Boost (ability)

Boost (おうえん, Ouen) is a recurring ability that increases damage. It is commonly associated with the Monk class or Summonings.

Final Fantasy III
Used by Black Belts. Using it once increases damage dealt, while using it twice increases damage further. Using it three times will damage the Black Belt by 50% of their HP and release all the stored energy.

Final Fantasy VIII
Guardian Forces' attacks are enhanced by Boost via timed button presses, which explains why they have such long cinematic cutscenes. The GFs Diablos, Carbuncle, Cerberus, and Cactuar do not have Boost, since their effects either do not deal damage, or do a set amount of damage. A character's compatibility with a GF determines how much they can boost it before the animation ends. Removing Boost is not recommended, as there is no way to regain the Boost ability. The maximum amount that a boost count can reach is 250.

Final Fantasy IX
Boost is a support ability that enhances Garnet and Eiko's summons, showing the full summon animation each time an Eidolon is summoned. Garnet can learn it for 190 AP, while Eiko can learn it for 150 AP, both from the Pumice Piece Add-on.

Final Fantasy X
Boost is a command that is available to the Aeons if you press right on the command menu. It allows the Aeon's Overdrive gauge to fill up more quickly, at the cost of the Aeon taking more damage. It is the opposite of Shield.

Final Fantasy XI
Boost is used by Monks. It raises the next attack for approximately three minutes and is stackable. It works well in conjunction with Chi Blast and to increase enmity. Boost can be enhanced by wearing Temple Gloves.

Final Fantasy Tactics Advance
Boost is usable by Archers, learned through the Longbow for 100 AP. It increases the power of their next attack. The Templar's Cheer learned through the Partisan for 100 AP is identical.

Final Fantasy Tactics A2: Grimoire of the Rift
The Job classes Archer and Templar are carried forward meaning that Archers still have the ability Boost learned through the longbow for 100 AP. Templar's now use an ability called Discipline learned from the Partisan for 150 AP. Both which double the damage or effect of the next attack.