Earth element attack
Stats[edit | edit source]
|Magic Materia||Earth, Master Magic|
|Effect||Moderate earth-elemental damage.|
|Compatible Support Materia||Added Cut, All, Final Attack, HP Absorb, Magic Counter, MP Absorb, MP Turbo, Quadra Magic, Sneak Attack, Steal as well|
Quake2 deals damage in the following formula:
where "Level" is the caster's current level and "Magical Attack" is their Magic atk stat. This is effectively 1.5x the base magic damage.
Use[edit | edit source]
Quake2 can be used by characters with the Earth Materia at level 2. It can be a useful spell that deals strong damage, particularly against enemies weak to Earth. Its main drawback is that it misses against flying opponents (see below) and takes 6000 AP to learn, compared to the similar spells Fire2, Ice2, and Bolt2, which only require 2000 AP to learn and have comparable damage. It also has a high MP cost early on, meaning it is best to save it against tougher enemies or bosses.
Final Fantasy VII does not have a "flying" state like some other entries to the series, but most flying enemies have their Earth affinity set to Immune. Usually when an element is used on an enemy that is immune it does 0 damage, but in the case of Earth it will miss. Earth will miss Earth immune enemies even if they are grounded (this also applies to when player's own characters are immune to Earth).
Quake2 can be amplified by pairing the Earth Materia with Support Materia. All Materia allows it to hit all enemies, while MP Turbo enhances its damage but also increases its MP cost. Quadra Magic can also make it useful against groups of enemies.
Quake2 becomes outclassed by Quake3 at later levels. However, as characters' max MP increases, it can be used much more frequently, especially if paired with MP Absorb. This allows it to overtake the role of Quake as the basic Earth spell. However, as characters' max MP increase further, it itself is overtaken by Quake3. The spell is later outclassed by Break, gained from the Contain Materia.