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The following is a list of status effects in Final Fantasy X.

List of statuses[]

Positive status enhancements[]

Auto-Life[]

If a character is bestowed with Auto-Life, they will automatically be 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. This status cannot be removed by Dispel, though there are some enemy abilities that will override the status.

Haste[]

Haste speeds up a character's turn count, allowing them to have more turns in battle. This status can be removed with Dispel or by inflicting Slow on the target.

NulBlaze[]

NulBlaze nullifies one Fire-elemental attack done to the target. After the effect wears off, the status must be reapplied to take effect again.

NulFrost[]

NulFrost nullifies one Ice-elemental attack done to the target. After the effect wears off, the status must be reapplied to take effect again.

NulShock[]

NulShock nullifies one Lightning-elemental attack done to the target. After the effect wears off, the status must be reapplied to take effect again.

NulTide[]

NulTide nullifies one Water-elemental attack done to the target. After the effect wears off, the status must be reapplied to take effect again.

Protect[]

Protect will reduce the damage taken from physical attacks by 50%. This status can be removed with Dispel.

Reflect[]

A reflected character will be protected from most spells, as they will bounce back toward the opposite party, targeting a random enemy. This status can be removed with Dispel.

Regen[]

Regen restores a small amount of HP to the target at the start of any unit's turn in battle, and lasts until the target 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, potentially breaking the upper damage limit of 99,999 when bestowed on an enemy with over 1 million HP. Regen can be removed by using Dispel.

Shell[]

Shell will reduce the damage taken from magical attacks by 50%, also affecting curative spells. This status can be removed with Dispel.

Neutral status effects[]

Berserk[]

Berserk will cause the victim to attack uncontrollably, dealing increased damage. It can be removed with a Remedy or the Wht Magic spell Esuna.

Negative status ailments[]

HP Critical[]

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. When below 50% max HP, SOS abilities on armor will activate and the Daredevil Overdrive Mode will charge the Overdrive gauge every time the character takes a turn.

Confusion[]

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 physically attacking the victim or using a Remedy or Esuna.

Curse[]

Curse will prevent the victim from using Overdrives, and their Overdrive gauge will not charge. Aeons are also susceptible to this status: for the Magus Sisters, Curse only stops their gauges from filling when they are targeted by an attack. Curse can be removed with Dispel or a Holy Water.

Darkness[]

Darkness overrides the Accuracy and Evasion stats and will reduce the probability of attacks and skills hitting the target to 10%. This status can be removed with Eye Drops, a Remedy, or Esuna. Any character with a Luck stat that exceeds the target by 90 points will be unaffected, as they will continually land critical hits, which will not miss.

Delay[]

Any action that causes Delay on a target will push back their next turn by a certain amount. The player can inflict this through Delay Attack and Delay Buster. Aeons are susceptible to Delay.

Doom[]

Doom will display 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[]

A target that is ejected will be removed from battle and flagged as dead in most cases.

KO[]

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.

Petrification[]

A petrified character 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 also immediately sink to the bottom and shatter. Enemies that are petrified will instantly shatter as well.

Unlike KO, a character's hidden CT gauge is not reset by petrification, though any status effects that were on the victim before being petrified will still be removed. Enhancements such as Cheer and Eccentrick will be retained, however. Petrification can be removed by using a Soft, Remedy, Al Bhed Potion, or Esuna.

Poison[]

Poison causes the victim to lose a certain percentage of their maximum HP each turn. Characters in the player's party will lose 25% of their HP, while the percentage varies for enemies. Poison can Overkill an enemy if it accumulates with preceding damage when an enemy takes no action.

Poison can be cured with an Antidote, Remedy, Al Bhed Potion, or Esuna. Poison Ward can reduce the chance of Poison being inflicted, and Poisonproof can prevent it.

Game Element Type Effect
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.
Antidote Item Removes Poison.
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.
Poisonproof Auto-Ability Prevents 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[]

The 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[]

Silence prohibits the victim's use of magic. While spells cannot be cast under Silence, magic-based Overdrives will still work, as will Yuna's Summon ability. Silence is removed with an Echo Screen, Remedy, Al Bhed Potion, or Esuna.

Sleep[]

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[]

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 inflicting Haste on the victim.

Threaten[]

The Threaten status prevents an enemy from acting or counterattacking. It lasts until the user's next turn. Threatening an enemy will remove Berserk.

Zombie[]

Zombie causes items and abilities that normally heal HP to deal damage instead. Revivification abilities, such as Life and the item Phoenix Down, will instantly kill targets under the Zombie status, or deal damage equal to the HP it would normally heal if the enemy is immune to revivification, such as Barbatos and Evrae Altana. Enemies that are only immune to Instant Death will still die from those abilities, such as Behemoth and Dark Flan.

Abilities that normally drain HP or MP, such as Drain, Osmose, and Lancet reverse the effect if used by or against Zombies, dealing damage to the spellcaster and healing its target. If both the target and the caster are Zombified, the spells work like normal; the Zombie hit with the draining ability will lose HP and/or MP, and the spellcaster will regain the HP and/or MP.

Characters under Zombie cannot be KO'd using standard Instant Death attacks, as their resistance to them is increased significantly. Zombie can be removed by using a Holy Water or a Remedy.

Power Break[]

Power Break halves the target's Strength.

Magic Break[]

Magic Break halves the target's Magic.

Armor Break[]

Armor Break reduces the target's Defense to 0 and nullifies Armored status.

Mental Break[]

Mental Break reduces the target's Magic Defense to 0.

Other status effects[]

Defend[]

A character will gain the Defend status from the Defend ability, causing them to take half damage from physical attacks until their next turn.

Guard[]

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 their current health. This status will remain in effect until the user's next turn.

Scan[]

The Scan status is applied to an enemy after scanning them, revealing the same information as the Sensor auto-ability.

Sentinel[]

The Sentinel status is an improved version of the Guard status. The user will take a defensive stance and halve physical damage.

Distill Power[]

Enemies that have the Distill Power status on them will drop Power Sphere(s) once they are defeated. Inflicting a different Distill status will remove the current status. The status can be inflicted by the Extract Power ability.

Distill Mana[]

Enemies that have the Distill Mana status on them will drop Mana Sphere(s) once they are defeated. Inflicting a different Distill status will remove the current status. The status can be inflicted by the Extract Mana ability.

Distill Speed[]

Enemies that have the Distill Speed status on them will drop Speed Sphere(s) once they are defeated. Inflicting a different Distill status will remove the current status. The status can be inflicted by the Extract Speed ability.

Distill Ability[]

Enemies that have the Distill Ability status on them will drop Ability Sphere(s) once they are defeated. Inflicting a different Distill status will remove the current status. The status can be inflicted by the Extract Ability ability.

Armored[]

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.

Attacking an Armored enemy without a Piercing weapon will produce a weakened sound effect, while a critical attack on them produces a normal attacking sound. Enemies with high Defense, such as flans, will also cause this, regardless of the weapon used.

Heavy[]

Enemies with the Heavy property aren't lifted into the air by Energy Rain and Tornado. Hellfire and Thor's Hammer also have alternate animations against Heavy enemies.

Tough[]

Enemies with the Tough property won't be pushed back by Delay Attack or Delay Buster.

Gallery[]

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