Final Fantasy Brave Exvius Wiki

Mechanics

Damage[edit | edit source]

Physical Damage[edit | edit source]

Weapon type Range
Unarmed 100%
Dagger 95% - 105%
Sword 90% - 110%
Great Sword (1H) 85% - 115%
Great Sword (2H) 100% - 160%
Katana 90% - 110%
Staff 95% - 105%
Rod 95% - 105%
Bow (2H) 125% - 175%
Axe 70% - 130%
Hammer 80% - 120%
Spear (1H) 85% - 115%
Spear (2H) 100% - 160%
Harp (2H) 130% - 170%
Whip 90% - 110%
Throwing 90% - 110%
Gun (1H) 95% - 105%
Gun (2H) 135% - 165%
Mace 95% - 105%
Fist 100%

The formula for physical damage:

(Unit ATK2 / Enemy DEF) * Physical Killer Effects * Elemental Weakness/Resistance * Skill Modifier * Level Correction * Weapon Variance * Final Variance

  • Unit ATK is calculated after buffs, see above.
  • Enemy DEF is calculated after a debuff and ignore defense skill - Enemy Base DEF * (100% - Break %) * (100% - Ignore Defense %)
  • Killer effects (e.g. Dragon Killer) come from abilities and are stackable up to a maximum of 300%.
  • Killer effects are halved when the enemy has two races (increase 25% damage instead of 50%)
  • Skill modifier varies per ability, with a normal attack calculated as 1.
  • Level correction is calculated with 1 + (Unit Level / 100)
  • Critical increases damage by 50% (base critical rate is 10% and additively caps at 70%).
  • Attacking player's unit reduces your damage to one-tenth.
  • In the arena, your damage is capped at 999 per action, before chain.

Note: The weakness text display only appears if you have 50% or more damage increased due to elements or killer abilities.

Once you get a base damage, a random whole % is picked within a range unique to each weapon. Typical weapons share the same range that is common to nearly all weapons of the same type as shown in the table to the right, which always averages to 100% for 1-handed weapons and generally averages to 150% for 2-handed weapons. The following are atypical weapon examples:

  • Fixed Dice, a 2-handed throwing weapon which has a range of 120% - 650% with an average of 385%.
  • Microphone, a 1-handed harp which has a range of 90% - 110%.
  • Machine Gun+, a 2-handed gun with a range of 130% - 170% (5% higher than other 2-handed guns).
  • Nail Bat, a 2-handed mace which has a range of 100% - 160%.

Once the range is chosen, the damage is once again multiplied by a random whole % that is picked between 85% and 100%.

Magic Damage[edit | edit source]

The formula for magic damage:

(Unit MAG2 / Enemy SPR) * Magical Killer Effects * Elemental Weakness/Resist * Skill Modifier * Level Correction

  • Unit MAG is calculated after buffs, see above.
  • Magic Damage is calculated using your total MAG when dual-wielding.
  • Enemy SPR is calculated after a debuff and ignore spirit skill/spell - Enemy Base SPR * Break * Ignore SPR
  • Skill modifier varies per skill/spell.
  • Level correction is calculated with 1 + (Unit Level / 100)
  • Attacking player's unit reduces your damage to one tenth
  • In arena, your damage is capped to 999 per action, before chain

Once you get a base damage, a random number is picked within 85% and 100%.

Hybrid Damage[edit | edit source]

The formula for hybrid damage:

Physical Damage: (Unit ATK2 / Enemy DEF) * Physical Killer Effects * Skill Modifier * Level Correction
Magic Damage: (Unit MAG2 / Enemy SPR) * Physical Killer Effects * Skill Modifier * Level Correction
Hybrid Damage: (Physical Damage + Magic Damage) / 2

  • Unit MAG and ATK are calculated after buffs, see above.
  • Magic Damage is calculated using your total MAG when dual-wielding.
  • Enemy SPR and DEF are calculated after a debuff and ignore spirit/defense skill
    • Enemy Base SPR * Break * Ignore SPR and Enemy Base DEF * Break * Ignore Defense
  • Physical killer effects will work on the magic damage portion, but not magical killer effects.
  • Skill modifier varies per ability.
  • Level correction is calculated with 1 + (Unit Level / 100)
  • Attacking player's unit reduces your damage to one tenth
  • In arena, your damage is capped to 999 per action, before chain
  • If an enemy is immune to one damage type, the total damage will be halved since it is both Physical AND Magical damage.

A simple but accurate way of thinking about Hybrid damage is that you're attacking with half of the skill modifier as physical damage and the other half modifier as magic damage.

Hybrid damage skills generally require a higher skill modifier to deal comparable damage to a non-hybrid skill. If your opponent has equal DEF/SPR (including buffs/debuffs), then ATK and MAG will be equally valuable to your hybrid damage. However, if your opponent has significantly different DEF/SPR, then the relative value of ATK vs MAG is weighted accordingly (inversely proportional).

Physical attack with magic damage[edit | edit source]

Examples: Sunbeam, Wild Card.
  • In general, they follow rules regarding physical abilities, except they deal magic damage.
  • In particular, these skills will hit twice when dual wielding, and they will carry the elements from your weapon(s). However, as a perk, MAG from both weapons count towards the damage for both hits (both hands' MAG are simply added together for spells - as opposed to physical damage where ATK from each hand only counts toward the respective hit).
  • Physical Killer Effects will increase the damage from these, but not magical killer effects.
  • However, as a special case, they do not proc additional status ailments from weapons like Mage Masher.

Unmitigated Damage[edit | edit source]

  • Partial unmitigated damage is referred to as "Ignore DEF" or "Ignore SPR" on this wiki
  • Each damage formula above already took ignore DEF/SPR into account
  • Unmitigated damage increases your ability damage by static percentage. It is not better on enemy with high DEF/SPR or less effective against a low DEF/SPR.
  • You may calculate the amount of damage increased with 1 / (1 - Ignore DEF/SPR)
  • Ignore 25% DEF/SPR will increase your damage by 1.33x
  • Ignore 50% DEF/SPR will increase your damage by 2x
  • Ignore 100% DEF/SPR or higher cannot exist as it'll deal infinite damage
  • Unmitigated damage also has some minor mechanical differences. It can't be reflected nor can it be stopped by cover effects.

Consecutive damage increase[edit | edit source]

Examples: Aeroja, Comet, Fire From Below.
  • Commonly known as stacking abilities, they contain a base modifier, a stack modifier, and the number of times the damage can ramp up (i.e. the number of times an ability "stacks")
    • Blood Pulsar has a 3.5x base modifier, a 1x stack modifier and can stack 3 times
    • Comet has a 1.7x base modifier, a 0.1x stack modifier and can stack 2 times
  • The stack is not shared between units, each unit has their own stack.
  • The stack is not shared between different consecutive damage increase abilities, using a different one will reset the stacks
  • The formula for current damage of stacking abilities:
Base Modifier + (Stack Modifier * Number of stacks)
  • The maximum modifier of Blood Pulsar becomes 3.5 + (1 * 3) = 6.5x.
  • The maximum modifier of Comet becomes 1.7 + (0.1 * 2) = 1.9x.
  • The following actions will reset the stacks:
    • Normal attack
    • Dying (even with Reraise)
    • Guarding
    • Casting a different consecutive damage increase ability (e.g. if you cast Aeroja followed by Stonja, Stonja will reset the stacks)
  • Retaining lost stacks: Whenever you use a normal attack or guard once or more, you can retain the previous stack only if it's followed with a dualcast of non-stacking spell + stacking spell. e.g. guarding on one turn, then using dualcast Tornado + Aeroja on the next turn.
    • Full stacks Aeroja > guard > Aeroja, stacks reset.
    • Full stacks Aeroja > guard > Tornado+Aeroja, stacks retained.
    • Full stacks Aeroja > guard > attack > guard > Tornado+Aeroja, stacks retained.
  • The following actions will not reset the stacks:
    • Using other abilities (as long as they are not stacking abilities).
    • Using items.
    • Dualcasting non-stacking and stacking skills, regardless of the order.

Esper Damage[edit | edit source]

  • Esper damage is based on the esper's ATK/DEF/MAG/SPR, as well as the summoner's EVO MAG.
  • Esper's stats are divided by 100 then rounded down, so you will need to increase a stat to +100 in order to increase damage.
  • Esper's damage formula changes depending on their damage type, physical or magic.
Physical:
(FLOOR((ATK + DEF + MAG/2 + SPR/2)/100 * (1 + EVO MAG))²) * (1 / Enemy DEF) * Damage Modifier * Damage Up * Lvl Correction * Variance

Magic:
(FLOOR((MAG + SPR + ATK/2 + DEF/2)/100 * (1 + EVO MAG))²) * (1 / Enemy SPR) * Damage Modifier * Damage Up * Lvl Correction * Variance

Damage Modifier: See esper page
Damage Up: 3★ Esper learns this passive skill, applied as a straight multiplier, separate from EVO MAG
Lvl Correction: 1 + (Esper Level / 100)
Variance: 0.85 to 1.00 in 0.01 increments, averages to 0.93

Guard[edit | edit source]

  • Decrease all damage taken by 50%
  • The skill Defend reduces only physical damage by the same amount and yet requires MP, for an unknown reason.

Elemental Resistance[edit | edit source]

A unit or enemy elemental resistance increases or decreases the damage received by attacks of that element.

An attack can be infused with elements from the ability and the equipped weapon(s) only if it deals physical damage. Magic damage take element from the ability only. Dual Wield will add both weapons element on all of its attack.

If you have multiple elements infused to your attack, their resistance will be averaged. For example:

  • Dual wielding fire and ice weapons, while using a lightning physical damage ability
  • Enemy has +50% fire resist, +50% ice resist, and +100% lightning resist
  • Effective resistance for that attack would be (50% + 50% + 100%) / 3 = 66.66%

The damage formula for elemental resistance:

Damage = Initial Damage * (1 - Elemental Resistance) | Min: 0

  • The Initial Damage is the value after the physical, magic or hybrid calculation, see above.
  • Having an elemental resistance over 100% provides no extra benefit damage-wise, but it provides buffer against enemy resistance debuff.

Damage Types[edit | edit source]

Damage is divided into 4 types: Physical, Magic, Hybrid, and Fixed.

All magic spells (black or white) do magic damage, modified by magic killer effects, and are affected by matching type of Dualcast. An exception to this would be Olive's Mortar Beacon: A black magic dealing physical damage.

Abilities, however, are more complicated, and can cause certain damage to be calculated differently. Just as damage is divided into 4 types, abilities are also divided into the exact same types. For most of them, ability and damage type matches. There are some instances of ability and damage type being different, and does not conform to the usual damage calculation described above.

Let's take a look at how each one of these affect damage mechanics and calculation:

Attack Types
Physical Magic Hybrid Fixed
  • Dual wield causes dual action
  • Modified by physical killer effects
  • Uses elements from damage as well as weapons
  • Modified by elemental resistance
  • Modified by chain multiplier
  • Affected by:
    • Physical evasion
    • Physical counter
    • Physical and general mitigation
    • Physical resistance
  • Modified by magic killer effects
  • Modified by elemental resistance
  • Modified by chain multiplier
  • Affected by:
    • Magic evasion
    • Magic counter
    • Magic and general mitigation
    • Magic resistance
  • Dual wield causes dual action
  • Modified by physical killer effects
  • Uses elements from damage as well as weapons
  • Modified by elemental resistance
  • Modified by chain multiplier
  • Affected by:
    • Physical evasion
    • Physical counter
    • Physical, magic, and general mitigation
    • Physical and magic resistance, per stats scaling
  • Modified by elemental resistance
  • Modified by chain multiplier
Damage Types
Physical Magic Hybrid Fixed
  • Uses ATK scaling
  • When dual wielding, ATK calculation is performed on each weapon separately
  • Inflicts status ailments from all wielded weapons on all actions
  • Uses MAG scaling
  • When dual wielding, MAG calculation uses the total MAG
  • Uses both ATK and MAG scaling, halved
  • When dual wielding, ATK calculation is performed on each weapon separately, while MAG calculation uses the total MAG
  • Inflicts status ailments from all wielded weapons on all actions
  • Deals fixed damage

Examples of mixed type abilities:

Name Attack Type Damage Type
Sunbeam Physical Magic
Wild Card Physical Magic
Dagger Boomerang Physical Magic
Dice Physical Fixed
Double Dice Physical Fixed
Spirit Blade Hybrid Physical
Magic
Mug Fixed Physical
Coin Steal Fixed Physical
Waylay Fixed Physical
Hallowed Song Fixed Magic
Sunburst Fixed Fixed
Offensive items Magic Fixed

Which type is affected by enemy's physical/magic counter is still unknown. There are also limit bursts with mixed types similar to abilities, with the big difference of dual wield not affecting it. The example listed above does not currently list limit bursts and enemies' abilities.

Recovery[edit | edit source]

Healing[edit | edit source]

The formula for healing:

Skill Base Healing + (0.5 * Unit SPR + 0.1 * Unit MAG) * (Skill Modifier)

  • Unit SPR & MAG are calculated after buffs, see above.
  • All healing done will be randomized within a range of 85 - 100%
Skill name Base healing Skill modifier
Cure 150 3x
Cura 400 3x
Curada 800 3.4x
Curaga 1000 3.4x
Curaja 2500 18x

Over Turns[edit | edit source]

Healing skills over turns are calculated just like normal healing, but the amount (Skill Base Healing and Skill Modifier) are divided by the amount of turn duration. They proc after your turn ends, but before your opponent takes action.

So like nearly the same as above:

(Skill Base Healing / amount of turns) + (0.5 * Unit SPR + 0.1 * Unit MAG) * (Skill Modifier / amount of turns)

Note: Luka's Regenerate and Noctis Cover do not stack.

Combo[edit | edit source]

Multiple Hits[edit | edit source]

There are two kind of multiple hits: Number of actions and animation.

Generally, the majority of abilities are single action, but there are several abilities which activate multiple actions, indicated by your unit casting them multiple times. These abilities are described on this wiki by the number of actions. For example, Barrage description states "Physical damage combo (4 times, 0.8x each, 3.2x total) to random enemies." In arena, each action caps at 999 damage, before chain. Status ailments can also proc from each action.

Dual Wield doubles the amount of action of any physical ability. Note that variable action abilities such as Gamble Attack are simply doubled, i.e. both weapons will hit the same number of times (as opposed to being rolled separately).

Animation can either be unique or taken from caster's attack animation, depending on the ability. This will determine the amount of multiple hits the ability will perform.

Weaving a large amount of multiple hits from different units (multiplied by Dual Wield) is important to be able to create a high chain value. See the list of animation type, number of hits, and frame data on the main article page: Multiple Hits by Maximum joeeh.

Chain[edit | edit source]

By hitting an enemy in quick succession with different units a chain is initiated. The more attacks you hit, the bigger the chain length. A chain starts with the second successive hit. If the same unit hits twice in a row that chain ends.

Chain modifier will be increased depending on the chain type registered. The modifier formula is:

Chain Modifier = 1 + Chain Mod | Max: 4x

A chain at the most basic form will be registered as either Normal chain or Spark chain:

  • Normal chain is registered if the delay from previous chain is 20 frames or less. If the frame gap from previous chain is larger than 20 frames, the chain will break.
    • Chain modifier given : 0.1
  • Spark chain will be registered if the delay from previous chain is small enough (0 frames) and the previous chain isn't also a Spark chain. If the previous chain is registered as spark chain, then the current hit will be forced to become normal chain. Spark Chain label will appear when such chain occurs.
    • Chain modifier given : 0.4

Once the hit has been successfully registered as normal or spark chain, the hit will be checked whether it is eligible for (multi-)elemental chain or simply an element-less chain.

  • (Element-less) chain will be registered if the hit does not have even 1 same element with previous chain.
    • Chain modifier given : 0
  • (Multi-)Elemental chain will be registered if the hit has at least 1 same element with the previous chain. Elemental Chain label will appear when such chain occurs.
    • Chain modifier given : 0.2 for each element

All types can alternately occur without breaking the chain. Spark chain bonuses are applied to every other hit in the chain.

Type Chain Mod addition Chain modifier capped at chain #
Normal, element-less +0.1 30
Spark, element-less Alternating +0.4, +0.1 12
Normal, 1 element +0.3 10
Spark, 1 element Alternating +0.6, +0.3 8

A rundown of a spark, 2-element chain is given by the table below:

Hit # Chain type occurred Chain Mod addition Chain modifier on that hit
Basic Secondary Basic Secondary Total
1 No chain - 0 0 0 1.0
2 Spark 2 elements 0.4 2*(0.2) 0.8 1.8
3 Normal 2 elements 0.1 2*(0.2) 0.5 2.3
4 Spark 2 elements 0.4 2*(0.2) 0.8 3.1
5 Normal 2 elements 0.1 2*(0.2) 0.5 3.6
6 Spark 2 elements 0.4 2*(0.2) 0.4 4.0


If a unit attacks with an ability that hits every 30 frames, chaining it 15 frames after the first unit will cause the chain to go through the entire move. If that same unit spark chained, then the chain would fall off after every hit due to too long of a delay between hits.

Status Effects[edit | edit source]

Boosts[edit | edit source]

The formula for calculating a unit's stats with buffs:

(Unit Base Stats * Buffs) + Equipment Stats

Any stats buffs are applied to unit's base stats excluding equipment. The exception to this are abilities similar to the Doublehand ability, which grant [stats] (%) to equipment. Stats enhancing pots adds to the base stats, and are affected by buffs.

Active buffs and debuffs of the same type don't stack. They will be overwritten by the stronger one. Power Break ATK -15% will not stack with Full Break ATK/DEF/MAG/SPR -30% but will work together with Armor Break DEF -15%. If your unit has an auto-buff ability they will also be temporarily overwritten by the same but stronger buff. Finally, a unit can cumulate a buff and a debuff. A +50% buff and a -30% debuff of the same type can coexist for a total of +20% .

Passive buffs do stack additively. Two of ATK +10% will give you ATK +20%, up to a hard cap of +300%. This cap only counts toward passive buffs, and can still be increased further with an active buff.

Status Ailments[edit | edit source]

Main article: Status Ailments
Icon Name Effect
Icon-Poison Resistance.png Poison Deals 10% of the target's Max HP as damage every turn
Icon-Blind Resistance.png Blind Reduces the targets physical attack accuracy
Icon-Sleep Resistance.png Sleep Renders the target incapable of taking any action
Physical damage will wake the target
Icon-Silence Resistance.png Silence Renders the target incapable of casting magic spells
Abilities can still be used
Icon-Paralysis Resistance.png Paralyze Renders the target incapable of taking any action or evading attack.
Icon-Confuse Resistance.png Confuse Randomly auto-attacks foes or allies
Physical damage will remove the ailment
Icon-Disease Resistance.png Disease Reduces stats by 10%
Icon-Petrification Resistance.png Petrify Renders the target incapable of taking any action regardless of buffs
Counts as death unless cured

Enfeeblements[edit | edit source]

Additionally, there are some effects that are not covered in normal resistance table. They are counted as enfeeblements and not status ailments but monsters do have resistance for them. In Arena these are sometimes counted as status ailments.

Lasting effects[edit | edit source]

  • Charm - Renders the target incapable of taking any action or evading attack.
  • Stop - Renders the target incapable of taking any action or evading attack.
  • Break - Stats decrease (ATK/DEF/MAG/SPR)

Instant effects[edit | edit source]

  • Death - Instant KO
  • Gravity - Reduces HP by fixed percentage

Hit Accuracy[edit | edit source]

Accuracy[edit | edit source]

Examples: Doublehand, Sparky, Goddess Bow.
  • This stat gives a unit a percentage-based chance to bypass a unit's physical evasion stat
  • Must be using both hands on one weapon for the stat to apply
  • Found mostly on 2-handed weapons

Evasion[edit | edit source]

Examples: Evade, Elusive Moves.
  • Referred to as "Chance of evading/dodging physical damage" in the game.
  • This stat gives a unit a percentage-based chance to completely negate incoming damage.
  • It is possible to reach 100% for physical evasion.
  • Physical evasion works against physical and hybrid abilities, whereas magic evasion works only against magic abilities.
  • Evasion - A list of units and abilities that utilize this mechanic.
  • A unit cannot evade when they have been inflicted with Paralysis, Sleep, Stop, or Charm.

Others[edit | edit source]

Counter[edit | edit source]

Examples: Counter, Retaliate, Warden.
  • Refers to abilities that are triggered by sustaining physical or magical damage.
  • The Counter skills can stack if coming from different sources, though that only increases the likelihood of a counter, not the quantity.
    • Abilities that buff user's next normal attack (like Store) are consumed during a counter.
  • You may counter up to a single time per single attack your character sustains.
  • If you evade an attack, it still counts as sustaining it for the purposes of counter.

Cover[edit | edit source]

Examples: Cover, Saintly Wall, Light is with us!.
  • Partially unmitigated physical damage, those with ignore DEF, will bypass cover entirely. But this isn't the case with partially unmitigated magic damage.
  • If a unit has several covers of the same target and type, only the one with highest rate is used.
  • If a unit has both ST (single target) and AoE (area of effect) cover active, the AoE cover will take precedence.
  • Cover will trigger based on the attack type, regardless of the damage type. e.g. Magic attack with physical damage will trigger magic cover instead of physical cover.
  • A unit cannot have both AoE physical and AoE magic cover statuses simultaneously. The most recently applied cover status will take effect and remove the previous one (e.g. a unit using Triteleia Wall and then being targeted by Illusion - Redirect will have the magical cover overwritten by the physical one).
  • For ST cover, the chance to protect party member is based on the order of the party, with left-most unit having the highest chance.
  • Once cover is triggered, that cover will stay activated for the entire turn unless the coverer dies. If the coverer has reraise they can't cover for the rest of the turn.
  • Cover cannot trigger if the unit is being covered by another unit, regardless of the cover target or type. This means that once an AoE cover is activated, no more cover can be triggered for the rest of the turn.
  • If a unit covers another unit with ST cover, the coverer cannot be covered by another ST cover. However,
  • If a unit covers another unit with ST cover, the coverer can be covered by another AoE cover.
  • If an enemy has counters, their attacks can also be covered. Enemy counter turn exists before enemy turn, and the chance to cover will reset accordingly. However, there is a visual bug that prevents a unit to reset their position after covering in enemy counter turn. This leads to a situation where two coverers can stand in the same position, covering a unit/party, but in actuality only one cover was triggered.
  • Mitigation from a cover will reduce any type of damage, and is stackable with other types of mitigation.
  • Some cover has a variable range of mitigation, e.g. 50-70% mitigation. A random number is picked once it triggers, and will not change for the rest of the turn.

Enemy targeting[edit | edit source]

Examples: Camouflage, Provoke, Draw Attacks.
  • Abilities which modifies chances of being targeted can be stacked additively.
  • Abilities which reduce the chance of being targeted (such as Camouflage) will "fade" over time.
    • Example: After ~7 turns, a unit with 100% Camouflage will no longer be completely safe from being targeted.
  • Evidence is still needed to prove this mechanic functions as described above.

Jump attacks[edit | edit source]

Examples: Jump, Point-Warp.
  • A unit using these abilities will temporarily disappear from combat. They cannot be targeted or attacked, and will not be affected by any party buffs not applied prior to jumping.
  • After the listed number of turns, at the beginning of the player's turn, the unit will land and deal damage to the target. The unit is unavailable for further actions on that turn.
  • When using Dual Wield, both damage will be performed when they land.
  • If multiple units are landing, they land in quick succession. If the target is dead, a new target is chosen if available, or else no damage is dealt.
  • Damage from jumps is calculated using any buffs/debuffs still persisting by the end of the jump.
  • If the round is won before the jump finishes, the jump is canceled and the unit is back on the ground for the next round.
  • Jump skills are permanently banned from the arena.

Killing blow mission[edit | edit source]

  • The said source of damage (esper, magic, ability) must either deal damage causing the target to go to 0 HP, or deal overkill damage after the target is dead.
  • If the target is the last target in the round (e.g. a single boss), any skill or spell must be selected before the target goes to 0 HP, or else only normal attacks are available. You can still tap to activate as long as the target is still taking damage.
  • Espers are particularly finicky, as the animation must play before the target goes to 0 HP, or else the summoning is cancelled and no extra damage is dealt.

LB Gauge[edit | edit source]

Examples: Auto-Limit, Entrust, High Tide.
  • The automatic filling of the limit burst gauge is limited to 12 crysts per turn.
  • Increase LB fill rate boosts have no cap.
  • Automatic LB filling is not affected by LB fill rate boosts
  • When using another unit's gauge to fill an ally's, the required cryst value is not considered. Rather the percentage the gauge is full is transferred to that ally, meaning a full (100%) gauge for a 16 cryst LBt gauge can fill an empty 30 cryst LB gauge.

Reflect[edit | edit source]

Examples: Carbuncle, Reflect.
  • Reflect will cause one magic attack to bounce off the unit and hit a random unit on the other side.
    • AoE attacks will be reflected as individual attacks, potentially allowing you to concentrate all your power to one enemy. This means the number of units in your party determines the number of reflected attacks (e.g. when an AOE spell is reflected in a party of 6 units, the reflected spell becomes 6 ST attacks).
    • Reflected AoE spells do not chain with themselves, instead it would be as if a single unit were attacking multiple times on its own.
    • The reflected spell ignores any cover or provoke effects.
  • Reflect only works one time. If a unit uses multiple spells, by use of Dualcast or else, the spells after will work normally.
    • The exception is Marie's ability awakened Reflect, which can reflect 2 or 3 spells respectively.
  • Multiple layers of reflect cannot stack. Meaning using Marie's Limit Burst and then summoning Carbuncle at the same time will allow for only 1 layer of reflect to be active.
  • Does not work against spells with an ignore SPR component such as Ultima or Meteor.
  • Reflect will not work if the unit with reflect is performing any action.
  • Spells that are bouncing from another reflect cannot be reflected. Ex. If a monster is using reflect, your own reflect will not bounce it back.

Steal[edit | edit source]

Examples: Steal, Waylay
  • Some abilities allow you to procure additional items while battling a monster.
  • Each monster can only be stolen from once, max. If the steal fails, you can try again.
  • The steal success rate is independent of any damage the ability might also deal at the same time. For example, a Mug that misses can still successfully steal, while a blinded unit will not face any penalty to their steal chance.
  • Steal Gil will gather extra gil when you steal. The gil-steal chance is independent of the item-steal chance - you can fail to steal and item and still get extra gil. You can only successfully steal gil from a monster once.
  • Thief's Mastery doubles all steal chances.
  • Waylay and Mug won't attack twice with Dual Wield.
  • You can't exceed 100% of steal chances

Stored damage[edit | edit source]

Examples: Store, Inferno Rage, Ultimate Focus.
  • Abilities that increase the damage of your next attack.
  • Will work for normal attacks only.

Unstackable Materia[edit | edit source]

  • Only one copy of each unstackable materia can be equipped at a given time. The ability selection screen will grey out other copies if one is already equipped.
  • However, this only applies to the materia itself. Identical effects/passives granted by other sources do stack. A good example is Sparky (weapon), Heavy Arms Proficiency (trait), and Doublehand (unstackable materia), all of which grant the Doublehand effect which will stack to increase attack percentage bonus based on the total amount of Doublehand effects in place.
Name Effect
Adventurer Increase ATK/DEF/MAG/SPR (10~40%)
Unstackable with all upgraded variants
Barbariccia's Spirit Increase HP (30%)
Increase magic damage against humans, beasts, birds, and stone monsters (50%)
Thirst for Survival Increase HP/SPR (30%)
White Knight's Soul Increase ATK (40%) when equipped with a helm
Increase DEF (40%) when equipped with heavy armor
Dragoon's Pride Increase ATK (30%) when equipped with a spear
Increase ATK (30%) when equipped with a helm
Sworn Six's Pride - Dark Increase ATK (30%) when equipped with a great sword
Increase ATK (30%) when equipped with heavy armor
Sworn Six's Pride - Light Increase MAG (40%) and HP (20%)
Decrease chance of being targeted (50%)
Sworn Six's Pride - Fire Increase ATK (30%) when equipped with an axe
Increase ATK (30%) when equipped with heavy armor
Sworn Six's Pride - Earth Increase DEF (40%) when equipped with a heavy shield
Increase ATK (40%) when equipped with heavy armor
Sworn Six's Pride - Wind Increase ATK (50%) when equipped with a spear
Increase jump damage (25%)
Sworn Six's Pride - Water Increase MAG (40%) when equipped with a rod
Increase SPR (40%) when equipped with a staff
Proud Fencer Increase HP (20%)
Increase ATK (40%) when equipped with a great sword
Dark Bond Increase MAG (30%) when equipped with a rod
Increase MAG (20%) when equipped with a robe
Dark Knight's Soul Increase ATK (30%) when equipped with a sword
Increase ATK (20%) when equipped with heavy armor
Chosen One Increase fire resistance (20%)
Increase ATK (35%) when equipped with a sword
Increase ATK (15%) and HP (10%) when equipped with when equipped with light armor
Symphonic Flair Increase ATK/MAG (40%) when equipped with a harp
Rod Mastery Increase MAG (50%) when equipped with a rod
Staff Mastery Increase SPR (50%) when equipped with a staff
Martial Arts Mastery Increase ATK (50%) when equipped with a fist
Large Sword Mastery Increase ATK (50%) when equipped with a great sword
Katana Mastery Increase ATK (50%) when equipped with a katana
Unmatched Wizardry Increase SPR (10%)
Increase equipment MAG (50%) when single wielding one-handed weapon
Tomb Raider Increase HP (20%)
Increase equipment ATK (50%) when single wielding any weapon
Increase accuracy (25%) when single wielding any weapon
Increase counter chance (25%)
Increase LB gauge (2) per turn
Buster Style Increase equipment ATK (100%) when single wielding any weapon
Increase accuracy (25%) when single wielding any weapon
Doublehand Increase equipment ATK (50%) when single wielding a one-handed weapon
Increase accuracy (25%) when single wielding a one-handed weapon
Turbulent Evasion Increase ATK (10%)
Increase physical evasion (5%)
Increase wind resistance (20%)
Spirit of Freedom Increase physical evasion (10%)
Increase ATK (15%)
True Spirit of Freedom Increase physical evasion (15%)
Increase ATK (20%)
Renewal Recover MP (5%) per turn
Mog Wisdom Increase LB gauge fill rate (50%)
Mechanical Heart Increase HP/SPR (15%)
Chance to counter physical attacks (30%) with Mechanical Heart
Chance to counter magic attacks (30%) with Mechanical Heart
Man-Eater+ Increase physical and magic damage against humans (75%)
Dragon Killer+ Increase physical and magic damage against dragons (75%)
Syldra's Protection Increase physical damage against aquatics and dragons (50%)
Beast Killer Increase physical damage against beasts (50%)
Demon Killer Increase physical damage against demons (50%)
Man-Eater Increase physical damage against humans (50%)
Undead Killer Increase physical damage against undeads (50%)
Bird Killer Increase physical damage against birds (50%)
Dragon Killer Increase physical damage against dragons (50%)
Stone Killer Increase physical damage against stone monsters (50%)
Machine Killer Increase physical damage against mechanical monsters (50%)
Aquan Killer Increase physical damage against aquatics (50%)
Bug Killer Increase physical damage against insects (50%)
Spirit Slayer Increase physical damage against fairies (50%)
Plant Killer Increase physical damage against plants (50%)

Expedition[edit | edit source]

The formula used to calculate expedition success rate:

Expedition Success Rate: Total unit success rates + Consumable

Success Rate Per Unit: (Unit's Stats / Stats Modifier) + Bonus
Consumable: 20% when used

See the table for the full list of stats modifier for each expedition.

Stats modifier can be derived from:

Stats Modifier: Difficulty Value / Stats Weight

Each expedition has its own stats weight and difficulty value. This value can be found under each expedition's page.

Loot Drop[edit | edit source]

Each monster has its own Loot Drop table(s) (up to 3):

  • Common
  • Rare
  • Unique

The items contained within each Loot Drop Table differs between each enemy.

  • An item in the Common table can have a lower chance to drop and an item in the Rare table can have a higher chance to drop.
  • Similarly, the rarity of the items (stars rating) does not affect the Loot Drop table it is placed in, and the same item can be dropped from multiple tables for the same monster.

Once defeated, a monster can drop an item from each Loot Drop table.

  • If the monster has items in the Common and Rare Loot Drop table, it has a chance to drop up to 2 unique items.
  • If all 3 tables are empty, there will be no item drops.
  • For what items or unit abilities affect the drop rates of their own respective table, see here.