fire | holy | ice | negative status | positive status | special | thunder | wind | other elementals





f i r e

NameEffectJunctioningMy Tips
FireDeals weak fire-elemental damageThis isn't good for junctioning, just junction it when you have nothing better to junction.At the very beginning of the game cast it on enemies weak against fire.
FiraDeals moderate fire-elemental damageThis isn't good for junctioning, just junction it when you have nothing better to junction.When you first start getting these, they'll be very strong, so cast them! When you start getting a lot of them, they'll be outdated.
FiragaDeals strong fire-elemental damageI usually end up junctioning spells like Firaga to magic. It's good to junction, but not as good as some can get.When you first start getting these, they'll be very strong, so cast them! When you start getting a lot of them, just use them to junction.

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h o l y

NameEffectJunctioningMy Tips
CureRecovers a little HPThis isn't good for junctioning, just junction it when you have nothing better to junction.At the very beginning of the game it's good for healing.
CuraRecovers some HPThis isn't good for junctioning, just junction it when you have nothing better to junction.When you first start getting these, use them for healing.
CuragaRecovers a lot of HPI usually end up junctioning Curaga to HP. It doesn't help as much as Full-Life, but it will bring my HP up to 9999 if I have HP+80 and I'm on level 100.When you first start getting these, use them for healing. You can also use them to junction.
HolyDeals holy-elemental damageIf you junction 100 Holys to elem-def, you'll absorb 100% of all holy-elemental attacks.Great to junction. Not worth casting most of the time, though.
LifeRevives a characterGood to junction to HP.Good to cast to revive characters. Why not junction some, too?
Full-LifeRevives a character with full HPBest spell to junction to HP.GREAT for both casting and junctioning. Don't go through the later parts of the game without them.

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i c e

NameEffectJunctioningMy Tips
BlizzardDeals weak ice-elemental damageThis isn't good for junctioning, just junction it when you have nothing better to junction.At the very beginning of the game cast it on enemies weak against ice.
BlizzaraDeals moderate ice-elemental damageThis isn't good for junctioning, just junction it when you have nothing better to junction.When you first start getting these, they'll be very strong, so cast them! When you start getting a lot of them, they'll be outdated.
BlizzagaDeals strong ice-elemental damageI usually end up junctioning spells like Blizzaga to magic. It's good to junction, but not as good as some can get.When you first start getting these, they'll be very strong, so cast them! When you start getting a lot of them, just use them to junction.

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negative status

NameEffectJunctioningMy Tips
BioGradually decreases the opponent's HPThis one's good to junction to stat-def, because 100 of them offer 100% protection from poison.Definitely one to junction. Don't bother casting it.
ConfuseConfuses the opponentThis one's great to junction to stat-def, because 100 of them offer 100% protection from confuse, a nasty status effect.Definitely one to junction. Don't bother casting it.
BreakTurns opponent into stone.This one's great to junction to stat-def, because 100 of them offer 100% protection from petrify, a nasty status effect.Definitely one to junction. Don't bother casting it.
BlindDecreases the opponent's hit%This one's good to junction to stat-def, because 100 of them offer 100% protection from blind.Definitely one to junction. Don't bother casting it.
SilenceCancels opponent's ability to cast magicThis one's good to junction to stat-def, because 100 of them offer 100% protection from silence.Definately one to junction. Don't bother casting it.
ZombieMakes opponent undeadThis one's good to junction to stat-def, because 100 of them offer 100% protection from zombie.Definitely one to junction. Don't bother casting it.
SleepMakes opponent go to sleepThis one's good to junction to stat-def, because 100 of them offer 100% protection from sleep.Definitely one to junction. Don't bother casting it.
PainCasts Poison, Blind, SilenceThis one's great to junction to stat-def, because 100 of them offer 100% protection from poison, blind, and silence. It's also good for luck.Definitely one to junction. Don't bother casting it.
BerserkMakes opponent/ally attack in a rageDon't bother with this one unless you REALLY don't want to get beserked. Sometimes beserk is helpful.Since this can be benificial to you, too, cast it on your characters that are junctioned for physical attacks and not magic attacks.
SlowSlows down opponent's actionsThis one's ok to junction to stat-def, because 100 of them offer 100% protection from slow.Don't bother with slow. It's stupid to cast and it doesn't really matter that much whether or not you have slow status.
StopStops opponent's actionsThis one's great to junction to stat-def, because 100 of them offer 100% protection from stop, a nasty status effect.Definitely one to junction. Don't bother casting it.
DrainDrains the HP of an opponentThis one's good to junction to stat-def, because 100 of them offer 100% protection from drain spells. Also good to junction to stat-atk, because you'll drain HP with each attack.Definitely one to junction. Don't bother casting it.
DeathKills an opponentThe best spell to junction for your luck. This one's also great to junction to stat-def, because 100 of them offer 100% protection from automatic-death spells, which are annoying.Definitely one to junction. Don't bother casting it.

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positive status

NameEffectJunctioningMy Tips
ShellAlly has protection from magic attack and recoveryThis one's OK for elem-def and for spirit.When you cast it, make sure that you can easily recover your HP with the Recover command or items, because your healing spells won't be much use.
ProtectAlly has protection from physical attackOK for vitality.Good to cast if you're against a boss that uses physical attacks.
AuraAlly can use limit breaks no matter what his/her HP level isThis one's good for your hit.CAST, CAST, CAST, CAST, CAST! It's not as good on Irvine or Zell, because their limit breaks have time slots, which are very short if you have high HP. Still great, though.
HasteSpeeds up ally's actionsGood for speed.I love casting Haste! ..... Pretty simple, eh?
ReflectSpells cast on an ally are then reflected to the enemy (including healing spells)Good for both spirit and for stat-defMake sure you can use recover command and/or have a lot of items, because you can't cast magic on yourself.
FloatAlly floats, avoiding earth damageThis isn't good for junctioning, just junction it when you have nothing better to junction.Don't bother with it.
DoubleCan cast a spell 2 times at onceGood for speedBefore you get triple, double is great for both junctioning and casting.
TripleCan cast a spell 3 times at onceThe best spell to junction for speed. It's also good for magic and evade.Triple is GREAT! During difficult fights, I usually cast triple and then give everyone good status effects like haste and aura.
RegenGradually recover HPThis one is good for vitality.Good for junctioning.

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s p e c i a l

NameEffectJunctioningMy Tips
EsunaCancels all negative status effectsThis one provides defense to all status effects. Otherwise, it's just for junctioning at the beginning of the game when you don't have the best spellsEsuna is pretty good junctioning, but its main point is to be cast. There's going to be a lot of points in the game when you'll want to cast Esuna!
DispelCancels positive statusIt provides 50% defense from drain attacksUsually, there's not too much reason to junction or cast this spell, but the opportunity can come up, so have some handy.
MeteorSeveral meteors rain down on all opponents. Each one is weak, but if you add them up, it's a lot.100 Meteors absorb 100% of earth and wind if they're junctioned to Elem-Def. Also good for strength.Great for both junctioning and casting! Late in the game, it'll usually deal at least 3,000.
UltimaBig damage to all opponentsGREAT for junctioning! 100 Ultimas junctioned to Elem-def absorb 100% of all elements!If you can get a lot, junction them! Ultimas will deal about 3,000 if you have good magic power. I don't reccomend casting them unless you have more than 300 or you REALLY need to, because they're hard to come by.
MeltdownDeals damage to opponents and reduces their vitality to 0.Good to junction to vitality.Junction this! I usually cast this on boss fights, to lower their vitality so I can deal a lot with attacks and limit breaks
FlareDeals non-elemental damage to an opponentProvides good defense from fire, ice, and thunder if junctioned to elem-def. Also good for magic.Good for junctioning, but casting Flare isn't worth the trouble.
DemiHalves an opponent's HPGood for HP!Demi can be good for casting, depending on who the enemy is. Also, the HP junctioning can be a big help!
ScanFinds info on an opponentThis isn't good for junctioning, just junction it when you have nothing better to junction.Not very good

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t h u n d e r

NameEffectJunctioningMy Tips
ThunderDeals weak thunder-elemental damageThis isn't good for junctioning, just junction it when you have nothing better to junction.At the very beginning of the game cast it on enemies weak against thunder.
ThundaraDeals moderate thunder-elemental damageThis isn't good for junctioning, just junction it when you have nothing better to junction.When you first start getting these, they'll be very strong, so cast them! When you start getting a lot of them, they'll be outdated.
ThundagaDeals strong thunder-elemental damageI usually end up junctioning spells like Thundaga to magic. It's good to junction, but not as good as some can get.When you first start getting these, they'll be very strong, so cast them! When you start getting a lot of them, just use them to junction.

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w i n d

junction.
NameEffectJunctioningMy Tips
AeroDeals wind-elemental damage to a single opponentThis isn't good for junctioning, just junction it when you have nothing better to junction.At the very beginning of the game cast it on enemies weak against wind.
TornadoDeals wind-elemental damage to all opponentsIf you junction 100 tornadoes to elem-def, you'll absorb 100% of wind attacks. Also good for evade.These aren't that strong to cast. They're mostly for junctioning.

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o t h e r

NameEffectJunctioningMy Tips
QuakeDeals earth-elemental damage to all opponents.If you junction 100 Quakes to elem-def, you'll absorb 100% of earth attacks.It doesn't deal enough damage to be worth casting most of the time, but it's great to junction.
WaterDeals water-elemental damage.Not the best- just junction it when you have nothing better to junction.Good at the beginning, but useless later on.

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