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Deal heavy ice damage to all foes in range.

Description

Blizzaga is a Black Magick spell in both the original PlayStation 2 version of Final Fantasy XII and the Zodiac re-releases. It is a multi-target spell that deals ice-elemental damage to all foes in range. It is the third tier ice spell, above Blizzard and Blizzara. In the Zodiac versions, it is slightly more powerful than its contemporaries, Firaga and Thundaga.

As a Black Magicks spell, it is also a random outcome of the Shades of Black Technick.

The enemies that use Blizzaga against the player are Gnoma Entite, Gizamaluk, Etém, Necrofiend, Leshach Entite, Nightwalker, Reaper Mage, Crystalbug (red), Ash Wyrm, Skulwyrm [b], Diakon Entite, Aeronite, Cataract Aevis, Deidar, Undin Entite, Shield Wyrm, Leamonde Entite, Deathgaze, Gil Snapper, Behemoth King, Ixion, Gijuk [b], Tyrant, Hell Wyrm, Aspidochelon, Vishno, Crypt Bunny, Ishteen, Evil Spirit, Vorres, Tower, Luxollid, Vagrant Soul, Disma, Skullash, Myath, Helvinek, Pallicant, Bangaa Thief, Helm-Rook, and Krjn (Trial Mode).

Obtained[]

Blizzaga's license costs 90 License Points in the Zodiac versions, and 45 LP in the original. The spell is bought for 7300 gil (Zodiac) or 8200 gil (original) from Balfonheim Port after the events in Draklor Laboratory.

In the Zodiac versions, Blizzaga is used by the Black Mage, as well as by the Red Battlemage if they unlock Cúchulainn on their board to reach it. In the original version, the Esper Chaos uses Blizzaga on ice-weak foes.

Mechanics[]

Blizzaga deals strong ice-elemental damage to targets in range based on the caster's level and Magick Power, mitigated by the target's Magick Resist. Its range was expanded in the Zodiac versions.

The spell power is 124 in the original version, improved ever so slightly to 125 in the Zodiac versions. The formula for damage calculation:

With the Serenity license or the Magick Gloves accessory, the damage is inflated to 120% (original) or 150% (Zodiac) when the caster is in full health. With the Spellbreaker license or the Leather Gorget accessory, the damage is doubled when the caster is in HP Critical. If the caster has Faith, Blizzaga will damage for 30% more. As an elemental spell, it will do double damage to targets weak to ice, and 150% damage with ice-potency gear: Glacial Staff and Staff of the Magi (Zodiac only). The boosts stack multiplicatively.

Enemies who resist ice take half damage. Those who nullify ice take no damage and those who absorb ice are healed by it. Shell halves damage from Blizzaga.

Certain weather and terrain conditions affect both the player characters' and the foes' ice damage. When it snows, and on snowfield terrain, the damage is inflated to 120%. No weather or terrain diminishes ice damage.

Blizzaga bounces from Reflect unless the caster equips the Opal Ring. Casting Blizzaga on the player's own reflected party bounces the spell multiple times onto the enemy or enemies. Damaging enemies with Blizzaga gains MP to the caster if they have the Warmage license. A target can sometimes avoid Blizzaga via their Magick Evade stat; for the player, this means wearing shields.

Blizzaga costs 42 MP to cast without Channeling licenses.

Use[]

Blizzaga is a good late mid to endgame damaging spell that the player can set up via the gambit system (such as with Foe:Ice-vulnerable→Blizzaga or Foe:Foes present 2+→Blizzaga). It can be good against flying enemies for characters who lack ranged weapons. Lightning enemies are typically weak to ice, such as Adrammelech. Other good enemies to use it against are Baknamies, Hecteyes, and Tyrant. A trick to multi-casting the spell is to bounce it off the player's own reflected party.

Blizzaga is best used with the Glacial Staff to boost its power, or with the Staff of the Magi in the Zodiac versions. It is most powerful in Paramina Rift and Feywood due to the snow terrain boosting its power, however, the enemies in Paramina are also typically ice-elemental themselves. Blizzaga outclasses both Blizzard and Blizzara as MP is generally plentiful enough for the player to use the stronger versions of spells, especially with the licenses that refund MP costs.

It may be worth giving the Red Battlemage the license for Cúchulainn so they can use some third tier Black Magicks to make them a more competitive magick-user until the end of the game, though the Red Battlemage cannot benefit from ice-potency gear, being unable to wield staves.

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