Use learned enemy skill.
Mechanics[edit | edit source]
Earth Shake, Goblin Punch (if the enemy isn't of the same level as Quina), and Lv4 Holy use the following formula to calculate damage.
List of Blue Magic[edit | edit source]
|Goblin Punch||4||Goblin, Goblin Mage||Causes a small amount of damage to a single target. Should the target's level be the same as Quina's, the amount of damage inflicted is increased.|
|Causes Non-elemental damage to the enemy.|
|LV5 Death||20||Stroper, Dracozombie, Whale Zombie||Causes Instant Death to all targets whose level is a multiple of 5.
See here for a list of vulnerable enemies.
|KOs all enemies whose LEVELs are multiples of 5.|
|LV4 Holy||22||Feather Circle, Torama, Amdusias||Causes moderate Holy damage to all targets whose level is a multiple of 4.
See here for a list of susceptible enemies.
|Causes Holy damage to enemies whose LEVELs are multiples of 4.|
|LV3 Def-less||12||Carve Spider, Lamia, Lizard Man, Sand Scorpion, Ochu, Grand Dragon||Reduces Defense and Magic Defense of all enemies whose level is a multiple of 3 by a random amount.
See here for a list of susceptible enemies.
|Reduces Defense of enemies whose LEVELs are multiples of 3.|
|Doom||12||Veteran, Ash||Inflicts a 10-step countdown for Instant Death to a single target.|
|Casts Doom on the target.|
|Roulette||18||Ghost, Zombie, Hecteyes||Inflicts Instant Death on a random target, be it enemy or ally.|
|Randomly KOs a target.|
|Aqua Breath||14||Clipper, Axolotl, Sahagin, Green Vepal||Inflicts Water-elemental damage to all targets equal to 1/4 of their Max HP (has a 50% success rate) and doesn't work on bosses.|
|Causes Water damage to all enemies.|
|Mighty Guard||64||Serpion, Myconid, Gigan Octopus, Antlion, Gargoyle||Casts Protect and Shell on the entire party.|
|Casts Shell and Protect on all party members.|
|Matra Magic||8||Trick Sparrow, Dragonfly, Zaghnol, Ogre, Land Worm, Armstrong||Reduces one target's HP to 1 (has a 20% success rate) and doesn't work on bosses.|
|Reduces the target's HP to 1.|
|Bad Breath||16||Anemone, Worm Hydra, Malboro||Causes Confusion, Poison, Darkness, Slow, and Mini to a single target (has a 40% success rate).|
|Causes Confuse, Darkness, Poison, Slow, and Mini to the enemy.|
|Limit Glove||10||Mu, Axe Beak, Mandragora, Blazer Beetle, Jabberwock, Catoblepas||Inflicts 9999 damage to a single target if Quina's HP is 1.|
|Causes Non-elemental damage to the target when your HP is 1.|
|1,000 Needles||8||Cactuar||Inflicts 1000 Damage to a single target.|
|Reduces the enemy's HP by 1,000.|
|Pumpkin Head||12||Python, Hedgehog Pie, Ladybug, Skeleton, Yeti, Basilisk, Bandersnatch||Inflicts damage to a single target equal to the difference in Quina's Max HP and current HP.|
|Damages with the difference between your max HP and current HP.|
|Night||14||Nymph, Abomination, Seeker Bat, Grimlock||Casts sleep on everyone, enemies and allies.|
|Causes Sleep to all targets.|
|Twister||22||Red Dragon, Abadon, Tiamat||Inflicts random wind-elemental damage to all targets based on the following formula:
55 * A random number between 1 and (Quina's Level + Quina's Magic stat)
|Causes Wind damage to all enemies.|
|Earth Shake||20||Adamantoise, Earth Guardian, Shell Dragon, Lich||Inflicts Earth-elemental damage on all targets (unless flying or floating).|
|Causes Earth damage to all enemies.|
|Angel's Snack||4||Ironite, Mistodon, Epitaph, Behemoth||Consumes 4 Remedies to be used on all party members at once. If there are no Remedies in stock, then no MP or Remedies are used, but turn is lost.|
|Uses Remedy on all party members.|
|Frog Drop||10||Gigan Toad||Inflicts Non-elemental damage equal to:
Quina's Level * Number of frogs caught
If no frogs caught, deals 1 HP damage
|Amount of damage depends on the number of frogs you have caught.|
|White Wind||14||Zuu, Griffin, Zemzelett, Garuda||Recovers HP to all targets equal to 1/3 of Quina's Max HP.|
|Restores HP of all party members.|
|Vanish||8||Vice, Hornet, Gnoll, Troll, Drakan||Makes a target temporarily disappear. A vanished target's physical attacks always hit, but physical attacks towards it always miss. The effect is nullified when the target is hit with a spell or simply by expiring over time. The duration of the effect lasts longer the higher the character's Spirit.|
|Makes a party member disappear.|
|Frost||8||Wraith (Blue Flame), Chimera, Kraken||Causes the Freeze status on a single target (has a 30% success rate).|
|Causes Freeze to the enemy.|
|Mustard Bomb||10||Wraith (Red Flame), Bomb, Red Vepal, Grenade, Maliris||Causes the Heat status on an enemy (has a 30% success rate).|
|Causes Heat to the enemy.|
|Magic Hammer||2||Magic Vice, Ring Leader||Reduces one target's MP by a random amount between 0 and the target's current MP.|
|Reduces the enemy's MP.|
|Auto-Life||14||Carrion Worm, Gimme Cat, Cerberus, Yan, Stilva||Target is automatically revived one time when KO'd.|
|Casts Life when KO'd.|
Strategies[edit | edit source]
Many of Quina's Blu Mag spells have poor accuracy, or have a randomized effect, making using them something of a gamble as Blu Mag spells also take a lot of MP from him/her. The Half MP ability is thus useful when using Quina in battle. Quina's level-based abilities are situationally useful: powerful against the right enemy, but useless against enemies on a wrong level.
Limit Glove is a supremely powerful move that deals 9999HP fixed damage if Quina is on 1 HP when using it. This is easiest achieved if Quina is revived by Auto-Life, but Phoenix Downs also randomly revive at 1 health, and Quina could use Matra Magic on him/herself for the same effect. As Limit Glove is available early, the player can take on the tough monsters above Gizamaluke's Grotto the first time through if they use this skill, and Limit Glove will one-hit-kill every boss and regular enemy that Quina can fight (besides the Grand Dragon) in the first two discs of the game. Freya, Steiner and Amarant can use Cover to help protect the 1 HP Quina from damage long enough for him/her to use the skill. In endgame the player has various means of dealing the full 9999 damage with various characters, however, making Limit Glove more useful early game.
Frog Drop is Quina's "signature spell" and outclasses Limit Glove as his/her most damaging move by endgame if the player has been trying to get Quina's ultimate weapon, as it deals fixed damage based on the number of frogs caught in the marshes' minigame. It doesn't have an overly high MP cost to use and is great against bosses, Ozma and Yans.
LV3 Def-less works on various enemies, but the drop in enemy defenses is random, limiting its usefulness.
Though many enemies are vulnerable to LV4 Holy, only few are also weak to the Holy element, making it worth using the ability against them, as the ability on its own is not powerful. Veteran in Ipsen's Castle is on a vulnerable level and is also weak to the Holy element.
Every random encounter inside Desert Palace is vulnerable to LV5 Death, making Quina a useful character for this segment. LV5 Death is also useful for grinding with Grand Dragons. It can clear out pairs of Garudas in Esto Gaza or Vepals in Mount Gulug.
As it is exceptionally rare for an enemy formation to include 4+ enemies, the odds are stacked against the player's four-member party when using Roulette, and it is not possible to become immune to Instant Death in Final Fantasy IX.
Night is superior to Vivi's Sleep spell, but also puts the party to sleep unless they equip Insomniac. It has a perfect base accuracy (can still miss if the enemy has high Magic Evasion), ignores Reflect, and hits every target in the battle. It can be useful against several tough enemies and bosses, especially in the battles against Yans, and if Deathguise is put to sleep before its first turn, it will not use Meteor.
White Wind is not as good as Dagger and Eiko's White Magic, but there are portions of the game where the player has no white mages available where it may be of use: Cleyra and Mount Gulug when Dagger is still mourning and her skills are hampered.
Angel's Snack uses up Remedies to heal the entire party. Enemies that use statuses on multiple targets at once are faced at the end of the game, and thus this spell can be useful against Quale, Ozma, Hades and the final boss. However, using it repeatedly quickly uses up the player's stock of Remedies unless they have specifically stocked up.
Mighty Guard starts out very MP-expensive and its buff duration is poor due to it being based on the party's Spirit stats; however, late into the game Quina has more MP (and Half MP support ability) and the party's Spirit is better, and Mighty Guard can be useful in boss fights.
Quina's Vanish spell is the only means of inflicting the Vanish status on a single target the player has available. It can be especially useful when used on characters that have Cover/Protect Girls, as the enemy's physical attack will miss even on covering characters.
1000 Needles is good if acquired as soon as it is first available, but Quina leaves the party soon after, and later on, it is no longer as useful.
The game has a lot of flying/floating enemies so Twister can be good at exploiting their weakness to wind, but as it does random damage, the results will vary. Its "counterpart" ability Earth Shake does consistent damage, but misses flying/floating enemies, making it likewise situational.
Other appearances[edit | edit source]
- Ability Cards
- Legend Cards