Junctions Magic to HP
Description
HP-J is a junction ability in Final Fantasy VIII. When a party member junctions a Guardian Force that has HP-J mastered, they can raise their maximum HP by equipping spells from their current Magic inventory to this stat in the junction menu.
Obtained[]
The GFs Quezacotl, Ifrit, Brothers, Diablos, and Carbuncle learn HP-J natively for 50 AP. It can also be taught to any GF AP-free with the HP-J Scroll item, easiest obtained by purchasing it from the Timber and Esthar City pet shops with the Familiar ability in effect from the GF Tonberry.
Mechanics[]
HP-J allows the character equipping a GF who knows the ability to junction spells to their HP stat to raise its base maximum; this base is where HP+% abilities calculate their increase. Any spell can be junctioned to HP-J, but different spells offer variable increases. The best spells for HP-J are curative and resurrection spells, as well as Ultima.
The following spell list is from worst to best for HP-J; effect on HP per single spell. The maximum is 100 spells to one stat, and each spell can be junctioned to one stat at a time (exception, see Junction glitch); if the player wants to equip a spell to another stat, it will be unequipped from the current -J ability. When using a draw point, if the offered spell is currently being junctioned to an active party member's stat, it will show a symbol next to it when choosing the recipient upon using the draw point. Maximum HP is 9999.
Spells | Effect |
---|---|
Scan / Blind / Silence / Sleep / Fire / Blizzard / Thunder | HP +1 |
Cure / Fira / Blizzara / Thundara / Float / Double | HP +2 |
Berserk / Aero / Water | HP +3 |
Drain / Protect / Shell | HP +4 |
Haste / Slow / Cura / Esuna | HP +5 |
Bio / Confuse | HP +7 |
Stop / Zombie | HP +8 |
Break / Dispel | HP +10 |
Life | HP +12 |
Firaga / Blizzaga / Thundaga | HP +14 |
Meltdown | HP +15 |
Demi | HP +16 |
Death | HP +18 |
Reflect | HP +20 |
Curaga | HP +22 |
Triple | HP +24 |
Quake / Regen | HP +26 |
Pain | HP +28 |
Tornado | HP +30 |
Flare | HP +32 |
Aura | HP +34 |
Holy | HP +38 |
Apocalypse[note 1] | HP +42 |
Meteor | HP +46 |
Full-life | HP +48 |
Ultima | HP +60 |
- ↑ Not possible to use for junctioning in a normal playthrough
Use[]
HP-J is a crucial ability to have on as many active party members as possible, as without it, the character is left with their base HP that only grows slightly per level up. With HP Bonus, the player can grind their character's HP more when leveling up, but this is inferior to using HP-J and HP+% abilities. In the beginning of the game, Quezacotl and Ifrit can learn HP-J, and the player can soon get a third from Diablos if recruiting him at the earliest opportunity after the Timber mission briefing.
An easy way to raise HP early is to teach L Mag-RF and Tool-RF to Siren and Card Mod to Quezacotl, and buy Tents and make them into Curagas, and play Triple Triad for Mesmerize cards to make into Mesmerize Blades and make them into Regens. For endgame loadouts, Full-life can be drawn from high level Tonberry King and from a boss in Lunatic Pandora.
9999 HP is only needed for one battle, Omega Weapon, and player is likely better using their high grade and ultimate tier spells on other stats, though Curaga, Regen, and Full-life remain excellent throughout the whole game. Having high maximum health allows the party member to trigger Limit Breaks on higher health. The player does not need ultimate tier spells to reach 9999 HP if they use HP+80%, though this takes up a support ability slot.