Ribbon is also imperative to stop the other ailments caused by it. After these two are installed onto your armor, all you have to worry about is simply damage that ... oh, wait, Auto-Potion with X-Potions. Okay, never mind, Quick Hit/Overdrive away!

ALTERNATE STRATEGY - DOOM: Like a number of bosses in the Monster Arena, this one is vulnerable to Doom. This is the essence of a desperation tactic, however, because it will take 200 turns for the Doom to kill the boss. Still, if you prefer that, go for it!

ALTERNATE STRATEGY - OVERDRIVES/TRIO OF 9999: Basically, you can abuse Overdrives and Trio of 9999 for this fight. There are three main ways to do so: Lulu's Furies (9,999 per hit, 16 hits with Fire Fury = 159,984 damage), Tidus's Blitz Ace (9 hits at 9,999 damage = 89,991 damage), and Wakka's 2x-2x-2x Attack Reels (12 hits at 9,999 damage = 119,988 damage), and those numbers simply assume you don't hit for 10,000 damage normally. (With Lulu's Furies, you would have to hit for 2.5 times that 9,999 (25,000 or so) to hit 9,999 with the Fury.) Thusly, you can bring in everyone and have them with full Overdrives. If you don't normally hit or exceed 9,999, you will need Rikku's Trio of 9999 Mix, and the third non-Overdrive-using person with Entrust. If you DO exceed 9,999 normally, you can just Entrust to that person twice for three uses. With this boss, to kill it in up to three uses of a single Overdrive type, below are the minimum damages you must deal to kill it with that many Overdrives. (Clearly, if none of the numbers are 9,999 or less, then you can't use Trio of 9999 to win like this without additional Overdrives if everyone came in with Overdrives (7), that's seven uses, about half of the 3 Overdrives column value, so long as everyone also has Entrust.)

Overdrive Blitz Ace Attack Reels Low-level Furies

Jumbo Flan

BOSS - Jumbo Flan

Maximum HP Maximum MP Strength Defense Magic Magic Defense Agility Luck Evade Accuracy Element Weakness Common Item Drops Rare Item Drops Common Steals Rare Steals AP Yield Gil Yield BOSS ANALYSIS: You can probably expect what you'll get under this offense: Firaga, Blizzaga, Thunderaga, Waterga, Flare, and Ultima are the main things you'll be hit with. The Jumbo Flan also semi-creatively uses Reflect on you, then later goes to bounce Regen or Curaga off of you onto it - don't bother trying to fool it either; Dispelling it just causes it to avoid healing itself. Crap. But, yeah, it's all magic here.

MAIN STRATEGY: I HATE this ... uh ... gelatinous blob thing! You cannot hit it physically (although Blitz Ace oddly worked), you cannot hit it elementally without hitting it, you cannot hit it directly with any magic without bouncing it off yourself due to its perma-Reflect, and it has 1.3 million HP. Geez... Open with Hastega/Auto-Haste and, then hurry up and put Reflect on someone and begin Doublecasting Flare off of them. Also cast Slow on the Reflected person to bounce it to the Flan. After that, you can Dispel the Reflect on that someone and more properly Doublecast Ultima on the Flan, which pierces that Reflect; it's not a lot more damage (+17%), but it's something. From there on out, you basically have to just rely on Auto-Potion or Curaga for your healing while that 1,300,000 HP slowly grinds down ... down ... down ... down ... down ...

ALTERNATE STRATEGY - ANIMA: Before this battle, you will need to have Anima if you plan to use this strategy (obviously enough). It is also recommended for her to know Haste and Regen, and Shell as well if you've yet to boost her Magic Defense significantly. Curaga would also be nice for emergencies. Open the battle with Anima throwing up Regen and Haste, in that order, then Shell as is applicable; this will allow her to regenerate her HP over time (lessens the need for Curaga) and get in a lot of turns, offensively. So, what does one do on those turns? As it happens, Anima's Pain is not classified as a physical (which would be nulled) or a magical (which would be Reflected) attack, allowing you to directly deal damage to the Jumbo Flan. Thus, it's as simple as that with a good-'nuff Anima: self-buff, Pain, Pain, Pain, Pain, Pain, Pain...

ALTERNATE STRATEGY - DOOM: Like a number of bosses in the Monster Arena, this one is vulnerable to Doom. This is the essence of a desperation tactic, however, because it will take 200 turns for the Doom to kill the boss. Still, if you prefer that, go for it!

ALTERNATE STRATEGY - OVERDRIVES/TRIO OF 9999: Basically, you can abuse Overdrives and Trio of 9999 for this fight. There are three main ways to do so: Lulu's Furies (9,999 per hit, 16 hits with a Fury = 159,984 damage), Tidus's Blitz Ace (9 hits at 9,999 damage = 89,991 damage), and Wakka's 2x-2x-2x Attack Reels (12 hits at 9,999 damage = 119,988 damage), and those numbers simply assume you don't hit for 10,000 damage normally. (With Lulu's Furies, you would have to hit for 2.5 times that 9,999 (25,000 or so) to hit 9,999 with the Fury.) Thusly, you can bring in everyone and have them with full Overdrives. If you don't normally hit or exceed 9,999, you will need Rikku's Trio of 9999 Mix, and the third non-Overdrive-using person with Entrust. If you DO exceed 9,999 normally, you can just Entrust to that person twice for three uses. With this boss, to kill it in up to three uses of a single Overdrive type, below are the minimum damages you must deal to kill it with that many Overdrives. (Clearly, if none of the numbers are 9,999 or less, then you can't use Trio of 9999 to win like this without additional Overdrives if everyone came in with Overdrives (7), that's seven uses, about half of the 3 Overdrives column value, so long as everyone also has Entrust.)

Overdrive Blitz Ace Attack Reels Low-level Furies

Nega Elemental

BOSS - Nega Elemental

Maximum HP Maximum MP

Strength Defense Magic Magic Defense Agility Luck Evade Accuracy Element Weakness Common Item Drops Rare Item Drops Common Steals Rare Steals AP Yield Gil Yield BOSS ANALYSIS: The Nega Elemental has a pretty basic, all-magic offense - Firaga, Blizzaga, Thundaga, Waterga, and Flare, with Ultima coming as a counterattack to anything you do to it.

MAIN STRATEGY: Without exception, open the fight with Reflect - this will send most of those painful spells back at Nega. He will be healed by most of them except Flare, but it's relatively minor; you should be able to out-damage that bit of it. Ultima you can't Reflect, so you'll need to heal after it. But, overall, not a lot to say - throw up Reflect, then Doublecast Flare/Ultima to death. Remember to bounce the Flares off yourself, though, as Nega can Reflect itself.

ALTERNATE STRATEGY - ANIMA: Before this battle, you will need to have Anima if you plan to use this strategy (obviously enough). It is also recommended for her to know Haste and Regen, and Shell as well if you've yet to boost her Magic Defense significantly. Curaga would also be nice for emergencies. Open the battle with Anima throwing up Regen and Haste, in that order, then Shell as is applicable; this will allow her to regenerate her HP over time (lessens the need for Curaga) and get in a lot of turns, offensively. So, what does one do on those turns? As it happens, Anima's Pain is not classified as a physical or a magical attack, allowing you to directly deal damage to the Nega Elemental without fear of retaliation via Ultima! Thus, it's as simple as that with a good-'nuff Anima: self-buff, Pain, Pain, Pain, Pain, Pain, Pain...

ALTERNATE STRATEGY - DOOM: Like a number of bosses in the Monster Arena, this one is vulnerable to Doom. This is the essence of a desperation tactic, however, because it will take 200 turns for the Doom to kill the boss. Still, if you prefer that, go for it!

ALTERNATE STRATEGY - OVERDRIVES/TRIO OF 9999: Basically, you can abuse Overdrives and Trio of 9999 for this fight. There are three main ways to do so: Lulu's Furies (9,999 per hit, 16 hits with Fire Fury = 159,984 damage),

Tidus's Blitz Ace (9 hits at 9,999 damage = 89,991 damage), and Wakka's 2x-2x-2x Attack Reels (12 hits at 9,999 damage = 119,988 damage), and those numbers simply assume you don't hit for 10,000 damage normally. (With Lulu's Furies, you would have to hit for 2.5 times that 9,999 (25,000 or so) to hit 9,999 with the Fury.) Thusly, you can bring in everyone and have them with full Overdrives. If you don't normally hit or exceed 9,999, you will need Rikku's Trio of 9999 Mix, and the third non-Overdrive-using person with Entrust. If you DO exceed 9,999 normally, you can just Entrust to that person twice for three uses. With this boss, to kill it in up to three uses of a single Overdrive type, below are the minimum damages you must deal to kill it with that many Overdrives. (Clearly, if none of the numbers are 9,999 or less, then you can't use Trio of 9999 to win like this without additional Overdrives if everyone came in with Overdrives (7), that's seven uses, about half of the 3 Overdrives column value, so long as everyone also has Entrust.)

Overdrive Blitz Ace Attack Reels Low-level Furies

Tanket

BOSS - Tanket

Strength Defense Magic Agility Luck Evade Accuracy

Rare Steals AP Yield Gil Yield

BOSS ANALYSIS: What a crappy offense - it can do a basic physical and it can also doing a slightly-faster basic physical. Both of these, however, cause Berserk and delay your next turn. Ouch. They're also not too friendly at over 100 Strength.

MAIN STRATEGY: Well, first things first - without Berserkproof or Ribbon, you can have troubles here. Auto-Haste and Auto-Protect also very good. Beyond that, though, it's mostly one of those heal-and-attack battles. Evade & Counter can be useful for dodging the attacks, at least. Be sure to use Armor/Full Break, too, to halve the boss's 100 Defense to 50, then start barraging it with Quick Hit. This will become extremely vital at under 50% HP, too, as the boss will focus a lot on its Rush Attack, which seems to speed up its next turn like Quick Hit does, which will slowly kill you at low Agility if you can't keep up. >_< To be honest, the Overdrive set is the way to go for this one.

ALTERNATE STRATEGY - DOOM: Like a number of bosses in the Monster Arena, this one is vulnerable to Doom. This is the essence of a desperation tactic, however, because it will take 200 turns for the Doom to kill the boss. Still, if you prefer that, go for it!

ALTERNATE STRATEGY - OVERDRIVES/TRIO OF 9999: Basically, you can abuse Overdrives and Trio of 9999 for this fight. There are three main ways to do so: Lulu's Furies (9,999 per hit, 16 hits with Fire Fury = 159,984 damage), Tidus's Blitz Ace (9 hits at 9,999 damage = 89,991 damage), and Wakka's 2x-2x-2x Attack Reels (12 hits at 9,999 damage = 119,988 damage), and those numbers simply assume you don't hit for 10,000 damage normally. (With Lulu's Furies, you would have to hit for 2.5 times that 9,999 (25,000 or so) to hit 9,999 with the Fury.) Thusly, you can bring in everyone and have them with full Overdrives. If you don't normally hit or exceed 9,999, you will need Rikku's Trio of 9999 Mix, and the third non-Overdrive-using person with Entrust. If you DO exceed 9,999 normally, you can just Entrust to that person twice for three uses. With this boss, to kill it in up to three uses of a single Overdrive type, below are the minimum damages you must deal to kill it with that many Overdrives. (Clearly, if none of the numbers are 9,999 or less, then you can't use Trio of 9999 to win like this without additional Overdrives if everyone came in with Overdrives (7), that's seven uses, about half of the 3 Overdrives column value, so long as everyone also has Entrust.)

Overdrive Blitz Ace Attack Reels Low-level Furies

Fafnir

BOSS - Fafnir

Strength Defense Magic Agility Luck Evade Accuracy

Rare Steals AP Yield Gil Yield BOSS ANALYSIS: Fafnir is a nasty guy, but at least he has a set pattern of moves. He opens first with a basic physical attack. On the next turn, he does an Attack to one guy, hits everyone for Ice damage, and then Attacks another guy, all in the same turn. On turn three, he uses the same thing, but using Fire damage; on turn four, then same thing, but Lightning damage; and an Attack on turn five and loop from there. We're talking an average of 2.2 attacks per turn.

MAIN STRATEGY: Due to the sheer amount of damage flying around, having Auto-Protect and Auto-Shell or opening with Hyper Mighty G (yes, nothing less than that type of opening) will be VITAL to your survival. Also open with Hastega and Auto-Life, and maybe Regen - though, honestly, the less time you can spend on this setting-up bit, the better. If you happen to already have Auto-Protect, Auto-Shell, and Auto-Haste, then Rikku opening with Ultra NulAll also saves a ton of time (NulAll, 5 each of Cheer, Focus, Aim, Reflex). As you begin, start by blowing up NulFrost, NulBlaze, and NulShock, in that order, and refilling the empty holes when they come. This will take a load off of your damage since those Triple Attacks' elemental portions hit everyone. If you can keep up with him, you'll end up nullifying a lot of the damage yourself through the Nul-spells and Auto-X-Potions. You'll also want to open with Full Break or Banishing Blade to halve this beast's stats (38 Str or 19 with Protect, 15 Def, 55 Mag or 28 with Shell, 65 MDef). That done, you can get onto the real offense - due to the significantly smaller Defense, it will be better to use a lot of Quick Hit, since physical attacks here on average deal 333% more damage.

ALTERNATE STRATEGY - DOOM: Like a number of bosses in the Monster Arena, this one is vulnerable to Doom. This is the essence of a desperation tactic, however, because it will take 200 turns for the Doom to kill the boss. Still, if you prefer that, go for it!

ALTERNATE STRATEGY - OVERDRIVES/TRIO OF 9999: Basically, you can abuse Overdrives and Trio of 9999 for this fight. There are three main ways to do so: Lulu's Furies (9,999 per hit, 16 hits with Fire Fury = 159,984 damage), Tidus's Blitz Ace (9 hits at 9,999 damage = 89,991 damage), and Wakka's 2x-2x-2x Attack Reels (12 hits at 9,999 damage = 119,988 damage), and those numbers simply assume you don't hit for 10,000 damage normally. (With Lulu's Furies, you would have to hit for 2.5 times that 9,999 (25,000 or so) to hit 9,999 with the Fury.) Thusly, you can bring in everyone and have them with full Overdrives. If you don't normally hit or exceed 9,999, you will need Rikku's Trio of 9999 Mix, and the third non-Overdrive-using person with Entrust. If you DO exceed 9,999 normally, you can just Entrust to that person twice for three uses. With this boss, to kill it in up to three uses of a single Overdrive type, below are the minimum damages you must deal to kill it with that many Overdrives. (Clearly, if none of the numbers are 9,999 or less, then you can't use Trio of 9999 to win like this without additional Overdrives if everyone came in with Overdrives (7), that's seven uses, about half of the 3 Overdrives column value, so long as everyone also has Entrust.)

Overdrive Blitz Ace Attack Reels Low-level Furies

Sleep Sprout

BOSS - Sleep Sprout

Strength Defense Magic Agility Luck Evade Accuracy

Rare Steals

AP Yield Gil Yield BOSS ANALYSIS: You'll learn to hate this guy in due time if you can't OHKO him. Why? The move Goodnight causes damage to everyone and puts Sleep, Poison, Berserk, and Armor/Power Break on them. (BTW, you don't block Breaks with Ribbon.) There's also a number of basic Black Magic spells you'll see: Firaga, Blizzaga, Thundaga, Waterga, Flare, and Ultima. So, nothing unexpected there, but all the damage here is magical and that's a pretty high Magic stat, wouldn't you say? Its main strategy is to halve your physical damage so that you can't really strike at its 167 Defense (Power Break, you see?), and you can't Break it, either...

MAIN STRATEGY: Anyhow, what to do when the battle begins? Well, you better have First Strike on someone and Yuna out of the initial party on the off-chance you're ambushed; if you are, there's the Goodnight attack and you're pretty screwed because, even with Ribbon, you'll still get your Strength and Defense halved through Power Break. (Though, now that I think about it, why does it bother with Armor Break if it has no physical attacks?) You'll also see Goodnight if you ever attack physically, so, ouch.... Open your fight with Aeon cannon fodder if you must, but otherwise throw up Shell and Hastega. Reflect wouldn't be too bad (in addition to Shell, since Goodnight is magical and nonreflectable, as is Ultima) to throw back some spells. Once that's done, go for Quick Hit if you have Ribbon and are willing to stand the Goodnight's damage (though you definitely won't Quick Hit again =P). Otherwise, Flare, Ultima, and the like work good. It won't take long to fall, I assure you ... you can just Trio of 9999 this guy away if you must!

ALTERNATE STRATEGY - DOOM: Like a number of bosses in the Monster Arena, this one is vulnerable to Doom. This is the essence of a desperation tactic, however, because it will take 200 turns for the Doom to kill the boss. Still, if you prefer that, go for it!

ALTERNATE STRATEGY - OVERDRIVES/TRIO OF 9999: Basically, you can abuse Overdrives and Trio of 9999 for this fight. There are three main ways to do so: Lulu's Furies (9,999 per hit, 16 hits with Fire Fury = 159,984 damage), Tidus's Blitz Ace (9 hits at 9,999 damage = 89,991 damage), and Wakka's 2x-2x-2x Attack Reels (12 hits at 9,999 damage = 119,988 damage), and those numbers simply assume you don't hit for 10,000 damage normally. (With Lulu's Furies, you would have to hit for 2.5 times that 9,999 (25,000 or so) to hit 9,999 with the Fury.) Thusly, you can bring in everyone and have them with full Overdrives. If you don't normally hit or exceed 9,999, you will need Rikku's Trio of 9999 Mix, and the third non-Overdrive-using person with Entrust. If you DO exceed 9,999 normally, you can just Entrust to that person twice for three uses. With this boss, to kill it in up to three uses of a single Overdrive type, below are the minimum damages you must deal to kill it with that many Overdrives. (Clearly, if none of the numbers are 9,999 or less, then you can't use Trio of 9999 to win like this without additional Overdrives if everyone came in with Overdrives (7), that's seven uses, about half of the 3 Overdrives column value, so long as everyone also has Entrust.)

Overdrive Blitz Ace Attack Reels Low-level Furies

Bomb King

BOSS - Bomb King

BOSS ANALYSIS: ... It's a Bomb, what'd'ya expect? It can use Fira and Firaga for its main elemental magic spells, as well as a physical attack. You'll also see Ultima, of course, though their power is mediocre for the Monster Arena Creations. You'll also see the boss grow like a normal Bomb in response to being hit (takes three hits here), although this is seemingly aesthetic as, unlike normal Bombs, the boss doens't blow up after the fourth hit. Growing does have a minor purpose, though, in advancing the boss's offense from Fira to Firaga to Ultima, so look out for that ... or abuse thereof, as to be discussed later.

MAIN STRATEGY: Nothing special to begin with. I seriously recommend opening the fight with three Quick Hits, before anything else. This will make the Bomb King grow once, changing his offense to Fira in lieu of his physical attack. We can nullify Fira, but not a physical attack - in fact, the whole strategy below relies on buffing up while nullifying any antagonizing attacks for the SOLE purpose of defeating this boss as fast as possible before a good Ultima can get in. Since the Bomb King is limited to Fira and a basic physical at the start, take your sweet time buffing with Hastega, Shell, Protect, Regen, and Auto-Life - hey, may as well, since we rarely get such good chances. Heck, spamming

NulBlaze may not even be too bad an idea. Or you can have Rikku throw up Hyper Mighty G or Ultra NulAll depending on what your armor abilities are (nothing really important for HMG, and Auto-Haste/Protect/Shell/Regen for Ultra NulAll to get some stat boosts). Trust me, you'll be happy about this buffing time later, especially if you go around and throw up lots of Cheer and Focus, too... I'm not kidding. Do it. After it's done, begin to bash the crap out of the Bomb King - but wait until literally just after his turn to do so. Again, if you hit him, he grows and his offense increases to Firaga and then to Ultima - you don't want to be hit by Ultima in lieu of Fira just because you had to get in two Quick Hits, right? AFTER the boss's Fira, go into a Quick Hitting frenzy - do nothing but Quick Hit, as you'll not be countered until the boss eventually gets to use Ultima. Hopefully, with Break Damage Limit and some high Agility, you might not even have to SEE a non-nullified attack. =P

ALTERNATE STRATEGY - COUNTERATTACK ABUSE: For this strategy, basically have Evade & Counter on all of your weapons. During the first stage of the boss's growth (i.e. at the start), it will only be able to use a basic physical attack. Thusly, Evade & Counter, right? Evade it and strike back, right? As it turns out, this boss's internal counter will not counterattacks towards its growth - in other words, you can sit there and counterattack 479,999 times, and it will still use a basic physical attack before you deal that last 1 HP of damage to kill it. And thus, the abuse! During your turns, do absolutely nothing but buff yourself up initially (the attack is weak - may as well go Cheer, right?) with Protect, Hastega, Regen, Auto-Life, Cheer, and Aim as much as you can. If you want, go ahead and Mix Trio of 9999 together to end this boss in 49 counterattacks. But this buffing is all unnecessary - on a general level, Evade & Counter will make you invincible, and the buffing is just insurance and speeding up the damn thing. You can Haste the boss and Slowga yourself if you want to really get it doing, then just keep mashing Triangle to Defend - 'cause, after all that buffing, there's nothing to do but Defend and quarter the damage you take.

ALTERNATE STRATEGY - DOOM: Like a number of bosses in the Monster Arena, this one is vulnerable to Doom. This is the essence of a desperation tactic, however, because it will take 200 turns for the Doom to kill the boss. Still, if you prefer that, go for it!

ALTERNATE STRATEGY - OVERDRIVES/TRIO OF 9999: Basically, you can abuse Overdrives and Trio of 9999 for this fight. There are three main ways to do so: Lulu's Furies (9,999 per hit, 16 hits with Fire Fury = 159,984 damage), Tidus's Blitz Ace (9 hits at 9,999 damage = 89,991 damage), and Wakka's 2x-2x-2x Attack Reels (12 hits at 9,999 damage = 119,988 damage), and those numbers simply assume you don't hit for 10,000 damage normally. (With Lulu's Furies, you would have to hit for 2.5 times that 9,999 (25,000 or so) to hit 9,999 with the Fury.) Thusly, you can bring in everyone and have them with full Overdrives. If you don't normally hit or exceed 9,999, you will need Rikku's Trio of 9999 Mix, and the third non-Overdrive-using person with Entrust. If you DO exceed 9,999 normally, you can just Entrust to that person twice for three uses. With this boss, to kill it in up to three uses of a single Overdrive type, below are the minimum damages you must deal to kill it with that many Overdrives. (Clearly, if none of the numbers are 9,999 or less, then you can't use Trio of 9999 to win like this without additional Overdrives if everyone came in with Overdrives (7), that's seven uses, about half of the 3 Overdrives column value, so long as everyone also has Entrust.)

Overdrive

Blitz Ace Attack Reels Low-level Furies

Juggernaut

BOSS - Juggernaut

Strength Defense Magic Agility Luck Evade Accuracy

Rare Steals AP Yield Gil Yield BOSS ANALYSIS: The Juggernaut uses only a few attacks. It can use a basic attack for some damage, and it can use Crush Spike to instantly kill, or to damage if you have Deathproof/Ribbon. There's also Salvo, which takes a turn to charge, and the charging begins after the Juggernaut uses its fourth Crush Spike. Salve is basically some nasty Fire-elemental damage to everyone.

MAIN STRATEGY: Ribbon/Deathproof and Fireproof/Eater are essential for this fight. ... Well, Fire Eater isn't really, but it's nice to absorb Salve, eh? In any case, you have enough time before it's fired to put up NulBlaze if you want. Anyhow, there's not much to say. Open with what you don't have Auto'd of Hastega/Protect, then simply go into some Quick Hits and heal as needed. (Don't expect to get in anything magical, since the Juggernaut is immune to all magic.) You may want to put up Full Break or Banishing Blade to halve his offenses and defenses, each quite

significantly (49 Str, 70 Def, 35 Mag, 31 MDef). Be sure to use NulBlaze at some point before a Salvo is fired, and that's pretty much it - eventually, he'll go down.

ALTERNATE STRATEGY - DOOM: Like a number of bosses in the Monster Arena, this one is vulnerable to Doom. This is the essence of a desperation tactic, however, because it will take 200 turns for the Doom to kill the boss. Still, if you prefer that, go for it!

ALTERNATE STRATEGY - OVERDRIVES/TRIO OF 9999: Basically, you can abuse Overdrives and Trio of 9999 for this fight. There are three main ways to do so: Lulu's Furies (9,999 per hit, 16 hits with Fire Fury = 159,984 damage), Tidus's Blitz Ace (9 hits at 9,999 damage = 89,991 damage), and Wakka's 2x-2x-2x Attack Reels (12 hits at 9,999 damage = 119,988 damage), and those numbers simply assume you don't hit for 10,000 damage normally. (With Lulu's Furies, you would have to hit for 2.5 times that 9,999 (25,000 or so) to hit 9,999 with the Fury.) Thusly, you can bring in everyone and have them with full Overdrives. If you don't normally hit or exceed 9,999, you will need Rikku's Trio of 9999 Mix, and the third non-Overdrive-using person with Entrust. If you DO exceed 9,999 normally, you can just Entrust to that person twice for three uses. With this boss, to kill it in up to three uses of a single Overdrive type, below are the minimum damages you must deal to kill it with that many Overdrives. (Clearly, if none of the numbers are 9,999 or less, then you can't use Trio of 9999 to win like this without additional Overdrives if everyone came in with Overdrives (7), that's seven uses, about half of the 3 Overdrives column value, so long as everyone also has Entrust.)

Overdrive Blitz Ace Attack Reels Low-level Furies

Ironclad

BOSS - Ironclad

Maximum HP Maximum MP Strength Defense Magic Magic Defense Agility

Luck Evade Accuracy Element Weakness Common Item Drops Rare Item Drops Common Steals Rare Steals AP Yield Gil Yield BOSS ANALYSIS: The Ironclad is essence of bulkiness, boasting 220 Defense, 180 Magic Defense, and a whopping 2,000,000 HP, more than any other Species or Area Creation, any normal FFX enemy, some Dark Aeons, and ... ah, you get the message. Anyhow, the boss's attacks are rather weak: there's Reppageki (hits one), Bushinzan (all), and Shinryudan (one). He actually uses them in that order, too. The first two are about the same in power, with the Shinryudan being about 50% stronger. They're like 15~25 altogether in their base power, by the way; most good magic is stronger. It's not important, but it shows you how much this guy relies on tanking you rather than fighting mano a mano.

MAIN STRATEGY: Of course, when I fight a tank, regardless of the RPG, it almost always loses. =D Open the fight with what you lack of Hastega, Protect, Regen, and Auto-Life - if you must, Hyper Mighty G saves a few turns. (Shell isn't needed, since all the boss's attacks are outright physicals.) Also be sure to use Full Break or Banishing Blade on him to halve his Defenses; you won't get Power Break through (and Magic Break is useless), but it again saves some time. From there on out, use Quick Hit if you want the physical offense, though Flare and Ultima are smarter as they'll deal ~22% more damage and can be Doublecasted. =P A simple but lengthy fight, really.

ALTERNATE STRATEGY - DOOM: Like a number of bosses in the Monster Arena, this one is vulnerable to Doom. This is the essence of a desperation tactic, however, because it will take 200 turns for the Doom to kill the boss. Still, if you prefer that, go for it!

ALTERNATE STRATEGY - OVERDRIVES/TRIO OF 9999: Basically, you can abuse Overdrives and Trio of 9999 for this fight. There are three main ways to do so: Lulu's Furies (9,999 per hit, 16 hits with Fire Fury = 159,984 damage), Tidus's Blitz Ace (9 hits at 9,999 damage = 89,991 damage), and Wakka's 2x-2x-2x Attack Reels (12 hits at 9,999 damage = 119,988 damage), and those numbers simply assume you don't hit for 10,000 damage normally. (With Lulu's Furies, you would have to hit for 2.5 times that 9,999 (25,000 or so) to hit 9,999 with the Fury.) Thusly, you can bring in everyone and have them with full Overdrives. If you don't normally hit or exceed 9,999, you will need Rikku's Trio of 9999 Mix, and the third non-Overdrive-using person with Entrust. If you DO exceed 9,999 normally, you can just Entrust to that person twice for three uses. With this boss, to kill it in up to three uses of a single Overdrive type, below are the minimum damages you must deal to kill it with that many Overdrives. (Clearly, if none of the numbers are 9,999 or less, then you can't use Trio of 9999 to win like this without additional Overdrives if everyone came in with Overdrives (7), that's seven uses, about half of the 3 Overdrives column value, so long as

everyone also has Entrust. Also, since the boss has a ton of HP, this goes on a scale of 2-4 Overdrives, since you can't kill it with 1.)

Overdrive Blitz Ace Attack Reels Low-level Furies

Earth Eater

BOSS - Earth Eater

Maximum HP Maximum MP Strength Defense Magic Magic Defense Agility Luck Evade Accuracy

Rare Item Drops Common Steals Rare Steals AP Yield Gil Yield BOSS ANALYSIS: Oh, God, I hate this guy... He will typically be seen using Megaton Punch. It can be used once as a counter for ANYTHING, and twice during his normal turns, and it can induce KO immediately, or physical damage if protected against. Like the Chocobo Eater it mimics, you can hit it for 100,000 damage and it'll fall down, after which it'll just cast Flare for two turns before getting back up.

MAIN STRATEGY: I'm not kidding when I say this - if you do not have Deathproof or Ribbon on ALL of your armors now, get out of here and grab the items necessary for it. They're virtually necessary to win this, unless you plan on

every other turn being a Mega Phoenix. You will also want Auto-Haste, Auto-Shell, and Auto-Protect. Auto-Protect isn't thatneeded, but it can help you survive a Megaton Punch; if you're confident, swap for Auto-Potion with only XPotions in stock since that'll help deal with Flare later in the fight. The only way I could think to win was a high-damage, high-speed strategy - in this case, you NEED to exceed over 100,000 damage in a single attack. In doing so, you will knock him and cancel the Megaton Punch counter you had coming, and then the two Megatons you had coming for the battle-finisher. Granted, Ribbon/Deathproof would let you sit through them, but, at a 117 Strength, that's not a good idea, even with exorbitant (200+) Defense if you're running 9,999 HP like me. You need to have the ability to execute such an offense as many times as you can, which means seven full Overdrive gauges, each wielder with Entrust, all heading to Tidus for a Blitz Ace averaging 11,112 damage per hit - if you can manage that, you've got an effective free 15 turns. Once the Earth Eater is on his ass, he will begin countering everything with Flare - this will be Reflected off him, so don't expect to block it, just have Shell/Auto-Shell/some kind ofMighty G up by then. Flare is a LOT more manageable than Deathproof'd Megaton Punch ... IF you have Shell. Otherwise, expect a lot worse to come from it - SHELL IS NECESSARY TO SURVIVE! At this point, you'll want to be Quick Hitting as much as you can; you'll be hit by Flare, but it'll be halved by Shell and healed by Auto-Potion if you've got it. Keep Quick Hitting, too - the more turns you can get while the Earth Eater is on his back, the less you have you to deal with Megaton Punch. Screw that crap about not hitting a man while he's down - this ain't no man! =D Eventually, Earth Eater will likely get up. Try to notice beforehand (keep a track on the CTB - it's third turn is when it gets up) and Entrust another Overdrive gauge to Tidus (ifStoic/Comrade hasn't already gotten him another lol) for another Blitz Ace. It gets up, you knock it back down in flashy style and Quick Hit it again and again to oblivion.

ALTERNATE STRATEGY - DOOM: Like a number of bosses in the Monster Arena, this one is vulnerable to Doom. This is the essence of a desperation tactic, however, because it will take 255 turns for the Doom to kill the boss. Still, if you prefer that, go for it!

Greater Sphere

BOSS - Greater Sphere

Maximum HP Maximum MP Strength Defense Magic Magic Defense

Agility Luck Evade Accuracy Element Weakness Common Item Drops Rare Item Drops Common Steals Rare Steals AP Yield Gil Yield BOSS ANALYSIS: The Greater Sphere is basically super-buffed Spherimorph. You can expect a simple physical attack if yuo do nothing at all. It will cast Ultima on you if hit it with most things - physical OR magical. If that thing happens to be an Overdrive, you will get hit with Hydraulic Press instead (also occurs at random), which rips off 93.75% of your max HP - not your current, your MAX. That means if you have less than 9,375 HP out of 9,999 left, you die. If you have less than 93,750 left of 99,999 left, you die. Ouch. (As a note of trivia, if you happen to deal 93,750 damage across each of 16 hits, you win.) Also, if you summon an Aeon, expect to see the basic "-ga" skills.

MAIN STRATEGY: This battle demands having no Break HP Limit, yet having Auto-Potion with only X-Potions in your stock. That way, you will heal fully after every attack, negating them all so long as you have enough Defense. Like with Spherimorph, this guy has a weakness, but it varies, and to know it you must get him to cast something ... or do you? As usual, there's a slight flaw in the system regarding Elemental Shift, which we couldn't abuse back against Spherimorph. Basically, like a number of other fights we've seen, Elemental Shift seems to not count counterattacks (including Reflected ones from you to it) for some reason. Thusly, hurry up and put Reflect on your party and have someone throw Fire against an ally. (Like usual, the Greater Sphere is weak to one element and absorbs the rest.) If it's absorbed, big deal; if you dealt damage, though, you've found the weakness. And no Elemental Shift has occured! =O You know what that means, right? A foolproof strategy! At 9,999 HP with 99 X-Potions (only kind of Potions you have in stock), you'll get hit with a basic physical or Hydraulic Press, likely not die, and then fully heal yourself. Your offense? Doublecast the "-ga" spell the Greater Sphere is weak to on yourself and it'll go to the GS Ball (lol), with no Elemental Shift triggered. Then you can Copycat it around and around and basically be invincible until you run out of X-Potions, which probably won't happen if you have Hastega already on and decent Agility.

ALTERNATE STRATEGY - DOOM: Like a number of bosses in the Monster Arena, this one is vulnerable to Doom. This is the essence of a desperation tactic, however, because it will take 255 turns for the Doom to kill the boss. Still, if you prefer that, go for it!

ALTERNATE STRATEGY - OVERDRIVES/TRIO OF 9999: Basically, you can abuse Overdrives and Trio of 9999 for this fight. There are three main ways to do so: Lulu's Furies (9,999 per hit, 16 hits with Fire Fury = 159,984 damage),

Tidus's Blitz Ace (9 hits at 9,999 damage = 89,991 damage), and Wakka's 2x-2x-2x Attack Reels (12 hits at 9,999 damage = 119,988 damage), and those numbers simply assume you don't hit for 10,000 damage normally. (With Lulu's Furies, you would have to hit for 2.5 times that 9,999 (25,000 or so) to hit 9,999 with the Fury.) Thusly, you can bring in everyone and have them with full Overdrives. If you don't normally hit or exceed 9,999, you will need Rikku's Trio of 9999 Mix, and the third non-Overdrive-using person with Entrust. If you DO exceed 9,999 normally, you can just Entrust to that person twice for three uses. With this boss, to kill it in up to three uses of a single Overdrive type, below are the minimum damages you must deal to kill it with that many Overdrives. (Clearly, if none of the numbers are 9,999 or less, then you can't use Trio of 9999 to win like this without additional Overdrives if everyone came in with Overdrives (7), that's seven uses, about half of the 3 Overdrives column value, so long as everyone also has Entrust.) The only problem with this Overdrive strategy is that you'll be hit with Hydraulic Press after one Overdrive! If you go multi-Overdrive, you MUST heal in-between the Overdrives, since Hydraulic Press is based on maximum HP and takes away HP from the party equal to 93.75% of that.

Overdrive Blitz Ace Attack Reels Low-level Furies

Catastrophe

BOSS - Catastrophe

Maximum HP Maximum MP Strength Defense Magic Magic Defense Agility Luck Evade Accuracy

Rare Item Drops Common Steals

Rare Steals AP Yield Gil Yield If it matters to anyone, this is probably the easiest of the Original Creations ... or at least the first one I ever beat. >_> BOSS ANALYSIS: The boss will stay in its shell for a good while, like the Sinspawn Geneaux we fought at Kilika, until we get rid of so-much (450,000) HP. Every two turns, it will use the Toxic Cloud attack: this can do some magical damage to all and inflict Poison, Confusion, and Curse. It will skip every other turn. After breaking dat shell, it will use Toxic Spray as its first move. It will always hit the highest-HP character and inflict physical damage as well as Power, Armor, Magic, and Mental Break - you'll need to Dispel them to get anything good from them. Next comes Demi, which you're familiar with, then Hundred Thorns for some semi-nasty physical damage to everyone.

MAIN STRATEGY: For this battle, you'll want to have Ribbon, Auto-Haste, Auto-Protect/Auto-Shell, and Auto-Potion (only X-Potions in stock) on your armor with pretty much no exception. Ribbon stops Toxic Cloud from making you kill yourself (though you have to manually heal Curse), Auto-Haste is nice, and Auto-Potion heals. AutoProtect/Shell/Haste are used rather than simply instilling them in the battle solely because of Toxic Spray. The only way to rid yourself of the Full Break is Dispel, which would also get rid of Protect, Shell, Haste... You get me? If they're Auto'd, then they don't go away when you Dispel. Dispel is still a turn, but it could be a lot worse. Anyhow, the battle strategy? Since Toxic Cloud's main problem is prevented via Ribbon, you have nothing to worry about during this phase. Spend this time buffing up and even bringing on Cheer and Focus and all that good stuff before even bothering with the offense. From 1.75 million HP on, you'll have to deal with the real thing. Dispel any Breaks you get, but that will be the main thing you have to worry about short of the occasional healing.

ALTERNATE STRATEGY - DOOM: Like a number of bosses in the Monster Arena, this one is vulnerable to Doom. This is the essence of a desperation tactic, however, because it will take 255 turns for the Doom to kill the boss. Still, if you prefer that, go for it!

ALTERNATE STRATEGY - OVERDRIVES/TRIO OF 9999: Basically, you can abuse Overdrives and Trio of 9999 for this fight. There are three main ways to do so: Lulu's Furies (9,999 per hit, 16 hits with Fire Fury = 159,984 damage), Tidus's Blitz Ace (9 hits at 9,999 damage = 89,991 damage), and Wakka's 2x-2x-2x Attack Reels (12 hits at 9,999 damage = 119,988 damage), and those numbers simply assume you don't hit for 10,000 damage normally. (With Lulu's Furies, you would have to hit for 2.5 times that 9,999 (25,000 or so) to hit 9,999 with the Fury.) Thusly, you can bring in everyone and have them with full Overdrives. If you don't normally hit or exceed 9,999, you will need Rikku's Trio of 9999 Mix, and the third non-Overdrive-using person with Entrust. If you DO exceed 9,999 normally, you can just Entrust to that person twice for three uses. With this boss, to kill it in up to four uses of a single Overdrive type, below are the minimum damages you must deal to kill it with that many Overdrives. (Clearly, if none of the numbers are 9,999 or less, then you can't use Trio of 9999 to win like this without additional Overdrives - if everyone came in with Overdrives (7), that's seven uses, about half of the 3 Overdrives column value,

so long as everyone also has Entrust. By the way, since this boss has a TON of HP, the scale is from 2-4 Overdrives to accomodate - there's no killing below that number.)

Overdrive Blitz Ace Attack Reels Low-level Furies

Th'uban

BOSS - Th'uban

BOSS ANALYSIS: Th'uban thankfully has a regular move pattern.  It first will open with a basic physical attack.  Next comes Rainbow, which is physical damage to all. You'll also get Confusion, Curse, Sleep, Darkness, and Silence.  The boss will then use Protect; if that's on, then Shell; if that's on, then Regen; if that's on, turn is skipped.

 Fourth is Convergence, which is nasty magical damage to one character. Like a set 99,999, or 50,000 with Shell - expect it to kill without Break HP Limit.  It loops from there.  You'll also see Condemn - physical damage to all, plus Dispel that removes even Auto-Life to counter most things.  You will see Haste as a counter to statusing attacks.

MAIN STRATEGY: Beforehand, if you want a positive status, you had best let it be an Auto-thingy in your armor. I recommend Ribbon, Auto-Haste, Auto-Protect or Auto-Shell (whichever you want - personally, I stuck with my AutoPhoenix armor), and Auto-Potion. Ribbon deals with that pesky Rainbow, the Auto-abilities to save time, and AutoPotion with a X-Potion-only stock to heal. As it turns out, Condemn is NOT triggered by Reflecting attacks off of yourself, so if you want to go this route (the only really logical one), you'll want to open by putting Reflect on everyone and, from there, simply Doublecasting Flare off your allies for a while. You'll have to deal with some attacks and have to heal from them - hopefully AutoPotion/Auto-Phoenix come into action! It's simply that, really - let your armor heal you while you endless go on a Doublecasted Flare rampage. That's about it - Dispel the Th'uban every two rounds of his loop (since that's when he puts up Shell - Protect is irrelevant) and keep Flaring.

ALTERNATE STRATEGY - DOOM: Like a number of bosses in the Monster Arena, this one is vulnerable to Doom. This is the essence of a desperation tactic, however, because it will take 255 turns for the Doom to kill the boss. Still, if you prefer that, go for it!

ALTERNATE STRATEGY - OVERDRIVES/TRIO OF 9999: Basically, you can abuse Overdrives and Trio of 9999 for this fight. There are three main ways to do so: Lulu's Furies (9,999 per hit, 16 hits with Fire Fury = 159,984 damage), Tidus's Blitz Ace (9 hits at 9,999 damage = 89,991 damage), and Wakka's 2x-2x-2x Attack Reels (12 hits at 9,999 damage = 119,988 damage), and those numbers simply assume you don't hit for 10,000 damage normally. (With Lulu's Furies, you would have to hit for 2.5 times that 9,999 (25,000 or so) to hit 9,999 with the Fury.) Thusly, you can bring in everyone and have them with full Overdrives. If you don't normally hit or exceed 9,999, you will need Rikku's Trio of 9999 Mix, and the third non-Overdrive-using person with Entrust. If you DO exceed 9,999 normally, you can just Entrust to that person twice for three uses. With this boss, to kill it in up to four uses of a single Overdrive type, below are the minimum damages you must deal to kill it with that many Overdrives. (Clearly, if none of the numbers are 9,999 or less, then you can't use Trio of 9999 to win like this without additional Overdrives - if everyone came in with Overdrives (7), that's seven uses, about half of the 3 Overdrives column value, so long as everyone also has Entrust. By the way, since this boss has a TON of HP, the scale is from 2-4 Overdrives to accomodate - there's no killing below that number.)

Overdrive Blitz Ace Attack Reels

Low-level Furies

Neslug

BOSS - Neslug

Maximum HP Maximum MP Strength Defense Magic Magic Defense Agility Luck Evade Accuracy Element Weakness Common Item Drops Rare Item Drops Common Steals Rare Steals AP Yield Gil Yield In case you're curious, the Neslug is the only enemy that can legitimately be called an "original" Creation, as everyone else is just based off other enemies' sprites. BOSS ANALYSIS: Neslug doens't have a lot of attacks, to be honest. Outside of his shell, you'll see a basic physical. You can also see Megaton then - it's kinda like the Megaton Punch from Earth Eater, as it can KO, or Confuse if you have Deathproof (and neither if you have Ribbon). But even worse than that (o_o;) is Slime. It hits your whole party and will inflict Curse, Poison, Armor Break, and Mental Break, and its damage is not halvable. You'll also see Curaga whilst the thing is in its shell, and nothing else.

MAIN STRATEGY: Open the battle with what you lack of Protect and Hastega on everyone (although you ought to have Ribbon, Auto-Protect, Auto-Haste, and Auto-Potion, perhaps, on your armor). WHATEVER you do - I repeat, WHATEVER YOU DO - do NOTHING until you Silence Neslug. I don't care how you go about it - I went Silence Buster - but if you do not, your life will become a living hell after you deal 2,000,000 damage.

After getting your buffs and Silence up, carefully keep track of the damage your moves deal for the next 25 turns or so. If you don't, everything can go to hell. Granted, this strategy is not completely needed, but it makes it a LOT easier. Neslug starts with 4,000,000 HP - manually keep track on a piece of paper how damage you dealt and with whom; try to focus your offense to Quick Hit to make things a bit easier on you. Also grab a calculator to manually find out the boss's EXACT HP each turn, and with each turn take a general estimate of his HP after the next attack. (Assume the next attack will be critical. Again, you have to be careful here.) As a footnote, I had about 200 Strength on everyone and was rather consistent in 99,999 damage-dealing, which means 20 turns later, 2,000,020 HP was left. As you near 2,000,000 HP gone or left - whichever you prefer, it's the same thing =P - be extremely careful. When you are certain the next Quick Hit will exceed 2,000,000 HP taken (or lower the Neslug below 2,000,000 HP), STOP. At that point, have Tidus go into Blitz Ace, or Wakka into Attack Reels (which is less certain but more effective). What you want to do at this point is to deal over 1,000,000 damage in a single hit. This will skip a LOT of hell the second phase gives you (and yuor potential failure is part of the reason we did Silence earlier). For Tidus to finish off Blitz Ace perfectly for this, he needs to hit for 99,999 damage for each of the nine hits, and no less - even then, it won't work exactly, but you'll be close enough to Entrust another Overdrive to him that it won't matter. (For 2 perfect Overdrives, it's 55,556+ per hit.) If you opt to use Wakka instead, it's a bit more luck-based, but landing 2x-2x-2x on the Attack Reels is 12 hits, not 9. That means you CAN do it with a single Overdrive dealing 83,334+ per hit, or two for 41,667+ per hit. If you happen to get stuck in the second phase, you might want to run unless it was a semi-failed Overdrive that brought you there. During this phase, Neslug becomes impervious to all physical attacks (except Overdrives), and can heal between 1 and 65,535 HP per turn through Regen. Ouch. There's also a self-Curaga (which I could've sworn broke even the 99,999 healing limit once), but if you Silenced the boss earlier, no worries there. Basically, for this phase, you MUST keep Doublecasting Ultima with everyone in the party, stopping ONLY to use Slice & Dice, Blitz Ace, or Attack Reels again. You must deal 1,000,000+ damage in this phase, reducing the boss below 1,000,000 HP, to get this to end. DO NOT SUMMON AN AEON DURING THIS PHASE! I did that and had miscalculated my HP (my handwriting sucks), and it turns out 99,999 damage form the Magus Sisters wasn't enough. You know what I saw in return? Over 150,000 HP healed by Regen - which means it CAN break the 99,999 healing limit, and it's about ten times what you'd get from not having an Aeon. After that, in the third phase, you'll be back as you were with the first phase, really - same attacks, same way to respond and everything. Though this time, if you get an Overdrive like Blitz Ace one last time ... use it. 1,000,000 damage is reachable here, especially if you broke the shell the first time.

ALTERNATE STRATEGY - OVERDRIVES/TRIO OF 9999: Basically, you can abuse Overdrives and Trio of 9999 for this fight. There are three main ways to do so: Lulu's Furies (9,999 per hit, 16 hits with Fire Fury = 159,984 damage), Tidus's Blitz Ace (9 hits at 9,999 damage = 89,991 damage), and Wakka's 2x-2x-2x Attack Reels (12 hits at 9,999 damage = 119,988 damage), and those numbers simply assume you don't hit for 10,000 damage normally. (With Lulu's Furies, you would have to hit for 2.5 times that 9,999 (25,000 or so) to hit 9,999 with the Fury.) Thusly, you can bring in everyone and have them with full Overdrives. If you don't normally hit or exceed 9,999, you will need Rikku's Trio of 9999 Mix, and the third non-Overdrive-using person with Entrust. If you DO exceed 9,999 normally, you can just Entrust to that person twice for three uses. With this boss, to kill it in up to four uses of a single Overdrive type, below are the minimum damages you must deal to kill it with that many Overdrives.

(Clearly, if none of the numbers are 9,999 or less, then you can't use Trio of 9999 to win like this without additional Overdrives - if everyone came in with Overdrives (7), that's seven uses, about half of the 3 Overdrives column value, so long as everyone also has Entrust. By the way, since this boss has a TON of HP, the scale is from 3-5 Overdrives to accomodate - there's no killing below that number.)

Overdrive Blitz Ace Attack Reels Low-level Furies

Ultima Buster

BOSS - Ultima Buster

BOSS ANALYSIS: During this fight from Ultima Buster (look familiar, no?), you'll be able to exepct a basic physical as well as its namesake Ultima. When the head begins to move, the next turn will be Contamination, which is a TON of ailments to one character: Poison, Confuse, Slow, Zombie, Armor Break, Power Break, Magic Break, and Mental Break. That means that you'll need Ribbon and some Holy Waters to stop the Zombie from REALLY getting hurt, and Dispel to remove the halved stats. Unlike normal, this can also hit Aeons, too - yeah, Zombified Aeons. O_O

There is a regular pattern at least. When the head acts, it will sacrifice its turn to the main body to do a basic physical, charge turn, Contamination or nothing if the head is dead. With the main body, it's a bit more complex, but it essentially can be Ultima or a basic physical every turn, or both. If the head is dead, then it's always Ultima, with basic Attacks also occuring every other turn.

MAIN STRATEGY: After Sinspawn Gui, you'd be tempted to kill the head. ... *smacks you with newspaper* No, bad boy! See, the problem with killing the head is that you're going to be hit with Ultima every turn, and it pierces protection, remember? With the head alive, you'll be seeing a lot of Attacks and the occasional Contamination, sure. However, Auto-Protect/Auto-X-Potion covers the Attacks aptly, and Auto-Med/Ribbon and Dispel/Remedy thereafter cover Contamination. It's slightly more management, but Ultima every turn is not something you really want to deal with. Not to mention you can just hit the head when it starts moving to shut it up. So, what do you want on your tombst-- I mean armor? Ribbon, Auto-Haste, Auto-Potion, and Auto-Phoenix/AutoProtect work well and keep things nice and quick. As for attacking the arms? Yeah, sic 'im with some Quick Hits when you begin the fight and you'll get rid of the main protection of the main body. Quick Hit the main body thereafter. If you're at around 200+ Strength, you'll also see the head begin moving by this time, if not before - get Wakka in and Quick Hit it, or just hit it with some weak magic. Weak magic is probably better since the head could be one-hitted at 200 Strength and you want it alive. (I know, still sounds crazy typing it.) You'll have to rekill the arms every three or four turns, so all the more reason for Quick Hit, no? That really sums it up. Kill the arms, DON'T kill the head, and Quick Hit-and-heal-when-needed will manage to work.

ALTERNATE STRATEGY - DOOM: Like a number of bosses in the Monster Arena, this one is vulnerable to Doom. This is the essence of a desperation tactic, however, because it will take 255 turns for the Doom to kill the boss. Still, if you prefer that, go for it! ... If it matters at all, the arms and head die in 3 turns from Doom.

ALTERNATE STRATEGY - OVERDRIVES/TRIO OF 9999: Basically, you can abuse Overdrives and Trio of 9999 for this fight. There are three main ways to do so: Lulu's Furies (9,999 per hit, 16 hits with Fire Fury = 159,984 damage), Tidus's Blitz Ace (9 hits at 9,999 damage = 89,991 damage), and Wakka's 2x-2x-2x Attack Reels (12 hits at 9,999 damage = 119,988 damage), and those numbers simply assume you don't hit for 10,000 damage normally. (With Lulu's Furies, you would have to hit for 2.5 times that 9,999 (25,000 or so) to hit 9,999 with the Fury.) Thusly, you can bring in everyone and have them with full Overdrives. If you don't normally hit or exceed 9,999, you will need Rikku's Trio of 9999 Mix, and the third non-Overdrive-using person with Entrust. If you DO exceed 9,999 normally, you can just Entrust to that person twice for three uses. With this boss, to kill it in up to four uses of a single Overdrive type, below are the minimum damages you must deal to kill it with that many Overdrives. (Clearly, if none of the numbers are 9,999 or less, then you can't use Trio of 9999 to win like this without additional Overdrives - if everyone came in with Overdrives (7), that's seven uses, about half of the 3 Overdrives column value, so long as everyone also has Entrust. By the way, since this boss has a TON of HP, the scale is from 4-6 Overdrives to accomodate - there's no killing below that number.)

Overdrive Blitz Ace Attack Reels Low-level Furies

Shinryu

BOSS - Shinryu

Ah, Final Fantasy V nostalgia all over again. BOSS ANALYSIS: Did any of you play Final Fantasy VII? If you did, you'll find this guy to play a lot like the Ruby Weapon from those days whose main strategy was to quickly eliminate two of your characters and pummel the third. The main way this is achieved is through Eraser, which Petrifies the target - AND it cannot be blocked, even if you have Ribbon or Stoneproof (or both, like it'd make a difference lol), so you might as well call 'em Shattered since you're underwater. What does this mean? Shinryu can use Eraser to eliminate your party one by one, until you have just one left. Now you see Shinryu's strategy, right? Use Eraser and someone's gone. Do it again. Then hit 'em with Shining that's 4.5x more powerful than a normal attack when you only have one person being hit. If the AI was programmed

so that he simply did Eraser - Eraser - Shining, you'd actually have an interesting problem. Sad he can be OD'd to death. ... I meant Overdrive'd. >_>

MAIN STRATEGY: Essentially, nothing short of high damage in a short time period will win this fight. If you can manage, bring in everyone with full Overdrive gauges and 180+ Strength, or at least enough to deal 99,999 damage in a single hit against this thing or whatever the below tactics say. You have several ways to go about it without being hit by Eraser (and, frankly, they're the only ways I know to win this fight - any ideas?).  Have Tidus use Blitz Ace, and Wakka use Attack Reels. If you get perfect on both (2x-2x-2x for Attack Reels), you need to deal 95,239 or more damage per the 21 attacks on average to win.  This strategy takes a bit longer, but is less luck-based. Have Tidus use Blitz Ace, then someone Entrust him an Overdrive gauge, Blitz Ace, Entrust, Blitz Ace. You'll need to deal 74,075+ damage per hit of the 27 attacks to win.  This is the most luck-based of all, but requires the least Strength: essentially, it's the same as the previous strategy, but with Wakka getting the Overdrives. With three perfect 2x-2x-2x Attack Reels, you get 36 hits. On average, you must 55,556+ damage with each to win.

ALTERNATE STRATEGY - DOOM: Like a number of bosses in the Monster Arena, this one is vulnerable to Doom. This is the essence of a desperation tactic, however, because it will take 255 turns for the Doom to kill the boss. I'm only noting it out of an obligation to note it and that it'll work about 0.000000000000000000000000000000000000000000001249478940926% of the time. Yes, I did the math: 2/3 chance to not see Eraser, right? Across 255 turns, that's (2/3)^255 odds to never see it, or (2^255 / 3^255), or around (5*(10^76) / 4*(10^121)). Those odds are not great - it's like finding 11 Shiny Pokémon in a row in the wild without any kind of aide (base odds: 1/4096 as of 2011).

Nemesis

BOSS - Nemesis

Maximum HP Maximum MP Strength Defense Magic Magic Defense Agility

Luck Evade Accuracy Element Weakness Common Item Drops Rare Item Drops Common Steals Rare Steals AP Yield Gil Yield BOSS ANALYSIS: For the ultimate boss of the US FFX on the PS2, this guy has a simpler offense than would be expected. Nemesis can use a basic physical, Ethereal Cannon (non-elemental magic to one character), Ultima, and Armgageddon. Armageddon always hits for 99,999 damage, so you have a problem there... There's also Ultra Spark, which hits everyone and induces Power Break, Slow, Curse, and Poison; the damage is unhalvable, and Power Break, Slow, and Curse break through Ribbon. CRAP! All of these attacks are also extremely nasty at 255 Strength/Magic.

MAIN STRATEGY: Don't bother coming here without maxed (255) stats or nearly so, or Nemesis will wipe the floor with your remains. I'm not kidding - short of Penance, this is the worst guy of the bunch. 255 Strength and Magic regularly will hit you for 10,000+ damage even then, and likely 99,999 without; 200 Agility is almost impossible to outspeed; 150 Defense/Magic Defense is the definition of sturdy in the Monster Arena; and he can absorb every element as well... As for your armor? Auto-Potion with X-Potions only in the stock is critical; Auto-Haste keeps you fast without the need for Hastega; Auto-Protect and Auto-Shell will halve most of the damage, other than Ultra Spark and Armageddon, that come at you. Auto-Phoenix and Ribbon have their uses, but since your ultimate goal ought to be simply not dying, don't really bother wasting that slot; all Ribbon helps with anyhow is Poison. When the battle begins, you HAVE to open slowly - if you attack too early, you'll likely get blasted by an Ultima (yes, it's a counterattack), and there goes the neighborhood. With max stats, your only real worry is Armageddon, a nonblockable kill to everyone. To prepare for that, there's little that can be done. Armageddon IS predictable, but the boss has a number of move routines. Basically, you can keep track of the moves he does from the start on his own turns and, after Armageddon (protect from it via the below methods before its 9th-12th turns), it loops. One option is Auto-Life. With Auto-Life placed, you won't die from the Armageddon, which used generally every ten of the boss's turns. Auto-Life is most quickly instilled via Hyper Mighty G - if you have seven characters with Overdrive gauges, then you are essentially free for 70 turns; alternatively, you can keep some people in the main battle to use their Overdrives while the remainnig four sit in the back row to swap in and Entrust when Rikku needs to Mix. Alternatively, you can Summon an Aeon to take the brunt of the blow; this also grants you about 80 free turns (since nothing else other than this needs worrying) if you have all of the Aeons. When you Summon them, it's best that you do it just before the boss's 9th turn and simply open with their Overdrive; it's slightly random on when Armageddon is used, but they'll likely absorb the brunt of the blows dealt between the Overdrive and that if needed, especially the Magus Sisters.

Anyhow, once you are buffed - that means what you don't have Auto'd of Haste, Protect, Shell, and Auto-Life - you need to continue buffing. Trust me on this - Cheer and Focus, each five times, will be a huge boost to your main statistics. (That's +25 points to Str/Def/Mag/MDef, defying even the 255 limit, which is a 10% boost at those levels not a lot, but it can be amazingly helpful to those running without Break HP Limit, as I recommend.) This is quickly done with Ultra NulAll as a Mix, which provides some other optional-but-helpful benefits. So, then, onto killing Nemesis. Since you're not breaking the 9,999 HP limit, you'll be fine by getting Auto-Potion or Auto-Life whenever you are attacked, so that's nice. For the most part, keep up a lot of Quick Hits and revive anyone who dies (Quick Pockets + Phoenix Down), then instill Auto-Life on them again. The only thing to keep in mind is to keep track of the boss's moves and send in an Aeon or something as cannon fodder for when Armageddon is about to be used. Hopefully, you'll win and get that Mark of Conquest to mark that you have "surpassed mortal bounds" ... almost. Just one more thing left - the Dark Aeons!

ALTERNATE STRATEGY - DOOM: Like a number of bosses in the Monster Arena, this one is vulnerable to Doom. This is the essence of a desperation tactic, however, because it will take 255 turns for the Doom to kill the boss. Still, if you prefer that, go for it - it may actually be the preferred strategy in this case since it simply lets you heal, though how to deal with the Armageddons when your Aeons are gone gets a bit tedious since there's going to be a lot of Hyper Mighty G's going around (set up a Comrade Overdrive Mode party to boost Rikku's gauge faster) or AutoLife (Haste, Haste, Haste), but it can work unless you intend to GRIND against this guy.

ALTERNATE STRATEGY - OVERDRIVES: It's not possible to use this as your sole tactic, really, since even 7 16-hit Overdrives from Lulu needs 89,286+ damage per hit to work, and that's stuff like Fire; it's harder when you're forced to use Flare, closer to 8 hits. That said, the most reliable tactic here is Tidus's Blitz Ace - use Entrust to bring everyone's Overdrives to him and go for 7 9-hit Overdrives, which equates to 6,299,937 if you hit max damage. Similarly, Wakka's 2x-2x-2x Attack Reels hits for 7 12-hitters, 8,399,916 damage, both of which are pretty good at shortening this fight if needed. From there, you can simply turn on Comrade and keep everyone alive until more Overdrives are filled, Entrust them, and keep going.

The Dark Aeons

Sectional Flowchart

 Introduction to the Quest  Preparations to Make  The Aeons' Locations  Dark Valefor

 Dark Ifrit  Dark Ixion  Dark Shiva  Dark Bahamut  Dark Yojimbo  Dark Anima  The Dark Magus Sisters  Penance

Introduction to the Quest

If you're from the US, welcome to uncharted territory, for you, like me, have never fought the Dark Aeons before, more than likely. The Dark Aeons were bosses exclusive to the International/PAL releases of Final Fantasy X over a decade ago; luckily for us, they're in the HD releases of the game. So, what ARE the Dark Aeons? That, I cannot really answer, since there's not a lot given out in the plot about them. (Or at least anything I'll give out up front - you'll learn what you can in due time.) What I can answer without spoiling a lot is that they're the best of the best of the bosses in this game, sort of. They noticeably go up in difficulty from Dark Valefor (kinda like the Area Creations of the Monster Arena) to Dark Shiva-ish (the Species Creations) to the rest (Originals) to the one to end it all, Penance, who is Nemesis on steroids. Ultimately, beating Penance is the goal of this quest, and what makes it so difficult ... ... but being able to achieve this is the true mark of a Final Fantasy X master. Being able to beat Penance signifies you are among the elite in FFX, for so few are able to beat a beast whose stats mark near the maximum allowable by the game. For that is why this, of all the Sidequests sections is left for last - it may not be the longest, but it is definitely the hardest. In the following sections, I will construct analyses on how you should prepare, how to find the Dark Aeons, their mechanical data, and, finally, how to cut them in twain. Enjoy.

Preparations to Make

Depending on which Aeon(s) you want to fight, you can always shift this around a little; generally, the later the Aeon is available, the harder the boss. In general, if you already beat most of the Original Creations in the Monster Area, you should be fine, but here are some specifics.  Overdrives: Simple enough - have the best everyone can get. If they get better ones. That means Blitz Ace for Tidus, Attack Reels for Wakka (yes, not the best in order, but definitely the best anyhow), Tornado for Auron, Nova for Kimahri, some stuff to do some crazy Mixing with Rikku, and ... well, you REALLY ought to have the Magus Sisters by now, but your use of them will likely be limited.  Items: As many you can get of Remedies (if you don't use the Ribbon ability on everyone), Phoenix Downs (for Auto Phoenix), X-Potions (for Auto-Potion - trash all other Potions!!), Elixirs, and Megalixirs. Plus, there are a ton of good Mix combos for Rikku.  Statistics: It varies. You'll want 175+ on your stats most likely if you're fighting in order, and simply bump up to 200+ once you pass Dark Ixion. Dark Bahamut on will require stats in the range of 225+, and Penance demands an effective set of maxed-out characters. There's no need to exceed 9,999 HP here, so don't bother, really. MP isn't much to worry over due to One MP Cost, but 999 is probably already yours if you have suitable stats to fight these guys.  Weapons: The Celestial Weapons can suffice for this set of battles, but, to be honest, they're rather inferior except in the case of Auron - with him, having a lower percentage of HP can provide a damage boost of just over 210% at its lowest levels. (See the section A Bit About The Weapons for details.) With your selfmade weapons, you'll likely want Break Damage Limit, Triple Overdrive, One MP Cost, and something else for the fourth slot. I'd go for Evade & Counter, Magic Counter, Magic Booster (works well with One MP Cost!), or Strength/Magic +20% (whichever your character will specialize in).  Armor: Ribbon by far would be a great ability, though its use would be limited - plus, 297+ Dark Matters are hard to come by, but, damn, is the ability effective when you need it. Auto-Haste is also great, as is AutoPotion and Auto-Phoenix. (Just be sure to trash all your Potions/Hi-Potions with the former!) Ultimately, those four abilities are the ones I recommend for a superb armor: Auto-Potion (with X-Potions only), AutoPhoenix, Auto-Haste, and Ribbon - you'll be taking away every status but a few (but including KO), always halving physical damage (which comes a lot), always at doubled Agility, and healing for 9,999 HP when you take damage. Whether you want Break HP/MP Limit is up to you. Honestly, I got by without Break HP Limit (but 9,999 HP) - plus, NO attack exists that will exceed 9,999 damage that you cannot predict or counter or send in Aeons as cannon fodder for. One MP Cost defeats the purposes of Break MP Limit (unless you're casting over 1,000 spells per battle - what?), too.

The Aeons' Locations

None of these will appear until after the airship is obtained. ... Well, they will appear around the time you hit Macalania, but don't bother with them until you get the airship.  Dark Valefor - In front of the village of Besaid. As you enter, a man will appear and summon him.  Dark Ifrit - Go to the final area of the Sanubia Desert; near one of the quicksand pits is a woman looking for her daught. When prompted to search, go north an area.

 Dark Ixion - In the Thunder Plains, go to the northern half of the area. You'll see a man standing below one of the lightning rods; speak with him.  Dark Shiva - Simply return to Macalania Temple and speak with the Guado summoner as you approach.  Dark Bahamut - In the Zanarkand Ruins, in the room where you fought Yunalesca and where the Sun Crest is found.  Dark Yojimbo - After having gotten Yojimbo, go to the end of the Cavern of the Stolen Fayth and to the Fayth itself. Things become a bit tedious then, since you'll fight the guy five times; just never leave the Cave and never use the teleporter (unless you need to).  Dark Anima - Go to the cave atop Mt. Gagazet. Go to the room where you threw Wakka's Blitzball at the thingy that had two shields around; repeat this there and win to fight this guy.  The Dark Magus Sisters - Head to Mushroom Rock Road's entrance area; you'll see a woman speaking with a child there. Flee from them; as you go along running away, you will be caught up to by the summoners. If you make it to the other side without being caught, you'll fight the Magi one by one; otherwise, altogether.  Penance - Defeat the other Dark Aeons and you can simply choose him from the NavMap on the airship.

Dark Valefor

BOSS - Dark Valefor

Maximum HP Maximum MP Strength Defense Magic Magic Defense Agility Luck Evade Accuracy Element Weakness Common Item Drops Rare Item Drops Common Steals Rare Steals

AP Yield Gil Yield BOSS ANALYSIS: With Dark Valefor you know what to expect from the offense. There's a basic Attack, Sonic Wings (damage + Delay), and both of his Overdrives will make an appearance, each dealing damage to all. Energy Ray can be halved with Shell, but Energy Blast you'll just have eto take.

MAIN STRATEGY: Having Protect on from the start will halve most of the damage you take, and Haste ought to give you 4~7 turns before Valefor gets a move in. Instill whatever you don't have Auto'd among those with the appropriate spells or Super Mighty G. Auto-Life can be valuable if you don't trust your Aeons with cannon fodder duty, but otherwise not - you should be able to survive or "cannon fodder" your way through everything. Your offense is pretty simple, at least - lots and lots of Quick Hit. Quick Hit is about the only way to deal damage, since it is on average 83% more powerful than magic (taking Valefor's Defenses only into account). Beyond this, heal when needed (though Auto-X-Potion ought to suffice) and send in Aeons to block for Valefor's Overdrives when his gauge is maxed.

ALTERNATE STRATEGY - OVERDRIVE ABUSE: This simple enough. With Break Damage Limit and high enough Strength (or Magic and maybe Trio of 9999 with Lulu), you are able to do massive damage to this boss in a small number of turns. In doing so, you must first enter the battle with as many Overdrive gauges full as possible. Have your main Overdrive user use an Overdrive, then have others Entrust their gauges to that person and keep attacking until done. Question is, who to use? Tidus has the most reliable one in Blitz Ace, hitting 9 times when done right. Wakka has the luck-based 2x-2x-2x Attack Reels, which hits 12 times. Lulu hits the most if she uses one of her low-level (Fire, Water, etc.) spells with Fury, hitting up to 16 times, but it's more likely 8 if you have to use Flare or Ultima. Below is a chart detailing the minimum amount of damage you must deal out per hit in a given Overdrive to succeed in this fight for the named number of Overdrives. We only name three Overdrives for several reasons; table width, the ability to hit for under 99,999 damage with these, and stuff like that. Plus, simple division and multiplication can get you to whatever you desire.

Overdrive Blitz Ace Attack Reels Low-level Furies

Dark Ifrit

BOSS - Dark Ifrit

Maximum HP Maximum MP Strength Defense Magic Magic Defense Agility Luck Evade Accuracy Element Weakness Common Item Drops Rare Item Drops Common Steals Rare Steals AP Yield Gil Yield BOSS ANALYSIS: Again, nothing much to be worried about, at least as far as the unknown - 220 Strength makes these brutal. >_> Anyhow, you'll see a basic Attack and Meteor Strike, the latter of which is magical and Delays. The Attack is only really used as a counter attack in my experience. Of course, you'll also see Hellfire after the gauge maxes, which is unblockable and seemingly non-elemental. That, or I didn't have NulBlaze up as I thought I did thank Yevon for Auto-Life!

MAIN STRATEGY: Auto-Haste is a must in this battle so you can avoid being Delayed every freakin' turn - without exception, other than Hellfire, you'll see Meteor Strike every turn. For that matter, Auto-Protect and Auto-Shell (or Shell ASAP and Protect soon thereafter, or an initial Super Mighty G/Hyper Mighty G) also help by halving all but Hellfire. Meteor Strike will still likely hit for 10,000+ damage, so if you have already put on Haste, Protect, and Shell, you'll want to throw up Ultra NulAll as well - there isn't any use from the NulAll, but five Cheers and Focuses will boost your Defense and Magic Defense (and Strength and Magic) by 25 points, at least allowing you to survive its attacks. In fact, your Auto-X-Potion will then basically kick in and nullify that damage, leaving only Hellfire, for which you can bring in Aeons as cannon fodder. =P So, that's basically the summation of the battle opening - Hyper Mighty G, Entrust, then Ultra NulAll to get a lot of buffs in quickly. From there on out, Quick Hit is the best way to deal with things since it further helps to counteract the Delay effect of Meteor Strike alongside Haste. If it matters to you, magic is about 6% stronger than physical attacks against Ifrit, so Doublecasting Flare or Ultima also can work out. Since you're basically auto-healed with Ifrit's main offense, it's simply Quick Hit or Doublecast, Summoning an Aeon as cannon fodder for when Hellfire eventually comes.

ALTERNATE STRATEGY - OVERDRIVE ABUSE: This simple enough. With Break Damage Limit and high enough Strength (or Magic and maybe Trio of 9999 with Lulu), you are able to do massive damage to this boss in a small

number of turns. In doing so, you must first enter the battle with as many Overdrive gauges full as possible. Have your main Overdrive user use an Overdrive, then have others Entrust their gauges to that person and keep attacking until done. Question is, who to use? Tidus has the most reliable one in Blitz Ace, hitting 9 times when done right. Wakka has the luck-based 2x-2x-2x Attack Reels, which hits 12 times. Lulu hits the most if she uses one of her low-level (Fire, Water, etc.) spells with Fury, hitting up to 16 times, but it's more likely 8 if you have to use Flare or Ultima. Below is a chart detailing the minimum amount of damage you must deal out per hit in a given Overdrive to succeed in this fight for the named number of Overdrives. We only name three Overdrives for several reasons; table width, the ability to hit for under 99,999 damage with these, and stuff like that. Plus, simple division and multiplication can get you to whatever you desire.

Overdrive Blitz Ace Attack Reels Low-level Furies

Dark Ixion

BOSS - Dark Ixion

Maximum HP Maximum MP Strength Defense Magic Magic Defense Agility Luck Evade Accuracy Element Weakness Common Item Drops Rare Item Drops Common Steals Rare Steals AP Yield Gil Yield

BOSS ANALYSIS: Dark Ixion begins to throw some interesting things into the mix when you battle him. He has two main Attacks. The first is his usual Attack; it will do some physical damage and cause Confusion, Armor Break, and Mental Break, doubling the damage you take. Ouch. You can also see a different one as a counterattack; it's the same, but causes Sleep, not Confusion. You can also see Aerospark (physical damage + Dispel (removes Auto-Life too)), Thundaja (non-elemental-Thundaga, really, to all - has a delay effect). Of course, it's Overdrive - Thor's Hammer - will come, too - it's unblockable and non-elemental and also induces Power, Armor, Magic, and Mental Break. Ouch.

MAIN STRATEGY: If you plan on buffing any whatsoever, it pretty much has to be through armor Auto-abilities: key ones include Ribbon, Auto-Protect, and Auto-Haste. Auto-X-Potion (as I effectively call it) also works well here due to the myriad attacks flying around. When the battle opens, Shell would be a great thing to get on everyone to help deal with the prominently-powerful Thundaja - either cast it one by one, or simply go for Mighty G. Beyond that, you shouldn't need much for this fight; if you're having trouble when it comes to constant 10,000+ damage, though, try Mixing Ultra NulAll for the various stat boosts that come with it. Anyhow, as for an offense? The faster this guy goes down, the better; nothing here is really worth being hit by, so Quick Hit is by far the recommendation. If you're going to go for a magical offense (which is about 17% stronger), you should Doublecast Flare and Ultima a lot. But, basically, once you've halved the damage you take and immunized yourself from the ailments, Auto-Potion should be able to take care of the boss's main offense (other than the Breaking Attack; you might have to Dispel to live through some attacks after that). Just remember to send in an Aeon to deal with Thor's Hammer when it comes up so as to avoid a ton of Breaks - or that death, of course. You will have to fight Dark Ixion twice, by the way. It's clear how to do so, though.

ALTERNATE STRATEGY - OVERDRIVE ABUSE: This simple enough. With Break Damage Limit and high enough Strength (or Magic and maybe Trio of 9999 with Lulu), you are able to do massive damage to this boss in a small number of turns. In doing so, you must first enter the battle with as many Overdrive gauges full as possible. Have your main Overdrive user use an Overdrive, then have others Entrust their gauges to that person and keep attacking until done. Question is, who to use? Tidus has the most reliable one in Blitz Ace, hitting 9 times when done right. Wakka has the luck-based 2x-2x-2x Attack Reels, which hits 12 times. Lulu hits the most if she uses one of her low-level (Fire, Water, etc.) spells with Fury, hitting up to 16 times, but it's more likely 8 if you have to use Flare or Ultima. Below is a chart detailing the minimum amount of damage you must deal out per hit in a given Overdrive to succeed in this fight for the named number of Overdrives. We only name three Overdrives for several reasons; table width, the ability to hit for under 99,999 damage with these, and stuff like that. Plus, simple division and multiplication can get you to whatever you desire.

Overdrive Blitz Ace Attack Reels Low-level Furies

Dark Shiva

BOSS - Dark Shiva

Maximum HP Maximum MP Strength Defense Magic Magic Defense Agility Luck Evade Accuracy Element Weakness Common Item Drops Rare Item Drops Common Steals Rare Steals AP Yield Gil Yield BOSS ANALYSIS: Not much that will be unexpected here. Dark Shiva's physical Attack seems to have a Dispel effect attached to it that will even get rid of Auto-Life, so that's not nice. There's also Heavenly Strike, the biggest danger of the bunch: it will inflict KO, Berserk, and Confuse in addition to some damage; obviously, if you don't have Ribbon/Deathproof, you'll only get KO'ed. Finally, Diamond Dust is non-elemental and hits everyone; for once, it has nothing special attached to it, other than being unhalvable, but still very predictable.

MAIN STRATEGY: You will pretty much NEED Ribbon for this battle, or a combination of Death-, Berserk-, and Confuseproof; otherwise, Dark Shiva will likely just keeping bashing ice against your head until you die. Auto-Protect is also invaluable as it halves the damage from both the basic attack (which won't get rid of an Auto'd ability) and Heavenly Strike, putting them within a survivable range. And, of course, Auto-X-Potion will basically nullify that after with sufficient Defense such that you live. If you don't have Auto-Protect, then it's wise to open the battle with Mighty G. Don't bother with anything more in that regard, as Dark Shiva's likely just to kick you to remove it. Even so, Auto-Haste will also be invaluable; it's the only way to beat Shiva's 255 Agility without having to put it back on every other turn. And, even then, you might not outspeed her - it seems her attacks have an advanced recovery rate like Quick Hit/Pockets does, so the higher your base Agility coming into this fight, the better ... too low and she'll get all of the turns she needs before you can open your mouth to complain about all that red in the CTB window.

... Wait, you got a turn? Great! Throw up Mighty G or Hyper Mighty G (whose utility is likely to be wasted over Mighty G's, but whatever, it gives us a fighting chance), then go into an infinite series of Quick Hits. Hopefully, you'll manage to get her down at least a significant amount before her next turn rolls around. Basically, all this fight is about is avoiding Heavenly Strike's ailments and maximizing your efficiency on the turns you happen to get. Just remember to send in cannon fodder Aeons before Diamond Dust, as usual.

ALTERNATE STRATEGY - OVERDRIVE ABUSE: This simple enough. With Break Damage Limit and high enough Strength (or Magic and maybe Trio of 9999 with Lulu), you are able to do massive damage to this boss in a small number of turns. In doing so, you must first enter the battle with as many Overdrive gauges full as possible. Have your main Overdrive user use an Overdrive, then have others Entrust their gauges to that person and keep attacking until done. Question is, who to use? Tidus has the most reliable one in Blitz Ace, hitting 9 times when done right. Wakka has the luck-based 2x-2x-2x Attack Reels, which hits 12 times. Lulu hits the most if she uses one of her low-level (Fire, Water, etc.) spells with Fury, hitting up to 16 times, but it's more likely 8 if you have to use Flare or Ultima. Below is a chart detailing the minimum amount of damage you must deal out per hit in a given Overdrive to succeed in this fight for the named number of Overdrives. We only name three Overdrives for several reasons; table width, the ability to hit for under 99,999 damage with these, and stuff like that. Plus, simple division and multiplication can get you to whatever you desire.

Overdrive Blitz Ace Attack Reels Low-level Furies

Dark Bahamut

BOSS - Dark Bahamut

Maximum HP Maximum MP Strength Defense Magic Magic Defense Agility Luck Evade

Accuracy Element Weakness Common Item Drops Rare Item Drops Common Steals Rare Steals AP Yield Gil Yield BOSS ANALYSIS: Again, nothing new comin' from Dark Bahamut, other than attachments to his attacks. There is the usual basic physical, which will be his main attack. After every five attacks that hits Dark Bahamut (excluding counters, to be noted more momentarily), he'll use Impulse - this is unblockable damage to everyone, and it will also dole out Slow, Petrification, and the Power, Armor, Mental, and Magic Breaks to halve your stats. As predictable as ever, Dark Bahamut will use Mega Flare when his Overdrive gauge is full, hitting everyone very heavily with a basic Dispel effect.

MAIN STRATEGY: Either you have Ribbon, abuse counterattacks (to be mentioned), or die. That's it. You can't win in five Attacks unless you somehow manage to hit for 800,000 HP each time. And while that's readily possible through Wakka's 2x-2x-2x Attack Reels (12 hits), you'll need to exceed 66,667 damage on EACH of those hits, all against an enemy with 234 Defense. Any less than that twelve from Wakka equals a failure there. So, yeah, multi-Overdrive works, but that's not very reliable, especially against a 255-Agility enemy. So, you don't wanna super-duper-mega-Overdrive this guy, and you don't want to go for counterattack abuse. Fine then. Be my guest. Auto-Protect will be great for this battle, or at least a regular Protect - the only thing that'll get rid of it is Mega Flare, and you can predict that; Impulse nullifies it, but you can Dispel it (and reinstill Protect if it's not Auto'd). Hyper Mighty G is sa nice way to open for quick Protect, Haste, Regen, and Auto-Life to all; if you would prefer to instill those manually or already have them Auto'd, then you need to go for Ultra NulAll, as those five Cheers will be hugely helpful in lessening the damage from the Attacks you'll be pummeled with. It makes Attack survivable, and Impulse already is, so there's Auto-X-Potion doing its work for you. So, basically, all you have to do after that buffing is to use lots and lots of Quick Hit, and Dispel any Breaks you get hit with, and send in Aeon fodder when Mega Flare's comin'.

ALTERNATE METHOD - COUNTERATTACK ABUSE: Simple enough, since you've probably used this strategy once before if you've used this FAQ. As you know, Impulse is triggered whenever five attacks are sent Dark Bahamut's way, right? With Ribbon and Auto-Haste, it's a bit of an inconvenience since you have to deal with the Full Break, although it's a LOT worse without Ribbon (instant Game Over). If you're unwilling to bother with 297 of Dark Matters for Ribbon on the party, or don't have the Defense/HP necessary to stand up to Attack, or the Agility to get in the buffs needed to stand up to Attack first, then this is for you! Evade & Counter. Yup. That's it. That really ought to work. You can also try working Sentinel Specials with a Counterattack character that has Auto-Potion (with X-Potions), Auto-Protect, and a nice bit of Defense to see how that works; it basically quarters the damage, which is better for those of you with lower HP/Defense. Either way, the counterattacks won't trigger Impulse, meaning Dark Bahamut is essentially killing himself. Just keep Yuna out of the

main party so you can switch to her when Dark Bahamut's Overdrive is full to provide some cannon fodder for Mega Flare.

ALTERNATE STRATEGY - OVERDRIVE ABUSE: This simple enough. With Break Damage Limit and high enough Strength (or Magic and maybe Trio of 9999 with Lulu), you are able to do massive damage to this boss in a small number of turns. In doing so, you must first enter the battle with as many Overdrive gauges full as possible. Have your main Overdrive user use an Overdrive, then have others Entrust their gauges to that person and keep attacking until done. Question is, who to use? Tidus has the most reliable one in Blitz Ace, hitting 9 times when done right. Wakka has the luck-based 2x-2x-2x Attack Reels, which hits 12 times. Lulu hits the most if she uses one of her low-level (Fire, Water, etc.) spells with Fury, hitting up to 16 times, but it's more likely 8 if you have to use Flare or Ultima. Below is a chart detailing the minimum amount of damage you must deal out per hit in a given Overdrive to succeed in this fight for the named number of Overdrives. We only name three Overdrives for several reasons; table width, the ability to hit for under 99,999 damage with these, and stuff like that. Plus, simple division and multiplication can get you to whatever you desire.

Overdrive Blitz Ace Attack Reels Low-level Furies

Dark Yojimbo

BOSS - Dark Yojimbo

Maximum HP Maximum MP Strength Defense Magic Magic Defense Agility Luck Evade Accuracy Element Weakness Common Item Drops

Rare Item Drops Common Steals Rare Steals AP Yield Gil Yield BOSS ANALYSIS: Little that you wouldn't expect except (surprise!) additional effects added to moves. Wakizashi his most-used move for me - is a simple physical to all; it still hits hard at 244 Strength, though. For Daigoro, you'll see Poison and Petrification alongside single-target non-reducable physical damage. Kozuka is blockable and physical and single-target, and it causes all the Breaks and Slow. Finally, there's the Overdrive, Zanmato - this is an instant-KO to everyone with an Auto-Life removal, the KO is regardless of Deathproof or Ribbon, meaning the only way to survive is Aeon cannon fodder.

MAIN STRATEGY: Even though Ribbon doesn't prevent Zanmato, you'll want it to help stop Daigoro dead. AutoHaste is also nice to deal with Kozuka, and to prevent the Haste from being Dispelled when you get rid of the Breaks. Auto-Protect is less usable (only good for Wakizashi/Kozuka), but it can be nice to have nonetheless. With that buffing, you ought to be getting hit for under 10,000 HP when not Broken, so Auto-X-Potion also works well. There's not a lot to open the battle with; instill Super Mighty G if you don't have Haste AND Protect on yet (Mighty G for just Protect, Hastega for just Haste), and that might as well suffice for the buffing. As usual, Ultra NulAll's stat boosts can also be nice to lower the damage from Dark Yojimbo further if need be. After that, your offense is pretty simple - Quick Hits, due to the faster recovery rate, further aided by Auto-Haste. A magical offensive is another way to go, since magic is about 46% stronger than physicals on Yojimbo, in which case you can simply Doublecast Flare/Ultima instead, whichever you prefer, really! After the fight, you will have to chase after the summmoner in the cave, and on foot into another room. Since you have to fight Dark Yojimbo five times total, having some back-up allies from the start to induce Overdrives with (mostly those opening Mixes) via Entrust can help a lot.

ALTERNATE STRATEGY - OVERDRIVE ABUSE: This simple enough. With Break Damage Limit and high enough Strength (or Magic and maybe Trio of 9999 with Lulu), you are able to do massive damage to this boss in a small number of turns. In doing so, you must first enter the battle with as many Overdrive gauges full as possible. Have your main Overdrive user use an Overdrive, then have others Entrust their gauges to that person and keep attacking until done. Question is, who to use? Tidus has the most reliable one in Blitz Ace, hitting 9 times when done right. Wakka has the luck-based 2x-2x-2x Attack Reels, which hits 12 times. Lulu hits the most if she uses one of her low-level (Fire, Water, etc.) spells with Fury, hitting up to 16 times, but it's more likely 8 if you have to use Flare or Ultima. Below is a chart detailing the minimum amount of damage you must deal out per hit in a given Overdrive to succeed in this fight for the named number of Overdrives. We only name three Overdrives for several reasons; table width, the ability to hit for under 99,999 damage with these, and stuff like that. Plus, simple division and multiplication can get you to whatever you desire.

Overdrive Blitz Ace

Attack Reels Low-level Furies

Dark Anima

BOSS - Dark Anima

Maximum HP Maximum MP Strength Defense Magic Magic Defense Agility Luck Evade Accuracy Element Weakness Common Item Drops Rare Item Drops Common Steals Rare Steals AP Yield Gil Yield BOSS ANALYSIS: Dark Anima throws a little bit extra into the mix, mostly via side-effects of moves, and quite a few at that! Her Attack consists of damage, Poison, Petrification (then Shatter), Curse, and Zombie to a single person. Her usual Pain move causes death, which is unblockable via Ribbon or Deathproof. There's Mega-Graviton, a new one for her; it's really just a loss of 43.75% (nearly half) of your maximum HP as well as Slow, Silence, Darkness, Sleep, and a 5-turn Doom. Ugh. And, finally, we have her Overdrive, Oblivion - that's 16 hits to everyone, plus an MPdraining effect and a Dispel effect. Basically, expect death from that.

MAIN STRATEGY: Ribbon, Ribbon, RIBBON! You will need that ability a LOT for this fight. With it, you'll nullify most of her annoying ailments, including Attack's Petrify-Shatter combo. Auto-Haste will ward off the Slow effects, and Auto-Protect can help to lessen the damage you get. Auto-Phoenix will be essential as well, since it's basically the only way to circumvent Pain's Death effect without casting Auto-Life every few turns.

So, basically, come in, all guns blazing - the faster you get started, the less time you have to worry about Pain. While, sure, Auto-Phoenix > Pain, Pain > 0 Phoenix Downs, you dig? If anything, that should keep you close to alive for Mega-Graviton; if not (basically, under 5,000 HP, or under 4,376/9,999 technically), Curaga needs to be used, and quickly. Basically try to prepare for anything that can come on the next turn. In the end, though, you will have to Quick Hit, and Quick Hit a LOT. 8,000,000 HP is a ton to take down, and you only have 7 Aeons with which to deflect Oblivion with; 1,145,000 damage between Oblivions is your main target. A likelyunreachable target, but it's something to aim for; with a ton of Quick Hits, high Strength, high base Agility, and AutoHaste, you might actually have a shot at that. If not, when Overdrives come, you'll have to send out Auto-Life or Hyper Mighty G quickly in lieu of your Aeons. If you have to get hit by the eighth-and-on Oblivions, be sure to recover your MP via Megalixirs. It's ultimately a very simple fight to deal with once you prevent the main ailments and throw up a few good abilities on your armor ... albeit a LENGTHY fight.

ALTERNATE STRATEGY - OVERDRIVE ABUSE: This simple enough. With Break Damage Limit and high enough Strength (or Magic and maybe Trio of 9999 with Lulu), you are able to do massive damage to this boss in a small number of turns. In doing so, you must first enter the battle with as many Overdrive gauges full as possible. Have your main Overdrive user use an Overdrive, then have others Entrust their gauges to that person and keep attacking until done. Question is, who to use? Tidus has the most reliable one in Blitz Ace, hitting 9 times when done right. Wakka has the luck-based 2x-2x-2x Attack Reels, which hits 12 times. Lulu hits the most if she uses one of her low-level (Fire, Water, etc.) spells with Fury, hitting up to 16 times, but it's more likely 8 if you have to use Flare or Ultima. In any case, there's pretty much no hope of doing it with under nine or ten Overdrives, so it will take a while, but it's probably worth it if you're desperate.

The Dark Magus Sisters

In case you didn't read the The Aeons' Locations section earlier, when you encounter the Dark Magus Sisters on Mushroom Rock Road, there will be a brief scene and "minigame" beforehand. Basically, if you can outrun the summoners chasing you, you get to fight the three Magi one by one rather than altogether. It's a HUUUGE benefit for this battle, as you can tell if you've ever used the Magus Sisters. I'll end up assuming that you are fighting each one by one, since it's a simple-to-win game.

BOSS - Dark Magus Sisters

Maximum HP Maximum MP Strength

Defense Magic Magic Defense Agility Luck Evade Accuracy Element Weakn Common Item Dr Rare Item Drop Common Steal Rare Steals AP Yield Gil Yield OVERALL BATTLE PREP: Yeah, with three varied enemies to fight, you'll going to need a decent set of skills. Basically, it all comes down to the armor for this section; your stats ought to be 250~255 by now, or you probably wouldn't even want to bother. Ribbon is very key to preventing the myriad ailments you will see throughout the battle; Auto-Potion with an X-Potion-only stock to heal; and Auto-Protect and Auto-Shell to halve a lot of the damage so that Auto-Potion can take effect at under 9,999 HP to basically nullify damage. Since most attacks here are physical, it may be wise to swap Auto-Shell for Auto-Haste because of the high Agility you'll see here (mostly Mindy), but that's up to you - it also helps stop Slow effects from the Mega-Graviton everyone has.

DARK SANDY ANALYSIS: Dark Sandy isn't a whole lot to be surprised at, especially if you've fought Dark Anima already. There's a basic physical Attack, which does some damage and will Petrify. You'll also see her signature Razzia, which is damage plus the removal of Auto-Life. >_ 9,000,000 HP): Before the battle, there are several abilities you'll want on your armor, mostly if you're playing without breaking 9,999 HP as I recommend. Ribbon is vital here to deal with a ton of the ailments you'll be pummeled with. Also important is Auto-Protect, as it cannot be Dispelled and halves most of the damage you'll take. Auto-Haste is essential to keep up with this guy as you'll be outsped otherwise. And, finally, it

comes down to Auto-Potion with an X-Potion-only stock, Auto-Phoenix, or Defense +20%. Yes, Defense +20% has its uses, since, coupled with Auto-Protect, you'll only take 40% of the damage you'd normally take. It's up to you there. All my armors had Ribbon, Auto-Haste, Auto-Protect, and Auto-Potion. Without exception, you will want to begin by Mix-buffing. If you have the auto-abilities named previously, all you should do is open with Ultra NulAll. As usual, this is for the 5 Cheers, Reflexes, Focuses, and Aims; despite the lack of need to nullify elements, this will exceed your 255 limit on stats, bringing them up by about 10% from there (+25). This makes most attacks hit for under 9,000 damage with Auto-Protect easily enough, meaning Auto-X-Potion should suffice for curing, or Full Life under One MP Cost. Your priority is NOT a direct offense against Penance; for the most part, that will just get you killed. While being under 10,000 HP is recommended for that extra armor slot, extreme care must be taken to keep your item stocks high, after all. During the battle, after buffing, you'll always want to focus on attacking the Arms, and specifically the Left Arm first; Mega-Graviton will be deadly, probably. Do this via Quick Hits, and you should have enough time to take out the Right Arm before anyone gets a turn. The point of attacking the arms first is to - other than to grind up Master Spheres =P - is to prevent the unpredictable Judgment Day that could result anyways. Even if you didn't get rid of the Right Arm, don't worry. Penance itself will use Obliteration, which is mostly damage. Since the Arms' Agility is lower, so you can go ahead 'n' Quick Hit the Right Arm to death before it gets in its attack. Heal whatever you need top after, then blast Penance's main body after. If you can, this is a GREAT time to throw Blitz Ace at Penance; otherwise, more and more Quick Hits. Doublecasting some kind of magic (Flare/Ultima) also is a bit viable since magic is generally 20% more powerful here versus Penance, though the strength is equal versus the arms (hence Quick Hit then - do whatever you want here). Loop as needed.

MAIN STRATEGY (9,000,000 -> 0 HP): You'll notice that this part begins when Penance's lower half falls off. It's pretty easy to notice. =P Anyhow, Penance will open this in the Haste status and that's NOT good; we're talking 510 Agility, really. Hit 'im with a Purifying Salt or Dispel to get rid of it (Purifying Salts do damage - every bit counts!). During this phase, you'll begin to see Immolation coming from Penance; expect this to take off a chunk of HP and MP, so you'll probably want to hit up with Megalixir (via Quick Pockets, of course) unless a fair amount of MP is left, like 50~100 or something like that, since you SHOULD have One MP Cost. Also be sure to hit the afflicted with Dispel at some point to get rid of the Breaks. Beyond that, really, it's the same as before - Quick Hit the arms, heal before Penance moves, and then Quick Hit/Doublecast Penance. Hopefully you'll never see Judgment Day, which - with 255 Defense + 50% from AutoProtect + 25 from Cheer x5 - will be the only legitimate threat.

Enemy Bestiary

Monster Stats Monster Name ???? (Kimahri) Abaddon Abyss Worm Achelous Adamantoise Ahriman Alcyone Anacondaur Anima (Macalania) Aqua Flan Bandersnatch Barbatos Bashura Basilisk Bat Eye Behemoth Behemoth King Biran Ronso Bite Bug Black Element Blue Element Bomb (Home) Bomb (Mi'ihen) Bomb King Braska's Final Aeon (1st) Braska's Final Aeon (2nd) Bunyip Cactuar Cactuar King Catastrophe Catoblepas Cave Iguion Chimera (Home) Chimera (Macalania Woods) Chimera Brain Chimerageist Chocobo Eater

750 380,000 480,000 5,100 54,400 2,800 430 5,800 18,000 2,025 1,800 95,000 17,000 2,025 380 23,000 67,500 Varies 200 7,600 1,500 2,200 850 480,000 60,000 120,000 400 800 100,000 2,200,000 550,000 550 9,000 5,250 9,800 120,000 10,000

Coeurl Coeurlregina Condor Crane Crawler Dark Anima Dark Bahamut Dark Cindy Dark Element Dark Flan Dark Ifrit Dark Ixion Dark Mindy Dark Sandy Dark Shiva Dark Valefor Dark Yojimbo Defender Defender X Defender Z Demonolith Dingo Dinonix Don Tonberry Dual Horn (Home) Dual Horn (Home) Earth Eater Epaaj Espada Evil Eye (Home) Evil Eye (Macalania Lake) Evrae Evrae Altana Exoray Extractor Fafnir Fallen Monk (flamethrower) Fallen Monk (rifle) Fenrir Flame Flan

6,000 380,000 95 65,535 16,000 8,000,000 4,000,000 3,000,000 1,800 12,800 1,400,000 1,200,000 2,000,000 2,500,000 1,100,000 800,000 1,600,000 12,000 64,000 42,300 45,000 125 140 480,000 1,875 3,795 1,300,000 8,700 280,000 430 310 32,000 16,384 7,400 4,000 1,100,000 3,300 3,300 850,000 1,500

Floating Death Floating Eye Funguar Ganderwa Garm Garuda (Besaid) Garuda (Luca) Garuda (Mushroom Rock) Gemini (club) Gemini (sword) Geneaux Tentacle Geosgaeno Ghost Grat Great Malboro Greater Sphere Grenade Grendel Grothia Guado Guardian (Home) Guado Guardian (w/Seymour) Guado Guardian (w/Wendigo) Halma Hornet Ice Flan Iguion Imp Ipiria Ironclad Jormungand Juggernaut Jumbo Flan Killer Bee Klikk Kottos Lamashtu Land Worm Left Fin Lord Ochu Machea

6,700 140 540 148 240 1,400 1,800 4,000 36,000 36,000 500 32,767 9,999 4,000 64,000 1,500,000 7,500 9,500 8,000 2,600 2,000 1,200 13,000 620,000 1,350 370 880 180 2,000,000 520,000 1,200,000 1,300,000 110 1,500 440,000 275 80,000 65,000 4,649 18,000

Maelspike Mafdet Magic Urn Malboro Malboro Menace Mandragora Master Coeurl Master Tonberry Maze Larva Mech Defender Mech Guard Mech Gunner Mech Hunter Mech Leader Mech Scouter Mi'ihen Fang Mimic (Basilisk) Mimic (Dual Horn) Mimic (Garuda) Mimic (Machina) Mortibody Mortiorchis Murrusu Mushussu Nebiros Nega Elemental Negator Nemesis Neslug Nidhogg Oblitzerator Ochu Octopus Ogre Omega Weapon One-Eye Orrnitholestes Overdrive Sin Penance - Each Arm Penance - Main Body

10,000 710 999,999 27,000 640,000 31,000 13,000 48,000 2,222 8,700 1,280 2,800 5,500 3,700 2,750 160 40,000 60,000 40,000 40,000 4,000 4,000 580 680 700 1,300,000 1,000 10,000,000 4,000,000 2,000 6,000 7,200 4,500 9,400 999,999 150,000 800,000 140,000 500,000 12,000,000

Phlegyas Piranha (x1) Piranha (x2) Piranha (x3) Pterya Pteryx Puroboros Ragora Raldo Raptor Red Element Remora Right Fin Sahagin (Via Purifico: Tidus) Sahagin (Via Purifico: Yuna) Sahagin Chief Sanctuary Keeper Sand Wolf Sand Worm Sandragora Seymour Seymour Flux Seymour Natus Seymour Omnis Shinryu Shred Simurgh Sin (SS Liki) Sin's Core Sinscale (SS Liki) Sinscale (Zanarkand) Sinspawn Ammes Sinspawn Echuilles Sinspawn Genais Sinspawn Geneaux Sinspawn Gui #1 - Arms Sinspawn Gui #1 - Body Sinspawn Gui #1 - Head Sinspawn Gui #2 - Arms Sinspawn Gui #2 - Body

1,680 50 100 150 12,000 100,000 20,000 780 240 200 450 3,000 65,000 380 1,380 170 40,000 450 45,000 12,750 6,000 70,000 36,000 80,000 2,000,000 1,950 200 2,000 36,000 200 100 2,400 2,000 20,000 3,000 800 12,000 4,000 800 6,000

Sinspawn Gui #2 - Head Skoll Sleep Sprout Snow Flan Snow Wolf Spathi Spectral Keeper Spherimorph Spirit Splasher (1) Splasher (2) Splasher (3) Stratoavis Swamp Mafdet Tanket Thorn Th'uban Thunder Flan Tonberry Tros Ultima Buster - Arm Ultima Buster - Body Ultima Buster - Head Ultima Weapon Valaha Varuna Vidatu Vorban Vouivre (Luca) Vouivre (Mi'ihen) Warrior Monk (flamethrower) Warrior Monk (gun) Wasp Water Flan Wendigo White Element Wraith Xiphos YAT-97 YAT-99

1,000 1,000 98,000 600 400 20,000 52,000 12,000 10,000 200 400 600 320,000 850 900,000 4,080 3,000,000 450 13,500 2,200 80,000 5,000,000 80,000 99,999 8,700 56,000 95,000 630,000 225 255 1,400 1,400 360 315 18,000 390 22,222 2,700 3,700 2,700

Yellow Element Yenke Ronso YKT-11 YKT-63 Yojimbo Yowie Yu Pagoda Yunalesca (1st) Yunalesca (2nd) Yunalesca (3rd) Zaurus Zu (first) Zu (others)

300 Varies 6,200 4,200 33,000 900 5,000 24,000 48,000 60,000 7,850 12,000 18,000

Monster Drops & Steals This section has been restricted such that any monster without a Drop or a Steal is not listed here, and that monsters that differ upon the area found also are listed as a single monster (if the steals and drops do not differ). See nothing about them? They don't drop anything and cannot have anything stolen from them (to my knowledge). Also, if a monster has "N/A" listed for a "Rare" something, the game will default to using the "Common" form of it.

Monster ???? (Kimahri) Abaddon Abyss Worm Achelous Adamantoise Aerouge Ahriman Alcyone Anacondaur Anima Aqua Flan Bandersnatch Barbatos Bashura Basilisk Bat Eye Behemoth Behemoth King

Biran Ronso Bite Bug Black Element Blue Element Bomb (Home) Bomb (Mi'ihen) Bomb King Braska'a Final Aeon Buer Bunyip Cactuar Cactuar King Catastrophe Catoblepas Cave Iguion Chimera (Home) Chimera (Macalania) Chimera Brain Chimerageist Chocobo Eater Coeurl Coeurlregina Condor Crawler Dark Anima Dark Bahamut Dark Cindy Dark Element Dark Flan Dark Ifrit Dark Ixion Dark Mindy Dark Sandy Dark Shiva Dark Valefor Dark Yojimbo Defender Defender X Defender Z Demonolith

Dingo Dinonix Don Tonberry Dual Horn (Home) Dual Horn (Mi'ihen) Earth Eater Epaaj Espada Evil Eye (Home) Evil Eye (Mi'ihen) Evrae Evrae Altana Exoray Extractor Fafnir Fallen Monk Fenrir Flame Flan Floating Death Floating Eye Funguar Gandarewa Garm Garuda (Besaid) Garuda (Luca) Garuda (Mushroom Rock) Gemini Geneaux's Tentacle Geosgaeno Ghost Gold Element Grat Great Malboro Greater Sphere Grenade Grendel Guado Guardian (Home) Guado Guardian (w/Seymour) Guado Guardian (w/Wendigo) Halma

Hornet Ice Flan Iguion Imp Ipiria Iron Giant Ironclad Jormungand Jumbo Flan Killer Bee Klikk Kottos Kusariqqu Lamashtu Land Worm Larva Lord Ochu Machea Maelspike Mafdet Malboro Malboro Menace Mandragora Master Coeurl Master Tonberry Maze Larva Mech Defender Mech Guard Mech Gunner Mech Hunter Mech Leader Mech Scouter Melusine Mi'ihen Fang Murussu Mushussu Nebiros Nega Elemental Negator Nemesis

Neslug Nidhogg Oblitzerator Ochu Octopus Ogre Omega Weapon One~Eye Ornitholestes Overdrive Sin Penance - Left Arm Penance - Main Body Penance - Right Arm Phlgyas Piranha (x1) Piranha (x2) Piranha (x3) Pteryx Puroboros Qactuar Ragora Raldo Raptor Red Element Remora Sahagin Sahagin Chief Sanctuary Keeper Sand Wolf Sand Worm Sandragora Seymour Seymour Flux Seymour Natus Seymour Omnis Shinryu Shred Simurgh Sin - Core Sin - Left Fin

Sin - Right Fin Sin (SS Liki) Sinscale Sinspawn Echuilles Sinspawn Genais Sinspawn Geneaux Sinspawn Gui Skoll Sleep Sprout Snow Flan Snow Wolf Spectral Keeper Spherimorph Spirit Splasher Stratoavis Swamp Mafdet Tanket Thorn Th'uban Thunder Flan Tonberry Tros Ultima Buster Ultima Weapon Valaha Varuna Vidatu Vorban Vouivre Warrior Monk Wasp Water Flan Wendigo White Element Wraith Xiphos YAT-97 YAT-99 Yellow Element

Yenke Ronso YKT-11 YKT-63 Yowie Yunalesca Zaurus Zu

Monster Bribes To Bribe a fiend, you must have the Bribe command available; it is obtained on the Sphere Grid. The Bribe command allows you to give an enemy monster to make it go away. In addition to that, giving enough money - 10x the monster's max HP - will also get you certain rewards, the primary purpose of using the command, really. Below, you will find a chart detailing what you get for how much from what monster; of course, any monster not listed is either immune to the command or will give nothing, regardless of how much you Bribe it for. Note that the Rewards given can be a bit variable in my experience; below is just an approximation of what I tend to get. Also, it seems more Gil = more Rewards. The item given won't change, just the quantity thereof.

Monster Achelous Adamantoise Aerouge Ahriman Alcyone Anacondaur Aqua Flan Bandersnatch Barbatos Bashura Basilisk Bat Eye Behemoth Behemoth King Bite Bug Black Element Blue Element Bomb (Home) Bomb (Mi'ihen) Buer Bunyip

Cave Iguion Chimera (Home) Chimera (Macalania) Chimera Brain Coeurl Condor Dark Element Dark Flan Defender Defender Z Demonolith Dingo Dinonix Dual Horn (Mi'ihen) Dual Horn (Home) Epaaj Evil Eye (Home) Evil Eye (Macalania) Exoray Flame Flan Floating Death Floating Eye Funguar Gandarewa Garm Garuda (Mushroom Rock) Gemini (club) Gemini (sword) Ghost Gold Element Grat Great Malboro Grenade Grendel Guado Guardian (Home) Guado Guardian (w/Seymour) Halma Ice Flan Iguion Imp

Ipiria Iron Giant Killer Bee Kusariqqu Lamashtu Land Worm Larva Lord Ochu Machea Maelspike Mafdet Malboro Mandragora Master Coeurl Master Tonberry Maze Larva Mech Defender Mech Guard Mech Gunner Mech Hunter Mech Leader Mech Scouter Melusine Mi'ihen Fang Murussu Mushussu Nebiros Nidhogg Ochu Octopus Ogre Phlegyas Piranha (x1) Piranha (x2) Piranha (x3) Puroboros Ragora Raldo Raptor Red Element

Remora Sahagin (Via Purifico: Tidus) Sahagin (Via Purifico: Yuna) Sand Wolf Sand Worm Sandragora Shred Simurgh Sinscale Skoll Snow Flan Snow Wolf Spirit Splasher (x1) Splasher (x2) Splasher (x3) Swamp Mafdet Thorn Thunder Flan Tonberry Ultima Weapon Valaha Varuna Vouivre Wasp Water Flan White Element Wraith Xiphos YAT-97 YAT-99 Yellow Element YKT-11 YKT-63 Yowie Zaurus Zu

Blitzball A General Note I don't know how many of you regularly read my FAQs, so I had best say something really important here. While I like the sport of Blitzball, by no means am I good FAQer of sports. I can make RPGs and strategy games like Pokémon, Final Fantasy Tactics, and Shin Megami Tensei work amazing well ... and then we hit the sports and it all goes waaay downhill. I basically have what info I have here out of obligation, not because what's here is good. If you have ANYTHING to add, to say, or think I should add to this section - or any other! - please e-mail me in the Legalities section. I can't promise that I can (or will) do everything and anything, but it will go into consideration at the very least.

The Basics of Blitz Blitzball is essentially the (European) football of the FFX universe; it is a fun sport - at least to me; I dunno why most hate it - in which you control a team of players underwater. Its purpose is to get a bump-covered Blitzball into the opposing team's goal, although that's not very easy due to the enemy team, the viscosity of water, and the inability to use extra-large potato launchers. =/ Anyhow, a Blitzball game takes place in a spherical ball of water (don't ask me how it's held up); you, however, will only control yourself on the two-dimensional great circle in the middle. If you look at the map nearby, you (green) will always be the left side, and your opponents (red) the right. You control one of the players using the Analog Stick, if you want - there are three controlling methods: Auto (clear definition), Manual A (based on the map), and Manual B (based on the direction of the opposing goal to you). Generally, you should use Manual, and Manual A is the easiest to grasp. Each player on a team has a set of stats, as follows:  HP - Used as currency for actions, and lowers as you hold the ball; if you lack the HP, you cannot some things, but HP is regained when the character goes not have the ball  SP - Speed  AT - Attack, used in encounters and breaking through  EN - Your true HP, used in encounters  SH - Basically, the strength of a shot - more on this later  PA - Strength of passes - more later  BL - Strength of blocking - more later  CA - Strength of the catcher, essentially the final "block" - more later

Let's move on to the topic of encounters. Essentially, when you and an opponent - or multiple opponents - get near each other, you will take place in a sort of "battle". In this, the enemies are effectively lined up as a tiered wall, like a single-file line. When you encounter enemy opponents, you can choose to break through to a certain one of the opponents (tackle through them and stop before so-and-so). You can also opt to simply "No Break" - that is, go straight to a pass or a shot. If you opt to break through enemies, then your EN and their AT is considered. Basically, they will tackle you and their AT will be subtracted from your EN - HOWEVER, there can be up to a 50% variance in their AT! For example, a 8 AT person tackles an 8 EN person. Generally, you'd assume the one tackled would go down to 0 EN (and thus, the ball is taken away). However, that person's AT can also be as low as 4, in which case the tackled person is fine, or at high as 12. It's variable, understand? Anyhow, if you are tackled and your EN remains above 0 for all of the times, you can pass or shoot (more later); if it hits 0, then your ball is lost. If you opt to pass, then your PA and the opponents' BL is considered. It's essentially the same thing as being tackled their BL subtracts from the PA as the ball flies. For example, people with 5, 6, and 10 BL are encountering a 14 PA person. The RNG favors that person for the first two blocks, leaving them with 3 PA and ... uh-oh, as 3-10 = -7 (or 3-5 = -2, even under your best circumstances), the ball is taken. (Yes, there is a +/- 50% variance here too!) Thus, the ball is taken from you, and you can understand why it is recommended to break through at least a few players, right? Okay, now let's say you had 18 PA and the RNG favors you by leaving you with 2 PA (18-5-6-5). PA will decrease over the distance, however, so the ball could still be taken from you if the target is too far off, which means it's ideal to pass to close-by people, especially in heavy encounters. If you opt to shoot, then your SH and the opponents' BL is considered in addition to their catcher's CA. If you opt instead to shoot before an encounter, then all you worry about is the catcher's CA. This is essentially the same thing as a pass to the goal, as it were - the opponents will subtract from your SH with their BL (+/- 50%), then the catcher gets a chance with his +/- 50%. If you still win out (>0 SH after the CA subtraction), then a goal is scored! Keep in mind with these three situations that Techs can be used, which can augment the stats of the actions in various ways. Techs will be discussed more in-depth later. Essentially, they're special abilities. To learn one, you must have someone Mark a person with the desired technique during halftime; during the second half, then, when the person uses that technique, the word "Techcopy" appears and flashes: press X to learn the tech. (Your level cannot be too low, however.) Players have a limited number of tech slots, though, when you equip them - 1 at Level 3, then new ones are gained at Levels 7, 12, 20, and 30, for a max of five. Techs can also cause status ailments, as below:  Nap: Essentially, the character is asleep and inactive for around a minute.  Poison: Poisoned character lose HP when in possession of the ball much faster than normal, with a loss of some HP every 0.6 seconds. Poison can stack, too, via Pile Venom, affecting the rate of HP loss: essentially, you will lose (4^x) HP per 0.6 seconds (5*(4^x)/3 per second) where x equals the number of times poison has been applied: this is 4 for once, 16 twice, 64 thrice, 256 four times, and 1,024 five times. You will lose ability usage, too - one poisoning causes the loss of shot techs, two makes you lose tackle techs, and three makes you lose pass techs.  Wither: Essentially, the character's stats are halved, depending on how it was induced. If this was from a shot tech, your BL and CA are halved; from a tackle tech, your EN, PA, and SH; from a pass tech, your PA, AT, or BL. This lasts for about half a minute.

Scouting Of course, you need people for your team, and how are you going to get them? I doubt those monsters from the Monster Arena really wanna participate... Anyhow, you can press the Square Button in front of some people and you will be able to offer them Gil to play. Firstly, there are certain "Scout" levels you can have:  Scout Level 1: Initial level, which allows you to see the player's name, level, and Gil fee per game.  Scout Level 2: Get 10 wins for this level, which now lets you see the player's stats.  Scout Level 3: Get 20 wins for this level, which now lets you see the player's current techs and slots of them.  Scout Level 4: Get 30 wins for this level, which now lets you see the player's key techs and all learned techs. Below, you'll find the list of Scoutable players. Note that you may already have some of them, and that sometimes they are already recruited by other teams.  Abus: The Aurochs' locker room in Luca.  Argai: The corridors on the airship.  Auda: External portions of Guadosalam.  Balgerda: The Aurochs' locker room in Luca.  Basik: Dock 4 in Luca.  Berrik: The corridors on the airship.  Bickson: Dock 3 in Luca.  Biggs: The main gate to Luca Stadium.  Blappa: The corridors on the airship.  Botta: The Aurochs' locker room in Luca.  Brother: The bridge of the airship.  Datto: The Aurochs' locker room in Luca.  Deim: The main hall of the Kilika temple.  Doram: The Aurochs' locker room in Luca.  Durren: At the bottom of the gorge in the Calm Lands.  Eigaar: The corridors on the airship.

 Gazna: The corridors on the airship.  Giera: External portions of Guadosalam.  Graav: The Aurochs' locker room in Luca.  Irga: The corridors on the airship.  Isken: The house in Kilika's port area.  Jassu: The Aurochs' locker room in Luca.  Judda: The corridors on the airship.  Jumal: The square in the Luca seaport.  Keppa: The Aurochs' locker room in Luca.  Kiyuri: On the deck of the SS Winno  Kulukan: The tavern in Kilika.  Kyou: In the Djose Temple.  Lakkam: The corridors on the airship.  Larbeight: The docking area in Kilika.  Letty: The Aurochs' locker room in Luca.  Linna: Inside Macalania Temple.  Mep: Inside Kilika Temple.  Mifurey: The Travel Agency in the Thunder Plains.  Miyu: The north side of the Moonflow.  Naida: The shop in the center of the Calm Lands.  Nedus: Dock 1 in Luca.  Nimrook: The corridors on the airship.  Noy: The inn in Guadosalam.  Nuvy: The corridors on the airship.  Raudy: The Aurochs' locker room in Luca.

 Rin: The corridors of the airship.  Ropp: The Mi'ihen Highroad Travel Agency.  Shaami: The bridge of Luca Harbor.  Shuu: The café in Luca.  Svanda: She's the Chocobo Trainer in the Calm Lands. Surprised?  Tatts: The docks in Kilika.  Vilucha: A house in Besaid.  Vuroja: The docking area in Kilika.  Wakka: The bridge of the airship.  Wedge: The main gate to Luca Stadium.  Zalitz: The Sphere Theater in Luca.  Zamzi: The corridors on the airship.  Zazi: Inside the house in Guadosalam.  Zev: Dock 5 in Luca.

Techs  Anti-Drain: o HP Cost: 10 HP o Effects: Prevents HP drainage 50% of the time o Learned: Techcopy  Anti-Drain 2: o HP Cost: 50 HP o Effects: Prevents HP drainage 100% of the time o Learned: Techcopy  Anti-Nap:

o HP Cost: 40 HP o Effects: Gain a 50% resistance to Nap o Learned: Techcopy  Anti-Nap 2: o HP Cost: 210 HP o Effects: Gain full immunity to Nap o Learned: Techcopy  Anti-Venom: o HP Cost: 5 HP o Effects: Gain a 50% resistance to Poison o Learned: Techcopy  Anti-Venom 2: o HP Cost: 50 HP o Effects: Gain a full immunity to Poison o Learned: Techcopy  Anti-Wither: o HP Cost: 30 HP o Effects: Gain a 50% resistance to Wither o Learned: Techcopy  Anti-Wither 2: o HP Cost: 200 HP o Effects: Gain full immunity to Wither o Learned: Techcopy  Aurochs Spirit: o HP Cost: 600 HP o Effects: The original SH of the entire Aurochs team is added to Wakka's SH, and SH +10 is applied

o Learned: Prize from a Tournament if Wakka has all his key techs  Brawler: o HP Cost: 10 HP o Effects: Increases the range for encounters to occur o Learned: Prize from Tournaments and Leagues  Drain Tackle: o HP Cost: 30 HP o Effects: Gain HP from the opposition 40% of the time o Learned: Techcopy  Drain Tackle 2: o HP Cost: 150 HP o Effects: Gain HP from the opposition 70% of the time o Learned: Techcopy  Drain Tackle 3: o HP Cost: 500 HP o Effects: Gain HP from the opposition every time o Learned: Techcopy  Elite Defense: o HP Cost: 5 HP o Effects: Increases the range for finding the ball-carrier o Learned: Win from Tournaments and Leagues  Gamble: o HP Cost: 300 HP o Effects: Half of the time after losing the Nap status, you get randomized stats o Learned: Win from Tournaments and Leagues  Golden Arm:

o HP Cost: 30 HP o Effects: Halves HP reduction from shots and passes o Learned: Win from Tournaments and Leagues  Good Morning!: o HP Cost: 180 HP o Effects: You get stronger stats 50% of the time after waking up from Naps o Learned: Win from Tournaments and Leagues  Grip Gloves: o HP Cost: 30 HP o Effects: Effectively - but hiddenly - increases the catcher's CA o Learned: Techcopy  High Risk: o HP Cost: 300 HP o Effects: Doubles your EXP. earnings, but your stats will be halved o Learned: Win from Tournaments and Leagues  Invisible Shot: o HP Cost: 220 HP o Effects: The ball is invisible on the way to the goal when shot, which you can control with the Left Analog Stick; also, SH +3 o Learned: Techcopy  Jecht Shot: o HP Cost: 120 HP o Effects: Ignores the first two foes in an encounter; SH +5 o Learned: Complete the Jecht Shot thingy with the Blitzball on the SS Winno's deck  Jecht Shot 2: o HP Cost: 999 HP

o Effects: Ignores the first three foes in an encounter; SH +10; "Invisible Shot" tech effect o Learned: Get Tidus's three Key Techs, then you can win it from Tournaments  Nap Pass: o HP Cost: 40 HP o Effects: Those blocking your pass get Napped 30% of the time; PA +3 o Learned: Techcopy  Nap Pass 2: o HP Cost: 200 HP o Effects: Those blocking your pass get Napped 70% of the time; PA +5 o Learned: Techcopy  Nap Pass 3: o HP Cost: 510 HP o Effects: Those blocking your pass get Napped all of the time; PA +7 o Learned: Techcopy  Nap Shot: o HP Cost: 45 HP o Effects: Those blocking your shot (Goalie included) get Napped 40% of the time; SH +3 o Learned: Techcopy  Nap Shot 2: o HP Cost: 80 HP o Effects: Those blocking your shot (Goalie included) get Napped 70% of the time; SH +5 o Learned: Techcopy  Nap Shot 3: o HP Cost: 350 HP o Effects: Those blocking your shot (Goalie included) get Napped all of the time; SH +7 o Learned: Techcopy

 Nap Tackle: o HP Cost: 40 HP o Effects: Tackled players get Napped 40% of the time; AT +3 o Learned: Techcopy  Nap Tackle 2: o HP Cost: 90 HP o Effects: Tackled players get Napped 70% of the time; AT +5 o Learned: Techcopy  Nap Tackle 3: o HP Cost: 180 HP o Effects: Tackled players get Napped all of the time; AT +7 o Learned: Techcopy  Pile Venom: o HP Cost: 30 HP o Effects: Allows Poison status to stack, increasing HP loss of the afflicted and the amount of abilities lost o Learned: Win from Tournaments and Leagues  Pile Wither: o HP Cost: 70 HP o Effects: Allows Wither status to stack, further reducing stats on the afflicted o Learned: Win from Tournaments and Leagues  Regen: o HP Cost: 50 HP o Effects: You restore HP much faster when you're not holding the ball o Learned: Win from Tournaments and Leagues  Sphere Shot:

o HP Cost: 90 HP o Effects: SH +3 and another random number o Learned: Techcopy (Tidus has it from the start)  Spin Ball: o HP Cost: 30 HP o Effects: The ball will have spin when shot, making it tougher to block somehow o Learned: Techcopy  Super Goalie: o HP Cost: 30 HP o Effects: Adds a random number to your CA 60% of the time o Learned: Techcopy  Tackle Slip: o HP Cost: 40 HP o Effects: Allows you to dodge 40% of tackles, but you may become disoriented o Learned: Techcopy  Tackle Slip 2: o HP Cost: 170 HP o Effects: Allows you to dodge 80% of tackles, but you may become disoriented o Learned: Techcopy  Tech Find: o HP Cost: 0 HP o Effects: You can chosoe an empty slot in your ability list and press X to Techcopy it o Learned: Win from Tournaments and Leagues  Venom Pass: o HP Cost: 40 HP o Effects: Poisons those blocking your pass 30% of the time; PA +3

o Learned: Techcopy  Venom Pass 2: o HP Cost: 120 HP o Effects: Poisons those blocking your pass 60% of the time; PA +5 o Learned: Techcopy  Venom Pass 3: o HP Cost: 250 HP o Effects: Poisons those blocking your pass 100% of the time; PA +7 o Learned: Techcopy  Venom Shot: o HP Cost: 20 HP o Effects: Poisons those blocking your shot (and the Goalie) 40% of the time; SH +3 o Learned: Techcopy  Venom Shot 2: o HP Cost: 65 HP o Effects: Poisons those blocking your shot (and the Goalie) 70% of the time; SH +5 o Learned: Techcopy  Venom Shot 3: o HP Cost: 100 HP o Effects: Poisons those blocking your shot (and the Goalie) 100% of the time; SH +7 o Learned: Techcopy  Venom Tackle: o HP Cost: 30 HP o Effects: Those you tackle are Poisoned 40% of the time; AT +3 o Learned: Techcopy  Venom Tackle 2:

o HP Cost: 70 HP o Effects: Those you tackle are Poisoned 70% of the time; AT +5 o Learned: Techcopy  Venom Tackle 3: o HP Cost: 160 HP o Effects: Those you tackle are Poisoned 100% of the time; AT +7 o Learned: Techcopy  Volley Shot: o HP Cost: 10 HP o Effects: You can intercept loose balls and shoot them with blockage 50% of the time o Learned: Techcopy  Volley Shot 2: o HP Cost: 40 HP o Effects: You can intercept loose balls and shoot them with blockage 75% of the time o Learned: Techcopy  Volley Shot 3: o HP Cost: 250 HP o Effects: You can intercept loose balls and shoot them with blockage 100% of the time o Learned: Techcopy  Wither Pass: o HP Cost: 40 HP o Effects: Withers those blocking your pass 30% of the time; PA +3 o Learned: Techcopy  Wither Pass 2: o HP Cost: 180 HP o Effects: Withers those blocking your pass 70% of the time; PA +5

o Learned: Techcopy  Wither Pass 3: o HP Cost: 440 HP o Effects: Withers those blocking your pass all of the time; PA +7 o Learned: Techcopy  Wither Shot: o HP Cost: 30 HP o Effects: Withers those blocking your shot (and the Goalie) 40% of the time; SH +3 o Learned: Techcopy  Wither Shot 2: o HP Cost: 180 HP o Effects: Withers those blocking your shot (and the Goalie) 70% of the time; SH +5 o Learned: Techcopy  Wither Shot 3: o HP Cost: 390 HP o Effects: Withers those blocking your shot (and the Goalie) 100% of the time; SH +7 o Learned: Techcopy  Wither Tackle: o HP Cost: 8 HP o Effects: Withers those you tackle 40% of the time; AT +3 o Learned: Techcopy  Wither Tackle 2: o HP Cost: 80 HP o Effects: Withers those you tackle 70% of the time; AT +5 o Learned: Techcopy  Wither Tackle 3:

o HP Cost: 250 HP o Effects: Withers those you tackle 100% of the time; AT +7 o Learned: Techcopy

Key Techs Player Abus Argai Auda Balgerda Basik Berrik Bickson Biggs Blappa Botta Brother Datto Deim Doram Durren Eigaar Gazna Giera Graav Irga Isken Jassu Judda Jumal Keepa Kiyuri Kulukan Kyou Lakkam Larbeight Letty

Linna Mifurey Miyu Naida Navara Nedus Nimrook Nizarut Noy Nuvy Pah Raudy Rin Ropp Shaami Shuu Svanda Tatts Tidus Vilucha Vuroja Wakka Wedge Yuma Zalitz Zamzi Zazi Zev

Special Abilities White Magic  Auto-Life: o MP Cost: 97 MP

o Effects: Puts Auto-Life status on the target, automatically reviving them with ~25% of their max HP when their HP hits zero. This cannot be removed other than through KO and some specialized attacks you'll see against - mostly - Dark Aeons.  Cura: o MP Cost: 10 MP o Effects: Heals a moderate amount of HP to the target, or damages them if they're a Zombie. (Effect is double that of Cure.) It is affected by Shell and Reflect.  Curaga: o MP Cost: 20 MP o Effects: Heals a large amount of HP to the target, or damages them if they're a Zombie. (Effect is 1.75x that of Cura, and 3.50x that of Cure.) It is affected by Shell and Reflect.  Cure: o MP Cost: 4 MP o Effects: Heals a little HP to the target, or damages them if they're a Zombie. Its effects are halved by Shell and are Reflectable.  Dispel: o MP Cost: 12 MP o Effects: Removes certain statuses from the target: Protect, Shell, Reflect, Haste, Regen, NulBlaze, NulShock, NulTide, NulFrost, Power Break, Armor Break, Magic Break, and Mental Break. It will defy Reflect (obviously), but it will not remove Auto-type abilities.  Esuna: o MP Cost: 5 MP o Effects: Heals most ailments from the target - Darkness, Silence, Slee, Poison, Petrification, Confusion, Berserk, and Slow. (This will not affect Power Break, Armor Break, Magic Break, Mental Break, Zombie, Curse, Doom, or KO.) It can be Reflected.  Full-Life: o MP Cost: 60 MP o Effects: Revives the target from KO with full HP. Zombies can be KO'ed by this, though, or hit with damage based on your Break Damage Limit status (9,999 without, 99,999 with). It can be Reflected.  Haste: o MP Cost: 8 MP

o Effects: Doubles the target's Agility - increasing the number of turns they get - until the status is Dispelled, Slow is inflicted, or the target is KO'ed, or the battle ends. It can be Reflected.  Hastega: o MP Cost: 30 MP o Effects: Doubles the target party's Agility - increasing the number of turns they get - until the status is Dispelled, Slow is inflicted, the target is KO'ed, or the battle ends. It can be Reflected.  Holy: o MP Cost: 85 MP o Effects: Holy is the only intentionally-damaging White Magic spell, using a hidden fifth "Holy" elemental affinity to determine its magical damage, though it's rarely used. It can be Reflected and is affected by Shell.  Life: o MP Cost: 18 MP o Effects: Revives the target from KO with ~50% of their max HP. Zombies can be KO'ed by this, though, or hit with damage based on your Break Damage Limit status (9,999 without, 99,999 with). It also can be Reflected.  NulBlaze: o MP Cost: 2 MP o Effects: Nullifies the next Fire attack to hit anyone of the opposing party. It lasts only for one attack per person, and can be Dispelled or Reflected.  NulFrost: o MP Cost: 2 MP o Effects: Nullifies the next Ice attack to hit anyone of the opposing party. It lasts only for one attack per person, and can be Dispelled or Reflected.  NulShock: o MP Cost: 2 MP o Effects: Nullifies the next Lightning attack to hit anyone of the opposing party. It lasts only for one attack per person, and can be Dispelled and Reflected.  NulTide: o MP Cost: 2 MP o Effects: Nullfies the next Water attack to hit anyone of the opposing party. It lasts only for one attack per person, and can be Dispelled or Reflected.

 Protect: o MP Cost: 12 MP o Effects: Doubles the target's Defense - halving most physical damage taken - until it is Dispelled, the target is KO'ed, or the battle ends. It is affected by Reflect.  Reflect: o MP Cost: 14 MP o Effects: Puts the Reflect status on the target, bouncing most magic from the afflicted to the opposite party (allies to enemies or vice versa). Reflect doesn't work on Dispel, Auto-Life, Ultima, and Demi, and it can be Dispelled. It can also be Reflect, semi-ironically.  Regen: o MP Cost: 40 MP o Effects: Puts Regen on the target for ten of the target's turns, or until KO'd, Dispelled, or the battle ends. Regen works based on a "tick" system in the game - it's like an advanced version of the CTB system. Basically, the less turns you get with Regen, the more HP that is healed, and, of course, Zombies get damaged by this. This spell can be Reflected.  Scan: o MP Cost: 1 MP o Effects: Allows you to see the stats and affinities and a brief blurb on the target. Not all enemies (typically bosses) can be Scanned, though. Its effects can be Reflected.  Shell: o MP Cost: 10 MP o Effects: Doubles the target's Magic Defense - halving most magic damage taken - until it is Dispelled, the target is KO'ed, or the battle ends. It is affected by Reflect  Slow: o MP Cost: 12 MP o Effects: Halves the target's Agility - reducing the number of turns they get - until it's Esuna'd, the target is KO'ed, the target is inflicted with Haste, or the battle ends. This may not work on those with Slow Ward, and will not work on those with Slowproof or Auto-Haste. It is also affected by Reflect.  Slowga: o MP Cost: 20 MP o Effects: Halves the target party's Agility - reducing the number of turns they get - until it's Esuna'd, the target is KO'ed, the target is inflicted with Haste, or the battle ends. This may not work on

those with Slow Ward, and will not work on those with Slowproof or Auto-Haste. It is also affected by Reflect.

Black Magic  Bio: o MP Cost: 10 MP o Effects: Hits the target with the Poison status ailments, so long as they're not immune to Poison or have Poisonproof (or a lucky Poison Ward) armor. The amount of damage taken by Poison each turn varies for enemies, though it is always 25% of your max HP for you. It is affected by Reflect.  Blizzaga: o MP Cost: 20 MP o Effects: Hits the target for heavy Ice-elemental damage. (It is 1.75x the strength of Blizzara, and 3.5x the strength of Blizzard.) It is affected by Shell and Reflect and the target's elemental affinities.  Blizzara: o MP Cost: 8 MP o Effects: Hits the target for moderate Ice-elemental damage. (It is twice the strength of Ice.) It is affected by Shell and Reflect and the target's elemental affinities.  Blizzard: o MP Cost: 4 MP o Effects: Hits the target for minor Ice-elemental damage. It is affected by Shell and Reflect and the target's elemental affinities.  Death: o MP Cost: 20 MP o Effects: KO's the target instantly. It may not work on those with a resistance to Death or the Death Ward ability, and it will not on Zombies, those immune to Death (most bosses), and those with Deathproof armor. It is also affected by Reflect.  Demi: o MP Cost: 32 MP o Effects: Reduces the HP of the target party by 25% of their current HP, or by 12.5% if Shell is effect. It cannot kill, however, and is still under the rules of damage limits (9,999 without Break Damage Limit, and 99,999 with). Some enemies cannot be affected by such gravity damage.

 Drain: o MP Cost: 12 MP o Effects: Damages a chosen target, restoring the user's HP equal to the damage dealt. If you Drain a Zombie, the effect is reversed: they gain HP while the user loses. It is affected by both Shell and Reflect.  Fira: o MP Cost: 8 MP o Effects: Hits the target for moderate Fire-elemental damage. (It is twice the strength of Fire.) It is affected by Shell and Reflect and the target's elemental affinities.  Firaga: o MP Cost: 20 MP o Effects: Hits the target for heavy Fire-elemental damage. (It is 1.75x the strength of Fira, and 3.5x the strength of Fire.) It is affected by Shell and Reflect and the target's elemental affinities.  Fire: o MP Cost: 4 MP o Effects: Hits the target for minor Fire-elemental damage. It is affected by Shell and Reflect and the target's elemental affinities.  Flare: o MP Cost: 54 MP o Effects: Hits the target for major non-elemental damage. (This is 5x the power of the regular elementals, 2.5x that of the "-ras", and ~1.43x that of the "-gas".) It is affected by Shell and Reflect.  Osmose: o MP Cost: 0 MP o Effects: Damages the target's MP, restoring the user's MP by the amount of MP damage dealt. The effect is reversed if you hit a Zombie: they gain MP while you lose it. Note that the only purpose for either is simply MP restoration of yourself, since even 0 MP fiends (most notably possible in the Sinspawn Ammes fight in the beginning of the game) can be able to cast magic. Also, this is Reflectable.  Thundaga: o MP Cost: 20 MP

o Effects: Hits the target for heavy Lightning-elemental damage. (It is 1.75x the strength of Thundara, and 3.5x the strength of Thunder.) It is affected by Shell and Reflect and the target's elemental affinities.  Thundara: o MP Cost: 8 MP o Effects: Hits the target for moderate Lightning-elemental damage. (It is twice the strength of Thunder.) It is affected by Shell and Reflect and the target's elemental affinities.  Thunder: o MP Cost: 4 MP o Effects: Hits the target for minor Lightning-elemental damage. It is affected by Shell and Reflect and the target's elemental affinities.  Ultima: o MP Cost: 90 MP o Effects: Hits the target party for extreme non-elemental damage. The power is about 5.83x that of the basic elemental spells, about 2.92x that of the "-ras", about 1.67x that of the "-gas", 3.5x that of Drain, or 1.17x that of Flare. It notably defies Reflect, but not Shell.  Water: o MP Cost: 4 MP o Effects: Hits the target for minor Water-elemental damage. It is affected by Shell and Reflect and the target's elemental affinities.  Watera: o MP Cost: 8 MP o Effects: Hits the target for moderate Water-elemental damage. (It is twice the strength of Water.) It is affected by Shell and Reflect and the target's elemental affinities.  Waterga: o MP Cost: 20 MP o Effects: Hits the target for heavy Water-elemental damage. (It is 1.75x the strength of Watera, and 3.5x the strength of Water.) It is affected by Shell and Reflect and the target's elemental affinities.

Skills  Armor Break:

o MP Cost: 8 MP o Effects: Damages the target and halves their Defense, if they're able to be affected by Armor Break as an ailment.  Dark Attack: o MP Cost: 5 MP o Effects: Damages the target and has a 50% chance to put the target in Darkness for three turns. The success rate is affected by the monster's resistance/immunity (may/will not work) to Darkness, and similar logic for the respective Ward and Proof armor abilities.  Dark Buster: o MP Cost: 10 MP o Effects: Damages the target with a base 100% success rate to put the target in the Darkness ailment for three turns as well. The success rate is affected by the monster's resistance/immunity (may/will not work) to Darkness, and similar logic for the respective Ward and Proof armor abilities.  Delay Attack: o MP Cost: 8 MP o Effects: Damages the target and delays their next turn (if the target is suspectible to Delay).  Delay Buster: o MP Cost: 18 MP o Effects: Damages the target and greatly delays their next turn (if the target is suspectible to Delay).  Extract Ability - Expert Sphere Grid only: o MP Cost: 1 MP o Effects: Damages the target and makes them more likely to drop Ability Spheres (if they're vulnerable to the Ability Distil ailment and are afflicted).  Extract Mana - Expert Sphere Grid only: o MP Cost: 1 MP o Effects: Damages the target and makes them more likely to drop Mana Spheres (if they're vulnerable to the Mana Distil ailment and are afflicted).  Extract Power - Expert Sphere Grid only: o MP Cost: 1 MP

o Effects: Damages the target and makes them more likely to drop Power Spheres (if they're vulnerable to the Power Distil ailment and are afflicted).  Extract Speed - Expert Sphere Grid only: o MP Cost: 1 MP o Effects: Damages the target and makes them more likely to drop Speed Spheres (if they're vulnerable to the Speed Distil ailment and are afflicted).  Full Break - Expert Sphere Grid only!: o MP Cost: 99 MP o Effects: Damages the target and halves their Strength, Defense, Magic, and/or Magic Defense if they're able to be affected by Power Break, Armor Break, Magic Break, and/or Mental Break (respectively) as an ailment.  Magic Break: o MP Cost: 8 MP o Effects: Damages the target and halves their Magic, if they're able to be affected by Magic Break as an ailment.  Mental Break: o MP Cost: 8 MP o Effects: Damages the target and halves their Magic Defense, if they're able to be affected by Mental Break as an ailment.  Mug: o MP Cost: 10 MP o Effects: Attacks the target with a "Steal" side effect. Steal allows you to take an item from the target. With each use of it, the probability of success if represented by 1/x, where x = the number of attempts, making the rate progressively decline from 100% to 50% to 33% to 25% to 20% and so on. See Monster Drops & Steals for what you can steal.  Nab Gil - Expert Sphere Grid only!: o MP Cost: 30 MP o Effects: Attacks the target with a "Pilfer Gil" side effect. That allows you to take Gil from the target. With each use of it, the probability of success if represented by 1/x, where x = the number of attempts, making the rate progressively decline from 100% to 50% to 33% to 25% to 20% and so on.  Power Break: o MP Cost: 8 MP

o Effects: Damages the target and halves their Strength, if they're able to be affected by Power Break as an ailment.  Quick Hit: o MP Cost: 36 MP o Effects: Damages the target with the user able to get their next turn faster.  Silence Attack: o MP Cost: 5 MP o Effects: Damages the target and has a 50% chance to put the target in Silence for three turns. The success rate is affected by the monster's resistance/immunity (may/will not work) to Silence, and similar logic for the respective Ward and Proof armor abilities.  Silence Buster: o MP Cost: 10 MP o Effects: Damages the target with a base 100% success rate to put the target in the Silence ailment for three turns as well. The success rate is affected by the monster's resistance/immunity (may/will not work) to Silence, and similar logic for the respective Ward and Proof armor abilities.  Sleep Attack: o MP Cost: 5 MP o Effects: Damages the target and has a 50% chance to put the target to Sleep for three turns. The success rate is affected by the monster's resistance/immunity (may/will not work) to Sleep, and similar logic for the respective Ward and Proof armor abilities.  Sleep Buster: o MP Cost: 10 MP o Effects: Damages the target with a base 100% success rate to put the target in the Sleep ailment for three turns as well. The success rate is affected by the monster's resistance/immunity (may/will not work) to Sleep, and similar logic for the respective Ward and Proof armor abilities.  Triple Foul: o MP Cost: 24 MP o Effects: Damages the target with a base 100% success rate each for inducing Darkness, Silence, or Sleep. The success rate for each is affected by the monster's resistance/immunity (may/will not work) to each ailment, and similar logic for the respective Ward and Proof armor abilities.  Zombie Attack: o MP Cost: 10 MP

o Effects: Damages the target and has a 50% chance to put the target in the Zombie status The success rate is affected by the monster's resistance/immunity (may/will not work) to Zombie, and similar logic for the respective Ward and Proof armor abilities.

Specials  Aim: o MP Cost: 0 MP o Effects: Boosts the party's Accuracy by 1~5 points until KO'ed or the battle ends. This will allow you to pass the maximum of 255 as well.  Bribe: o MP Cost: 0 MP o Effects: You pay enemies Gil to flee, and some will give you certain amounts of items for the payment. The minimum 100%-success payment is equal to ten times the monster's maximum HP. Not all enemies (mostly bosses) can be afflicted by this. See Monster Bribes for the details.  Cheer: o MP Cost: 0 MP o Effects: Boosts the party's Strength and Defense by 1~5 points each until KO'ed or the battle ends. This will allow you to pass the maximum of 255 as well.  Copycat: o MP Cost: 28 MP o Effects: The user does the exact same thing the last action an ally did - this excludes Summoning, equipment usage, Overdrives, and items if you fail to have enough items. However, spells and anything costing MP will be done for free, making this invaluable for continuing to cast lots and lots of, say, Ultima.  Doublecast: o MP Cost: 0 MP o Effects: Allows you to use two Black Magic spells in the same turn. However, their MP costs will not be augmented; Doublecasting two Ultimas, for example, costs you 90+90, or 180 MP.  Entrust: o MP Cost: 0 MP o Effects: Adds the user's Overdrive gauge to that of the target. If the Overdrive gauge is filled up in the process, there is no leftovers to be gained post-Overdrive; it's simply lost.

 Flee: o MP Cost: 0 MP o Effects: Allows you to Flee battles with 100% success (rather than relying on the Agility-based Escape), and it affects all of the party, too. It will not work in most boss battles and some others, however.  Focus: o MP Cost: 0 MP o Effects: Boosts the party's Magic and Magic Defense by 1~5 points each until KO'ed or the battle ends.  Guard: o MP Cost: 0 MP o Effects: Allows the user to take damage for an ally that is targeted by a single-target physical attack.  Jynx: o MP Cost: 0 MP o Effects: Lowers the target party's Luck by 1~5 points until KO'ed or the battle ends.  Lancet: o MP Cost: 0 MP o Effects: Does meager HP and MP damage to the target and restores the user's HP and MP by the same amounts: on Zombies, the effect is reversed (you are hurt, they are healed). The main use is for Kimahri to learn certain Ronso Rages for his Overdrives.  Luck: o MP Cost: 0 MP o Effects: Boosts the party's Luck by 1~5 points until KO'ed or the battle ends. This will allow you to pass the maximum of 255 as well.  Pilfer Gil - Expert Sphere Grid only!: o MP Cost: 20 MP o Effects: Steals Gil from the target. The rate of success is equal to 1/x, where x = the number of times you've stolen. Thusly, the rate of success goes from 100% to 50% to 33% to 25% to 20% and so on. You also get less Gil as time goes on.  Pray:

o MP Cost: 0 MP o Effects: Restores a very small amount of HP to the party.  Provoke: o MP Cost: 4 MP o Effects: The Provoked enemy will only attack the user of the Provoke skill, assumed the target can be Provoked. This is good for aiming enemies toward certain characters that have certain immunities or to keep damage narrowed.  Quick Pockets - Expert Sphere Grid only!: o MP Cost: 70 MP o Effects: Allows you to use an item and get the next turn quicker - only works with items you can use via the Items command, though, not Use.  Reflex: o MP Cost: 0 MP o Effects: Boosts the party's Evasion by 1~5 points until KO'ed or the battle ends. This will allow you to pass the maximum of 255 as well.  Sentinel: o MP Cost: 0 MP o Effects: The user can take damage for an ally who is the target of a single-target physical attack. The user of this skill will take the hit, but their damage will be halved (this part stacks with Protect for damage quartering).  Spare Change: o MP Cost: 0 MP o Effects: You throw a chosen amount of the Gil at the enemy to deal a flat amount of damage. The damage equals the amount of Gil thrown divided by 10 - for example, 12,340 Gil equals 1,234 damage. This will ignore Protect, Shell, and the like, and is still affected by Break Damage Limit rules and restrictions.  Steal: o MP Cost: 0 MP o Effects: Allows you to take an item from the enemy. The odds of a successful Steal are "1/x", where "x" equals the number of Steals you've done insofar, so it progressively goes from 100% to 50% to 33% to 25% to 20% and so on. It also instantly kills machina enemies. See Monster Drops & Steals for lists of stealable-from enemies.  Threaten:

o MP Cost: 12 MP o Effects: Essentially delays the target's next turn (if vulnerable to Threaten).  Use: o MP Cost: 0 MP o Effects: Allows you to use certain items that you can't usually use.

Overdrives Tidus - Swordplay Description: Tidus's Overdrive is Swordplay, which consists of a variety of speedy attacks that naturally fit Tidus's speedy nature. When you start up the Overdrive, a cursor will be moving over a gauge, and your goal is to stop the cursor with the X Button in the middle of the gauge. If you do so, you get your damage multiplied:

MULTIPLIER = 1 + (X / (2 * Y)) "X" = Time left, in seconds "Y" = Time given total, in seconds Multiplier > 1 or equal to it, always; minimum is 1.00125 (0.01 seconds with a 4-second Overdrive) This multiplier is at it highest in practice on the first pass through the middle of the gauge, usually ~0.5 seconds after starting the Overdrive. That usually means skilled players will get a ~40% damage boost. In pure theory, the highest the boost one can get is +50% (X = Y). In any case, you do not need to succeed at this minor game to get the Overdrive; you just won't get the damage multiplier, can have a power loss (different from the multiplier), and, in the case of Blitz Ace, one of your hits.  Overdrive #1 - Spiral Cut: o Learned: Initially o Time Given: 3 seconds o Effects: Attack on a single enemy. Attack is 33% stronger on a base level if the overdrive succeeds.  Overdrive #2 - Slice & Dice: o Learned: Have Tidus do 10 Overdrives, regardless of success

o Time Given: 3 seconds o Effects: Attack randomly-targeted enemies six times. Damage is restricted to three targets if you fail, and the attack can go for up to four enemies and is 33% stronger if you succeed.  Overdrive #3 - Energy Rain: o Learned: Have Tidus do 30 Overdrives, regardless of success o Time Given: 3 seconds o Effects: Attacks all enemies. Attack is 30% stronger if Overdrive succeeds.  Overdrive #4 - Blitz Ace: o Learned: Have Tidus do 80 Overdrives, regardless of success o Time Given: 2 seconds o Effects: Attacks a single enemy 8 times. If you succeed, you follow up with an attack that is six times more powerful than the others dealt during this Overdrive, for a maximum of 9 hits (and effectively 14).

Wakka - Slots Description: Feeling lucky? Wakka's Overdrive relies on matching a number of slot combinations, and it's as simple as that!  Overdrive #1 - Element Reels: o Learned: Initially o Effects: With this, you are given three slots to line up. When you line them up, you get an attack. If you line up three emblems of the same coloration, the attack will be of that element (White = Ice, Red = Fire, Blue = Water, Yellow = Lightning), and it will go to all enemies. If you get two of one color and one of another, you get an elemental attack to one enemy based on which color you had more of. If you have three different colors, you get a non-elemental-but-always-critical attack to a single enemy. Elemental affinities and critical hits aside, all attacks have the same power, anyhow.  Overdrive #2 - Attack Reels: o Learned: Win from a Blitzball tournament o Effects: The main thing you'll see on this slot machine are "1x hit", "2x hit", and "Miss" - these determine the order of attacks you take. The "hits" are additionally cumulative; that is to say getting a 1x hit, 2x hit, and 1x hit yields (1+2+1) or 4 hits. If you miss, consider it a "0x hit". There are two exceptions to this rule. Getting three "1x hit" slots yields six hits, and getting three "2x hit" slots yields twelve hits. As for each attack's power? It's equal to the number of hits, multiplied by ten. That means it can be 10 (1x-miss-miss) to 120 (2x-2x-2x).

 Overdrive #3 - Status Reels: o Learned: Win from a Blitzball league after fighting 250 battles with Wakka o Effects: This is basically the status version of Element Reels. Here, you can have three ailments afflicted: Full Break (down-pointing arrow - Armor/Power/Mental/Magic Breaks), Petrification (hourglass), and Darkness, Poison, Silence, and Sleep (skull). As usual, it's majority-rule for the slots' effect, but matching three slots up gives the effect to all enemies. If you fail to make a majority, it's simply a critical hit.  Overdrive #4 - Aurochs Reels: o Learned: Win from a Blitzball tournament after fighting 450 battles with Wakka o Effects: This set of slots is pretty odd. Basically, imagine that the Element and Status Reels are pooled together, with the same rules governing them. The only differnce is that a majority involving two statuses/elements of the same type and one element/status yields the critical hit, while three non-matching things is just an Attack. However, for every one of the original Besaid Aurochs on your team, you'll get an Aurochs emblem on the slots. Line up three of those for an attack to all enemies that is ~112% stronger than the other attacks this Reels does.

Yuna - Grand Summon Description: Yuna's Overdrive is the simplest of all, but perhaps also one of the strongest. Her Overdrive allows you to Summon any Aeon (except the same as your opponent's and it cannot be KO'ed) with a full Overdrive gauge, allowing you to use their Overdrive instantly! Additionally, if the Aeon already had their Overdrive, you could use it twice in a row!

Lulu - Fury Description: Lulu's Overdrive is the quintessial of Black Magic overdrives: Fury, allowing you to cast many of the same spell in a row! Additionally, this ignores both Reflect and Shell, is affected by Trio of 9999 and the like, and can hit up to 16 times. To induce hits, you rotate the Right Analog Stick repeatedly in the brief time given to you. Note that stronger spells will take longer to get enough rotations for, but higher Magic lowers the need as well. Each spell is a bit less powerful than normal, however:

POWER DIFFERENCES Spell Fire Thunder Water Blizzard Fira Thundara Watera

12 12 12 12 24 24 24

Blizzara Firaga Thundaga Waterga Blizzaga Bio Demi Death Drain Osmose Flare Ultima

24 42 42 42 42 80% chance to Poison target HP cut by 25% 80% chance to kill non-Zombied targets 20 10 60 70

Kimahri - Ronso Rage Description: Kimahri takes the role of the ever-flexible Blue Mage in Final Fantasy X, most notably through hit Ronso Rage Overdrive. Kimahri is able to use a skill called Lancet. Normally, that can drain a mild amount of HP/MP; however, for Kimahri, it has one more effect. If the enemy happens to know one of a certain set of attacks, Kimahri's Overdrive gauge fills, and he can use that attack (or any other of his Rages). While most of these are complete crap, like the usual with Blue Magic, a few shine brightly ... like Nova. =P  Ronso Rage - Aqua Breath: o Effects: Magical Water-based damage to all enemies. o Learned From:  Chimera - located in Macalania Woods & Home  Chimera Brain - located in the Calm Lands  Yenke Ronso - forced boss at Mt. Gagazet  Ronso Rage - Bad Breath: o Effects: Can inflict Darkness, Poison, Silence, and Sleep on all enemies. Darkness, Silence, and Sleep will last for ten turns if not removed. o Learned From:  Great Malboro - located in the Omega Ruins  Malboro - located in the Calm Lands  Ronso Rage - Doom:

o Effects: Inflicts Doom on an enemy, causing them to die after a certain number of turns (which is dependent on the enemy in question, usually 3~255). o Learned From:  Biran Ronso - forced boss at Mt. Gagazet  Ghost - located in the Cavern of the Stolen Fayth  Wraith - located in Sin  Ronso Rage - Fire Breath: o Effects: Magical Fire-elemental damage to all enemies. o Learned From:  Dual Horn - located at the Mi'ihen Highroad & Home  Grendel - located in Mt. Gagazet and in Zanarkand  Yenke Ronso - forced boss at Mt. Gagazet  Ronso Rage - Jump: o Effects: Physical damage to one enemy. o Learned From:  Already learned  Ronso Rage - Mighty Guard: o Effects: Applies Protect, Shell, NulBlaze, NulFrost, NulShock, and NulTide on all allies, halving damage from physical and magical attacks and nullifying the next elemental attack to hit them. The Nul spells are not permanent, going away after one nullification in their respective element, and they all can be dispelled away together. o Learned From:  Behemoth - located in Mt. Gagazet and in Zanarkand  Behemoth King - located in Sin  Biran Ronso - forced boss at Mt. Gagazet  Ronso Rage - Nova: o Effects: Magical damage to all enemies. o Learned From:

 Nemesis - "final boss" of the Monster Arena  Omega Weapon - boss at the end of the Omega Ruins  Ronso Rage - Seed Cannon: o Effects: Physical damage to one enemy. o Learned From:  Part of the plot in Kilika  Ronso Rage - Self Destruct: o Effects: Deals damage to a single target equal to triple Kimahri's maximum HP. Afterwards, Kimahri is effectively "ejected" from the battle - he is KO'ed and unusable, but no character will take his place in battle. o Learned From:  Biran Ronso - forced boss at Mt. Gagazet  Bomb - located at the Mi'ihen Highroad & Home  Grenade - located in Mt. Gagazet  Puroboros - located in the Omega Ruins  Ronso Rage - Stone Breath: o Effects: Can petrify every enemy. o Learned From:  Anacondaur - located in the Calm Lands  Basilisk - located on the Djose Highroad  Demonolith - located in Sin and the Omega Ruins  Yenke Ronso - forced boss at Mt. Gagazet  Ronso Rage - Thrust Kick: o Effects: Physical damage to one enemy. o Learned From:  Biran Ronso - forced boss at Mt. Gagazet  YKT-11 - located in Zanarkand

 YKT-63 - located in Bevelle  Ronso Rage - White Wind: o Effects: Heals all allies' HP, and damages Zombies. o Learned From:  Dark Flan - located in Mt. Gagazet and Zanarkand  Spirit - located in the Omega Ruins

Auron - Bushido Description: Auron's Bushido is a pretty simple set of Overdrives, mostly reliant on dealing high damage, though some of them are able to also deal debilitating ailments to the targets. When you are executing Auron's Overdrives, you will be given a set combination of buttons to press; pressing them fast enough gives you a fair few bonuses, including a damage multiplier, as below.

MULTIPLIER = 1 + (X / (2 * Y)) "X" = Time left, in seconds "Y" = Time given total, in seconds Multiplier > 1 or equal to it, always; minimum is 1.00125 (0.01 seconds with a 4-second Overdrive) This multiplier is at it highest in practice if you're quick on the draw with the sequence (~1 second). That usually means skilled players will get a 30%~40% damage boost. In pure theory, the highest the boost one can get is +50% (X = Y). In any case, you do not need to succeed at this minor game to get the Overdrive; you just won't get the damage multiplier, can have a power loss (different from the multiplier), and lose the statuses induced.  Overdrive #1 - Dragon Fang: o Learned: Initially o Time Given: 4 seconds o Button Combo: Down, Left, Up, Right, L1, R1, Circle, X o Effects: Attack all enemies. If successful, you get a 6.25% damage boost, and can inflict a Delay on those hit. If you are successful and the target is immune to Delay, you will get a 18.75% damage boost instead.  Overdrive #2 - Shooting Star: o Learned: Automatically through the story, after beating the Spherimorph

o Time Given: 4 seconds o Button Combo: Triangle, Circle, Square, Circle, Left, Right, X o Effects: Attack one enemy. If successful, the enemy may be Ejected from battle (effectively the same as an outright KO). If you are successful, and the enemy is immune to Eject, you get a 12.5% damage boost instead.  Overdrive #3 - Banishing Blade: o Learned: Collect three of the Jecht's/Auron's/Braska's Spheres (see Auron's Special Spheres for locations) o Time Given: 4 seconds o Button Combo: Up, L1, Down, R1, Right, Left, Triangle o Effects: Attacks a single enemy. If successful, the enemy can be afflicted with Power, Armor, Magic, and Mental Breaks, halving their Strength, Defense, Magic, and Magic Defense. If you are successful, but the target is immune to one or more of these Breaks, then you will get a ~7.14% damage boost.  Overdrive #4 - Tornado: o Learned: Collect all ten of the Jecht's/Auron's/Braska's Spheres (see Auron's Special Spheres for locations) o Timer: 3 seconds o Button Combo: X, Right, R1, Left, Triangle o Effects: Hits all enemies twice. If successful, there is a 33% damage boost.

Rikku - Mix

Sectional Flowchart

 Overview of Mix  Compounding Effects & Quick-Jump  The Full List