Limit Break is the party ability in Final Fantasy XIV. When in a party of four or more, players will have access to the limit gauge, which gradually fills during the course of battle. When a limit gauge is full, the stored energy can be used to activate limit breaks. The limit break executed is determined by the role of the party member who initiates it. Limit breaks have three levels; the more limit gauges are filled, the stronger the limit break. Being a limited job, Blue Mage is the only job that cannot use Limit Break.
The limit gauge can be increased faster by performing actions determined as "fine play", such as stunning an enemy, casting a skill, or healing a party member who is near death.
Light parties (parties containing between four and seven players) have access to one limit gauge, meaning they are only able to use Level 1 limit breaks when it is filled. A full party (a party of eight players) have two limit gauges. During dungeon raids, reaching the last boss of the dungeon adds an extra limit gauge, making a total of two gauges for light parties, and three gauges for full parties. During Trials, Dungeons with a single boss and nothing else, said fight is considered the "Final Boss". Starting with 3.0, level 3 Limit Breaks can only be performed with a job crystal equipped.
Additionally, when King Thordan begins casting Ultimate End during the final battle of Final Fantasy XIV: Heavensward, and each member of the Heaven's Ward starts fighting the player party, they gain their own Limit Break gauge, which is increased whenever they enter the "Battle Fever" status, based in how much damage they deal, and determines the power of Ultimate End, used once they're all defeated. If the party manages to avoid damage, the bosses lose the Battle Fever status and part of their limit break gauge.
In 5.3, Elidibus in the form of the Warrior of Light has several Limit Break attacks, with one being the Melee LB1, the 2nd being the physical ranged LB2, the third being Black Mage's Meteor Limit break, and the final one, Ultimate Crossover, being his unique LB4.
List of Limit Breaks[edit | edit source]
Tank[edit | edit source]
Tank limit breaks focus on drastically raising the defense and magic defense of the entire party for a short period of time. The amount of the defense increased is determine on the level of the limit break used. Only Gladiators, Paladins, Marauders, Warriors, Dark Knights and Gunbreakers may use these limit breaks.
|Shield Wall||Reduces damage taken by all party members by 10% for a period of 10 seconds.|
|Mighty Guard||Reduces damage taken by all party members by 20% for a period of 15 seconds.|
|Last Bastion (PLD)||Reduces damage taken by all party members by 50% for a period of 12 seconds.|
|Land Waker (WAR)||Reduces damage taken by all party members by 80% for a period of 8 seconds.|
|Dark Force (DRK)||Reduces damage taken by all party members by 80% for a period of 8 seconds.|
|Gunmetal Soul (GNB)||Reduces damage taken by all party members by 80% for a period of 8 seconds.|
- Prior to 3.0, Last Bastion was used by all tank classes.
Melee[edit | edit source]
Limit breaks for melee classes focus on dealing massive damage to a single enemy. Each limit breaks have a massive damage potency, however they only inflict damage to a single foe. Only Pugilists, Lancers, Rogues, Monks, Dragoons, Ninjas, and Samurais are able to use these limit breaks. Each class will form a large sword when using Braver and Blade Dance which resembles the Buster Sword, despite the player's class. The damage dealt is determined by the combined weapon damage of all party members, thus, its damage is not based on the user's gear.
|Braver||Executes a single target attack with a potency of 2400.|
|Blade Dance||Executes a single target attack with a potency of 5250.|
|Final Heaven (MNK)||Executes a single target attack with a potency of 9000.|
|Dragonsong Dive (DRG)||Executes a single target attack with a potency of 9000.|
|Chimatsuri (NIN)||Executes a single target attack with a potency of 9000.|
|Doom of the Living (SAM)||Executes a single target attack with a potency of 9000.|
- Prior to 3.0, Final Heaven was used by all melee classes.
Ranged[edit | edit source]
Starting with 3.0 and the launch of Heavensward, the ranged physical DPS classes were granted a new category of Limit Breaks that inflict damage to enemies in a straight line in front of the player. Only Archers, Bards, Machinists, and Dancers are able to use these limit breaks.
|Big Shot||Deals damage in a line to enemies in front of player.|
|Desperado||Deals damage in a line to enemies in front of player.|
|Satellite Beam (MCH)||Deals damage in a line to enemies in front of player.|
|Sagittarius Arrow (BRD)||Deals damage in a line to enemies in front of player.|
|Crimson Lotus (DNC)||Deals damage in a line to enemies in front of player.|
Caster[edit | edit source]
Caster limit breaks focus on dealing powerful damage to enemies in a circular area of effect. While their abilities are not as strong as melee's in potency, their limit break abilities focus on dealing damage to enemies with an area of effect. The higher the level, the greater the damage. Thaumaturges, Black Mages, Arcanists, Summoners, and Red Mages are able to use these limit breaks. The damage dealt is determined by the combined weapon damage of all party members, thus, its damage is not based on the user's gear. The ability Swiftcast cannot be used to instantly cast a Limit Break.
When controlling Alphinaud during the "Emissary of the Dawn" duty, he will be able to use the Starstorm limit break with only single limit gauge.
|Skyshard||Delivers an area of effect attack with a potency of 1650.|
|Starstorm||Delivers an area of effect attack with a potency of 3600.|
|Meteor (BLM)||Delivers an area of effect attack with a potency of 6150.|
|Teraflare (SMN)||Delivers an area of effect attack with a potency of 6150.|
|Vermillion Scourge (RDM)||Delivers an area of effect attack with a potency of 6150.|
- Prior to 3.0, Meteor was used by all caster classes.
Healer[edit | edit source]
Limit breaks for healer classes focus on restoring the HP and MP of their allies. The amount of HP restored by each limit break is based on percentage and do not have a base potency. Only Conjurers, White Mages, Scholars, and Astrologians are able to use these limit breaks. Each class will form a staff when using any of the limit breaks which resembles the Guard Stick, despite the player's class. The ability Swiftcast cannot be used to instantly cast a Limit Break.
Healer limit breaks have gone through multiple changes throughout the games life-cycle. Prior to 3.0, archers and bards were able to use these limit breaks, but were granted a different set intended to deal damage at the launch of the Heavensward expansion. Prior to the release of the Stormblood expansion, each level 3 limit break would inflict a stack of the weakness debuff for those that were revived by the ability, this was eventually removed in the 4.0 series of patches.
|Healing Wind||Restores 25% of HP and MP of all nearby party members.|
|Breath of the Earth||Restores 60% of HP and MP of all nearby party members.|
|Pulse of Life (WHM)||Restores 100% HP and MP of all nearby party members. Revives any KO'd allies.|
|Angel Feathers (SCH)||Restores 100% HP and MP of all nearby party members. Revives any KO'd allies.|
|Astral Stasis (AST)||Restores 100% HP and MP of all nearby party members. Revives any KO'd allies.|
- Prior to 3.0, Pulse of Life was used by all healer and ranged classes.
Adrenaline Rush[edit | edit source]
In Frontline PvP "Slaughter" mode, Adrenaline gauge replaced the usual Limit Break gauge. Adrenaline is independent to each player character instead of tying to the party. Adrenaline accumulates faster when the Grand Company is behind (1.25x faster for 2nd place and 1.5x faster for 3rd place).
Killing 4 players in this mode will gain the "Battle High" status and "Battle Fever" for killing 8 players, which will accumulate the Adrenaline gauge faster.
In the Feast, adrenaline rush will replace the limit break action and unlike limit break, can be used by single players. The adrenaline rush gauge can be filled through combating enemies and other objectives dependent on the PvP duty. The adrenaline rush action performed will depend on the players role. Adrenaline rushes that deal damage are unaffected by any effects that increase or decrease damage, and any buffs or debuffs applied by adrenaline rushes last for 10 seconds.
|Aegis Boon||Tank||Reduces damage taken by self and nearby party members by 25%.|
|Raw Destruction||Melee DPS||Delivers an attack with a potency of 10,000.|
|Terminal Velocity||Ranged Physical DPS||Delivers an attack with a potency of 6,000 to all enemies in a straight line before you.
Additional Effect: Reduces target's HP recovered by healing actions by 25%
|Cometeor||Ranged Magic DPS||Deals magic damage to enemies near point of impact with a potency of 4,000.
Additional Effect: Increases target's damage taken by 25%
|Empyrean Rain||Healer||Restores 50% of own HP and the HP of all nearby party members.
Additional Effect: Removes Stun, Sleep, Bind, Heavy, and Silence