The following is a list of status effects in Final Fantasy X.
- 1 List of statuses
- 1.1 Positive status enhancements
- 1.2 Neutral status effects
- 1.3 Negative status ailments
- 1.3.1 HP Critical
- 1.3.2 Confusion
- 1.3.3 Curse
- 1.3.4 Darkness
- 1.3.5 Delay
- 1.3.6 Doom
- 1.3.7 Eject
- 1.3.8 KO
- 1.3.9 Petrification
- 1.3.10 Poison
- 1.3.11 Provoke
- 1.3.12 Silence
- 1.3.13 Sleep
- 1.3.14 Slow
- 1.3.15 Threaten
- 1.3.16 Zombie
- 1.3.17 Power Break
- 1.3.18 Magic Break
- 1.3.19 Armor Break
- 1.3.20 Mental Break
- 1.4 Other status effects
- 2 Gallery
List of statuses[edit | edit source]
Positive status enhancements[edit | edit source]
If a character is bestowed with Auto-Life, they will be automatically revived from KO when their HP reaches 0. The target will be revived with 25% of their max HP and the status will wear off. However, it is possible to reapply it to effectively never be KO'd. This status can't be removed by Dispel, though there are some enemy abilities such as Dark Yojimbo's Zanmato and Dark Magus Sister's Delta Attack that will override Auto-Life and cause a Game Over if the party is KO'd by them. Additionally, Penance Left Arm's physical attack dispels upon hitting all positive status, including Auto-Life.
Haste[edit | edit source]
Haste speeds up a character's turn count, allowing them to have more turns in battle. This status can be removed by Dispel or using Slow on the target.
NulBlaze nullifies one Fire attack or spell done to the target. After the effect wears off, the status must be reapplied to take effect again.
NulFrost nullifies one Ice attack or spell done to the target. After the effect wears off, the status must be reapplied to take effect again.
NulShock nullifies one Lightning attack or spell done to the target. After the effect wears off, the status must be reapplied to take effect again.
NulTide nullifies one Water attack or spell done to the target. After the effect wears off, the status must be reapplied to take effect again.
Protect will reduce the damage taken from physical attacks by 50%. This status can be removed by Dispel.
A reflected character will be protected from most magic spells, as they will bounce back toward the user if targeted with a spell. If the unit uses a spell on their own reflect barrier, it will bounce off and target a random enemy unit. This status can be removed with Dispel.
Regen[edit | edit source]
Regen is a status that restores a small amount of HP at the start of a turn from any unit in battle, and lasts until the unit takes its tenth turn after receiving the status. The amount of HP restored is between 100 and a tenth of the unit's maximum HP, and it can potentially break the upper damage limit of 99,999 when bestowed on enemies who have over a million HP. Regen can be removed by using Dispel or waiting for the unit to take ten turns after gaining the effect.
Shell[edit | edit source]
Shell will reduce the damage taken from magical attacks by 50%. This status can be removed by Dispel.
Neutral status effects[edit | edit source]
Berserk will cause the player to lose control of the afflicted character and they will attack random enemy targets with physical attacks for heightened damage. Berserk can be removed by a Remedy or Esuna.
Negative status ailments[edit | edit source]
HP Critical is a status that affects a character when they are under 50% of their maximum HP. Their HP digits will turn yellow and the character will start to slouch in fatigue, taking an even more exhausted stance when they are under 25% of their HP. Below 50% of their max HP, SOS abilities on armor will activate. The strength of some Celestial Weapons is determined by the remaining HP of the wielder. The Daredevil Overdrive Mode will charge the Overdrive gauge every time the character takes a turn while in this status. HP Critical can be removed by any kind of restorative action that brings the target's current HP above 50% of their max HP.
When a character is confused, the player will lose control of them and they will attack allies at random. No skills or items will be used, only a physical attack. Confusion can be removed by attacking the victim or using a Remedy or Esuna.
Curse[edit | edit source]
Curse will prohibit the victim from using Overdrives, and their Overdrive gauge will not charge. This is one of the two status ailments that aeons are susceptible to, aside from Delay. For the Magus Sisters, Curse only stops their gauges from filling when they're targeted by an attack. Curse can be removed by Dispel or a Holy Water.
Darkness overrides the character's Accuracy and Evasion stats and will reduce the probability of attacks and skills hitting the target to 10%. This status can be removed by Eye Drops, Remedy, or Esuna. It's worth noting that any character with a Luck stat that is more than 90 points above the target will be unaffected by this status, as their Luck will cause them to continually land critical hits, which will not miss.
Delay[edit | edit source]
Any action that causes delay on a target will push back their next turn by a certain amount. The player can use this through Delay Attack and Delay Buster. This is one of two status ailments that Aeons are not immune to, the first being Curse.
Doom[edit | edit source]
Doom is a status that starts a countdown over the victim's head. After each turn they take, the counter will decrease by 1 until it hits 0, when the target will be inflicted with instant death. While the number of turns needed varies for enemies, all characters will have 5 turns before instant death. Doom cannot be cured by any spell or item (though characters can have immunity to it), and only disappears if the afflicted character dies or the battle ends before the counter hits 0.
Eject[edit | edit source]
Target is removed from battle and is flagged as dead in most cases.
KO[edit | edit source]
The victim is knocked unconscious cannot act. This status occurs when a character's HP is reduced to 0. If everyone in the party is KO'd or petrified, it will trigger a Game Over. KO can be removed by using a Phoenix Down or Mega Phoenix, or the spells Life or Full-Life. Using Auto-Life will automatically revive a KO'd character when their HP is reduced to 0.
A petrified unit will be unable to act until the status is cured. If all characters in the party are petrified or KO'd, the player will get a Game Over. Some attacks against a petrified character will shatter them, removing them from battle and allowing one less slot for a character to switch into the active party. A character that is hit with an attack that reduces their HP to 0 at the same time they are petrified will instantly shatter. When fighting underwater, any petrified unit will immediately sink to the bottom and shatter. Unlike KO, a character's hidden CT gauge is not reset. Any status effects that were on the victim before being petrified will be removed. Petrification can be removed by using a Soft, Remedy, Al Bhed Potion, or Esuna.
Poison causes the victim to lose a certain percentage of their maximum HP each turn. The percentage varies: for characters in the player's party it is 25% (making Poison very dangerous), but it is 0% for the early boss Tros. Poison can Overkill an enemy if it accumulates with preceding damage when an enemy takes no action. Poison can be cured by an Antidote, Remedy, Al Bhed Potion, or the Wht Magic spell Esuna. Poison Ward can reduce the chance of Poison being inflicted, and Poisonproof can prevent it.
|Bio||Black Magic||Inflicts Poison.|
|Bio Fury||Overdrive||Inflicts Poison to all enemies.|
|Al Bhed Potion||Item||Removes Poison as well as Silence and Petrification and restores 1,000 HP to the party.|
|Poison Fang||Item||Inflicts 2,000 HP damage and Poison.|
|Remedy||Item||Removes Poison as well as other status effects.|
|Poisontouch||Auto-Ability||50% chance of Poison when attacking physically.|
|Poisonstrike||Auto-Ability||Inflicts Poison when attacking physically.|
|Poison Ward||Auto-Ability||50% chance of preventing Poison.|
|Status Reels||Slots||Inflicts Poison as well as other statuses to one or enemies if two or three Skull symbols are matched.|
|Bad Breath||Ronso Rage||Inflicts Poison as well as other statuses to all enemies.|
|Calamity||Enemy Attack||Inflicts Poison and other statuses.|
|Contamination||Enemy Attack||Inflicts non-elemental damage and Poison as well as other statuses.|
|Curse||Enemy Attack||Inflicts Poison as well as other statuses.|
|Daigoro||Enemy Attack||Inflicts non-elemental damage as well as Poison and Petrify.|
|Hades Claw||Enemy Attack||Inflicts non-elemental damage as well as Poison and Death.|
|Goodnight||Enemy Attack||Inflicts non-elemental damage and Poison as well as a myriad of other statuses to the party.|
|Pharaoh's Curse||Enemy Attack||Inflicts Poison, Silence, Curse, and Darkness.|
|Poison Breath||Enemy Attack||Inflicts non-elemental damage and Poison to the party.|
|Poison Claw||Enemy Attack||Inflicts non-elemental damage and Poison.|
|Poison Mist||Enemy Attack||Inflicts non-elemental damage and Poison to the party.|
|Poison Touch||Enemy Attack||Reduces HP by 3/4 and inflicts Poison.|
|Pollen||Enemy Attack||Inflicts Poison and a myriad of other statuses to the party.|
|Putrid Breath||Enemy Attack||Inflicts non-elemental damage and Poison as well as a myriad of other statuses to the party.|
|Slime||Enemy Attack||Inflicts non-elemental damage as well as Poison and other statuses.|
|Toxic Cloud||Enemy Attack||Inflicts non-elemental damage as well as Poison, Confuse, and Curse to the party.|
|Ultra Spark||Enemy Attack||Inflicts extreme non-elemental damage as well as Poison and other statuses to the party.|
|Venom||Enemy Attack||Inflicts non-elemental damage and Poison.|
|Venomous Stab||Enemy Attack||Inflicts non-elemental damage and Poison.|
Provoke status is granted by the Provoke ability. It forces the enemy to attack only the character who used it, although they may use other attacks or do nothing entirely. Successfully provoking an enemy will also remove the Berserk status.
Silence prohibits the victim's use of magic. While spells cannot be cast under silence, magic-based Overdrives (namely Lulu's Fury) will still work, as will Yuna's Summon ability. Silence is removed by Echo Screen, Remedy, an Al Bhed Potion, or Esuna.
Sleep[edit | edit source]
Sleep will cause the victim to be unable to act while under the duration of the ailment. Magic attacks will not awaken the target, but physical attacks will. Damage inflicted by physical and magical attacks is increased by 50% on a sleeping target. Sleep will last for a specified period of time dependent on the ability that was used to cause sleep.
Slow[edit | edit source]
A character inflicted with slow will have their turns come up less often than normal. Slow can be removed by using Dispel or a Remedy, or by using Haste on the victim.
The Threaten status freezes an enemy in time. It lasts until the user's next turn.
Zombie causes the victim to be immune to instant death at the cost of taking damage from restorative items and magic. It should be noted that this death immunity is not a true immunity, but rather a raised resistance to it. While most instant death attacks will miss on a zombified character, some attacks (i.e. Fenrir's Fangs of Hell) will still deal instant death. Zombie is removed by using a Holy Water on the target.
Power Break halves the target's Strength.
Magic Break halves the target's Magic.
Armor Break reduces the target's Defense to 0 and nullifies Armored status.
Mental Break reduces the target's Magic Defense to 0.
Other status effects[edit | edit source]
A character will automatically gain the Defend status from the Defend ability, this will make them take half the damage from physical attacks.
Guard[edit | edit source]
Guard status is granted by the Guard ability, the user in Guard status will intercept any physical attacks on the other two party members, regardless of the current health. This status will remain in effect until the user's next turn.
Scan[edit | edit source]
The Scan status is applied to an enemy after scanning them, revealing the same information as the Sensor auto-ability.
The Sentinel status is an improved version of the Guard status. The user will take a defensive stance and halves physical damage.
Distill Power[edit | edit source]
Enemies that have the Distill Power status on them will drop Power Sphere(s) once they are defeated. The status doesn't stack, inflicting a different Distill status will remove the current status. The status can be inflicted by the Extract Power ability.
Distill Mana[edit | edit source]
Enemies that have the Distill Mana status on them will drop Mana Sphere(s) once they are defeated. The status doesn't stack, inflicting a different Distill status will remove the current status. The status can be inflicted by the Extract Mana ability.
Distill Speed[edit | edit source]
Enemies that have the Distill Speed status on them will drop Speed Sphere(s) once they are defeated. The status doesn't stack, inflicting a different Distill status will remove the current status. The status can be inflicted by the Extract Speed ability.
Distill Ability[edit | edit source]
Enemies that have the Distill Ability status on them will drop Ability Sphere(s) once they are defeated. The status doesn't stack, inflicting a different Distill status will remove the current status. The status can be inflicted by the Extract Ability ability.
Armored[edit | edit source]
Enemies with the Armored property will reduce the damage of incoming physical and magical attacks to 1/3. Weapons with the Piercing auto-ability will bypass this property and Armor Break nullifies it.
Heavy[edit | edit source]
Tough[edit | edit source]
Enemies with the Tough property won't be pushed back by Delay Attack or Delay Buster.