Restores HP.
Description
Cura, also known as Cure 2,[1][2] is a Healing spell in Final Fantasy VI. It is the medium-tier curative spell that can be used to restore HP to one target or an entire party. Against undead enemies, it will damage them instead. It is learned naturally by both Terra at level 33, and can be earned by other party members through magicite.
Cura is also an enemy ability used by General, Level 80 Magic, Cherry, Moebius, Desert Hare, Number 024, Clymenus,
Obtained[]
Terra learns Cure naturally at level 33. Because this is such a high level, and Cura is such an important spell, it is better to teach her the spell earlier. The spell can be learned through magicite, and is taught by Kirin at a x1 rate, Unicorn at a x4 rate, Golem at a x5 rate, Seraph at a x8 rate, and Lakshmi at a x16 rate.
Mechanics[]
As a spell with a power of 28, it heals with the following formula:
where "Level" refers to the user's level, and Magic refers to the user's Magic stat. When it is group-cast, its healing effect is split. The spell will always connect.
When used against undead enemies, the same formula will instead be used to calculate damage dealt, and will ignore Magic Defense and shell.
Several relics augment Cura along with other spells. If the caster is equipped with an Earring or a Hero Ring, the effect is multiplied by 5/4 (or a 25% increase). If the caster is equipped with two Earrings, two Hero Rings, or one of each, the effect is multiplied by 3/2 (a 50% increase). If the caster equips Gold Hairpin or Celestriad, its MP cost is cut by half or reduced to 1, respectively.
Use[]
Cura is a strong and reliable healing spell in battle, but comes with a hefty MP. Though its effect will be greater than most healing items (aside from X-Potion or Elixir, which are both single target), and it remains an effective heal for most of the game, the MP cost means players should avoid relying on it too heavily. Cura improves as the level and Magic stat of the caster improves; however, the rate at which enemy's damage and party member's HP increases also typically outpace the rate Cura improves.
Cura's MP cost is five times greater than the basic Cure spell, while its effect is just under three times greater, meaning Cure is less MP-efficient at all stages. As such, Cure should still be used when healing on the field, while Cura should be used in-battle and in a pinch.
Terra learns Cura naturally, but should learn the spell earlier as she is a strong healer. For other party members, as a Healing spell that relies on the Magic stat of the caster, the spell should be taught to everyone, but prioritized to party members with a high natural Magic stat and access to mage equipment. This includes Celes, Relm, and Strago; Mog and Shadow have high Magic stats, while Gogo has access to mage equipment. Though Sabin has a low stat initially, he will be built toward magic damage, and will thus likely become a great caster for the spell.
Cura's MP cost means that overreliance on the spell drains MP from casters, who will often want to use other spells for damage output. When used by party members not geared toward magic damage, it will be less effective, making it less MP-efficient for these party members to use it. As such, it is optimal to include at least two characters in a party with high Magic or spellcasting prowess, where the second should focus on curing; if only one spellcaster is included, they should focus on healing. When Gold Hairpin, Celestriad, or Soul of Thamasa are available, it is more viable to focus one party member on casting curative spells, though doing so will make them preoccupied with healing over dealing damage.
Curaga outclasses Cura, having over twice the healing effect for just under twice the MP cost. As such, Curaga mostly makes Cura obsolete, as Cure should be used for smaller heals and heals on the field, while Curaga can be used in battle unless stretched for MP.
If used as an offensive spell against undead enemies, Cura's damage is close to that of Fira, Blizzara, or Thundara, due to ignoring Magic Defense.
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