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Special Abilities

Special Abilities are actions in battle which inflict indirect damage on your opponents. Only a few Special Attacks require MP.

Ability MP Used Effect
Steal - 100% halfs each attack Steals item from opponent.
Use - - Use special items.
Flee - Sometimes Fails Character runs from the battle.
Pray - - All character’s HP is partly restored.
Cheer - Up to 5 Points All character’s Strength add Defense are increases by 1 point.
Aim - Up to 5 Points All character’s Accuracy increases by 1 point.
Focus - Up to 5 Points All character’s Magic and Magic Defence are increased by 1 point.
Reflex - Up to 5 Points All character’s Evasion increases by 1 point.
Luck - Up to 5 Points All character’s Luck is increases by 1 point.
Jinx - Up to 5 Points All opponent’s Luck is decreases by 1 point.
Lancet - - Absorbs MP and HP from opponent. Kimahri can learn Enemy Skills.
Guard - - Can draws all physical attacks until next round.
Sentinel - - Interceptes all attacks on party until next round, also halfs damage.
Spare Change - - Through up to 100 000 Gil at an opponent. Damage is 10% of the Gil.
Threaten 12 - Inflicts the Threaten status on opponent.
Provoke 4 - Inflicts the Provoke status on opponent.
Entrust 8 - Gives Overdrive gauge to a teammate.
Copycat 28 No Overdrive, Summon or Equipment Change. Item only used if one is left. Imitates the action of the previous character.
Doublecast - Only if you have enough MP. Casts two consecutive Black Magic spells.
Bribe - Amount determined by your HP. Opponent is bribed to leave the battle and drop items.
Pilfer Gil 20 - Steals Gil from opponent.
Quick Pockets 70 - Item Command can be used with a short recovery.