It is incredibly useful and you should make sure to go for it as soon as possible. Rikku does not have many moves that require MP so you should be able to use Mug during nearly all fights. Each of them are capable of reducing damage by the indicated element. This can be helpful against enemies with strong regular attacks. Casting Reflect on a party member will cause spells to bounce off of that target. A spell can only be reflected once. Once Regen is cast on a party member they will regain a portion of their HP each turn.
You have to circle around Ultima in order to obtain it. The need for this spell is negated by any weapon that has the Sensor auto-ability. This spell reduces the agility of an enemy which reduces the number of turns they have in battle. Similar to Slow, this spell reduces the agility of multiple enemy targets when used. Items can be stolen from nearly every fiend and boss in the game.
This move can essentially be replaced once you reach the Mug ability which allows the character to simultaneously attack and steal items. It is one of the strongest spells in the game and is located in the center of the Sphere Grid. This command allows Rikku to use certain items in the middle of battle. Her grid color is purple. Wakka learns many special attacks that let him inflict status ailments on enemies, such as Dark Attack and Silence Attack.
Wakka's grid contains two Black Magic spells— Drain and Osmose. At the end of his section is the special attack Triple Foul. Wakka's section runs into Auron's. His grid color is yellow. His section includes "break" abilities like Power Break and Armor Break , which lower enemy stats, and defensive abilities such as Sentinel and Guard. At the end of his section are the special abilities Threaten and Entrust. His grid color is red. Kimahri's section is in the center of the Sphere Grid and contains a variety of nodes.
As a Blue Mage , Kimahri's grid connects to the grids of every other character except Auron, allowing the player to customize his stats as they wish once they can access the Key Spheres separating the grids. Kimahri's section contains Lancet , which allows him to learn Ronso Rage abilities from certain enemies, and support abilities like Jinx and Scan. At the center of his section is the Black Magic Ultima. Kimahri's grid color is dark blue. The Standard grid is slightly different from the original grid, with extra branches and nodes to fit the new abilities.
In the Expert grid characters start in the middle and the player must decide which path each character will follow. Abilities in both grids are the same, but the Expert grid has 68 fewer nodes than the Standard grid, but still contains enough to max out most of the characters' statistics.
Activating any node on the grid requires a sphere. Early on, the player only has access to basic red spheres, but as they progress many more types become available. Though all nodes need a sphere to be activated, spheres can have more uses than solely activating a node. Because activating the nodes available by default will not max out every character's stats, players need to plan their progression if they wish to have an optimal team.
Alternatively, the player may find it easier to grind gil by fighting monsters in the Monster Arena and selling their powerful weapon drops One Eye is a good choice for this and use the money to bribe , gil each Maelspike in Mt. Gagazet to obtain Attribute Spheres to use as a replacement for Fortune Spheres. To visit every node in the grid, the player will need copious AP. The best AP grinding method involves this setup against the Don Tonberry.
The player should repeat this until Don Tonberry is dead, or gets too close and the player is forced to flee. When Don Tonberry counters with Karma, the damage will fuel the Overdrive, which will triple and then convert into AP, and at the end of the battle the total AP is also tripled. The AP is received even if the player escapes or the Overdrive gauge is full.
It is possible to go from 0 to 99 Sphere Levels in one battle with three characters using this method; it is only limited by the party's MP and how fast Don Tonberry closes in. The amount of Overdrive received is determined by the amount of damage received which, for Don Tonberry, is the number of monsters a character has killed multiplied by The only character that needs to receive damage from Karma is the character whose Overdrive Mode is set to Stoic, meaning one can easily level up a weak character by skipping their turn and having a strong healer and a character who has had a lot of kills to perform the trick.
Cactuar King can also be used instead the Tonberry for its 99, and 10, Needles attacks. The Sphere Grid system ended up so different from the character development systems of previous games because they left it in the hands of battle director Tsuchida Toshiro, creator of the Front Mission series. One of the character development system proposals for Final Fantasy X was a "tattoo system" where characters would have a x grid, and upon level up could place "tattoos" down to boost stats and learn abilities.
Seymour's, [2] Jecht's and Brother's tattoos which they still have in the final game are a remnant of this system where different tattoos would confer what abilities the bearer could use. Despite the Sphere Grid being critical to both increasing stats and learning abilities, it is possible to complete Final Fantasy X without using it.
Even most of the optional bosses can be defeated; Shinryu is the only optional boss that has never been defeated in a No Sphere Grid game. Final Fantasy Wiki Explore.
Old Sharlayan Thavnair Garlemald The moon. Characters Jobs Races. Explore Wikis Community Central. Register Don't have an account? Sphere Grid. Edit source History Talk It has a base power of The enemies Titan , Scylla , and Echidna can use Flare against the party. Flare is the second strongest Black Magic spell after Meteor , but is cast faster and for half the MP.
In the 2D versions, it takes 50 MP cast, has a spell power of , and is non-elemental. In the 3D versions, it takes 55 MP, has a spell power of , and is fire-elemental. In the Advance and Complete Collection versions Flare Sledgehammer randomly casts Flare when attacking with it, even if the weapon is actually Ice-elemental due to a bug. Flare is a Black Magic spell learned by imposter Rydia level 55 and Palom level It deals massive non-elemental damage to one enemy at the cost of 50 MP.
It costs 50 MP to cast and inflicts major non-elemental damage. It may only affect a single target. The physical part contains Holy and the Minotaur boss. If the party takes too long getting one after the other, the tower will explode and result in a Game Over.
The player can also utilize the Flare spell without having to obtain the spell by catching and then releasing either a Goblin , Flaremancer , Fury , or Claret Dragon. Flare is one of the spells that can be cast from the Wonder Wand for free. Flare is an Attack spell that does non-elemental damage and ignores magic defense. It is taught by Bahamut at a rate of x2, though Celes can learn it naturally at level It costs 45 MP to cast. Flare is an Added Ability to the Ragnarok weapon.
Flare is included in the Contain Materia , as the level 4 spell that costs MP to cast and requires 15, AP to learn. It does extreme fire damage, its spell power being equal to 7.
Only the enemy Behemoth casts the spell against the party. The King Behemoth has access to the spell, but only when under Manipulate. Flare is usable from the Flare Materia. It lights up the screen with a bright red flash, all enemies taking damage when it dies down. Flare costs 77 MP to cast, and is one of the few spells that cannot be used with Dualcast.
Flare can be obtained through missions , , , , , , , , , , , , or Materia Fusion by fusing a mastered Electrocute Materia with any of the following: Libra , Dash , Tri-Fire , Tri-Thundaga , Goblin Punch , Iron Fist , or Magical Punch.
It can also be made by fusing a mastered Tri-Fire with a mastered Libra. Flare is a powerful spell that inflicts major non-elemental damage on one opponent. It can only be drawn from some of the most powerful random encounter enemies and a few bosses , and can only be created using rare items. Flare is also a powerful junctioning magic, having one of the largest effects when junctioned to Str-J and Elem-Def-J.
Casting Flare in battle increases compatibility with Eden by 0. Casting Flare doesn't lower compatibility with any GF. Flare is a Black Magic spell for Vivi that deals non-elemental damage, but cannot be toggled to target more than one foe. It can be reflected and works with Return Magic. Thorn can cast a lesser version called Light Flare after being charged by Zorn.
The spell has a power of and is the strongest single-target spell Vivi can cast. It can also be used in Steiner's Sword Magic. Flare deals non-elemental damage on one target. It can be reflected. It is the final ability on Lulu 's standard Sphere Grid path, and is near the end of Rikku 's expert Sphere Grid path. It costs 54 MP to cast and has a spell power of Flare is a Black Magic spell used by equipping either the Conflagration or Megiddo Garment Grids and spherechanging through the colored gates.
The spell will then appear in the Black Magic skillset. It inflicts major non-elemental damage and costs 54 MP to cast. A similar attack called Flare Whirl is used by Yuna 's Floral Fallal dressphere , and hits three times against random enemies.
Flare can also be used via Yuna's Festivalist dressphere ability Flare Sandals , which hits two enemies. Flare can be used by many enemies. Quick Flare allows a character to cast Flare with reduced recovery time. Captured creatures can learn the ability by equipping the Garment Grid Tricks of the Trade. It costs 60 MP to use. It deals fire damage to an enemy and lowers its resistance against water.
It takes 12 seconds to cast and can be recast every 60 seconds. It costs MP to cast. Flare is the Black Magick spell that inflicts heavy non-elemental damage on a single target for 48 MP. In the PlayStation 2 versions, Flare has the maximum Effect Capacity , which means no other spell or Technick can be performed simultaneously.
Flare costs 11, gil at Balfonheim Port after the events in Pharos. The Zodiac Age versions no longer have the Effect Capacity limitation. The spell Ghis casts at the party in the Dreadnought Leviathan in a cut scene appears to be Flare. Flare is Kytes 's ultimate ability at Level 42 and inflicts massive non-elemental damage to one enemy. The Esper Chaos can use Flare as its ultimate ability. Deals fire-based magic damage to all enemies. The less HP Lightning has, the more powerful this attack becomes.
Flare is a magic ability that deals fire damage to all foes in range. It deals more damage the less HP Lightning has. At level 1, it has an ATB cost of , Attack x Flare Lv. Flare is a rare drop included in Caius's loot table Hard Mode.
Flare appeared as an ability in the original version and it dealt massive fire-elemental damage to the target and nearby enemies.
At the initial release, Flare was a Conjurer spell available for use at Rank 44 and it cost 4 action points to set. After the release of patch 1. Flare appears in the relaunch as a Black Mage spell, obtained after completing their level 50 job quest, serving as their primary source of area of effect damage for high level play.
Red Mages can also learn a variation of Flare called Verflare at Lv. Flare is the ultimate fire elemancy spell capable of breaking the damage limit. It inflicts massive fire damage on all enemies. Flare is created by adding a catalyst that grants Limit Break while making a Fire-type spell. Black magick that converts energy into heat, scorching the battlefield with searing temperatures. It costs 60 MP to cast and has a speed of The Lucavi Zalera can cast an upgraded form called Flareja, and some high-level enemies can cast Giga Flare.
0コメント