Overdrive menu.

Overdrive Modes are a setting used to determine how the Overdrive gauge fills in Final Fantasy X. They are learned through actions performed by a character or the effects they endure from an opposing action. Each character must learn each mode separately. Once a mode is learned, the player can select it from the main menu. Only one mode can be set at a time.

It's not possible to learn Overdrive modes in the Monster Arena.

Note: Values are extracted from Final Fantasy X Ultimania Guide.

Modes[edit | edit source]

Name Turns to Learn Increment
Tidus Yuna Wakka Lulu Kimahri Auron Rikku
Stoic Default Damage received × 30 / Max HP
The gauge fills when the character takes damage from an enemy.
Warrior 150 200 160 300 120 100 140 Damage inflicted × 10 / Estimated damage (maximum 16%)
The gauge fills when the character damages an enemy. This does not apply to offensive items or Overdrive attacks. Estimated damage is damage dealt by Attack regardless of enemy Defense. When Magic is higher than Strength, it's used instead.
Comrade 300 240 100 100 100 220 100 Damage received × 20 / Target's Max HP
The gauge fills when an ally takes damage.
Healer 80 60 110 170 100 200 70 Healing amount × 16 / Target's Max HP
The gauge fills when healing an ally, even with full HP.
Tactician 75 100 80 75 60 110 90 16%
The gauge fills when the character inflicts status ailments onto an enemy. This includes Sleep, Silence, Darkness, Poison, Petrification, Slow, Zombie, Power Break, Magic Break, Armor Break, Mental Break, Threaten, Provoke, and Doom.
Victim 120 100 110 130 100 160 125 16%
The gauge fills when an enemy inflicts status ailments onto the character. This includes Silence, Sleep, Doom, Darkness, Slow, Poison, Zombie, and Confuse.
Dancer 250 200 200 300 130 200 200 16%
The gauge fills when the character evades an enemy attack.
Avenger 100 80 100 150 100 120 90 30%
The gauge fills when an enemy KO's an ally.
Slayer 100 110 90 130 120 80 100 20%
The gauge fills when the character kills an enemy. Stealing from machina enemies and ??? is also counted.
Hero 50 50 50 70 45 40 50 20%
The gauge fills when the character kills an enemy with at least 10,000 HP, or at least 20x more HP than the estimated damage. For learning this mode, the amount is only 3x more HP.
Rook 120 110 120 120 120 120 120 10%
The gauge fills when the character reduces or nullifies the damage inflicted by an enemy with NulBlaze, NulShock, NulTide, NulFrost, Protect, Shell, and Reflect.
Victor 120 150 160 200 120 200 140 20%
The gauge fills when winning a battle while being an active fighter.
Coward 600 900 400 980 700 1000 450 10%
The gauge fills when the character Escapes from battle. Using Flee is also counted, regardless of who uses it.
Ally 600 500 350 480 300 450 320 4% (3% in the International and HD Remaster versions)
The gauge fills at the start of the character's turn.
Sufferer 100 80 100 110 130 120 90 16%
The gauge fills at the start of the character's turn while afflicted with a status ailment. This includes Silence, Sleep, Doom, Darkness, Slow, Poison, Zombie, and Confuse.
Daredevil 170 90 140 150 200 260 110 16% (4% in the International and HD Remaster versions)
The gauge fills at the start of the character's turn while in HP Critical status.
Loner 60 180 110 45 90 35 170 16%
The gauge fills at the start of the character's turn while fighting alone. This includes the other two allies being Petrified, KO'd, Escaped or Ejected.
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