Abilities – 294 shown
Monster abilities cannot normally be used by characters; character abilities are learned by specific characters and are covered in this guide under the appropriate section; spells are normal spells that characters can learn; lores are monster abilities that can be learned by Strago; esper abilities are the results of summoning; dance moves are used while dancing; special attacks are used by some characters in certain circumstances; item abilities are how items function
Name
Whether this ability is physical or magical in nature; the game determines hits and damage differently for each; item abilities have non-random effects
Type
The targets available to this ability; many abilities can target either allies or foes, and the note here signifies which they target by default; a double dagger (‡) indicates that an ability can hit all targets on either side of a pincer attack or side attack at the same time
Target
The base power of this ability, which determines the amount of damage or healing it does; a dagger (†) indicates that the attack ignores defense, making it more powerful than other abilities with the same Bat.Pwr; fractional damage is based on current HP or MP values and always ignores Defense; healing, MP restoration, HP draining, and MP draining or damaging attacks are indicated by their text color
Bat.Pwr
MP
How likely this ability is to connect; abilities with a 100% hit rate always connect unless some effect prevents them entirely
Hit Rate
Special circumstances that allow this ability to be resisted; mouse over the terms to learn more
Resistance
Elements
The status effects inflicted or removed by this ability
Statuses
Notes
CleanSweep Magic All Foes 50 30 150 - Water - Full damage to all targets
Fire Dance Magic All Foes 42 - 100% - Fire - Full damage to all targets
Bio Blast Magic All Foes 60 - 100% - Poison Poison, Seizure Full damage to all targets
L.4 Flare Magic All Foes 66 42 100% - - - Full damage to all targets
Surge Magic All Foes 55 - 100% - Ice - Full damage to all targets
Purifier Magic All Allies and Foes 190 96 100% - - - Full damage to all targets
Rage Magic All Foes 50 - 100% - - - Full damage to all targets
S. Cross Magic All Foes 120 20 120 - Fire - Full damage to all targets
Meteor Magic All Foes 36 62 100% - - - Full damage to all targets
Meteo Magic All Foes 60 20 80 - - - Full damage to all targets
Scar Beam Magic All Foes 28 20 100% Runic Pearl - Full damage to all targets
Sand Storm Magic All Foes 45 - 100 - Wind - Full damage to all targets
El Nino Magic All Foes 61 - 100% - Water - Full damage to all targets
Air Blade Magic All Foes 78 - 100% - Wind - Full damage to all targets
Chocobop Magic All Foes 36 - 100% Float - - Full damage to all targets
Wind Slash Magic All Foes 48 - 100% - Wind - Full damage to all targets
Red Card Magic One Foe 147 - 100% - - - -
Remedy Magic One Ally - 15 - Runic - Dark, Poison, Petrify, Mute, Muddled, Seizure, Psyche, Slow, Stop -
Revivify Item One Ally 1/8 HP - 100% - - Zombie -
Remedy Item One Ally - - 100% - - Dark, Poison, Imp, Petrify, Mute, Seizure -
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