Slots: Usable by Setzer – 7 shown
Advanced combinations are powerful but the game may sometimes prevent their combination; the good and bad versions of Joker Doom have opposed effects; non-combinations are used when no combination is found
Name
Combination
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
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
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
The status effects inflicted or removed by this ability
Statuses
Notes
Sun Flare 3 Dragons 92 Magic All Foes 100% - - -
Chocobop 3 Chocobos 36 Magic All Foes 100% Float - Full damage to all targets
H-Bomb 3 Airships 130 Magic All Foes 100% - - -
Joker Doom 7-7-Bar - Magic All Allies 100% - - -
Joker Doom 3 7's - Magic All Foes 100% - - -
7-Flush 3 Diamonds 84 Magic All Foes 100% - - -
Lagomorph Any wrong 10 Magic All Allies 100% - Dark, Poison, Psyche -