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A cheerful airship pilot best known for his afro and chocobo chick. He sets out with the intention of destroying the godlike beings, the fal'Cie, to save his beloved son, Dajh, but is branded a Pulse l'Cie and made an enemy of society. While at times heavyhearted, he's always there to be the adult and talk some sense into his comrades.


Sazh is a playable character in Dissidia Final Fantasy Opera Omnia who could be recruited during Chapter 1 of the main storyline. One of the first four characters recruited, he eagerly joins the party in the effort to close the Torsions to prevent the new world and his own world from being destroyed.



Sazh wears a long, olive coat over khaki trousers, a white button-down shirt, and black buckled engineer boots. His l'Cie mark is on his chest, half-hidden under his shirt. He keeps his two pistols in holsters strapped to his thighs.


Sazh maintains an upbeat demeanor. He is frequently bemused by the attitude of the "kids" that make up most of Mog's ranks and expresses a sense of responsibility towards them. Sazh also describes himself as an ace pilot and takes charge of the airship (though he also emphasizes the vehicle's safety) and bonds with other airship enthusiasts such as Vaan.


Spoiler warning: Plot and/or ending details follow. (Skip section)

Chapter 1[]

Sazh is one of the four warriors initially identified by Mog as candidate defenders of Materia's world of respite, which is being wracked by torsions. On Primus Island, he joins the other three warriors (the Warrior of Light, Vivi, and Rem) after reporting the existence of a nearby torsion to Mog. Sazh and his companions travel through a bat-infested cave in the heart of the island, where they encounter and recruit Tifa and Hope. Sazh also helps Tifa chase down and recruit Cloud in an nearby meadow; he remarks on Cloud's likeness to Lightning from his own world. Together, Sazh and his companions confront Kuja before closing the main torsion on Primus Island. Mog informs them that they will travel to the next destination by airship, a prospect which excites Sazh.

Chapter 2[]

Sazh pilots the airship from Primus Island to Deserta, landing it safely at a distance from the area's ruins. His adeptness earns Vivi's compliments after they disembark. As the group journeys north to close torsions in the region, Sazh encounters the dark knight Cecil to their cause after discovering that he had fallen from a torsion. Although initially concerned by Cecil's appearance and curt demeanor, he eventually helps to convince Cecil that he can overcome his dark past and be a force of good. Sazh later encounters Yda, and helps Y'shtola chase her down before she is convinced to join their group.

As they enter the ruins of Deserta proper, Sazh is among the first of the warriors to notice how familiar the ruins of Deserta feel. Later, Sazh joins Zidane and Cloud to ask Mog about the eerie feeling; Mog clarifies that the world of respite was created in the image of the worlds of its warriors. Sazh then has the insight that the world of respite must be empty because there are no people native to the artificial place. Later in their journey, Zidane identifies a large torsion in Deserta and reasons that he might find Kuja if he stepped through it. Sazh is incredulous at Zidane's reckless suggestion but eventually follows suit. In the torsion, Sazh and the others face waves of manikins, and are taken aback by how they take the forms of the warriors themselves.

After the warriors escape the torsion, they return to the ruins. Sazh and Tifa encounter Vaan, who bonds with Sazh over their shared affinity for airships. After defending him from attacking monsters, they convince Vaan to join the group. Later, Zidane chases Kuja to the primary torsion in Deserta on the far side of the ruins. After defeating him, he steps back through the torsion, and Mog closes it. Sazh ferries the warriors back to the airship so they can progress to their next destination.

Chapter 5[]

The band of warriors lands at a distance from the palace at Malitia and choose to approach it on foot. As he walks with the Onion Knight, Cloud, and Vivi, Sazh remarks that the monsters they face appear to be growing incrementally stronger. Mog responds by telling them that he has been the group's guide and has been targeting torsions for the warriors according to their strengths. As the group enters a mountain pass, Sazh and the others encounters a lost Laguna. When they explain the dynamics of the world of respite to him, Laguna cheerfully tells them that he didn't understand a word of what they said and wanders away again into the wilderness. Sazh and the others are left baffled at his behavior.

Sazh and the others later follow Yuna in her pursuit of Seymour after meeting him in the mountain pass. On the way to the palace they encounter Shadow, who tells them that he has been monitoring them on behalf of a client who observed them being attacked by Kefka in Crudelis. When Shadow notes that his task was to free Terra from Kefka's control, Sazh notes that they had done his job for him already. Shadow acknowledges Sazh before taking his leave from the party.

Lost Chapter: The Girl from Oerba[]

The warriors become lost in a forest and surmise that they are being trapped there by a magical force. As Sazh and the others ruminate on what to do, Hope hears a familiar voice crying for help in the distance and makes haste to rescue her. Sazh shakes his head at Hope's sudden departure and hurries after him. After defeating the monsters, Sazh and the others discover Vanille and reassure her the warriors who rescued her are forces of good in the world of respite. Sazh helps to recruit her to their ranks. After they save Vanille, Y'shtola approaches Sazh and tells him that the force which is trapping them in the forest has weakened. Vanille promptly refuses to leave, hoping to pursue whatever it was in the forest which was calling out to her; Sazh acquiesces, unable to change her mind.

Some of the warriors eventually encounter a Starfall Pendant, which Vanille immediately picks up and wears. The aura which trapped the warriors in the forest subsides. Mog explains to Sazh and the others that certain items are destined for use by particular individuals; Vanille offers to put the Starfall Pendant on Sazh, and he hastily declines, unwilling to chance whatever such a "dark aura"-enchanted item might do to him. Vanille calls him on his claim to caution and tells him that he takes risks all the time for his family.

Chapter 6[]

The warriors disembark in the wastelands of Domina to close another torsion at Mog's behest. They traverse a desert where Sazh and the others help Yuna defeat Wakka's manikin. Yuna is surprised to learn that Wakka must be somewhere in their world. She explains the concept of a summoner's guardian and who Wakka is to her. They then pursue Wakka who they anticipate to be nearby. Later, Sazh also joins Bartz in searching for Galuf after they discover and defeat his manikin as well. Sazh and the others discover Galuf collapsed in the middle of a pathway and they presume him to be dead until he abruptly awakens.

Later in their journey the group hears of one who heeds the "call of chaos" from Kuja, a man whose description matches that of Sephiroth. Sazh and the others discovers a zu which has been slain with a single slash of a blade, leaving a trench in the ground below. This confirms Cloud's suspicions that the man Kuja described was Sephiroth; he rushes forward recklessly, inviting a flippant comment from Sazh.

Act 2[]

Sazh is piloting Mog's airship through a storm when it suddenly comes under an overwhelming attack by an unknown adversary. The ship crashes in the world of darkness, but Mog uses the last of his energy to teleport the warriors of light safely to solid ground. Mog falls to the ground with the rupturing airship and is later recovered, unconscious, by the warriors. Sazh and the others wander the world of darkness in search of Caius, who intends to manipulate the interconnectivity of his world and Orience to impose the crystal's blessing of forgetfulness on the people in his land. As they progress through an abandoned city, the warriors encounter Sazh's dark manikin, who distrusts Caius but indicates that he does not have the will to resist and thus cannot determine right from wrong. When the dark manikin is defeated, Sazh regains the memories of the world that Caius creates and resolves to stop him from interfering in its history further. (Chapter 1: Drawing Chaos)

When the warriors of light enter Ace's version of Akademeia, several members of Class Zero - Seven, Eight, King, and Jack - regain the memories of their deaths and the final fight during Tempus Finis. Sazh, Basch, and Faris stand by to comfort and support them. Embodying a fatherly instinct, Sazh reassures his fellow gunslinger, King, that before he is a tool of war for the state, King is a will that is free to live as he pleases - even if that means staying in the world of respite as Ace wishes. Sazh and the others stand by Class Zero's choice to free Ace from the Cloud of Darkness' manipulation before making the decision for themselves. (Chapter 9: Light of the Living)

Minor Lost Chapter appearances[]

The warriors of light encounter Squall in a cave during their travels. He initially rebuffs their attempts at recruitment while also warning them not to progress ahead due to the presence of dangerous monsters. Sazh chides him for being so uptight. However, he and the other warriors eventually convince him that be in their collective benefit if they traveled together. (Lost Chapter: A Lion's Heart)

After Cinque joins the party, she (along with Aerith and Selphie) ambushes Sazh and Barret in a flower field; among other things, they conspire to plant flowers in Sazh's hair so he'll become a portable flower pot. Sazh and Barret later grouse about the ordeal to an amused Fang. (Lost Chapter: The Power of Innocence)

Spoilers end here.
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Image Name Image Name
DFFOO Vega (XIII).png Vega (XIII)
(4★) / 10CP
DFFOO Altair (XIII).png Altair (XIII)
(5★) / 15CP
Based on its version from Final Fantasy XIII. Based on its version from Final Fantasy XIII.
DFFOO Spica Defenders (XIII).png Spica Defenders (XIII)
(5★) / 35CP
DFFOO Sirius Sidearms (XIII).png Sirius Sidearms (XIII)
(5★) / EX (70CP)
Based on its version from Final Fantasy XIII. Based on its version from Final Fantasy XIII.
DFFOO Sirius Sidearms (XIII)+.png Sirius Sidearms (XIII)+
(6★) / EX+ (100CP)
Image Name Image Name
DFFOO Ceramic Armband (XIII).png Ceramic Armband (XIII)
(4★) / 20CP
DFFOO Sprint Shoes (XIII).png Sprint Shoes (XIII)
(5★) / 35CP
Original design. Original design.
DFFOO General Badge (XIII).png General Badge (XIII)
(5★) / 90CP
DFFOO General Badge (XIII)+.png General Badge (XIII)+
(6★) / 130CP
Original design.
Despite its name, it is actually the Champion's Badge.
DFFOO Twenty-sided Die (XIII).png Twenty-sided Die (XIII)
(7★) / 210CP
Original design.


Move Type Image
BRV Attack
BRV, Ranged File:DFFOO Sazh BRV Attack.png
Steals enemy's BRV.
BRV Attack+:
2-hit BRV attack.
Guranteed hit
Target: 6 turns ATK Down I, DEF Down I
Condition: Granted for 10 turns after using Attack Boost.
HP Attack
HP, Ranged File:DFFOO Sazh HP Attack.png
Expends BRV to deal HP damage.
HP Attack+:
2-hit BRV+HP attack.
Guranteed hit
High turn rate
Target: 6 turns ATK Down I, DEF Down I
Condition: Granted for 10 turns after using Attack Boost.
HP, Ranged, Buff DFFOO Aim.jpg
4-Hit ranged BRV + HP attack.
Guaranteed hit.
Stolen BRV may exceed MAX BRV up to 150%
Self: 4 turns ATK Up I, DEF Up I if the target is debuffed.
High turn rate.
Becomes Aim+ (Increases BRV based on MAX BRV before BRV hits
Stolen BRV may exceed MAX BRV up to 170%)
while enemy is debuffed
Attack Boost
Support, Buff, Ranged, HP DFFOO Attack Boost.jpg
Party: 8 turns MAX BRV Up II, ATK Up II, Critical Rate Up V
Self: 8 turns SPD Up II
Grants party BRV based on own ATK
3-hit ranged BRV + HP attack on selected target
Stolen BRV may exceed MAX BRV up to 150%
Does not add to turn count; does consume turn during summoning; support
High turn rate.
All Advance
Additional Ability, Buff File:DFFOO All Advance.jpg
Slightly increases the amount of party's stolen BRV may exceed MAX BRV by 20% for 3 turns.
Applies a "ATK Up" effect to the party.
No action delay.
Cold Blood
EX Ability, Ranged DFFOO Cold Blood.jpg
12-hit group ranged BRV attack + group HP attack + 4-hit group ranged BRV attack + group HP attack
Guaranteed hit
Moderately increased BRV damage when attacking single target
Stolen BRV may exceed MAX BRV up to 120%
Deals proportionate HP damage to each target
Self: 3 turns special effect Chocochick Fever (Extends duration of buffs granted by self by 2
Moderately raises MAX BRV, ATK
Moderately increases party's BRV damage dealt with critical hits
Slightly increases amount party's stolen BRV may exceed MAX BRV)


Impresario-ffvi-ios.pngThis section in Dissidia Final Fantasy Opera Omnia is empty or needs to be expanded. You can help the Final Fantasy Wiki by expanding it.


Impresario-ffvi-ios.pngThis section in Dissidia Final Fantasy Opera Omnia is empty or needs to be expanded. You can help the Final Fantasy Wiki by expanding it.