fire | holy | ice | negative status | positive status | special | thunder | wind | other elementals
f i r e
Name | Effect | Junctioning | My Tips |
Fire | Deals weak fire-elemental damage | This 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. |
Fira | Deals moderate fire-elemental damage | This 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 When you start getting a lot of them, they'll be outdated. |
Firaga | Deals strong fire-elemental damage | I 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
Name | Effect | Junctioning | My Tips |
Cure | Recovers a little HP | This 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. |
Cura | Recovers some HP | This 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. |
Curaga | Recovers a lot of HP | I 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. |
Holy | Deals holy-elemental damage | If 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. |
Life | Revives a character | Good to junction to HP. | Good to cast to revive characters. Why not junction some, too? |
Full-Life | Revives a character with full HP | Best 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
Name | Effect | Junctioning | My Tips |
Blizzard | Deals weak ice-elemental damage | This 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. |
Blizzara | Deals moderate ice-elemental damage | This 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. |
Blizzaga | Deals strong ice-elemental damage | I 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
Name | Effect | Junctioning | My Tips |
Bio | Gradually decreases the opponent's HP | This 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. |
Confuse | Confuses the opponent | This 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. |
Break | Turns 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. |
Blind | Decreases 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. |
Silence | Cancels opponent's ability to cast magic | This 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. |
Zombie | Makes opponent undead | This 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. |
Sleep | Makes opponent go to sleep | This 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. |
Pain | Casts Poison, Blind, Silence | This 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. |
Berserk | Makes opponent/ally attack in a rage | Don'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. |
Slow | Slows down opponent's actions | This 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. |
Stop | Stops opponent's actions | This 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. |
Drain | Drains the HP of an opponent | This 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. |
Death | Kills an opponent | The 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
Name | Effect | Junctioning | My Tips |
Shell | Ally has protection from magic attack and recovery | This 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. |
Protect | Ally has protection from physical attack | OK for vitality. | Good to cast if you're against a boss that uses physical attacks. |
Aura | Ally can use limit breaks no matter what his/her HP level is | This 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. |
Haste | Speeds up ally's actions | Good for speed. | I love casting Haste! ..... Pretty simple, eh? |
Reflect | Spells cast on an ally are then reflected to the enemy (including healing spells) | Good for both spirit and for stat-def | Make sure you can use recover command and/or have a lot of items, because you can't cast magic on yourself. |
Float | Ally floats, avoiding earth damage | This isn't good for junctioning, just junction it when you have nothing better to junction. | Don't bother with it. |
Double | Can cast a spell 2 times at once | Good for speed | Before you get triple, double is great for both junctioning and casting. |
Triple | Can cast a spell 3 times at once | The 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. |
Regen | Gradually recover HP | This one is good for vitality. | Good for junctioning. |
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s p e c i a l
Name | Effect | Junctioning | My Tips |
Esuna | Cancels all negative status effects | This 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 spells | Esuna 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! |
Dispel | Cancels positive status | It provides 50% defense from drain attacks | Usually, there's not too much reason to junction or cast this spell, but the opportunity can come up, so have some handy. |
Meteor | Several 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. |
Ultima | Big damage to all opponents | GREAT 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. |
Meltdown | Deals 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 |
Flare | Deals non-elemental damage to an opponent | Provides 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. |
Demi | Halves an opponent's HP | Good for HP! | Demi can be good for casting, depending on who the enemy is. Also, the HP junctioning can be a big help! |
Scan | Finds info on an opponent | This 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
Name | Effect | Junctioning | My Tips |
Thunder | Deals weak thunder-elemental damage | This 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. |
Thundara | Deals moderate thunder-elemental damage | This 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. |
Thundaga | Deals strong thunder-elemental damage | I 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
Name | Effect | Junctioning | My Tips |
Aero | Deals wind-elemental damage to a single opponent | This 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. |
Tornado | Deals wind-elemental damage to all opponents | If 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. |
junction.
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o t h e r
Name | Effect | Junctioning | My Tips |
Quake | Deals 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. |
Water | Deals 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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