Ability List

This page is a reference page for all abilities present on the wiki.

Abilities

 * Guard Defend against the strongest attack that your opponent would normally land on you next turn. Tier 2 Attack.
 * Upper Slash Hit an enemy into the air, causing them to be Knocked Up. Tier 2 Attack.
 * Dodge Roll On your opponent's next turn, you gain 25% more Speed. Tier 3 Ability.
 * Aerial Recovery If you are effected by the Knocked Up condition, you can use this ability to negate the effects. Tier 3 Ability, does not use up any of that turn's Combo.
 * MP Rage When hit in battle, there is a 10% chance that you will regain 1 MP.
 * Defender While HP is below 25%, your Defense is increased by 25%.
 * Horizontal Slash Only usable on a Knocked Up enemy. A Tier 3 Attack that ignores 10% resistance.
 * Retaliating Slash Can only use if an enemy hits you with a Tier 3 or higher attack. Strike back, dealing the same amount of damage dealt +10%. Tier 3 Attack.
 * Flash Step Quickly dashes toward an enemy, hitting them with a precision strike that ignores Damage Resistance. Tier 2 Attack.
 * Guard Break A finishing move that ignores the enemy's armor. Finisher.
 * Explosions A circle of explosive energy balls spin around you, dealing damage based on your Magic power. Finisher.
 * Aerial Sweep Only usable on a Knocked Up enemy. A Tier 3 Attack that deals 10% more damage against Knocked Up targets.
 * Aerial Finish Only usable on a Knocked Up enemy. Release a strong aerial combo to an airborne enemy. Finisher.
 * Magnet Splash Only usable while Knocked Up. Spin in circles as you create a giant magnetic force above you that pulls in all enemies and explodes, dealing damage equal to your Magic power. Enemies hit are Knocked Up. Finisher.
 * Counterguard After successfully using Guard you unleash a counter attack that deals damage as if you had used a basic attack.
 * Combo Plus Increases the user's Maximum Combo by 1. Stacks with other Combo Plus abilities.
 * Berserk Charge Increases the user's Strength by 25 when MP is regenerating. Finishers are unavailable during this time.
 * Lucky Lucky Increases the drop rate of synthesis items by 10%. This effect stacks with other Lucky Lucky abilities equipped by the entire party.
 * Fire Boost Increases damage dealt with Fire-based spells by 10%. This effect stacks with other Fire Boost abilities.
 * Blizzard Boost Increases damage dealt with Blizzard-based spells by 10%. This effect stacks with other Blizzard Boost abilities.
 * Thunder Boost Increases damage dealt with Thunder-based spells by 10%. This effect stacks with other Thunder Boost abilities.
 * MP Haste Increases the recharge rate of MP by +1.
 * MP Hastera Increases the recharge rate of MP by +2.
 * MP Hastega Increases the recharge rate of MP by +3.
 * Damage Control Damage dealt to you while below 10% of your Maximum HP is halved.
 * Second Chance If you would normally die do to an attack that would deal more than 10% of your Maximum HP, you instead survive with 1 HP. In sparring matches, this is instead 2 HP.

Spells

 * Fire Shoot a ball of flame at a target. Tier 1 Magic.
 * Fira Shoot a large ball of flame at a target. Tier 2 Magic.
 * Firaga Shoot a series of balls of flame at a target. Tier 3 Magic.
 * Firaja Release an onslaught of large, flaming orbs at a target. Tier 4 Magic.


 * Blizzard Shoot a volley of ice at a target. Tier 1 Magic.
 * Blizzara Shoot a large volley of ice at a target. Tier 2 Magic.
 * Blizzaga Shoot a giant cone of ice at a target. Tier 3 Magic.
 * Blizzaja Release a massive blast of the coldest ice at a target. Tier 4 Magic.
 * Thunder Call down a bolt of lightning against all enemies. Tier 1 Magic.
 * Thundara Call down larger bolts of lightning against all enemies. Tier 2 Magic.
 * Thundaga Call forth a lightning barrage on all enemies. Tier 3 Magic.
 * Thundaja Summon a fierce lightning storm that damages all enemies. Tier 4 Magic.