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Earth is an element in Final Fantasy VIII. It is opposed to Wind. Flying enemies typically avoid ground-based abilities, and the player can get the same effect with Float. Many bosses use Quake spells, and so mitigating Earth damage in some manner is a good strategy.

Abilities[]

Spell Quake (Magic, Slot, Angel Wing)
Summon Brothers
Support ability Elem-Atk-J with Quake junctioned (1 spell = 1%)

Enemy abilities[]

Ability Description Enemy
Earthquake Inflicts Earth damage to the party. Can be used as a final attack by Armadodo. Armadodo, Ochu
Mad Cow Special Inflicts Earth damage to the party. Only used if both Minotaur and Sacred are alive. Minotaur & Sacred
Quake Inflicts Earth damage to the party. Cerberus, Imp, Lefty, Sorceress (B), Adel, Gargantua, Ultima Weapon, Ultimecia (1st), Ultimecia (Griever form)
Sand Shake Inflicts Earth damage to the party. Used as a counter to physicals. Abyss Worm

Protection[]

Spell Float
Support ability Elem-Def-J

The player can avoid Earth abilities with Float status, and also mitigate/absorb the damage by junctioning spells to Elem-Def-J. The following spells provide Earth protection when junctioned to Elem-Def-J: Ultima, Full-life, Quake, Float, Shell, Life, and Meteor. Out of these, Quake has the best effect (2% per spell) and Shell the weakest (0.2%). The best protection is 100% absorption of Earth damage by junctioning 200% of the Earth element to Elem-Def-J.

Enemies[]

250% Fastitocalon, Fastitocalon-F
200% Catoblepas, Iguion
150% GIM47N, GIM52A, Grendel, Snow Lion, BGH251F2
50% Caterchipillar, Helix
0% Abyss Worm, Bomb, Imp, Malboro, Ochu, Left Orb, Right Orb, Sacred, Tiamat
-100% Minotaur, Omega Weapon
Varies Blobra
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