Summon a fairy that attacks your enemies periodically as wells as after you use abilities and spells.
Description
Fleeting Familiar is an ability for Aerith in Final Fantasy VII Remake, provided by the Arcane Scepter. It summons a fairy that follows Aerith and attacks with small energy pellets whenever Aerith attacks. Fleeting Familiar is learned permanently by using the ability, and its proficiency bonus is from unleashing a consecutive attack or an ability or spell for one time during activation.
Mechanics[]
A unique ability attached to Aerith's Arcane Scepter. Temporarily conjures a familiar that automatically attacks enemies with magical projectiles. The familiar will fire more projectiles when magic or other abilities are cast.
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Weapon Ability | Arcane Scepter |
---|---|
Effects | - Conjure a magical familiar for 240 seconds - Familiar spawns homing projectiles that deal non-elemental magic damage - Familiar spawns a blue projectile every 3 seconds, totaling 80 blue projectiles - Familiar spawns red projectiles when Aerith uses an offensive ability or spell |
Interrupt stats | - Blue projectiles interrupt targets with ≤30 interrupt defense - Red projectiles interrupt targets with ≤50 interrupt defense - Interrupted by attacks with ≥40 interrupt strength |
Compatible Support Materia | Elemental Materia |
Weapon passive/accessory bonuses | Non-conditional - Critical Hit Rate Up - Ability Critical Hit Rate Up Conditional - Enemy Parts Damage Up - Critical Damage Up - Desperate Striker |
Special interrupt(s) | Launch (Red projectiles; launches interrupted targets) |
Power modifiers (Power/100) | - Blue projectiles: .05 (Total: 4) - Red projectiles: .1 (Total: Varies) |
Damage formula:
*See table above for Power Modifier
Stagger formula:
*Target's Magic Rate Modifier is the respective stagger rate modifier of the target
Fleeting Familiar is an ability for Aerith that deals non-elemental magic damage. Aerith summons a purple familiar for 240 seconds that follows her around and attacks her target with blue homing copies of itself over time. When Aerith uses an offensive ability or spell, the familiar shoots a set number of red copies, which are stronger than the blue ones. Aerith has an interrupt defense of 40 while summoning a Fleeting Familiar.
Blue projectiles[]
The familiar will shoot slow homing blue copies of itself once every 3 seconds, each with a power value of 5, and a stagger rate of 1. It will spawn 80 blue copies over its 240-second duration, for a total power of 400, and stagger rate of 80 throughout the familiar's duration. The blue projectiles have an interrupt strength of 30.
Red projectiles[]
When Aerith uses an offensive spell or ability, the familiar will shoot a number of fast homing red copies of itself depending on the ability, each with a power value of 10, and a stagger rate of 1. The red projectiles have an interrupt strength of 50, and can launch enemies.
- 1x Red Projectile - Tier 1 Magic, Sorcerous Storm (per enemy in ranged), Assess, Sleep, Silence, Slow, Bad Breath
- 3x Red Projectiles - Tier 2 Magic, Soul Drain, Berserk, Breach, Dispel
- 4x Red Projectiles - Tier 3 Magic, Stop
- 6x Red Projectiles - Ray of Judgment
Use[]
Fleeting Familiar supplements Aerith's damage output. While it seems like an underwhelming ability at first because the passive damage output is rather low, it lasts for a long time for only a single use of the ATB bar and the overall damage is technically the best per bar for Aerith. It can provide a lot of additional damage during boss battles or longer fights, thanks to its additional red projectiles that are shot when Aerith uses an offensive ability or spell.
Fleeting Familiar has the highest stagger potential of any command in the game. This will be more noticeable in boss fights and longer battles, as it will have more time to chip at the enemy stagger meter.
The red projectiles can be used to launch and pressure many enemies who are susceptible while Aerith casts fire, wind, and lightning magic. The red projectiles will often connect before the spell, depending on character positioning and cast time. Since spells deal four times as much stagger against pressured enemies, this can greatly increase stagger dealt by those spells, similarly to ice magic.
Fleeting Familiar by itself is rarely worth using, but it complements Aerith's other abilities from other weapons after their proficiency is gained. The red projectiles can be used to launch, pressure and deal more damage to enemies while Aerith siphons their MP with Soul Drain. Using Ray of Judgment will summon a lot of red familiars, shooting a barrage of launching hits and increasing the ability's damage potential, especially against staggered enemies. If Aerith uses a spell within Arcane Ward, it will summon twice as many red familiars. Pairing it up with Lustrous Shield sets up for projectile protection. This can operate at a distance from the boss to deal huge damage without risking Aerith. It can also be set up right next to a less mobile boss, or the center of an arena, so the wards can benefit other party members as well, with the shield adding more passive damage in contact with the enemy.
A cosmetic glitch may happen where the familiar stays on Aerith on the field; if she then uses Fleeting Familiar again in battle, she will have two fairies, but only one of them is active.