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Junctions Magic to Strength

Description

Str-J is a junction ability in Final Fantasy VIII. When a party member junctions a Guardian Force that has Str-J mastered, they can raise their Strength, which determines physical damage, by equipping spells from their current Magic inventory to this stat in the junction menu.

Obtained[]

The GFs Shiva, Ifrit, Brothers, Pandemona, and Cerberus learn Str-J natively for 50 AP. It can also be taught to any GF AP-free with the Str-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[]

Str-J allows the character equipping a GF who knows the ability to junction spells to their Strength stat; this value is where Strength+% abilities calculate their increase. Any spell can be junctioned to Str-J, but different spells offer variable increases. The best spells for Str-J are the ultimate tier offensive spells as well as Triple and Aura.

The following spell list is from worst to best for Str-J; effect on Strength 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 Strength is 255.

Spells Effect
Cure Str +0.04
Scan Str +0.05
Esuna / Blind / Silence / Protect / Shell Str +0.06
Cura / Life / Float Str +0.08
Fire / Blizzard / Thunder Str +0.10
Haste / Slow / Dispel Str +0.12
Drain / Berserk Str +0.13
Reflect Str +0.14
Fira / Blizzara / Thundara / Zombie / Double Str +0.15
Aero Str +0.17
Regen / Stop Str +0.18
Curaga / Full-life / Water / Break Str +0.20
Confuse / Death Str +0.22
Bio / Meltdown Str +0.24
Firaga / Blizzaga / Thundaga Str +0.30
Demi Str +0.34
Quake Str +0.40
Pain Str +0.42
Tornado Str +0.48
Holy Str +0.55
Flare Str +0.56
Aura / Triple Str +0.70
Meteor Str +0.75
Apocalypse[note 1] Str +0.80
Ultima Str +1.00
  1. Cannot be junctioned in a normal playthrough

Use[]

Str-J is a crucial ability to have on as many active party members as possible, as without it, the character is left with their base Str that only grows slightly per level up and weapon upgrade. With Str Bonus, the player can grind their character's Strength more when leveling up, but this is inferior to using Str-J and Str+% abilities. In the beginning of the game, Shiva and Ifrit can learn Str-J, and the player can get a third from Brothers if recruiting him at the earliest opportunity when first visiting the Tomb of the Unknown King.

Str-J is especially good on characters whose Limit Breaks use Strength stat to calculate damage: Squall, Zell, Irvine, Rinoa's low level Angelo abilities, and Quistis's Gatling Gun. In the beginning of the game, the player should allocate Shiva and Ifrit to Squall and Zell to make the most of their Limit Breaks. The player can rotate Zell out for Irvine when he joins, if desired (though Zell's Duel is more powerful, Irvine's Shot is faster and simpler to use often, and with Ammo-RF the player does not need to worry about its resource-consuming nature).

An easy way to raise Strength early is to teach T Mag-RF and Card Mod to Quezacotl, and play Triple Triad against NPCs and always pick Abyss Worm cards when possible, turning them into Windmills and then into Tornado spells. Once the player gets Diablos, the player can also learn ST Mag-RF and Time Mag-RF to make Pains from Curse Spikes and Quakes from Dino Bones, though these are not quite as powerful as Tornado when junctioned to Str-J. If the player does not mind modding unique cards, they can win Zell's card from Ma Dincht and mod it into Hyper Wrists that teach Str+60% to any GF; given to Shiva and Ifrit, the player can quickly rack up Squall and Zell's Strength to do phenomenal damage with normal attacks, Darkside, and Limit Breaks. With Str+60%, the player can reach 255 Strength with less potent spells and in the endgame may not need to allocate the Meteors and Ultimas and Triples to Str-J, leaving them for another stat.

The maximum damage done by any physical attack is 9999, and so if the player can reach it before 255 Strength, any further increase is "wasted". With Vit 0 the player can erode enemies' resistances to damage, but it is likely still worth prioritizing Strength junctions above almost all other stats, especially for the male party members.

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