Junctions Magic to Spirit
Description
Spr-J is a junction ability in Final Fantasy VIII. When a party member junctions a Guardian Force that has Spr-J mastered, they can raise their Spirit, which determines defense against magic damage, by equipping spells from their current Magic inventory to this stat in the junction menu. Because the game has no equipable armor, Spr-J is the player's main means of mitigating damage taken from enemies' magic attacks.
Obtained[]
The GFs Shiva, Brothers, Leviathan, Cerberus, and Alexander learn Spr-J natively for 50 AP. It can also be taught to any GF AP-free with the Spr-J Scroll item, easiest obtained by purchasing it from the Timber and Esthar City pet shops with the Familiar ability in effect from the GF Tonberry.
Mechanics[]
Spr-J allows the character equipping a GF who knows the ability to junction spells to their Spirit stat; this value is where Spirit+% abilities calculate their increase. Any spell can be junctioned to Spr-J, but different spells offer variable increases. The best spells for Spr-J are Reflect, Full-life, and Ultima.
The following spell list is from worst to best for Spr-J; effect on Spirit per single spell. The maximum is 100 spells to one stat, and each spell can be junctioned to one stat at a time (exception, see junction glitch); if the player wants to equip a spell to another stat, it will be unequipped from the current -J ability. When using a draw point, if the offered spell is currently being junctioned to an active party member's stat, it will show a symbol next to it when choosing the recipient upon using the draw point. Maximum Spirit is 255.
Spells | Effect |
---|---|
Fire / Blizzard / Thunder | Spr +0.04 |
Scan | Spr +0.05 |
Double | Spr +0.06 |
Fira / Blizzara / Thundara / Berserk | Spr +0.08 |
Aero / Triple / Blind / Silence / Sleep | Spr +0.10 |
Zombie | Spr +0.12 |
Water | Spr +0.14 |
Cure / Bio / Float | Spr +0.15 |
Firaga / Blizzaga / Thundaga | Spr +0.16 |
Demi / Confuse / Protect | Spr +0.18 |
Haste / Slow / Meltdown / Quake | Spr +0.20 |
Drain / Aura / Stop / Tornado | Spr +0.24 |
Flare | Spr +0.26 |
Cura | Spr +0.28 |
Meteor | Spr +0.34 |
Break | Spr +0.35 |
Esuna | Spr +0.36 |
Shell | Spr +0.40 |
Pain | Spr +0.45 |
Holy | Spr +0.48 |
Life | Spr +0.50 |
Death | Spr +0.58 |
Regen / Dispel | Spr +0.60 |
Curaga | Spr +0.65 |
Reflect | Spr +0.72 |
Full-life | Spr +0.85 |
Apocalypse[note 1] | Spr +0.90 |
Ultima | Spr +0.95 |
- ↑ Cannot be junctioned to stats in a normal playthrough
Use[]
Spr-J is a crucial ability to have on as many active party members as possible against enemies that use strong magic attacks, as without it, the character is left with their base Spr that only grows slightly per level up and the game has no equipable armor. With Spr Bonus, the player can grind their character's Spirit more when leveling up, but this is inferior to using Spr-J and Spr+% abilities. In the beginning of the game, Shiva can learn Spr-J, and the player can get a second from Brothers recruired from the Tomb of the Unknown King and a third from Leviathan, drawn from the boss in Balamb Garden B2.
An easy way to raise Spirit is to teach Supt Mag-RF to Leviathan, and get Dragon Skins from Anacondaurs and then refine them. Reflect is also drawn from LV30+ Blobras and Adamantoises. In the absence of Reflect, Curaga, Regen, and Dispel are also good spells for this Spr-J, and are available earlier in large quantities: Curaga is made from Tents and Regen from Mesmerize Blades with Siren's L Mag-RF (Mesmerize Blades can be modded from Mesmerize cards).
Spr-J is a good junction ability to have for all battles against sorceresses. The player can further mitigate magic damage with Shell and Reflect, but they also affect healing spells, whereas Spirit stat does not.