The following is a list of abilities available to the player in Final Fantasy Type-0. Abilities can be distinguished by spells, active abilities and passive abilities.
Spells[]
Spells allow the user to cast magic while consuming MP. Offensive spells use predominant elemental damage and occur in different forms and defensive spells grant the user and their allies increased survivability.
Each character has four stats associated with spells: Fire Magic, Lightning Magic, Ice Magic and Defense Magic. The higher a magic-stat is, the more damage is dealt by corresponding spells. Unique spells combine power from all magic stats. In order to use spells, the character has to fulfill a certain condition—called "Prereq"—which demands one or several stats to be at a given amount. If not fulfilled, the character is unable to equip and thereby use the respective spell (or charge). Surpassing higher prerequisites allow specific spells to be charged by holding down the magic button, increasing their effectiveness. Charging a spell can be canceled by pressing L1/LB.
Each character is limited to equip only one spell unless they unlocked the ability "Twinspell". Every character can also learn "Quick Draw", which allows them to instantly cast a fully charged elemental spell after performing a certain attack.
Fire-type spells[]
Type | Name | Prereq | Unlock |
---|---|---|---|
RF Rifle | |||
Fire RF Fira RF Firaga RF |
50 | 60 | 70 (Fire Magic) |
Available at beginning | |
Shoots a bullet straight forward. Charging this spell increases the damage and number of bullets. | |||
RF-II Rifle | |||
Fire RF-II Fira RF-II Firaga RF-II |
55 | 65 | 75 (Fire Magic) |
Complete Covering the Cadets on Officer difficulty | |
Shoots a piercing bullet straight forward. Charging this spell increases the damage and number of bullets. | |||
SHG Shotgun | |||
Fire SHG Fira SHG Firaga SHG |
60 | 70 | 80 (Fire Magic) |
Complete The Cadets' First Deployment on Officer difficulty | |
Shoots several small bullets in a cone in front of the character. Charging this spell increases the damage and range. | |||
SHG-II Shotgun | |||
Fire SHG-II Fira SHG-II Firaga SHG-II |
65 | 75 | 85 (Fire Magic) |
Use Fire SHG at least 300 times | |
Shoots a bullet that scatters several small bullets upon impact.
Charging this spell increases the damage and range. | |||
ROK Rocket | |||
Fire ROK Fira ROK Firaga ROK |
60 | 70 | 80 (Fire Magic) |
Complete Operation MA Demolition on Officer difficulty | |
Aims with crosshairs to shoot explosive bullets.
Charging this spell increases the damage and explosion radius. | |||
ROK-II Rocket | |||
Fire ROK-II Fira ROK-II Firaga ROK-II |
70 | 85 | 100 (Fire Magic) |
Complete SO "Endurance Test: Allow no casualties" during The Capture of Togoreth Stronghold | |
Aims with crosshairs to shoot stronger explosive bullets.
Charging this spell increases the damage and explosion radius. | |||
MIS Missile | |||
Fire MIS Fira MIS Firaga MIS |
60 | 70 | 80 (Fire Magic) |
Complete The Battle of Judecca on Officer difficulty and using Bahamut ZERO | |
Launches an explosive bullet that pursues its target.
Charging this spell increases the damage and explosion radius. | |||
MIS-II Missile | |||
Fire MIS-II Fira MIS-II Firaga MIS-II |
50 | 65 | 80 (Fire Magic) |
Complete SO "Endurance Test: Allow no casualties" during The Clash on Big Bridge (Type-0 mission)|The Clash on Big Bridge | |
Launches a stronger explosive bullet with less range and speed that pursues its target.
Charging this spell increases the damage and explosion radius. | |||
BOM Bomb | |||
Fire BOM Fira BOM Firaga BOM |
55 | 65 | 75 (Fire Magic) |
Learned during Moglin's "FRMG-101: Elementary Fire Magic I" lecture in Chapter 3 | |
Sends out a wave of energy around the user. Charging this spell increases the damage and range. | |||
BOM-II Bomb | |||
Fire BOM-II Fira BOM-II Firaga BOM-II |
60 | 75 | 90 (Fire Magic) |
Complete Capturing the Imperial Capital on Officer difficulty | |
Sends out a weaker wave of energy around the user which lasts for a short time, striking multiple times. Charging this spell increases the damage and range. |
Ice-type spells[]
Type | Name | Prereq | Unlock |
---|---|---|---|
RF Rifle | |||
Blizzard RF Blizzara RF Blizzaga RF |
50 | 60 | 70 (Ice Magic) |
Learned during Moglin's "ICMG-101: Elementary Ice Magic I" lecture in Chapter 3 | |
Shoots a bullet straight forward. Charging this spell increases the damage and number of bullets. | |||
RF-II Rifle | |||
Blizzard RF-II Blizzara RF-II Blizzaga RF-II |
55 | 65 | 75 (Ice Magic) |
Complete The Retreat from Roshana on Officer difficulty | |
Shoots a piercing bullet straight forward. Charging this spell increases the damage and number of bullets. | |||
SHG Shotgun | |||
Blizzard SHG Blizzara SHG Blizzaga SHG |
60 | 70 | 80 (Ice Magic) |
Complete The Reclamation of Eibon on Officer difficulty | |
Shoots several small bullets in a cone in front of the character. Charging this spell increases the damage and range. | |||
SHG-II Shotgun | |||
Blizzard SHG-II Blizzara SHG-II Blizzaga SHG-II |
65 | 75 | 85 (Ice Magic) |
Use Blizzard SHG at least 300 times | |
Shoots a bullet that scatters several small bullets upon impact.
Charging this spell increases the damage and range. | |||
ROK Rocket | |||
Blizzard ROK Blizzara ROK Blizzaga ROK |
60 | 70 | 80 (Ice Magic) |
Complete SO "Sneak into R&D undetected" during Operation MA Demolition in first area | |
Aims with crosshairs to shoot explosive bullets.
Charging this spell increases the damage and explosion radius. | |||
ROK-II Rocket | |||
Blizzard ROK-II Blizzara ROK-II Blizzaga ROK-II |
70 | 85 | 100 (Ice Magic) |
Complete SO "Take down one Mid-Sized Carrier using active leader" during Escaping the Imperial Capital | |
Aims with crosshairs to shoot stronger explosive bullets.
Charging this spell increases the damage and explosion radius. | |||
MIS Missile | |||
Blizzard MIS Blizzara MIS Blizzaga MIS |
60 | 70 | 80 (Ice Magic) |
Complete The Clash in the Caverns on Officer difficulty | |
Launches an explosive bullet that pursues its target.
Charging this spell increases the damage and explosion radius. | |||
MIS-II Missile | |||
Blizzard MIS-II Blizzara MIS-II Blizzaga MIS-II |
50 | 65 | 90 (Ice Magic) |
Complete SO "Combat Trial: Do not engage any enemies" during The Battle of Judecca | |
Launches a stronger explosive bullet with less range and speed that pursues its target.
Charging this spell increases the damage and explosion radius. | |||
BOM Bomb | |||
Blizzard BOM Blizzara BOM Blizzaga BOM |
55 | 65 | 75 (Ice Magic) |
Available at beginning | |
Sends out a wave of energy around the user. Charging this spell increases the damage and range. | |||
BOM-II Bomb | |||
Blizzard BOM-II Blizzara BOM-II Blizzaga BOM-II |
60 | 75 | 90 (Ice Magic) |
Complete The Last Line of Defense on Officer difficulty | |
Sends out a weaker wave of energy around the user which lasts for a short time, striking multiple times. Charging this spell increases the damage and range. |
Lightning-type spells[]
Type | Name | Prereq | Unlock |
---|---|---|---|
RF Rifle | |||
Thunder RF Thundara RF Thundaga RF |
50 | 60 | 70 (Lightning Magic) |
In Chapter 2 | |
Shoots a bullet straight forward. Charging this spell increases the damage and number of bullets. | |||
SHG Shotgun | |||
Thunder SHG Thundara SHG Thundaga SHG |
60 | 70 | 80 (Lightning Magic) |
Available at beginning | |
Sends out energy across a set range.
Charging this spell increases the damage and range. | |||
SHG-II Shotgun | |||
Thunder SHG-II Thundara SHG-II Thundaga SHG-II |
65 | 75 | 85 (Lightning Magic) |
Use Thunder SHG at least 300 times | |
Sends out piercing energy in a straight line.
Charging this spell increases the damage and range. | |||
ROK Rocket | |||
Thunder ROK Thundara ROK Thundaga ROK |
60 | 70 | 80 (Lightning Magic) |
Complete Escaping the Imperial Capital on Officer difficulty | |
Aims with crosshairs to shoot explosive bullets.
Charging this spell increases the damage and explosion radius. | |||
ROK-II Rocket | |||
Thunder ROK-II Thundara ROK-II Thundaga ROK-II |
70 | 85 | 100 (Lightning Magic) |
Complete SO "Defeat two snow giants with active leader" during Escaping the Imperial Capital | |
Aims with crosshairs to shoot stronger explosive bullets.
Charging this spell increases the damage and explosion radius. | |||
MIS Missile | |||
Thunder MIS Thundara MIS Thundaga MIS |
60 | 70 | 80 (Lightning Magic) |
Complete The Phantoma Menace VI during Chapter 7 | |
Launches an explosive bullet that pursues its target.
Charging this spell increases the damage and explosion radius. | |||
MIS-II Missile | |||
Thunder MIS-II Thundara MIS-II Thundaga MIS-II |
50 | 65 | 80 (Lightning Magic) |
Complete the SO "Defeat two Colossi" during The Clash on Big Bridge|The Clash on Big Bridge | |
Launches a stronger explosive bullet with less range and speed that pursues its target.
Charging this spell increases the damage and explosion radius. | |||
BOM Bomb | |||
Thunder BOM Thundara BOM Thundaga BOM |
55 | 65 | 75 (Lightning Magic) |
Learned during Moglin's "LTMG-101: Elementary Lightning Magic I " lecture in Chapter 3 | |
Sends out a wave of energy around the user. Charging this spell increases the damage and range. | |||
BOM-II Bomb | |||
Thunder BOM-II Thundara BOM-II Thundaga BOM-II |
60 | 75 | 90 (Lightning Magic) |
Complete Machina's Struggle on Officer difficulty | |
Sends out a weaker wave of energy around the user which lasts for a short time, striking multiple times. Charging this spell increases the damage and range. |
Defensive spells[]
Outside of spells, the Block command can be assigned, which negates most damage taken while held at the cost of AG.
Name | Prereq | Unlock |
---|---|---|
Cure Cura Curaga |
50 | 60 | 70 (Defense Magic) |
Available at beginning |
Restores HP to the user. Charging this spell increases the amount healed and makes it target additional allies. | ||
Protect Protera Protega |
60 | 70 | 80 (Defense Magic) |
Talk to Kurasame before undertaking The Infiltration of Iscah |
Grants Protect to the user. Charging this spell makes it target additional allies. | ||
Invisible Invira Inviga |
80 | 100 | 120 (Defense Magic) |
Complete SO "Stealth Mission: Avoid being spotted by the enemy" during A Fog-Laden Foray |
Grants Invisible to the user. Charging this spell makes it target additional allies. | ||
Esuna Esunara Esunaga |
10 | 30 | 50 (Defense Magic) |
Learned during Moglin's "DFMG-102: Elementary Defense Magic II" lecture in Chapter 3 |
Cures all status ailments. Charging this spell makes it target additional allies. | ||
Raise | 75 (Defense Magic) |
Complete The Infiltration of Iscah on Agito difficulty |
Revives fallen characters who have not yet faded away from the field with a small amount of HP. | ||
Wall | 55 (Defense Magic) |
Available at beginning |
Generates a barrier in order to block ranged attacks. Can only have one. | ||
Avoid | 10 (Defense Magic) |
Rewarded by Class First Moogle for playing at least ten hours |
Consumes MP to automatically dodge enemy attacks, if uninterrupted. |
Unique spells[]
Permanently available[]
Name | Prereq | Unlock |
---|---|---|
Aloud | 70 (All) | Complete The Amiter Resistance on Officer difficulty |
Fires non-elemental bullets in a 180° cone in front of the user. | ||
Bio | 10 (All) | Complete The Keziah Diversion on Officer difficulty |
Sends out a wave around the user inflicting Poison. | ||
Death | 75 (All) | Complete the SO "Defeat the Diepvern" during The Amiter Resistance |
Casts a wisp of harrowing magic in the form of a projectile that places the target in Killsight status. | ||
Holy | 95 (Defense Magic) | Complete Dominating the Dragon's Nest on Finis difficulty |
Casts a white sphere of holy energy that homes into the nearest opponent and render them to stone upon death. | ||
Meteor | 85 (All) | Complete Colonel Faith's Revolt on Finis difficulty |
Emits a glyph skyward to summon meteors upon the target, hitting multiple times over a wide radius. | ||
Quake | 80 (All) | Complete SO "Defeat the demonicorn with leader" during Operation Breakthrough |
Makes the surrounding earth immediately shatter, hitting ground enemies over a large range. | ||
Tornado | 70 (All) | Complete A Fog-Laden Foray on Agito difficulty |
Conjure a powerful tornado that persists and hits a single target over 11 times. | ||
Ultima | 100 (All) | Earn 150,000 SPP |
Engulfs a wide radius with powerful magical energy with the user as the epicenter. Can break the 9999 damage limit in a single hit. |
Temporarily available[]
These spells are only available while maintaining a certain SP Class.
Name | Prereq | Condition |
---|---|---|
Boost | 55 (All) | SP Class of "Supreme" |
Casts Aura, Protect and Invisible on the caster. | ||
Reraise | 70 (All) | SP Class of "Guardian" |
Grants the caster the reraise status. | ||
Full Magic | 60 (All) | SP Class of "Battle" |
Casts Freecast, Quick and Trance on the caster. | ||
Kill Fire | 60 (All) | SP Class of "Violent" |
Casts a Fire-RF like spell that also triggers killsight status on impact. | ||
Flux Blizzard | 60 (All) | SP Class of "Squenix" |
Casts a Blizzard-RF like spell that deals additional damage in proportion to the enemy's health. | ||
Hell Thunder | 60 (All) | SP Class of "Type-0" |
Casts a Thunder-RF like spell that inflicts the target with a multitude of negative status effects. | ||
Full Cure | 55 (All) | SP Class of "Healing" |
Fully restores HP and MP of the caster and dispels all negative status effects. | ||
Ultima II | 80 (All) | SP Class of "Wise" |
An upgraded form of Ultima, additionally inflicting targets with stun. | ||
Boost II | 85 (All) | SP Class of "Supreme" and SP Rank of "King" and above |
Casts Aura, Protect and Invisible on all party members. | ||
Reraise II | 115 (All) | SP Class of "Guardian" and SP Rank of "King" and above |
Grants all living party members the reraise status. | ||
Full Magic II | 100 (All) | SP Class of "Battle" and SP Rank of "King" and above |
Casts Freecast, Quick and Trance on all party members. | ||
Full Cure II | 90 (All) | SP Class of "Healing" and SP Rank of "King" and above |
Fully restores the HP and MP as well as dispel all negative status effects of all living party members. | ||
Ultima III | 120 (All) | SP Class of "Wise" and SP Rank of "King" and above |
An upgraded form of Ultima, additionally inflicting targets with stop. |
Abilities[]
Active abilities are individually unique to the character, consisting of both offensive or supportive commands as well as passive enhancements. By using equipped abilities, the character depletes their Ability Gauge. Switching characters also consumes AG, but deals damage to nearby enemies and can still be performed with no AG.
Ace[]
Ace specializes in rapidly dealing damage, as well as drawing cards that can be used for healing both him and allies or to inflict stop on foes.
Commands | |||
---|---|---|---|
Name | AP needed | Requirements | |
Cut Cards | ― | Initial | |
Draw cards from a deck of various effects | |||
Attack Hand | 8 AP | Initial | |
Draw cards from a deck stacked with attack effects (red) | |||
Support Hand | 6 AP | Initial | |
Draw cards from a deck stacked with support effects (white) | |||
Life Hand | 4 AP | Initial | |
Draw cards from a deck stacked with HP recovery effects (blue) | |||
Spirit Hand | 6 AP | Initial | |
Draw cards from a deck stacked with MP recovery effects (yellow) | |||
Blind Stud | 8 AP | Level 10 | |
Lay a card on the ground and activate to damage enemies | |||
Blind Stud: Time ↑ | 6 AP | Blind Stud learned | |
Blind Stud remains active for a longer time | |||
Blind Stud: AG ↓ | 10 AP | Blind Stud learned | |
Reduce AG cost of Blind Stud | |||
Jackpot Shot | 8 AP | Level 13 | |
Fire a laser beam forward | |||
Jackpot Shot: Crit ↑ | 8 AP | Jackpot Shot learned | |
Increase critical hit rate of Jackpot Shot | |||
Jackpot Shot: Time ↑ | 5 AP | Jackpot Shot: Crit ↑ learned | |
Jackpot Shot remains active for a longer time | |||
Jackpot Shot: AG ↓ | 6 AP | Jackpot Shot: Time ↑ learned | |
Reduce AG cost of Jackpot Shot | |||
Jackpot Triad | 12 AP | Jackpot Shot: AG ↓ learned | |
Fire lasers in three directions | |||
Jackpot Triad: AG ↓ | 14 AP | Jackpot Triad learned | |
Reduce AG cost of Jackpot Triad | |||
Wild Card | 6 AP | Level 13 | |
Teleport to location of enemy hit by card and attack | |||
Wild Card: Power ↑ | 8 AP | Wildcard learned | |
Increase power of Wild Card | |||
Wild Card: Crit ↑ | 8 AP | Wildcard learned | |
Increase critical hit rate of Wild Card | |||
Wild Card: AG ↓ | 8 AP | Wildcard learned | |
Reduce AG cost of Wild Card |
Enhancements | |||
---|---|---|---|
Name | AP needed | Requirements | |
Accelerate | 2 AP | Level 11 | |
Increase movement speed | |||
Twinspell | 2 AP | Level 16 | |
Equip two spells at once | |||
Quick Draw II | 15 AP | Quick Draw learned | |
Cast level II finishing magic | |||
Quick Draw III | 30 AP | Quick Draw II learned | |
Cast level III finishing magic | |||
Triple Slip | 2 AP | Level 12 | |
Execute up to three dodges in succession | |||
Slipstream | 3 AP | Triple Slip learned | |
Execute any number of dodges in succession | |||
Untouchable | 5 AP | Level 19 | |
Window for dodging increases | |||
Intel | ― | Initial | |
Check status of locked-on targets | |||
Quick Reflexes | ― | Initial | |
Dodge even during other actions | |||
Melee Attack | 3 AP | Finishing Blow learned | |
Perform a melee attack with tilting the left analog stick upwards and pressing | |||
Melee Attack II | 4 AP | Melee Attack learned | |
Perform a finishing move after melee attacks | |||
Quick Draw (Melee) | 8 AP | Melee Attack II learned | |
Cast a finishing spell after melee attacks | |||
Focus | 4 AP | Initial | |
Perform a charged attack with tilting the left analog stick down and pressing | |||
Focus II | 4 AP | Focus learned | |
Increase number of hits for charged strikes | |||
Finishing Blow | 3 AP | none | |
Perform a finishing move after normal attacks | |||
Quick Draw | 15 AP | Quick Draw (Melee) learned | |
Cast finishing magic after a normal attack |
Deuce[]
All but one of Deuce's abilities involve her either buffing both of her allies or targeting surrounding enemies by holding down the corresponding button and walking around.
Commands | |||
---|---|---|---|
Name | AP needed | Requirements | |
Concerto | ― | Initial | |
Enhance allies' abilities and force them to fight Casts Protect and Aura on both allies while AI targets keep their weapons unsheathed. | |||
Flinchproof Concerto | 14 AP | Concerto learned | |
Prevent flinching while playing Concerto | |||
Concerto: AG ↓ | 18 AP | Concerto learned | |
Reduce AG cost of Concerto | |||
Concerto ff | 6 AP | Level 60 | |
Force allies to fight using only physical attacks Erroneous: it is simply Concerto but applies Trance instead of Protect. | |||
Concerto ff: AG ↓ | 4 AP | Concerto ff learned | |
Reduce AG cost of Concerto ff | |||
Requiem of Ruin | 4 AP | Level 39 | |
Damage enemies | |||
Flinchproof Requiem | 4 AP | Requiem of Ruin learned | |
Prevent flinching while playing Requiem of Ruin | |||
Requiem of Ruin: Power ↑ | 6 AP | Requiem of Ruin learned | |
Increase power of Requiem of Ruin | |||
Requiem of Ruin: AG | 6 AP | Requiem of Ruin learned ↓ | |
Reduce AG cost of Requiem of Ruin | |||
Dissonant Sonata | 3 AP | Level 27 | |
Damage surrounding enemies and possibly inflict Stun | |||
Flinchproof Sonata | 4 AP | Dissonant Sonata learned | |
Prevent flinching while playing Dissonant Sonata | |||
Dissonant Sonata: Power ↑ | 3 AP | Dissonant Sonata learned | |
Increase stun rate of Dissonant Sonata | |||
Dissonant Sonata: AG ↓ | 4 AP | Dissonant Sonata learned | |
Reduce AG cost of Dissonant Sonata | |||
Hymn of Healing | 6 AP | Level 23 | |
Restore HP to all allies | |||
Flinchproof Hymn | 4 AP | Hymn of Healing learned | |
Receive Protect status while playing Hymn of Healing | |||
Hymn of Healing: Power ↑ | 6 AP | Hymn of Healing learned | |
Increase amount of HP recovered with Hymn of Healing | |||
Hymn of Healing: AG ↓ | 6 AP | Hymn of Healing learned | |
Reduce AG cost of Hymn of Healing | |||
Crescendo | 3 AP | Level 28 | |
Increase power of normal attacks | |||
Crescendo Molto | 4 AP | Crescendo learned | |
Increase maximum Crescendo level |
Enhancements | |||
---|---|---|---|
Name | AP needed | Requirements | |
Accelerate | 4 AP | Level 25 | |
Increase movement speed | |||
Twinspell | 8 AP | Level 15 | |
Equip two spells at once | |||
Triple Slip | 3 AP | Level 13 | |
Execute up to three dodges in succession | |||
Slipstream | 4 AP | Triple Slip learned | |
Execute any number of dodges in succession | |||
Untouchable | 8 AP | Level 20 | |
Window for dodging increases | |||
Intel | — | Initial | |
Check status of locked-on targets | |||
Quick Draw II | 15 AP | Quick Draw learned | |
Cast level II finishing magic | |||
Quick Draw III | 30 AP | Level 60 | |
Cast level III finishing magic | |||
Melee Attack | — | Initial | |
Perform a melee attack with tilting the left analog stick upwards and pressing | |||
Magic Attack II | 8 AP | Level 27 | |
Perform a finishing move after melee attacks | |||
Quick Draw | 8 AP | Melee Attack II learned | |
Cast a finishing spell after melee attacks | |||
Tone Cluster | — | Initial | |
Place a tone cluster with tilting the left analog stick downwards and pressing | |||
Fermata | 6 AP | Level 30 | |
Increase power of Tone Cluster | |||
Acoustic Amplifier | 10 AP | Level 15 | |
Increase power of normal attacks | |||
Acoustic Amplifier II | 18 AP | Acoustic Amplifier learned | |
Further increase power of normal attacks |
Trey[]
Trey's abilities focus on maximizing his long range damage-dealing potential, with a few close-ranged tricks up his sleeve as well. He has a few moves that let the player choose where he shoots, letting him deal with crowds effectively.
Commands | |||
---|---|---|---|
Name | AP needed | Requirements | |
Raining Arrows | — | Initial | |
Shower enemies with arrows | |||
Raining Arrows: Power ↑ | 6 AP | Raining Arrows learned | |
Increase power of Raining Arrows | |||
Raining Arrows: AG ↓ | 8 AP | Raining Arrows learned | |
Reduce AG cost of Raining Arrows | |||
Freezing Rain | 2 AP | Level 15 | |
Shower enemies with Stop-inducing arrows | |||
Freezing Rain: Time ↑ | 10 AP | Freezing Rain learned | |
Freezing Rain remains active for a longer time | |||
Freezing Rain: AG ↓ | 12 AP | Freezing Rain learned | |
Reduce AG cost of Freezing Rain | |||
Burst Delta | 2 AP | Level 13 | |
Generate a portal that drains enemies' HP and inflicts Killsight | |||
Grand Delta | 14 AP | Burst Delta learned | |
Generate a portal that drains more of enemies' HP and inflicts Killsight | |||
Dynamite Arrow | 4 AP | Level 12 | |
Fire explosives that detonate after a short time | |||
Dynamite Arrow: Power ↑ | 6 AP | Dynamite Arrow learned | |
Increase power of Dynamite Arrow | |||
Dynamite Arrow: AG ↓ | 8 AP | Dynamite Arrow learned | |
Reduce AG cost of Dynamite Arrow | |||
Hawkeye | 1 AP | Level 14 | |
Aim and fire at distant enemies | |||
Hawkeye: AG ↓ | 6 AP | Hawkeye learned | |
Reduce AG cost of Hawkeye | |||
Firewall | 2 AP | Level 9 | |
Attack enemies while conjuring a barrier of flame | |||
Firewall: Power ↑ | 5 AP | Firewall learned | |
Increase power of direct attacks from Firewall | |||
Firewall: Time ↑ | 5 AP | Firewall learned | |
Firewall remains active for a longer time | |||
Firewall: AG ↓ | 6 AP | Firewall learned | |
Reduce AG cost of Firewall | |||
Concentrate | 1 AP | Level 19 | |
Focus attention in order to temporarily increase Attack | |||
Concentrate: Effect ↑ | 6 AP | Concentrate learned | |
Increase effects of Concentrate | |||
Concentrate: Time ↑ | 8 AP | Concentrate learned | |
Concentrate remains active for a longer time |
Enhancements | |||
---|---|---|---|
Name | AP needed | Requirements | |
Accelerate | 3 AP | Level 14 | |
Increase movement speed | |||
Twinspell | 4 AP | Level 20 | |
Equip two spells at once | |||
Quick Draw II | 8 AP | Quick Draw learned | |
Cast level II finishing magic | |||
Quick Draw III | 48 AP | Level 50 | |
Cast level III finishing magic | |||
Triple Slip | 1 AP | Level 8 | |
Execute up to three dodges in succession | |||
Slipstream | 6 AP | Triple Slip learned | |
Execute any number of dodges in succession | |||
Untouchable | 3 AP | Level 18 | |
Window for dodging increases | |||
Intel | — | Initial | |
Check status of locked-on targets | |||
Charged Shot | — | Initial | |
Fire charged shots by holding down | |||
Charge Level-IV | 2 AP | Level 11 | |
Increase speed and power of charged shots | |||
Charge Level-V | 8 AP | Charge Level-IV learned | |
Further increase speed and attack power of charged shots | |||
MAX Charge | 12 AP | Charge Level-V learned | |
Drastically increase speed and attack power of charged shots | |||
Quick Draw | 18 AP | MAX Charge learned | |
Cast finishing magic after a max-level charged shot |
Cater[]
Cater utilizes a variety of abilities involving elemental attacks and debuffs. Elementillery gives her access to mini versions of all 3 elemental spells in a single Armament slot.
Commands | |||
---|---|---|---|
Name | AP needed | Requirements | |
Elementillery | — | Initial | |
Fire shots imbued with elemental magic (defaults to Fire) | |||
Flame Shot: Power ↑ | 16 AP | Level 15 | |
Increase power of Elementillery's Flame Shot | |||
Frost Shot | 8 AP | Level 13 | |
Imbue shots with Ice Magic with tilting the left analog stick upwards and pressing / | |||
Frost Shot: Crit ↑ | 16 AP | Frost Shot | |
Increases critical hit rate of Elementillery's Frost Shot | |||
Voltaic Shot | 8 AP | Level 13 | |
Imbue shots with Lightning Magic with tilting the left analog stick downwards and pressing / | |||
Voltaic Shot: Power ↑ | 16 AP | Voltaic Shot | |
Increase power of Elementillery's Voltaic Shot | |||
Land Mine | 6 AP | Level 20 | |
Set a bomb in the ground that can be detonated later | |||
Land Mine: Power ↑ | 8 AP | Land Mine | |
Increase power of Land Mine | |||
Land Mine: AG ↓ | 12 AP | Land Mine | |
Reduce AG cost of Land Mine | |||
Debuff Shot | 2 AP | Level 8 | |
Fire shots that lower enemies' Defense | |||
Debuff Shot: Effect ↑ | 3 AP | Debuff Shot | |
Increase effect of Debuff Shot | |||
Debuff Shot: AG ↓ | 4 AP | Debuff Shot | |
Reduce AG cost of Debuff Shot | |||
Stilling Shot | 2 AP | Level 10 | |
Fire ammo that inflicts Stop | |||
Stilling Shot: Time ↑ | 2 AP | Stilling Shot | |
Stilling Shot remains active for a longer time | |||
Stilling Shot: AG ↓ | 5 AP | Stilling Shot | |
Reduce AG cost of Stilling Shot | |||
Hawkeye | 8 AP | Level 13 | |
Aim and fire at distant enemies | |||
Hawkeye: AG ↓ | 10 AP | Hawkeye | |
Reduce AG cost of Hawkeye | |||
Viral Spray | 3 AP | Level 12 | |
Release a venomous gas that inflicts Poison | |||
Viral Spray: Time ↑ | 4 AP | Viral Spray | |
Viral Spray remains active for a longer time | |||
Viral Spray: AG ↓ | 4 AP | Viral Spray | |
Reduce AG cost of Viral Spray |
Enhancements | |||
---|---|---|---|
Name | AP needed | Requirements | |
Accelerate | 2 AP | Level 10 | |
Increase movement speed | |||
Twinspell | 4 AP | Level 19 | |
Equip two spells at once | |||
Quick Draw II | 12 AP | Quick Draw learned | |
Cast level II finishing magic | |||
Quick Draw III | 28 AP | Level 45 | |
Cast level III finishing magic | |||
Triple Slip | 2 AP | Level 12 | |
Execute up to three dodges in succession | |||
Slipstream | 3 AP | Triple Slip learned | |
Execute any number of dodges in succession | |||
Untouchable | 5 AP | Level 26 | |
Window for dodging increases | |||
Intel | — | Initial | |
Check status of locked-on targets | |||
Quick Reflexes | — | Initial | |
Dodge or attack even during other actions | |||
Charged Shot | — | Initial | |
Charge shots when gun is unholstered but not in use | |||
Quick Draw | 6 AP | Level 28 | |
Cast finishing magic after a max-level charged shot | |||
Speedy Charge | 12 AP | Bullet Boost learned | |
Reduce amount of time needed to charge a shot | |||
Explosive Shell | — | Initial | |
Fire exploding shots with tilting up the left analog stick and pressing | |||
Explosive Shell: Stun ↑ | 8 AP | Level 14 | |
Increase stun rate of Explosive Shell | |||
Bullet Boost | 8 AP | Level 25 | |
Increase power of rapid-fire bullets used in normal attacks |
Cinque[]
Cinque's abilities offer her more defensive coverage to deal with her slow, short-ranged attacks.
Commands | |||
---|---|---|---|
Name | AP needed | Requirements | |
Earthquake | — | Initial | |
Attack the ground to damage surrounding enemies and possibly inflict Stun | |||
Magnitude 7.0 | 3 AP | Earthquake learned | |
Increase stun rate of Earthquake | |||
Magnitude 10.0 | 3 AP | Magnitude 7.0 learned | |
Further increase stun rate of Earthquake | |||
Flinchproof Quake | 5 AP | Magnitude 10.0 | |
Prevent flinching during Earthquake | |||
Gaia Pulse | 3 AP | Level 13 | |
Attack the ground to damage enemies in a straight line and possibly inflict Stun | |||
Gaia Pulse: Effect ↑ | 5 AP | Homerun Swing learned | |
Increase stun rate of Gaia Pulse | |||
Homerun Swing | 2 AP | Level 13 | |
Strike opponents after building power by holding down / | |||
Windup Boost | 2 AP | Homerun Swing learned | |
Increase charge level of Homerun Swing | |||
Windup Boost II | 3 AP | Windup Boost learned | |
Further increase maximum charge level of Homerun Swing | |||
Homerun Swing: Crit ↑ | 5 AP | Windup Boost II learned | |
Increase critical hit rate of Homerun Swing | |||
Cheerleader | 2 AP | Level 17 | |
Psych self up to inflict more damage with the next attack | |||
Cheerleader: Effect ↑ | 3 AP | Cheerleader | |
Increase effect of Cheerleader | |||
Cheerleader: AG ↓ | 5 AP | Cheerleader | |
Reduce AG cost of Cheerleader | |||
Whirling Mace | 2 AP | Level 19 | |
Spin around to strike and knock back enemies | |||
Whirling Mace: Crit ↑ | 3 AP | Whirling Mace learned | |
Increase critical hit rate of Whirling Mace | |||
Mace Cyclone | 3 AP | Level 20 | |
Spin around to strike and send enemies flying | |||
Flinchproof Cyclone | 5 AP | Mace Cyclone learned | |
Prevent flinching during Mace Cyclone | |||
Payback | 2 AP | Level 11 | |
Damage enemies and drain more HP when user's HP is low | |||
Payback: Crit ↑ | 4 AP | Payback learned | |
Increase critical hit rate of Payback |
Enhancements | |||
---|---|---|---|
Name | AP needed | Requirements | |
Accelerate | 2 AP | Level 16 | |
Increase movement speed | |||
Twinspell | 28 AP | Level 29 | |
Equip two spells at once | |||
Quick Draw II | 30 AP | Quick Draw learned | |
Cast level II finishing magic | |||
Quick Draw III | 42 AP | Quick Draw II learned | |
Cast level III finishing magic | |||
Triple Slip | 2 AP | Level 15 | |
Execute up to three dodges in succession | |||
Slipstream | 3 AP | Triple Stream learned | |
Execute any number of dodges in succession | |||
Untouchable | 5 AP | Level 9 | |
Window for dodging increases | |||
Intel | — | Initial | |
Check status of locked-on targets | |||
Focus | 2 AP | Initial | |
Perform a charged attack with tilting down the left analog stick and pressing | |||
Charge II | 4 AP | Learn Focus | |
Increase maximum charge level | |||
Charge III | 6 AP | Learn Charge II | |
Further increase maximum charge level | |||
Quick Draw | 12 AP | Level 55 Learn Charge III | |
Cast finishing magic after MAX Charge attacks | |||
Combo Cast | 30 AP | Learn Quick Draw | |
Cast finishing magic after two consecutive attacks |
Sice[]
Sice's abilities utilize her passive Moxie skill, gaining power by storing energy from defeated foes, as shown by her weapon glowing red.
Commands | |||
---|---|---|---|
Name | AP needed | Requirements | |
Dark Nebula | — | Initial | |
Use absorbed malice to attack in a straight line | |||
Dark Nebula: +Stop | 3 AP | Dark Nebula learned | |
Add Stop effect to Dark Nebula | |||
Dark Nebula: AG ↓ | 5 AP | Dark Nebula learned | |
Reduce AG cost of Dark Nebula | |||
Negative Aura | 5 AP | Moxie: Power ↑ II learned | |
Use absorbed malice to attack surrounding enemies | |||
Negative Aura: +Drain | 6 AP | Negative Aura learned | |
Add Drain effect to Negative Aura | |||
Negative Aura: AG ↓ | 8 AP | Negative Aura learned | |
Reduce AG cost of Negative Aura | |||
Grim Reaper | 10 AP | Tenacity learned | |
Use absorbed malice to attack enemies and possibly inflict Death | |||
Toxic Mist | 4 AP | Moxie: Power ↑ learned | |
Attack enemies with a wall of poison | |||
Toxic Mist: AG ↓ | 6 AP | Toxic Mist learned | |
Reduce AG cost of Toxic Mist | |||
Death Maelstrom | 3 AP | Level 11 | |
Generate a cyclone that follows after locked-on targets | |||
Death Maelstrom: Power ↑ | 5 AP | Death Maelstrom learned | |
Increase power of Death Maelstrom | |||
Death Maelstrom: Time ↑ | 6 AP | Death Maelstrom learned | |
Death Maelstrom remains active for a longer time | |||
Death Maelstrom: AG ↓ | 8 AP | Death Maelstrom learned | |
Reduce AG cost of Death Maelstrom | |||
Black Hole | 6 AP | Moxie: Power ↑ learned | |
Manipulate gravity to gather enemies in one place | |||
Black Hole: AG ↓ | 8 AP | Black Hole learned | |
Reduce AG cost of Black Hole |
Enhancements | |||
---|---|---|---|
Name | AP needed | Requirements | |
Accelerate | 2 AP | Level 8 | |
Increase movement speed | |||
Twinspell | 5 AP | Level 20 | |
Equip two spells at once | |||
Quick Draw II | 15 AP | Quick Draw learned | |
Cast level II finishing magic | |||
Quick Draw III | 30 AP | Level 58 | |
Cast level III finishing magic | |||
Triple Slip | 2 AP | Moxie: Power ↑ learned | |
Execute up to three dodges in succession | |||
Slipstream | 3 AP | Triple Slip learned | |
Execute any number of dodges in succession | |||
Untouchable | 5 AP | Slipstream learned | |
Window for dodging increases | |||
Intel | — | Initial | |
Check status of locked-on targets | |||
Combo Bonus | 2 AP | Level 6 | |
Increase the number of hits in a normal attack | |||
Combo Bonus II | 2 AP | Moxie: Power ↑ learned | |
Further increase the number of hits in a normal attack | |||
Combo Bonus III | 6 AP | Combo Bonus II learned | |
Drastically increase the number of hits in a normal attack | |||
Quick Draw | 10 AP | Combo Bonus III learned | |
Cast finishing magic after four consecutive normal attacks | |||
Mobile Strike | — | Initial | |
Attack while moving with tilting the left analog stick and pressing | |||
Advance Cast | 6 AP | Learn Tenacity | |
Cast finishing magic after a forward mobile strike | |||
Slip Cast | 8 AP | Learn Advance Cast | |
Cast finishing magic after a backward mobile strike | |||
Moxie | — | Initial | |
Increase power by defeating enemies and absorbing their malice (Scythe glows reddish) | |||
Moxie: Power ↑ | 12 AP | Level 14 | |
Absorb more malice | |||
Moxie: Power ↑ II | 14 AP | Moxie: Power ↑ learned and Level 22 | |
Absorb even more malice | |||
Tenacity | 16 AP | Moxie: Power ↑ II learned and Level 28 | |
Reduce the amount of malice lost when taking damage |
Seven[]
Seven boasts one of the most diverse sets of abilities, and like Cater, has access to an all-element attack.
Commands | |||
---|---|---|---|
Name | AP needed | Requirements | |
Snakebite | — | Initial | |
Capture an enemy and either reel them in or instantaneously approach the target | |||
Livewire | 3 AP | Snakebite learned | |
Electrify ensnared enemies to damage and possibly inflict Stun with tilting the left analog stick upwards and pressing / | |||
Snakebite: AG ↓ | 5 AP | Snakebite learned | |
Reduce AG cost of Snakebite | |||
Diving Strike | 2 AP | Level 15 | |
Launch whipblade skyward to pierce enemies from above | |||
Diving Strike: Power ↑ | 4 AP | Diving Strike learned | |
Increase power of Diving Strike | |||
Elementalash | 4 AP | Level 10 | |
Strike enemies with a whip imbued with elemental magic (defaults to Fire) | |||
Flamelash: Power ↑ | 12 AP | Elementalash learned | |
Increase power of Elementalash's Flamelash | |||
Frostlash | 4 AP | Elementalash learned | |
Imbue whip with Ice Magic with with tilting the left analog stick upwards and pressing / | |||
Frostlash: Power ↑ | 12 AP | Frostlash learned | |
Increase power of Elementalash's Frostlash | |||
Thunderlash | 4 AP | Elementalash learned | |
Imbue whip with Lightning Magic with tilting the left analog stick downwards and pressing / | |||
Thunderlash: Power ↑ | 12 AP | Thunderlash learned | |
Increase power of Elementalash's Thunderlash | |||
Sadistic Spikes | 3 AP | Level 17 | |
Drive whipblade into the ground to summon Stop-inflicting thorns | |||
Sadistic Spikes: Time ↑ | 6 AP | Sadistic Spikes learned | |
Sadistic Spikes remains active for a longer time | |||
Sadistic Spikes: AG ↓ | 10 AP | Sadistic Spikes learned | |
Reduce AG cost of Sadistic Spikes | |||
Drainlash | 4 AP | Level 19 | |
Attack enemies and absorb HP | |||
Drainlash: Power ↑ | 10 AP | Drainlash learned | |
Increase power of Drainlash | |||
Osmoselash | 6 AP | Level 24 | |
Attack enemies and absorb MP | |||
Osmoselash: Power ↑ | 12 AP | Osmoselash learned | |
Increase power of Osmoselash |
Enhancements | |||
---|---|---|---|
Name | AP needed | Requirements | |
Accelerate | 4 AP | Level 28 | |
Increase movement speed | |||
Twinspell | 5 AP | Level 28 | |
Equip two spells at once | |||
Quick Draw II | 15 AP | Quick Draw learned | |
Cast level II finishing magic | |||
Quick Draw III | 30 AP | Level 55 | |
Cast level III finishing magic | |||
Triple Slip | 4 AP | Level 15 | |
Execute up to three dodges in succession | |||
Slipstream | 6 AP | Triple Slip learned | |
Execute any number of dodges in succession | |||
Untouchable | 8 AP | Slipstream learned | |
Window for dodging increases | |||
Intel | — | Initial | |
Check status of locked-on targets | |||
Quick Draw | 8 AP | Level 30 | |
Cast finishing magic after a normal attack | |||
Foreflay | — | Initial | |
Deliver a long-reaching attack with tilting the left analog stick upwards and pressing | |||
Foreflay II | 5 AP | Level 25 | |
Increase number of hits for Foreflay | |||
Foreflay III | 6 AP | Foreflay II learned | |
Further increase number of hits for Foreflay | |||
Whirlwhip | — | Initial | |
Deliver a wide-area attack with tilting the left analog stick downwards and pressing | |||
Whirlwhip II | 6 AP | Foreflay III learned | |
Increase number of hits for Whirlwhip | |||
Whirlwhip III | 8 AP | Whirlwhip II learned | |
Further increase number of hits for Whirlwhip | |||
Insult to Injury | 4 AP | Whirlwhip III learned | |
Powerfully lash enemies inflicted with Stun |
Eight[]
Eight possesses three unique stances that don't drain the Ability Gauge, allowing him to unleash a variety of attacks by using the analog stick with the assigned button. He also possesses some strong high-risk abilities.
Commands | |||
---|---|---|---|
Name | AP needed | Requirements | |
Swiftwind Stance | — | Initial | |
Shift to a simple stance and perform combos with / (and optionally with tilting the left analog stick upwards/to the left/to the right) | |||
Swiftwind Special | 2 AP | Swiftwind Stance learned | |
Strike the ground during a combo by tilting the left analog stick downwards and pressing / | |||
Swiftwind Stance: Power ↑ | 4 AP | Swiftwind Stance learned | |
Increase power of the series of punches in Swiftwind Stance | |||
Wildfire Stance (Raging Fire Style(烈火の型, Rekka no kata?) ) |
2 AP | Rising Uppercut learned | |
Shift to an aggressive stance and performs combos with / (and optionally with tilting the left analog stick upwards/to the left/to the right) | |||
Wildfire Special | 2 AP | Wildfire Stance learned | |
Conjure a pillar of fire during a combo by tilting the left analog stick downwards and pressing / | |||
Wildfire Stance: Power ↑ | 4 AP | Wildfire Stance learned | |
Increase power of charge attack by tilting the left analog stick upwards and pressing / | |||
Quickbolt Stance | 2 AP | Accelerate learned | |
Shift to an erratic stance and perform combos with / | |||
Quickbolt Special | 2 AP | Quickbolt Stance learned | |
Strike enemies and absorb HP during a combo by holding the left analog stick downwards and / | |||
Quickbolt Stance: Power ↑ | 4 AP | Quickbolt Stance learned | |
Increase power of flying kick by tilting the left analog stick upwards and pressing / | |||
Explosive Fist | 4 AP | Wildfire Stance: Power ↑ learned | |
Slowly approach enemies and deliver a devastating punch | |||
Explosive Fist: Power ↑ | 6 AP | Explosive Fist learned | |
Increase power of Explosive Fist | |||
Flinchproof Fist | 8 AP | Explosive Fist: Power ↑ learned | |
Receive invulnerability while performing Explosive Fist | |||
Sacrificial Slug | 10 AP | Level 30 | |
Drop user's HP down to 1 and inflict tremendous damage on enemies | |||
Lightspeed Jab | 6 AP | Triple Slip learned | |
Deliver a weak but extremely fast punch | |||
Lightspeed Swarm | 8 AP | Lightspeed Jab learned | |
Teleport toward enemies with Lightspeed Jab | |||
Lightspeed Jab: Distance ↑ | 6 AP | Lightspeed Swarm learned | |
Increase distance teleported with Lightspeed Jab | |||
Last Stand | 3 AP | Flinchproof Fist learned | |
Receive Haste and Aura, but inflict user with Killsight | |||
Last Stand: AG ↓ | 5 AP | Last Stand learned | |
Reduce AG cost of Last Stand | |||
Phantom Rush | 3 AP | Untouchable learned | |
Dodge all enemy attacks | |||
Phantom Rush: AG ↓ | 5 AP | Phantom Rush learned | |
Reduce AG cost of Phantom Rush |
Enhancements | |||
---|---|---|---|
Name | AP needed | Requirements | |
Accelerate | 2 AP | Level 17 | |
Increase movement speed | |||
Twinspell | 12 AP | Level 50 | |
Equip two spells at once | |||
Quick Draw II | 24 AP | One-Two Cast learned | |
Cast level II finishing magic | |||
Quick Draw III | 48 AP | Level 80 | |
Cast level III finishing magic | |||
Triple Slip | 2 AP | Accelerate | |
Execute up to three dodges in succession | |||
Slipstream | 3 AP | Triple Slip learned | |
Execute any number of dodges in succession | |||
Untouchable | 5 AP | Slipstream learned | |
Window for dodging increases | |||
Intel | — | Initial | |
Check status of locked-on targets | |||
Sidestep | — | Initial | |
Dodge sideways with tilting the left analogstick to the left/right and pressing | |||
Blind Strike | — | Initial | |
Increase critical hit rate when attacking some enemies from the rear | |||
Quick Draw | 10 AP | Level 40 | |
Cast finishing magic after a normal attack | |||
Rising Uppercut | 2 AP | Swiftwind Special learned | |
Counterattack when downed by pressing at the right time | |||
Backhand | 3 AP | Wildfire Stance: Power ↑ | |
Deliver an attack with a high Stun rate with tilting the left analog stick down and pressing | |||
One-Two Cast | 30 AP | Level 43 | |
Cast finishing magic after a backhand attack |
Nine[]
Nine's defensive abilities suit his higher HP and Defense stats well.
Commands | |||
---|---|---|---|
Name | AP needed | Requirements | |
Jump | — | Initial | |
Leap towards enemies and strike | |||
Jump: Power ↑ | 4 AP | Jump learned | |
Increase power of Jump | |||
Jump: Crit ↑ | 4 AP | Jump learned | |
Increase critical hit rate of Jump | |||
Jump: AG ↓ | 5 AP | Jump learned | |
Reduce AG cost of Jump | |||
White Knight | 4 AP | Accelerate | |
Generate a safety zone that restores HP and prevents damage | |||
White Knight: AG ↓ | 5 AP | White Knight learned | |
Reduce AG cost of White Knight | |||
Whirling Lance | 4 AP | Level 13 | |
Twirl spear to attack enemies | |||
Whirling Lance: AG ↓ | 6 AP | Whirling Lance learned | |
Reduce AG cost of Whirling Lance | |||
High Jump | 8 AP | Mobile Strike II learned | |
Leap high into the air and deliver a powerful strike from above | |||
High Jump: Power ↑ | 8 AP | High Jump learned | |
Increase power of High Jump | |||
High Jump: Power ↑ II | 10 AP | High Jump: Power ↑ learned | |
Further increase power of High Jump | |||
Javelin Throw | 4 AP | Clean Sweep III learned | |
Launch spear to pierce and damage enemies | |||
Javelin Throw: Crit ↑ | 6 AP | Javelin Throw learned | |
Increase critical hit rate of Javelin Throw | |||
Laser Lance | 5 AP | Mobile Strike learned | |
Launch spear in a straight line to severely damage enemies | |||
Laser Lance: Power ↑ | 7 AP | Laser Lance learned | |
Increase power of Laser Lance | |||
Primal Roar | 3 AP | Whirling Lance: AG ↓ learned | |
Unleash a guttural roar to inflict enemies with Stop | |||
Primal Roar: Time ↑ | 4 AP | Primal Roar learned | |
Primal Roar remains active for a longer time | |||
Primal Roar: AG ↓ | 6 AP | Primal Roar learned | |
Reduce AG cost of Primal Roar |
Enhancements | |||
---|---|---|---|
Name | AP needed | Requirements | |
Accelerate | 4 AP | Level 8 | |
Increase movement speed | |||
Twinspell | 14 AP | White Knight: AG ↓ learned | |
Equip two spells at once | |||
Quick Draw II | 18 AP | Sweeping Cast learned | |
Cast level II finishing magic | |||
Quick Draw III | 32 AP | Level 46 | |
Cast level III finishing magic | |||
Triple Slip | 2 AP | White Knight learned | |
Execute up to three dodges in succession | |||
Slipstream | 3 AP | Triple Slip learned | |
Execute any number of dodges in succession | |||
Untouchable | 5 AP | Slipstream learned | |
Window for dodging increases | |||
Intel | — | Initial | |
Check status of locked-on targets | |||
Quick Draw | 12 AP | Twinspell learned | |
Cast finishing magic after certain normal attacks | |||
Clean Sweep | — | Initial | |
Deliver a wide-area attack with tilting the left analog stick downwards and pressing | |||
Clean Sweep II | 4 AP | Whirling Lance: AG ↓ learned | |
Increase number of hits for Clean Sweep | |||
Sweeping Cast | 22 AP | Clean Sweep II learned | |
Cast finishing magic after certain wide-area attacks | |||
Clean Sweep III | 5 AP | Clean Sweep II learned | |
Increase number of hits for Clean Sweep | |||
Mobile Strike | 6 AP | Clean Sweep III learned | |
Attack while moving with tilting the left analog stick upwards and pressing | |||
Mobile Strike II | 6 AP | Mobile Strike mastered | |
Increase number of hits for Mobile Strike |
Jack[]
Jack can make up for his slower movement and attack speeds with lightning quick strikes and counter attacks.
Commands | |||
---|---|---|---|
Name | AP needed | Requirements | |
Reflex | — | Initial | |
Read enemies' attacks and deliver a mid-range counterslash | |||
Reflex: Power ↑ | 4 AP | Reflex learned | |
Increase power of Reflex | |||
Reflex: Crit ↑ | 6 AP | Reflex: Power ↑ learned | |
Increase critical hit rate of Reflex | |||
Reflex: AG ↓ | 5 AP | Reflex: Crit ↑ learned | |
Reduce AG cost of Reflex | |||
Transience | 5 AP | Tranquility: AG ↓ learned | |
Consume user's HP to inflict heavy damage on enemies | |||
Transience: Power ↑ | 6 AP | Transience learned | |
Increase power of Transience | |||
Transience: Power ↑ II | 8 AP | Transience: Power ↑ learned | |
Further increase power of Transience | |||
Transience: AG ↓ | 4 AP | Transience: Power ↑ II learned | |
Reduce AG cost of Transience | |||
Lightning Flash | 4 AP | Combo Bonus learned | |
Slash in rapid succession | |||
Lightning Flash: Crit ↑ | 6 AP | Lightning Flash learned | |
Increase critical hit rate of Lightning Flash | |||
Lightning Flash: AG ↓ | 4 AP | Lightning Flash: Crit ↑ learned | |
Reduce AG cost of Lightning Flash | |||
Deliverance | 8 AP | Focus: Power ↑ learned | |
Rush at and attack enemies inflicted with Killsight | |||
Deliverance: AG ↓ | 6 AP | Deliverance learned | |
Reduce AG cost of Deliverance | |||
Piercing Gleam | 5 AP | Slipstream learned | |
Lower the enemy's Defense | |||
Piercing Gleam: Effect ↑ | 6 AP | Piercing Gleam learned | |
Increase effect of Piercing Gleam | |||
Piercing Gleam: Power ↑ | 8 AP | Piercing Gleam: Effect ↑ learned | |
Increase power of Piercing Gleam | |||
Piercing Gleam: AG ↓ | 5 AP | Piercing Gleam: Power ↑ learned | |
Reduce AG cost of Piercing Gleam | |||
Tranquility | 6 AP | Deliverance: AG ↓ learned | |
Read enemies' attacks and deliver a devastating counterslash | |||
Tranquility: Power ↑ | 6 AP | Tranquility learned | |
Increase power of Tranquility | |||
Tranquility: +Killsight | 8 AP | Tranquility: Power ↑ learned | |
Add Killsight effect to Tranquility | |||
Tranquility: AG ↓ | 6 AP | Tranquility: +Killsight learned | |
Reduce AG cost of Tranquility |
Enhancements | |||
---|---|---|---|
Name | AP needed | Requirements | |
Accelerate | 7 AP | Untouchable | |
Increase movement speed | |||
Twinspell | 10 AP | Quick Draw learned | |
Equip two spells at once | |||
Quick Draw II | 20 AP | Twinspell learned | |
Cast level II finishing magic | |||
Quick Draw III | 38 AP | Quick Draw II learned | |
Cast level III finishing magic | |||
Triple Slip | 4 AP | Reflex: AG ↓ | |
Execute up to three dodges in succession | |||
Slipstream | 6 AP | Lightning Flash: AG ↓ | |
Execute any number of dodges in succession | |||
Untouchable | 4 AP | Quick Draw III learned | |
Window for dodging increases | |||
Intel | — | Initial | |
Check status of locked-on targets | |||
Ninja Slice | — | Initial | |
Increase critical hit rate when attacking some enemies from the rear | |||
Quick Draw | 12 AP | Transience: AG ↓ | |
Cast finishing magic after a normal attack | |||
Combo Bonus | 6 AP | Triple Slip learned | |
Increase the number of hits in a normal attack | |||
Focus | — | Initial | |
Concentrate to temporarily increase attack with tilting down the left analog stick and pressing | |||
Focus: Power ↑ | 4 AP | Piercing Gleam: AG ↓ | |
Increase effect of Focus |
Queen[]
Like Seven, Queen's abilities can be applied to a wide variety of situations.
Commands | |||
---|---|---|---|
Name | AP needed | Requirements | |
Divine Judgment | — | Initial | |
Conjure a cross-shaped light that heals allies by draining enemies' HP | |||
Divine Judgment: Speed ↑ | 8 AP | Divine Judgment learned | |
Increase revolution speed of Divine Judgment | |||
Divine Judgment: Power ↑ | 2 AP | Divine Judgment learned | |
Increase power of Divine Judgment | |||
Divine Judgment: HP ↑ | 3 AP | Divine Judgment learned | |
Increase amount of HP recovered with Divine Judgment | |||
Divine Judgment: AG ↓ | 3 AP | Divine Judgment learned | |
Reduce AG cost of Divine Judgment | |||
Magic Martyr | 2 AP | Twinspell learned | |
Expend HP instead of AG to generate an MP-restoring field | |||
Magic Martyr: Effect ↑ | 4 AP | Magic Martyr learned | |
Improve HP/MP exchange rate of Magic Martyr | |||
Flinchproof Martyr | 4 AP | Magic Martyr learned | |
Magic Martyr continues even after taking damage | |||
Speedrush | 3 AP | Slipstream | |
Approach targets at high speed | |||
Speedrush: AG ↓ | 4 AP | Speedrush | |
Reduce AG cost of Speedrush | |||
Mana Sphere | 8 AP | Level 27 | |
Fire energy orbs that fissure and damage enemies | |||
Mana Sphere: Power ↑ | 10 AP | Mana Sphere learned | |
Increase power of Mana Sphere | |||
Mana Sphere: Crit ↑ | 12 AP | Mana Sphere learned | |
Increase critical hit rate of Mana Sphere | |||
Mana Sphere: AG ↓ | 12 AP | Mana Sphere learned | |
Reduce AG cost of Mana Sphere | |||
Gate of Destiny | 10 AP | Mana Sphere: Crit ↑ learned | |
Expend HP instead of AG to generate a portal that damages enemies | |||
Gate of Destiny: Power ↑ | 12 AP | Gate of Destiny learned | |
Increase power of Gate of Destiny | |||
Gate of Destiny: AG ↓ | 14 AP | Gate of Destiny: Power ↑ learned | |
Reduce AG cost of Gate of Destiny | |||
Justice Guard | 10 AP | Gate of Destiny: AG ↓ learned | |
Counter an enemy attack and may inflict killsight | |||
Justice Guard: Power Up | 12 AP | Justice Guard learned | |
Increase power of Gate of Destiny | |||
Justice Guard: AG Down | 14 AP | Justice Guard learned | |
Reduce AG cost of Gate of Destiny |
Enhancements | |||
---|---|---|---|
Name | AP needed | Requirements | |
Accelerate | 2 AP | Speedrush: AG ↓ | |
Increase movement speed | |||
Twinspell | 5 AP | Divine Judgment: HP ↑ | |
Equip two spells at once | |||
Quick Draw II | 12 AP | Feint Slash learned | |
Cast level II finishing magic | |||
Quick Draw III | 28 AP | Level 31 | |
Cast level III finishing magic | |||
Triple Slip | 2 AP | Accelerate learned | |
Execute up to three dodges in succession | |||
Slipstream | 3 AP | Triple Slip learned | |
Execute any number of dodges in succession | |||
Untouchable | 5 AP | Slipstream learned | |
Window for dodging increases | |||
Intel | — | Initial | |
Check status of locked-on targets | |||
Quick Draw | 6 AP | Riposte Slash II learned | |
Cast finishing magic after a normal attack | |||
Balestra Lunge | — | Initial | |
Rush toward enemies and attack with tilting the left analog stick upwards and pressing | |||
Balestra Lunge II | 4 AP | Level 11 | |
Increase maximum number of hits in a Balestra Lunge | |||
Riposte Slash | — | Initial | |
Jump away from enemies and attack with tilting the left analog stick downwards and pressing | |||
Riposte Slash II | 6 AP | Balestra Lunge II learned | |
Fire magic shots after a Riposte Slash by returning the left analog stick to center | |||
Feint Slash | 6 AP | Quick Draw learned | |
Cast finishing magic after a Riposte Slash in some situations |
King[]
King specializes in dishing out damage at a decent rate. His skills also require ammo, but he can infinitely manually reload by tilting the analog stick down while attacking.
Commands | |||
---|---|---|---|
Name | AP needed | Requirements | |
Point-Blank Shot | — | Initial | |
Inflict tremendous damage on nearby enemies | |||
Charge I | 3 AP | Level 9 | |
Increase attack power of Point-Blank Shot by holding down button | |||
Charge II | 4 AP | Level 11 | |
Increase charge level of Point-Blank Shot | |||
Charge III | 6 AP | Level 13 | |
Max out charge level of Point-Blank Shot | |||
Point-Blank Shot: Crit ↑ | 8 AP | Level 15 | |
Increase critical hit rate of Point-Blank Shot | |||
Point-Blank Shot: AG ↓ | 8 AP | Level 22 | |
Reduce AG cost of Point-Blank Shot | |||
Magazine Blast | 4 AP | Level 14 | |
Launch and fire at an ammo cartridge to make it explode | |||
Magazine Blast: Power ↑ | 6 AP | Level 18 | |
Increase power of Magazine Blast | |||
Magazine Blast: AG ↓ | 8 AP | Level 25 | |
Reduce AG cost of Magazine Blast | |||
Endless Waltz | 3 AP | Level 12 | |
Fire continuously with both guns | |||
Endless Waltz: AG ↓ | 6 AP | Level 19 | |
Reduce AG cost of Endless Waltz | |||
Trigger Finger | 4 AP | Level 16 | |
Draw gun quickly to counter enemy attacks | |||
Trigger Finger: Power ↑ | 6 AP | Level 21 | |
Increase power of Trigger Finger when guns are holstered | |||
Trigger Finger: AG ↓ | 8 AP | Level 26 | |
Reduce AG cost of Trigger Finger | |||
Hawkeye | 4 AP | Level 20 | |
Aim and fire at distant enemies | |||
Hawkeye: AG ↓ | 8 AP | Level 24 | |
Reduce AG cost of Hawkeye | |||
Iron Will | 8 AP | Level 29 | |
Prevent user from being KO'd | |||
Iron Will: Time ↑ | 10 AP | Level 33 | |
Aura effect of Iron Will remains active for a longer time | |||
Iron Will: AG ↓ | 8 AP | Level 45 | |
Reduce AG cost of Iron Will |
Enhancements | |||
---|---|---|---|
Name | AP needed | Requirements | |
Accelerate | 2 AP | Level 9 | |
Increase movement speed | |||
Twinspell | 6 AP | Level 28 | |
Equip two spells at once | |||
Quick Draw II | 16 AP | Quick Draw learned | |
Cast level II finishing magic | |||
Quick Draw III | 30 AP | Level 90 | |
Cast level III finishing magic | |||
Triple Slip | 2 AP | Level 13 | |
Execute up to three dodges in succession | |||
Slipstream | 3 AP | Level 16 | |
Execute any number of dodges in succession | |||
Untouchable | 5 AP | Level 24 | |
Window for dodging increases | |||
Intel | — | Initial | |
Check status of locked-on targets | |||
Marksmanship | — | Initial | |
Deal more damage when closer to enemy, but less damage in bad weather | |||
Reload | — | Initial | |
Reload by tilting left analog stick downwards and pressing | |||
Multitask | 3 AP | Level 17 | |
Enable user to fire weapon while reloading | |||
Kick | — | Initial | |
Perform a melee attack with tilting the left analog stick upwards and pressing | |||
Direct Shot | 3 AP | Level 11 | |
Fire a special shot after melee attacks | |||
Quick Draw | 16 AP | Level 80 | |
Cast a finishing spell after melee attacks | |||
Hi-Cap Magazine | 8 AP | Level 18 | |
Increase magazine capacity from 12 to 18 rounds | |||
Hi-Cap Magazine II | 14 AP | Level 27 | |
Increase magazine capacity from 18 to 24 rounds |
Machina[]
Machina can quickly heal himself in multiple ways while still dishing out damage, on top of boasting the highest DPS abilities in the game.
Commands | |||
---|---|---|---|
Name | AP needed | Requirements | |
Cyclone Drive | — | Initial | |
Continue damaging enemies until user runs out of AG | |||
Cyclone Drive: Power ↑ | 3 AP | Cyclone Drive learned | |
Increase power of Cyclone Drive | |||
Cyclone Drive: Power ↑ II | 4 AP | Cyclone Drive: Power ↑ learned | |
Further increase power of Cyclone Drive | |||
Finishing Blow | 5 AP | Cyclone Drive: Power ↑ II learned | |
Add finishing kick to Cyclone Drive | |||
Finishing Blow: Crit ↑ | 6 AP | Finishing Blow learned | |
Increase critical hit rate of Cyclone Drive's finishing kick | |||
Cyclone Drive: AG ↓ | 8 AP | Finishing Blow: Crit ↑ learned | |
Reduce AG cost of Cyclone Drive | |||
Awakening | 4 AP | Finishing Blow learned | |
Restore all HP and turn all normal attacks into Furious Blades until user takes damage | |||
Awakening: Power ↑ | 6 AP | Awakening learned | |
Increase power of Furious Blades | |||
Flinchproof Awakening | 4 AP | Awakening learned | |
Awakening continues even after taking damage | |||
Awakening: AG ↓ | 8 AP | Awakening learned | |
Reduce AG cost of Awakening | |||
Stunning Slash (Stun Blade(スタンブレイド, Sutanbureido?) ) |
16 AP | Cyclone Drive: Power ↑ II learned | |
Strike with a high chance of inflicting Stun | |||
Stunning Slash: Effect ↑ | 6 AP | Stunning Slash learned | |
Increase stun rate of Stunning Slash | |||
Stunning Slash: AG ↓ | 8 AP | Stunning Slash: Effect ↑ learned | |
Reduce AG cost of Stunning Slash | |||
Guardian Blades | 4 AP | Stunning Slash: AG ↓ learned | |
Summon spinning swords that simultaneously attack and defend. | |||
Guardian Blades: AG ↓ | 6 AP | Guardian Blades learned | |
Reduce AG cost of Guardian Blades. | |||
Siphon Sword | 16 AP | Cyclone Drive: Power ↑ II learned | |
Attack enemies and drain HP | |||
Siphon Sword: Power ↑ | 6 AP | Siphon Sword learned | |
Increase power of Siphon Sword | |||
Siphon Sword: AG ↓ | 8 AP | Siphon Sword: Power ↑ learned | |
Reduce AG cost of Siphon Sword | |||
Dark Side | 5 AP | Siphon Sword: AG ↓ learned | |
Pierce multiple enemies in succession to drain HP and possibly inflict Stun | |||
Dark Side: Crit ↑ | 8 AP | Dark Side learned | |
Increase critical hit rate of Dark Side | |||
Dark Side: Targets ↑ | 10 AP | Dark Side: Crit ↑ learned | |
Increase number of targets for Dark Side |
Enhancements | |||
---|---|---|---|
Name | AP needed | Requirements | |
Accelerate | 2 AP | Cyclone Drive: Power ↑ learned | |
Increase movement speed | |||
Twinspell | 5 AP | Combo Bonus learned | |
Equip two spells at once | |||
Quick Draw II | 15 AP | Finishing Cast learned | |
Cast level II finishing magic | |||
Quick Draw III | 30 AP | Quick Draw II learned | |
Cast level III finishing magic | |||
Triple Slip | 2 AP | Accelerate learned | |
Execute up to three dodges in succession | |||
Slipstream | 3 AP | Triple Slip learned | |
Execute any number of dodges in succession | |||
Untouchable | 5 AP | Slipstream learned | |
Window for dodging increases | |||
Intel | — | Initial | |
Check status of locked-on targets | |||
Finishing Cast | 8 AP | Twinspell learned | |
Cast finishing magic after a normal attack | |||
Combo Cast | 8 AP | Finishing Cast learned | |
Cast finishing magic after certain normal attacks | |||
Combo Bonus | 3 AP | Dark Side: Targets ↑ learned | |
Increase number of hits for normal attacks |
Rem[]
Rem fits a wide-ranged supportive role well. She can also summon Eidolons with ease.
Commands | |||
---|---|---|---|
Name | AP needed | Requirements | |
Siphon Sphere | 3 AP | Level 14 | |
Fire MP-draining energy orbs that can hit multiple times | |||
Siphon Sphere: Range ↑ | 4 AP | Siphon Sphere learned | |
Increase range of Siphon Sphere | |||
Siphon Sphere: Time ↑ | 6 AP | Siphon Sphere: Range ↑ learned | |
Siphon Sphere remains active for a longer time | |||
Manalchemy | 3 AP | Level 9 | |
Expend AG to restore MP to user and allies | |||
Manalchemy: AG ↓ | 8 AP | Manalchemy learned | |
Reduce AG cost of Manalchemy | |||
Undying Wish | 3 AP | Level 15 | |
Grant Reraise to all allies for a brief period of time | |||
Undying Wish: AG ↓ | 6 AP | Undying Wish learned | |
Reduce AG cost of Undying Wish | |||
Seraphim Strike | 6 AP | Level 25 | |
Summon magical energy to deliver a powerful strike from above | |||
Seraphim Strike: Power ↑ | 8 AP | Seraphim Strike learned | |
Increase power of Seraphim Strike | |||
Seraphim Strike: Speed ↑ | 10 AP | Seraphim Strike learned | |
Increase firing speed of Seraphim Strike | |||
Seraphim Strike: AG ↓ | 8 AP | Seraphim Strike learned | |
Reduce AG cost of Seraphim Strike | |||
Siphon Delta | 6 AP | Siphon Sphere: Time ↑ learned | |
Generate a field that absorbs MP | |||
Siphon Delta: Power ↑ | 8 AP | Siphon Delta learned | |
Increase power of Siphon Delta | |||
Siphon Delta: AG ↓ | 8 AP | Siphon Delta learned | |
Reduce AG cost of Siphon Delta | |||
Dagger Boomerang | 8 AP | Level 29 | |
Launch daggers to damage enemies | |||
Dagger Boomerang: AG ↓ | 8 AP | Dagger Boomerang learned | |
Reduce AG cost of Dagger Boomerang | |||
Flying Daggers | 8 AP | Level 45 | |
Launch daggers for a short-ranged but powerful attack | |||
Flying Daggers: Power ↑ | 10 AP | Flying Daggers learned | |
Increase power of Flying Daggers |
Enhancements | |||
---|---|---|---|
Name | AP needed | Requirements | |
Accelerate | 3 AP | Level 27 | |
Increase movement speed | |||
Twinspell | — | Initial | |
Equip two spells at once | |||
Quick Draw II | 12 AP | Reflex Cast learned | |
Cast level II finishing magic | |||
Quick Draw III | 26 AP | Quick Draw II learned | |
Cast level III finishing magic | |||
Triple Slip | 3 AP | Level 11 | |
Execute up to three dodges in succession | |||
Slipstream | 4 AP | Triple Slip learned | |
Execute any number of dodges in succession | |||
Untouchable | 5 AP | Slipstream learned | |
Window for dodging increases | |||
Intel | — | Initial | |
Check status of locked-on targets | |||
Guarded Finish | 4 AP | Level 9 | |
Perform a defensive finishing blow after normal attacks with tilting the left analog stick downwards and pressing | |||
Quick Draw | 8 AP | Guarded Finish learned and Level 17 | |
Cast finishing magic after a Guarded Finish | |||
Strong Finish | 6 AP | Level 19 | |
Perform a powerful finishing blow after normal attacks with tilting the left analog stick upwards and pressing | |||
Finishing Cast | 8 AP | Strong Finish learned and Level 24 | |
Cast finishing magic after a Strong Finish | |||
Combo Cast | 8 AP | Level 21 | |
Cast finishing magic after a normal attack | |||
Reflex Cast | 18 AP | Level 28 | |
Cast finishing magic after a first attack |
Behind the scenes[]
A possible explanation for the lack of a Thunder RF-II spell is provided in the Altocrystarium under the description for Thunder RF, which states that the Dominion deemed the spell almost completely obsolete in comparison to Thunder SHG (the dominant SHG spell, along with Fire RF being the dominant RF spell). Thunder SHG-II also functions similar to a RF-II spell, rather than a SHG spell.