I couldn't miss the chance to practice my drawing!
The following is a list of blitzball techniques from Final Fantasy X.
General information[]
- The Cost of a technique is the HP consumed when it is used. If a value is marked with a *, it applies when equipping the technique, and the player equipping it begins the match with correspondingly reduced HP.
- Passes inflicting Poison, Wither and Sleep only do so if the ball is touched by the victim but not caught. Tackles need only make contact to inflict ailments.
- Shots inflicting Poison, Wither and Sleep only do so if they fail to score a goal. The chance of infliction is determined by the technique, and the goalie will never catch a shot that inflicts a status; they will instead be hit by the ball, inflicted, and the result is the same as if they had "got a hand on it".
- Drain Tackles only drain HP if the user has at least as much HP as the tackle can drain.
Rare techniques[]
There are two rare techniques: Anti-Drain and Hi-Risk. Theoretically Tidus, Wakka and Durren can have these blitzball techniques. However, Anti-Drain is "impossible" to get (except with Durren), while Hi-Risk is very difficult.
The game does not equip Anti-Drain on an opposition player so it cannot be Tech Copied. Additionally, if one attempts to force a Tech Copy opportunity by hiring a player with the Anti-Drain ability and then releasing that player to be hired by another team, when that player appears as an opponent with Anti-Drain equipped, no Tech Copy is possible. In the case of Durren, his tech Anti-Drain may be missable, so the only way to learn it is to release him and let the A.I teach him automatically.
Hi-Risk rarely appears as a prize for 2nd place in the Blitzball League, but it appears more often if certain blitzball players are on the team. Using the [Reset] option of the Blitzball menu may be useful for getting the first of these for Wakka. In the case of Tidus, he is required to have learned his first two key techniques (Venom Tackle and Drain Tackle 2 in strict order) recently to be able to get it.
Techniques[]
Technique | HP cost | Description | Image |
---|---|---|---|
Jecht Shot | 120 | SH+5. Eliminates the top two defenders. | |
Jecht Shot 2 | 999 | SH+10. Eliminates the top three defenders and has the Invisible Shot effect. | |
Sphere Shot | 90 | SH+3. Boosts SH by a random amount. Adds 0-10 if player lv is 1-19, 0-15 if lv is 20-39, and 0-20 if lv is 40 or more. | |
Invisible Shot | 220 | SH+3. 60% chance of the ball turning invisible. If SH is not 0 when the ball reaches the goal, the player has 2 seconds to steer the ball past the goalkeeper. | |
Venom Shot | 20 | SH+3. If the goalkeeper touches the ball, 40% chance of inflicting Poison. | |
Venom Shot 2 | 35 | SH+5. If the goalkeeper touches the ball, 70% chance of inflicting Poison. | |
Venom Shot 3 | 100 | SH+7. If the goalkeeper touches the ball, Poison is inflicted. | |
Nap Shot | 45 | SH+3. If the goalkeeper touches the ball, 30% chance of inflicting Sleep. | |
Nap Shot 2 | 80 | SH+5. If the goalkeeper touches the ball, 70% chance of inflicting Sleep. | |
Nap Shot 3 | 350 | SH+7. If the goalkeeper touches the ball, Sleep is inflicted. | |
Wither Shot | 30 | SH+3. If the goalkeeper touches the ball, 40% chance of halving BL or CA. | |
Wither Shot 2 | 180 | SH+5. If the goalkeeper touches the ball, 70% chance of halving BL or CA. | |
Wither Shot 3 | 390 | SH+7. If the goalkeeper touches the ball, halves BL or CA. | |
Venom Pass | 40 | PA+3. 30% chance of inflicting Poison on opponents who touch the ball. | |
Venom Pass 2 | 120 | PA+5. 60% chance of inflicting Poison on opponents who touch the ball. | |
Venom Pass 3 | 350 | PA+7. Inflicts Poison on opponents who touch the ball. | |
Nap Pass | 40 | PA+3. 30% chance of inflicting Sleep on opponents who touch the ball. | |
Nap Pass 2 | 200 | PA+5. 60% chance of inflicting Sleep on opponents who touch the ball. | |
Nap Pass 3 | 510 | PA+7. Inflicts Sleep on opponents who touch the ball. | |
Wither Pass | 40 | PA+3. 30% chance of halving EN, AT or BL on opponents who touch the ball. | |
Wither Pass 2 | 180 | PA+5. 60% chance of halving EN, AT or BL on opponents who touch the ball. | |
Wither Pass 3 | 400 | PA+7. Halves EN, AT or BL on opponents who touch the ball. | |
Volley Shot | 10 | 50% chance of picking up a dropped ball and shooting straight for goal. | |
Volley Shot 2 | 40 | 75% chance of picking up a dropped ball and shooting straight for goal. | |
Volley Shot 3 | 250 | Picks up a dropped ball and shoots straight for goal. | |
Venom Tackle | 30 | AT+3. 40% chance of inflicting Poison. | |
Venom Tackle 2 | 70 | AT+5. 70% chance of inflicting Poison. | |
Venom Tackle 3 | 160 | AT+7. Inflicts Poison. | |
Nap Tackle | 40 | AT+3. 40% chance of inflicting Sleep if ball is taken.^{[note 1]} | |
Nap Tackle 2 | 90 | AT+5. 70% chance of inflicting Sleep if ball is taken. | |
Nap Tackle 3 | 180 | AT+7. Inflicts Sleep if ball is taken. | |
Wither Tackle | 8 | AT+3. 40% chance of halving EN, PA or SH. | |
Wither Tackle 2 | 80 | AT+5. 70% chance of halving EN, PA or SH. | |
Wither Tackle 3 | 250 | AT+7. Halves EN, PA or SH. | |
Drain Tackle | 0 | 40% chance of absorbing 30 HP from the target. Always succeeds if either the tackler or person being tackled is poisoned. | |
Drain Tackle 2 | 0 | 70% chance of absorbing 150 HP from the target. Always succeeds if either the tackler or person being tackled is poisoned. | |
Drain Tackle 3 | 0 | Absorbs 500 HP from the target. | |
Tackle Slip | 40 | 40% chance of evading tackles without losing EN. May leave the player disoriented. If so, further tackles cause temporary loss of one of their techniques at random (for the rest of the current half). | |
Tackle Slip 2 | 170 | 80% chance of evading tackles without losing EN. May leave the player disoriented. If so, further tackles cause temporary loss of one of their techniques at random (for the rest of the current half). | |
Anti-Venom | 5 | 50% chance of preventing Poison. | |
Anti-Venom 2 | 50 | Always prevents Poison. | |
Anti-Nap | 40 | 50% chance of preventing Sleep. | |
Anti-Nap 2 | 210 | Always prevents Sleep. | |
Anti-Wither | 30 | 50% chance of preventing Wither. | |
Anti-Wither 2 | 200 | Always prevents Wither. | |
Anti-Drain | 10 | 50% chance of preventing Drain. | |
Anti-Drain 2 | 50 | Always prevents Drain. | |
Spin Ball | 30 | If the goalkeeper blocks the shot, chance of dropping the ball increases to 70%. | |
Grip Gloves | 30 | If the goalkeeper blocks a shot, chance of dropping the ball is only 10%. | |
Elite Defense | 5* | The player's field of vision is increased by 30%, allowing them to chase opponents from further away. | |
Brawler | 10* | 60% chance the player will become involved in encounters from further away. | |
Pile Venom | 30* | Inflict Poison up to five times cumulatively. | |
Pile Wither | 70* | Inflict Wither up to five times cumulatively. | |
Regen | 50* | HP recovery when not in possession is quadrupled. | |
Good Morning! | 80 | 50% chance of powering up when recovering from Sleep. If woken by a Venom technique, PA and CA. If woken by a Nap technique, AT and PA. If woken by a Wither technique, CA and SH. Otherwise, any stat other than HP or SPD. The stats increase to 99. | |
Hi-Risk | 300* | All stats except HP and SPD are halved, but exp. gain is doubled. | |
Golden Arm | 30* | SH and PA loss from water resistance is halved, ticking at 10% instead of 20%. | |
Gamble | 300 | 50% chance of randomizing all stats except HP and SPD when recovering from Sleep. | |
Super Goalie | 30+ | 60% chance of adding random amount from 0-10 to CA. The HP cost is increased by the amount added to the CA. | |
Aurochs Spirit | 600 | SH+10. If Datto, Botta, Letty, Jassu and/or Keepa are on the team, their SH figures are totaled and added to the SH bonus. If the goalkeeper touches the ball, 30% of inflicting Sleep. | |
Tech Find | — | Prize: Unlocks almost any slot in a character's technique list. |
- ↑ In-game description erroneously claims chance is 100%