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Tales of Symphonia for Nintendo Gamecube
Technique Guide Written by DarthMarth
Version 1.0
Started: Thursday, October 1, 2004
Finished: Monday, October 11, 2004
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1. Table of Contents (press Ctrl+F and type in the code next to the section to
jump to it. On Mac browsers, use Command+F.)
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1. Table of Contents (you're reading it)
2. Introduction -Intrd-
3. FAQ -Frakq-
4. An Introduction to Techniques -Aitte-
4. Lloyd's Techniques -Lotec-
5. Colette's Techniques -Cotec-
6. Genis' Techniques -Getec-
7. Raine's Techniques -Ratec-
8. Sheena's Techniques -Setec-
9. Kratos/Zelos' Techniques -Kztec-
10. Presea's Techniques -Prtec-
11. Regal's Techniques -Retec-
12. The Tech Glitch -Ttegl-
13. Legal Information -Legin-
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2. Introduction (Intrd)
Welcome to my Technique Guide for the best Gamecube RPG to date, and one of my
favorite games ever, Tales of Symphonia! This guide should answer just about
any question you could have about learning an using the huge assortment of
techniques the game offers. If you find any flaws I didn't, E-mail me about
them ASAP! Here are some flaws I HAVE found and need help/clarification with:
The elements of Indignation Judgment.
The damage done by the Destruction Techniques, Mass/Eternal Devastation, Fiery
Infliction, and Eternal Damnation, as well as their elements.
A surefire way to activate Falcon's Crest. (pressing A, B, and X almost never
works)
In general, anything with a question mark near it.
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3. FAQ (Frakq)
Q: I'm sure I'm doing everything right, but I can't get <insert character here>
to learn <insert tech here>! Help me!
A: I have this problem, too. Keep trying; some techniques (especially low-level
ones) require EXTREMELY repeated use of their prerequisite action to learn
them. Make sure the technique is in blue on your list, that you've used the
prerequisite enough, and, if it has a counterpart on the other side of the T-S
meter that you don't have that one. Also, if it's a Technique with no
requirements (like Cyclone Seal or Rising Falcon), it can be learned by simply
completing a battle with the user out of the active party.
Q: How do I get a character to be S or T-type?
A: Set more EX Skills of the corresponding type to that character. The
Technical and Strike Rings work as well.
Q: My question isn't answered in here!
A: E-mail me at
[email protected] or post your question on the GameFAQs
message boards. If you e-mail me, please put "ToS" somewhere in the e-mail
title or it will likely be deleted.
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4. An Introduction to Techniques (Aitte)
In Tales of Symphonia, the techniques are in-battle special attacks that keep
the real-time battle system incredibly interesting and fun. At the expense of
Technique Points (or TP), characters (and enemies) can unleash powerful special
attacks that help to speed the demise of enemies. The Technique system is
tremendously deep, with hundreds of attacks and spells to learn. Be aware,
however, that you can't have all of them at once, even with the Tech Glitch
illustrated in the final chapter. Depending on what EX Skills they have
equipped, characters will slowly turn to the Technical or Strike (T and S)
alignments as they battle. They will learn the techniques associated with the
side they are on, but in most cases can't learn Techniques from both sides.
Take note that no matter how far to either side they are, characters learn the
same techniques the same way. (I think) To learn techniques on the other side,
characters must change their EX Skills (and possibly equip a special ring)
until they have switched to the other side, then forget the counterpart to the
desired tech and earn the new one. Now, for a basic guide on how to use this,
uh, guide:
Level T----------------<>----------------S Requirements
50 Demonic Chaos *Demonic Circle* Use all Demon Fang Techs 50x
This part of the guide is a section made for quick browsing. It lets you learn
what Techs characters learn at which levels and alignments, and their
prerequisite moves. Afterwards, I go in depth with entries like these:
*DEMONIC CIRCLE*
Level 3 Strike Special Attack
TP Usage: 38 TP
Level: 50
Damage/Total Damage/Hits: 1.0 x 2 Slash, 2.5 Slash/4.5 total/3 hits
Requirement: Use Fierce Demon Fang at least 50 times
Activation: Fierce Demon Fang
Description: Create a large shockwave in the surrounding area.
Lloyd issues a close-ranged shockwave combo attack that heavily damages all
enemies in front of him. Quite a powerful attack indeed, but Demos Chaos has
more range. Still, I prefer this one.
This more detailed entry starts with the name and classification of the
technique. Next, it lists the TP it requires, the prerequisite level, then the
damage it does and amounts of hits it has. The decimal-pointy numbers indicate
how much damage a hit does relative to a normal attack and the x indicates the
number of hits. 1.0 x 2 Slash, 2.5 Slash, for instance, means 2 hits of Slash
damage at normal attack strength, and 2.5 means a single Slash hit of 2 and a
half times the normal attack strength. (for Lloyd it is also listed whether the
damage is Slash or Thrust) Be aware that spells don't have this, since they're
based on Intelligence. Next is a more detailed description of the requirements
for the move and the action that is required to learn (activate) the technique
for the first time. Finally, there is a description of what the technique does
and looks like from both the game and me. In both sections, I surround the move
I prefer with asterisks. Not bad, huh?
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5. Lloyd's Techniques (Lotec)
Lloyd is all about sword techniques. He has no spells whatsoever, a distinction
he shares with only Presea, but makes up for this with a variety of special
attacks. He gains the first forms of all his Techniques at low levels, then
stronger versions of them, and finally powerful special attacks that combine
two of his Techniques.
Level T----------------<>----------------S Requirements
1 Demon Fang None
4 Sonic Thrust None
7 Sword Rain None
9 Tiger Blade None
11 Tempest None
14 Beast None
16 Double Demon Fang-*Fierce Demon Fang* Use Demon Fang 50x
18 Hurricane Thrust-*Super Sonic Thrust* Use Sonic Thrust 50x
21 Sword Rain: Alpha--*Sonic Sword Rain* Use Sword Rain 50x
24 *Omega Tempest*-----------Psi Tempest Use Tempest 50x
27 *Tiger Rage*--------Heavy Tiger Blade Use Tiger Blade 50x
30 Raging Beast----------*Hunting Beast* Use Beast 50x
32 Demonic Thrust Use all Demon Fang and Sonic
Thrust Techs 50x
35 Demonic Tiger Blade Use all Demon Fang and Tiger
Blade Techs 50x
38 Tempest Thrust Use all Tempest and Sonic Thrust
Techs 50x
40 Rising Falcon None
41 Tempest Beast Use all Tempest and Beast Techs
50x
44 Raining Tiger Blade Use all Sword Rain and Tiger
Blade Techs 50x
47 Beast Sword Rain Use all Beast and Sword Raine
Techs 50x
50 Demonic Chaos--------*Demonic Circle* Use Double/Fierce Demon Fang 50x
54 Twin Tiger Blade Use Heavy Tiger Blade 50x
59 Sword Rain: Beta Use Sword Rain: Alpha 50x
N/A Guardian Go to Triet Ruins with Kratos
DEMON FANG
Level 1 Special Attack
TP Usage: 4 TP
Level: 0
Damage: 1.2 Slash
Requirement: None
Description: Attack with a powerful shockwave (attack is linkable.)
This is Lloyd's most basic Technique. He issues a shockwave that travels fairly
fast around the ground, stopping when it hits an enemy close to or on the
ground or the edge of the battlefield. It can be used to bombard enemies from
long range, but since Lloyd is mainly a close-ranged character, it's best used
as a cheap follow-up to an attack combo, although Sonic Thrust works better for
this.
DOUBLE DEMON FANG
Level 2 Technical Special Attack
TP Usage: 16 TP
Level: 16
Damage/Total Damage/Hits: 1.05 x 2 Slash/2.1 total/2 hits
Requirement: Use Demon Fang at least 50 times
Activation: Demon Fang
Description: Attack with two consecutive shockwaves.
This Technique is basically two Demon Fangs launched in rapid sequence. I
definitely think Fierce Demon Fang is better, since this move isn't much faster
and less powerful than just firing two separate Demon Fangs, and costs twice as
much.
DEMONIC CHAOS
Level 3 Technical Special Attack
TP Usage: 34 TP
Level: 50
Damage/Total Damage/Hits: 1.2 x 2 Slash, 0.5 x 3 Slash/3.9 total/5 hits
Requirement: Use Demon Fang and Double Demon Fang at least 50 times
Activation: Double Demon Fang
Description: Attack with multiple shockwaves and a finishing blow.
This technique is two full-strength Demon Fangs in rapid succession, followed
by a third bigger shockwave that hits multiple times and keeps going after
hitting the target. Pretty impressive, but I still like the Strike line better.
*FIERCE DEMON FANG*
Level 2 Strike Special Attack
TP Usage: 16
Level: 15
Damage/Total Damage/Hits: 0.6 x 4 Slash/2.4 total/4 hits
Requirements: Use Demon Fang at least 50 times
Activation: Demon Fang
Description: Create a large shockwave.
Fierce Demon Fang is definitely the better move of the two choices. Lloyd
creates a shockwave ahead of him that hits any enemies in a radius in front
several times. It has a short range, unlike Double Demon Fang, but it's still
better. It also lets you get the powerful Grave Blade.
*DEMONIC CIRCLE*
Level 3 Strike Special Attack
TP Usage: 38 TP
Level: 50
Damage/Total Damage/Hits: 1.0 x 2 Slash, 2.5 Slash/4.5 total/3 hits
Requirements: Use Fierce Demon Fang at least 50 times
Activation: Fierce Demon Fang
Description: Create a large shockwave in the surrounding area.
Lloyd issues a close-ranged shockwave combo attack that heavily damages all
enemies in front of him. Quite a powerful attack indeed, but Demos Chaos has
more range. Still, I prefer this one.
SONIC THRUST
Level 1 Special Attack
TP Usage: 5
Level: 4
Damage: 1.4 Thrust
Requirements: None
Activation: Normal attack
Description: Blow the enemy away with a powerful thrust.
Sonic Thrust is another extremely basic Technique. Lloyd thrusts one of this
swords forward, doing good damage to any enemies directly in front of him and
making them skid backwards a short distance. It's a great move to follow attack
combos up with and can be used often.
HURRICANE THRUST
Level 2 Technical Special Attack
TP Usage: 14
Level: 18
Damage/Total Damage/Hits: 1.0 Thrust, 1.2 Wind Thrust/2.2 total/2 hits
Requirements: Use Sonic Thrust at least 50 times
Activation: Sonic Thrust
Description: Make the enemy float with a powerful thrust.
This is a less powerful Sonic Thrust followed up by a Wind-element shockwave
that hits all nearby enemies. Still, the range is limited, so the more damaging
Super Sonic Thrust is better.
*SUPER SONIC THRUST*
Level 2 Strike Wind Special Attack
TP Usage: 14
Level: 18
Damage: 2.4 Thrust
Requirements: Use Sonic Thrust at least 50 times
Activation: Sonic Thrust
Description: Blow the enemy away with a powerful thrust.
This is a bigger, more powerful version of Sonic Thrust, doing much more damage
and blowing the target much farther back if it isn't destroyed immediately. It
can also hit multiple enemies fairly well.
TIGER BLADE
Level 1 Special Attack
TP Usage: 8
Level: 9
Damage/Total Damage/Hits: 0.8 x 2 Slash/1.6 total/2 hits
Requirements: None
Activation: Normal attack
Description: Two-hit slash slicing the enemy up and then down.
Tiger Blade is one of Lloyd's more powerful level 1 Techniques. He executes an
upward slash, making the enemy hop a short way into the air, then jumps up and
sends them back down with a downward slash.
*TIGER RAGE*
Level 2 Technical Special Attack
TP Usage: 19
Level: 27
Damage/Total Damage/Hits: 0.7 Slash, 0.5 x 2 Slash, 0.7 Slash/2.4 total/4 hits
Requirements: Use Tiger Blade at least 50 times
Activation: Tiger Blade
Description: Upward cut, then unleash multiple slashes,
Tiger Rage is an extremely cool-looking move: a regular Tiger Blade with a two-
part midair slash between the two normal hits. It doesn't do quite as much
damage as Heavy Tiger Blade, but it doesn't knock the enemy down, either.
Besides, it looks way to cool to pass up!
HEAVY TIGER BLADE
Level 2 Strike Special Attack
TP Usage: 19
Level: 27
Damage/Total Damage/Hits: 1.0 Slash, 1.5 Slash/2.5 total/2 hits
Requirements: Use Tiger Blade at least 50 times
Activation: Tiger Blade
Description: Upward cut, then slam down with a downward cut.
This is just a more powerful Tiger Blade with a strong second slash that knocks
the enemy to the ground. However, since this gives them a brief Over Limit when
they get up, Tiger Rage is recommended.
TWIN TIGER BLADE
Level 3 Strike Special Attack
TP Usage: 35
Level: 54
Damage/Total Damage/Hits: 0.8 x 3 Slash, 1.6 Slash/4.0 total/4 hits
Requirements: Use Heavy Tiger Blade at least 50 times
Activation: Tiger Blade
Description: Attack with multiple upward and downward slashes.
This powerful move is a regular Tiger Blade seamlessly followed by a Heavy
Tiger Blade. It's very powerful, and it's recommended that you use the Tech
Glitch to get this and Tiger Rage.
SWORD RAIN
Level 1 Special Attack
TP Usage: 7
Level: 7
Damage/Total Damage/Hits: 0.25 x 4 Thrust, 0.5 Thrust/1.5 total/5 hits
Requirements: None
Activation: Normal attack
Description: Attack the enemy with multiple thrusts.
This cool Technique consists of Lloyd rapidly stabbing anything in front of him
4 times, followed by a stronger stab. It's a fairly powerful Technique and good
for combos.
SWORD RAIN: ALPHA
Level 2 Technical Special Attack
TP Usage: 16
Level: 21
Damage/Total Damage/Hits: 0.2 x 8 Thrust, 0.6 Slash/2.2 total/9 hits
Requirements: Use Sword Rain at least 50 times
Activation: Sword Rain
Description: Countless number of thrusts ending with an upward cut.
The Alpha variation of Sword Rain consists of twice as many rapid stabs,
followed by half of a Tiger Blade. With 9 hits, this move is great for combos.
SWORD RAIN: BETA
Level 3 Technical Special Attack
TP Usage: 38
Level: 59
Damage/Total Damage/Hits: 0.3 x 9 Thrust, 0.6 x 2 Slash/3.9 total/11 hits
Requirements: Use Sword Rain: Alpha at least 50 times
Activation: Sword Rain: Alpha
Description: Countless number of thrusts with a final blow in midair.
Sword Rain: Beta is an even longer version of Sword Rain, with a whopping 9
stabs followed by a full (albeit slightly weaker) Tiger Blade for massive
damage. It's also Lloyd's best move for forming combos.
*SONIC SWORD RAIN*
Level 2 Strike Special Attack
TP Usage: 16
Level: 21
Damage/Total Damage/Hits: 0.5 x 2 Thrust, 0.15 x 3 Thrust, 0.4 Thrust, 1.05
Thrust/2.9 total/7 hits
Requirements: Use Sword Rain at least 50 times
Activation: Sword Rain
Description: A countless number of thrusts that end with a powerful blow.
Sonic Sword Rain is a slightly expanded Sword Rain ending with a weakened Sonic
Thrust. It does much more damage than Sword Rain: Alpha, so use the Tech Glitch
to get this and Sword Rain: Beta.
TEMPEST
Level 1 Special Attack
TP Usage: 8
Level: 11
Damage/Total Damage/Hits: 0.4 x 4 Slash/1.6 total/4 hits
Requirements: None
Activation: Normal attack
Description: Attack the enemy with a spiral cut.
This incredibly cool-looking Technique sends Lloyd into a flying somersault
with his swords outstretched, pummeling enemies below him with hits and getting
behind them. This move is both fairly powerful and incredibly cool-looking, but
hard to hit with all 4 hits unless you're attacking a large enemy. You may want
to stick with the same-costed Tiger Blade for now.
*OMEGA TEMPEST*
Level 2 Technical Special Attack
TP Usage: 17
Level: 24
Damage/Total Damage/Hits: 0.3 x 7 Slash, 0.4 Slash/2.5 total/8 hits
Requirements: Use Tempest at least 50 times
Activation: Tempest
Description: Spin in the air and attack with invisible wind blades.
Omega Tempest is an expanded, ultra-cool version of Tempest. Lloyd goes flying
forward with his swords, then turns around in midair and goes even higher, If
he is still hitting the target after flying over them, he drags them into the
air with them for more hits. It may be hard to hit with, but I never get tired
of using this move.
PSI TEMPEST
Level 2 Strike Special Attack
TP Usage: 17
Level: 24
Damage/Total Damage/Hits: 0.4 x 6 Slash/2.4 total/6 hits
Requirements: Use Tempest at least 50 times
Activation: Tempest
Description: Attack with a spiral cut from the ground up.
Lloyd sure seems to like naming his Techniques after Greek characters, no?
Anyway, Psi Tempest is a bigger version of Tempest, sending Lloyd flying
incredibly far. This move is better for hitting multiple enemies in a line,
since it can't get all 6 of its hits on one enemy unless it's huge. I prefer
the coolness of Omega Tempest.
BEAST
Level 2 Special Attack
TP Usage: 12
Level: 14
Damage/Total Damage/Hits: 1.0 Slash, 1.6 Slash/2.6 total/2 hits
Requirements: None
Activation: Normal attack
Description: Slam battle energy into the enemy and blow it away.
Beast is a powerful level 2 Technique that has Lloyd slamming the enemy with
his shoulder, then releasing wild energy in the form of a beast's head. The
two-stage attack does great damage for little TP, but knocks the enemy down,
giving them a temporary Over Limit. Still, its high damage makes it worth
using.
RAGING BEAST
Level 3 Technical Special Attack
TP Usage: 25
Level: 30
Damage/Total Damage/Hits: 0.6 x 2 Slash, 2.0 Slash/3.2 total/3 hits
Requirements: Use Beast at least 50 times
Activation: Beast
Description: Pull in enemies with a spiral cut and slam with battle energy.
This attack is a spinning slash followed up by a more powerful Beast attack.
It's very powerful indeed, but as usual it knocks the enemy down. It can hit
enemies in a wide area in front of Lloyd.
*HUNTING BEAST*
Level 3 Strike Special Attack
TP Usage: 24
Level: 30
Damage/Total Damage/Hits: 1.0 Slash, 1.2 Slash, 1.4 Slash/3.6 total/3 hits
Requirements: Use Beast at least 50 times
Activation: Beast
Description: An upward cut and slam the earth to create a shockwave.
This is, in my opinion, the most powerful variant of Beast. It has Lloyd
slamming the enemy, attacking it again as he jumps into the air, then crashing
back down, creating a small shockwave that knocks down and damages all enemies
around him. It's an extremely powerful attack.
RISING FALCON
Level 3 Special Attack
TP Usage: 32
Level: 40
Damage: 3.2 Thrust
Requirements: None
Activation: Normal attack
Description: Jump into the air and descend with a huge slash.
This standalone attack of Lloyd's is pretty powerful. He jumps into the air,
then somehow dive-bombs the enemy from the air, crashing through them and
dealing heavy damage. If multiple enemies are lined up, Lloyd can damage all of
them with this move. Besides doing damage, it's also useful for getting behind
an opponent.
DEMONIC THRUST
Level 3 Special Attack
TP Usage: 30
Level: 32
Damage/Total Damage/Hits: 0.6 x 2 Slash, 2.3 Thrust/3.5 total/3 hits
Requirements: Use all known Demon Fang and Sonic Thrust Techniques at least 50
times
Activation: Normal Attack
Description: Combination of Demon Fang and Sonic Thrust.
Demonic Thrust is the first of Lloyd's combination Techniques, which,
obviously, combine two of his normal Techs for a stronger attack. Predictably,
this one fires two weakened Demon Fangs that pass through enemies, then uses a
powerful Sonic Thrust. It's actually a good Technique, fairly powerful and easy
to hit with. Still, Lloyd's combo Techs get much better.
DEMONIC TIGER BLADE
Level 3 Special Attack
TP Usage: 32
Level: 35
Damage/Total Damage/Hits: 0.6 x 2 Slash, 1.2 x 2 Slash/3.6 total/4 hits
Requirements: Use all known Demon Fang and Tiger Blade Techniques at least 50
times
Activation: Normal attack
Description: Combination of Demon Fang and Tiger Blade.
You probably guessed this: Demonic Tiger Blade is a weak, penetrating Double
Demon Fang followed by a powerful Tiger Blade. It's slightly more powerful then
Demonic Thrust, and takes 2 more TP.
TEMPEST THRUST
Level 3 Special Attack
TP Usage: 32
Level: 38
Damage/Total Damage/Hits: 0.5 x 5 Slash, 1.6 Thrust/4.1 total/6 hits
Requirements: Use all known Tempest and Sonic Thrust Techniques at least 50
times
Activation: Normal attack
Description: Combination of Sonic Thrust and Tempest.
This combo Tech is a vertical Tempest followed by a Sonic Thrust. It does great
damage, but like all Tempest Techs is easiest to use on large enemies.
TEMPEST BEAST
Level 3 Special Attack
TP Usage: 35
Level: 41
Damage/Total Damage/Hits: 0.5 x 5 Slash, 1.8 Slash/4.3 total/6 hits
Requirements: Use all known Tempest and Beast Techniques at least 50 times
Activation: Normal attack
Description: Combination of Tempest and Beast.
This is another vertical Tempest followed by a Beast. It has the highest damage
of any combo Tech, but as usual it's only good against bigger enemies that it
can hit more. Also, it knocks the target down, so it may be best to stick with
Tempest Thrust.
RAINING TIGER BLADE
Level 3 Special Attack
TP Usage: 36
Level: 44
Damage/Total Damage/Hits: 0.2 x 9 Thrust, 0.9 x 2 Slash/3.6 total/11 hits
Requirements: Use all known Sword Rain and Tiger Blade Techniques at least 50
times
Activation: Normal attack
Description: Combination of Sword Rain and Tiger Blade.
This combo Tech is virtually identical to Sword Rain: Beta, only the Sword Rain
is weaker and the Tiger Blade is stronger and authentic. It does less damage,
so Sword Rain: Beta is probably better, once you learn it.
BEAST SWORD RAIN
Level 3 Special Attack
TP Usage: 38
Level: 47
Damage/Total Damage/Hits: 0.25 x 8 Thrust, 2.0 Slash/4 total/9 hits
Requirements: Use all known Beast and Sword Rain Techniques at least 50 times
Activation: Normal attack
Description: Combination of Beast and Sword Rain.
Lloyd's most expensive combo Tech isn't necessarily his best. A Sword Rain
followed by Beast, this attack does great damage and is easy to hit with, but
like all Beast Techs it knocks the enemy down, limiting its effectiveness.
GUARDIAN
Level 3 Special Attack
TP Usage: 10% of maximum TP
Level: N/A
Hits: N/A
Requirements: Visit the Triet Ruins with Kratos in your party
Description: Block most magic and weapon based attacks.
Guardian is Lloyd's defensive Technique. It surrounds him in a green field of
energy for a second or so, during which time he takes only 20% damage from
attacks. However, because of its high cost, it's best used to block powerful
spells if you can't run from them. Note that it can be used any time by
pressing down on the control stick while blocking.
LIGHTNING THRUST
Secret Special Attack
TP Usage: 5
Level: N/A
Damage/Total Damage/Hits: 1.4 Thrust, 0.5 Lightning Thrust/1.9 damage/2 hits
Requirements: Use Sonic Thrust at least 200 times
Activation: Use Sonic Thrust with a Lightning-element weapon equipped
This Secret Technique is a Lightning version of Sonic Thrust, and Lloyd's
weaker version of Lightning Blade. Immediately after the Thrust, a bolt of weak
lightning hits, doing slightly more damage. It's at least better than nothing.
To use it, use Sonic Thrust while doing Lightning damage, with a Lightning
weapon, Sheena's T Seal: Lightning, after using a Purple Quartz, or equipping
the Sardonyx.
LIGHTNING TIGER
Secret Special Attack
TP Usage: 8
Level: N/A
Damage/Total Damage/Hits: 0.8 x 2 Slash, 0.8 Lightning Slash//2.4 total/3 hits
Requirements: Use Tiger Blade at least 200 times
Activation: Use Tiger Blade with a Lightning-element weapon equipped
This move is just Tiger Blade immediately followed by a lightning strike. It
does great damage for only 8 TP.
GRAVE BLADE
Secret Special Attack
TP Usage: 16
Level: N/A
Damage/Total Damage/Hits: 0.6, 0.7 x 5/4.1 total/6 hits
Requirements: Use Fierce Demon Fang at least 200 times
Activation: Use Fierce Demon Fang with an Earth-element weapon equipped
Like Kratos, Lloyd can use the powerful Grave Blade Technique if he's fulfilled
certain conditions. (his weapon must be doing Earth damage somehow, by being
innately Earth-element, equipping the Ruby, or having used Sheena's T Seal:
Earth or a Yellow Quartz) It's much stronger than Grave Blade and a very
powerful Technique.
RISING PHOENIX
Secret Special Attack
TP Usage: 32
Level: N/A
Damage: 3.3 Fire Thrust
Requirements: Use Rising Falcon at least 200 times
Activation: Use Rising Falcon with a Fire-element weapon equipped
This fiery variant of Rising Falcon isn't much more powerful. Lloyd is
surrounded by flames when he jumps into the air, and drags them behind them
when he dives. However, it barely does any more damage than the original, so
you shouldn't go out of your way to get it.
FALCON'S CREST
Secret Special Attack
TP Usage: 100
Level: N/A
Damage/Total Damage/Hits: 1.0 x 8, 2.5, 1.0 x 6, 5.0/21.5 total/16 hits
Requirements: Have Material Blade and Eternal Swordsman Title equipped; HP must
be in red
Activation: Press A, B, and X at once
Falcon's Crest is Lloyd's incredibly powerful, ultimate Secret Technique. It
unleashes the full power of the Eternal Sword in an incredible attack. First,
he creates a shining circle of blue light around him that rapidly hits
everything around him for devastating damage. He then jumps into the air as a
blue panel flashes by with an intense picture of Lloyd's face. After that, he
creates multiple rings of light around him as he crashes down. He creates
another shining circle for more damage, then finishes with a hemisphere of
light that does a whopping 5 times his normal attack damage! As you would
expect of any Secret Technique, this move is incredibly cool-looking. To
activate the move, first hold down your assigned guard button. (I'm assuming
it's B or X) Next, hold the button assigned to attack to make Lloyd attack
once. (I'm assuming it's A) After he finishes the attack and resumes guarding,
press the button for using a technique. You should have all 3 buttons pressed,
activating the move! However, besides this fairly easy button sequence, you
must fulfill some other criteria; Lloyd's HP must be in the red, and he must
have the Eternal Swordsman Title and Material Blade equipped.
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6. Colette's Techniques -Cotec-
Colette's Techniques are a bizarre mix of long-ranged special attacks, and she
also has some spells in the form of the Angel Skills she learns during your
journey in Sylvarant. She specializes in staying behind your melee fighters and
inflicting damages using Techniques like Ray Thrust or Pow Hammer.
Level T----------------<>----------------S Requirements
1 Ray Thrust None
8 Pow Hammer None
10 Item Thief None
12 Ring Whirlwind None
15 Dual Ray Thrust------*Ray Satellite* Use Ray Thrust 50x
18 Pow Pow Hammer-----------*Para Ball* Use Pow Hammer 50x
28 Item Rover Use Item Thief 50x
32 Grand Chariot Use all Pow Hammer and Ray Thrust
Techs 50x
36 Triple Ray----------------Triple Ray Use Dual Ray Thrust/Ray Satellite
Thrust Satellite* 50x
40 Ring Cyclone--------*Whirlwind Rush* Use Ring Whirlwind 50x
44 *Hammer Rain*---Torrential Para Ball Use Pow Pow Hammer/Para Ball 50x
50 Stardust Cross Use all Pow Hammer and Ring
Whirlwind Techs 50x
N/A Angel Feathers Beat the Triet Ruins
N/A Holy Song Beat Balacruf Mausoleum
N/A Sacrifice Beat the Tower of Mana
N/A Judgment Go to the Tower of Salvation
N/A Damage Guard Go to Triet Ruins with Kratos
RAY THRUST
Level 1 Special Attack
TP Usage: 5
Level: 0
Damage: 1.3
Requirements: None
Activation: Any spell
Description: Throw a powerful chakram at the enemy.
Ray Thrust is Colette's most basic Tech. She throws a fast-moving ring across
the entire stage, and it damages any enemies it passes through. It's Colette's
most basic technique for damaging enemies from afar with Special Attacks.
DUAL RAY THRUST
Level 2 Technical Special Attack
TP Usage: 10
Level: 15
Damage/Total Damage/Hits: 1.05 x 2/2.1 total/2 hits
Requirements: Use Ray Thrust at least 50 times
Activation: Ray Thrust
Description: Throw two powerful chakrams at the enemy.
Dual Ray Thrust throws 2 rings back-to-back with a short delay in between. It's
nothing more than an expanded version of Ray Thrust, and not too good.
TRIPLE RAY THRUST
Level 3 Technical Special Attack
TP Usage: 22
Level: 36
Damage/Total Damage/Hits: 1.2 x 3/3.6 total/3 hits
Requirements: Use Dual Ray Thrust at least 50 times
Activation: Dual Ray Thrust
Description: Throw multiple chakrams at the enemy.
In this Technique, Colette throws 3 rings in one smooth motion. They are evenly
spaced in about a 60-70 degree arc in front of her. At long range, this
Technique can hit several enemies at once. At close range, it can do massive
damage to one enemy if it's large enough.
*RAY SATELLITE*
Level 2 Strike Special Attack
TP Usage: 14
Level: 15
Damage/Total Damage/Hits: 0.46 x 5/2.3 total/5 hits
Requirements: Use Ray Thrust at least 50 times
Activation: Ray Thrust
Description: Holy a chakram in orbit.
In this variant of Ray Thrust, Colette throws a ring and makes it stop a short
distance in front of her, spinning in place for a moment. Any enemy directly in
front of her is rapidly pummeled by the ring and takes heavy damage. Though it
has shorter range, I prefer this move to Dual Ray Thrust.
*TRIPLE RAY SATELLITE*
Level 3 Strike Special Attack
TP Usage: 26
Level: 36
Damage/Total Damage/Hits: 0.5 x 15/7.5 total/15 hits
Requirements: Use Ray Satellite at least 50 times
Activation: Ray Thrust
Description: Hold multiple chakrams in orbit.
This move throws 3 full-powered Ray Satellites in an arc. Though it does create
a bigger area of effect, it's very hard to get all of them to deal full damage
to an enemy.
POW HAMMER
Level 1 Special Attack
TP Usage: 8
Level: 8
Damage: 1.6
Requirements: None
Activation: Any attack
Description: Throw a hammer at the enemy.
This weird technique throws a cartoon hammer forward. It does great damage and
has a better chance of stunning the target than normal. It's hard to hit with,
since it hits a certain point on the ground and only bounces for a short
distance.
POW POW HAMMER
Level 2 Technical Special Attack
TP Usage: 15
Level: 18
Damage/Total Damage/Hits: 0.6 x 4/2.4 total/4 hits
Requirements: Use Pow Hammer at least 50 times
Activation: Pow Hammer
Description: Throw multiple hammers at the enemy.
This attack tosses several Pow Hammers forward to hit the enemy multiple times.
It's pretty weak; Para Ball is far superior.
*HAMMER RAIN*
Level 3 Technical Special Attack
TP Usage: 30
Level: 44
Damage/Total Damage/Hits: 0.5 x 2, 1.0 x 9/10.0 total/11 hits
Requirements: Use Pow Pow Hammer at least 50 times
Activation: Pow Pow Hammer
Description: Hammers fall from the sky like rain.
In the strongest form of Pow Hammer, Colette throws a shining star forward into
the air, which them explodes into a shower of hammers to blanket the area
underneath with hits. It can hit groups of enemies several times, or deal
massive damage to a bigger target.
*PARA BALL*
Level 2 Strike Lightning Special Attack
TP Usage: 14
Level: 18
Damage/Total Damage/Hits: 1.5, 0.8 Lightning, 1.5, 0.8 Lightning/4.6 total/4
hits
Requirements: Use Pow Hammer at least 50 times
Activation: Pow Hammer
Description: Lightning strikes when it makes contact with the enemy.
Quite possibly Colette's strongest Technique, Para Ball throws two small,
bouncing spheres that not only deal heavy damage but also cause lightning to
strike on contact if they're unblocked. For only 14 TP, this attack deals
massive damage and is easy to hit with. It's vastly better than Pow Pow Hammer,
but use the Tech Glitch to get this and Hammer Rain.
TORRENTIAL PARA BALL
Level 3 Strike Lightning Special Attack
TP Usage: 30
Level: 44
Damage/Total Damage/Hits: 0.5, 0.4 Lightning, 0.5, 0.4 Lightning, 0.5, 0.4
Lightning, 0.5, 0.4 Lightning/3.6 total/8 hits
Requirements: Use Para Ball at least 50 times
Activation: Para Ball
Description: Multiple para balls strike the enemy with lightning.
You have to be kidding! Torrential Para Ball hits twice as many times as a
regular Para Ball, but actually does less damage for over twice as much TP!
Unless you're going for combos, Para Ball is much better than its upgrade.
RING WHIRLWIND
Level 2 Special Attack
TP Usage: 11
Level : 12
Damage/Total Damage/Hits: 0.7 x 3/2.1 total/3 hits
Requirements: None
Activation: Normal attack
Description: Spinning attack using chakrams in each hand.
With this Technique, Colette spins around multiple times with two rings
outstretched to damage all enemies around her. It does great damage for only 11
TP, but has short range.
RING CYCLONE
Level 3 Technical Special Attack
TP Usage: 22
Level: 40
Damage/Total Damage/Hits: 0.56 x 5/2.8 total/5 hits
Requirements: Use Ring Whirlwind at least 50 times
Activation: Ring Whirlwind
Description: Multiple spinning attack using chakrams in each hand.
This is a slightly stronger version of Ring Whirlwind with more hits. Whirlwind
Rush is much better.
*WHIRLWIND RUSH*
Level 3 Strike Special Attack
TP Usage: 22
Level: 40
Damage/Total Damage/Hits: 0.7 x 3, 0.5 x 3/3.6 total/6 hits
Requirements: Use Ring Whirlwind at least 50 times
Activation: Ring Whirlwind
Description: Repeatedly attack the enemy in front and then spin attack.
Whirlwind Rush causes Colette to charge at the enemy and hack at them with her
rings a few times, then go into a Ring Whirlwind. It does much more damage for
Ring Cyclone for the same cost; it's much better.
ITEM THIEF
Level 2 Special Attack
TP Usage: 10
Level: 10
Damage: 2.0
Requirements: None
Activation: Normal attack
Description: A chance of stealing an item from the target.
This attack looks like a mistake at first; when using it, Colette trips, doing
damage to anything in front of her as she falls. The attack does decent damage,
but as its name suggests, it has the added feature of a chance of stealing a
stealable item and/or Gald from the victim. However, even when unblocked, it
has a terrible rate of success; if you plan on using it for anything other than
damage, make sure to get Colette's Item Getter Compound EX Skill.
ITEM ROVER
Level 3 Special Attack
TP Usage: 22
Level: 28
Damage: 3.0
Requirements: Use Item Thief at least 50 times
Activation: Item Thief
Description: A chance of stealing an item and Gald from the target.
Item Rover is just like Item Thief, but with greater damage and a slightly
better chance for success. It still shouldn't be used without Item Getter,
though.
GRAND CHARIOT
Level 3 Lightning Special Attack
TP Usage: 24
Level: 32
Damage/Total Damage/Hits: 0.6 x 2, 2.0 Lightning/3.2 total/3 hits
Requirements: Use all known Pow Hammer and Ray Thrust Techniques at least 50
times
Activation: Normal attack?
Description: Throw chakrams in a cross, causing lightning to strike.
This move is one of Colette's two combination Techniques. This one combines her
Ray Thrust and Pow Hammer series in a two-stage attack. First, two rings are
thrown at the target; then a bolt of lightning strikes. It does decent damage
and is a solid Technique.
STARDUST CROSS
Level 3 Special Attack
TP Usage: 34
Level: 50
Damage/Total Damage/Hits: 0.5, 0.4 x 13/5.7 total/14 hits
Requirements: Use all known Pow Hammer and Ring Whirlwind Techniques at least
50 times
Activation: Normal attack?
Description: Multiple stars fall from overhead.
With her second combination Technique, Colette throws a star into the air,
which then shoots a rain of yellow shiny things down forward, hopefully onto
the target. It can hit larger targets more times like Hammer Rain and is great
for combos on them.
DAMAGE GUARD
Level 3 Special Attack
TP Usage: 10% of maximum TP
Level: N/A
Hits: N/A
Requirements: Visit the Triet Ruins with Kratos in your party
Description: Defend against most attacks and magic.
Damage Guard works exactly like Lloyd's Guardian skill.
ANGEL FEATHERS
Light Angel Skill
TP Usage: 20
Level: N/A
Hits: 3
Requirements: Beat the Triet Ruins
Activation: None
Description: Rings of light appear and attack the enemy.
This is Colette's first Angel Skill, and is quite powerful early in the game.
It takes a good time to cast and has a mid-length incantation. (likely the
first one you'll hear in the game) When used, it darkens the screens except the
combatants and displays, then fires 3 rings charged with pinking-purple angelic
energy at the target. They will home in on it and usually all 3 will hit for
massive damage. It's eclipsed by her later Angel Skills, however.
HOLY SONG
Support Angel Skill
TP Usage: 35
Level: N/A
Requirements: Break any 3 Seals
Activation: None
Description: Increases defense and offense of the entire party for a time.
This Angel Skill is an extremely useful support spell, much better than
anything Raine has. Too bad Colette will NEVER use it unless you specifically
command her to. Anyway, when used, it sends out a pink-purple shockwave that
temporarily boosts the attack and defense power of all your active party
members. Also, the indicator for the stat boosts bestowed is different from
that of Raine's support spells, so they can stack up. You'll want to command
her to use it plenty, so that you can unlock Holy Judgment.
SACRIFICE
Light Healing Angel Skill
TP Usage: 150
Level: N/A
Hits: 2
Requirements: Beat the Tower of Mana
Activation: None
Description: Attack all enemies and heal all members in exchange for your life.
This is an incredibly powerful Angel Skill, second only to Holy Judgment. When
activated, it darkens the battlefield and creates a large blue magic circle
around Colette as she floats upwards surrounded by spirals of multicolored
light. Every enemy is surrounded by bright white rays of light that do two-
stage Light damage to them, similar to Photon and doing about the same damage.
It simultaneously heals every party member (except her) for 30% of their
maximum HP. However, besides its massive TP cost, this move has another
downside: after the circle disappears, Colette floats to the ground and
collapses, dead. Have Raine cast Resurrection or use a Life Bottle to get her
back into the action immediately after using this spell.
JUDGMENT
Light Angel Skill
TP Usage: 40
Level: N/A
Hits: 15
Requirements: Enter the Tower of Salvation for the first time
Activation: None
Description: Attack all enemies with the light of Judgment.
Judgment is Colette's most powerful Angel Skill (except Holy Judgment, of
course) and the last one she learns. It darkens the screen and causes a total
of 15 beams of light to rain from above randomly onto the field, each one doing
at least 1000 damage! Obviously it's very powerful, although it's not
guaranteed to hit every enemy. It doesn't take too long to cast (shorter than
for Kratos... >=() and is a worthy Technique.
TOSS HAMMER
Secret Special Attack
TP Usage: 8
Level: N/A
Damage: 1.6
Requirements: Use Pow Hammer at least 200 times
Activation: Occurs randomly
Fairly often when using Pow Hammer for at least the 200th time, Colette will
instead throw a poisoned green Toss Hammer. It does the same damage, but may
poison the enemy. (in fact, it's the only Technique that can)
ICE HAMMER
Secret Special Attack
TP Usage: 8
Level: N/A
Damage: 1.6
Requirements: Use Pow Hammer at least 200 times
Activation: Use Pow Hammer with an ice weapon equipped
Ice Hammer is Colette's only elemental secret attack. It does the same damage
as Pow Hammer and does elemental damage. Use the same methods as Lloyd and
Kratos/Zelos' attacks to use it.
HOLY JUDGMENT
Secret Light Support Angel Skill
TP Usage: 100
Level: N/A
Hits: 15?
Requirements: Use Judgment and Holy Song at least 50 times each
Activation: Use either Tech again; happens randomly
Holy Judgment is a combination of Holy Song and Judgment, and Colette's
insanely strong secret Tech. At random, rare times, she'll use this spell
instead of Holy Song or Judgment. She starts by "mistakenly" using an unknown
spell and creating a small blue magic circle around herself. As with Lloyd's
Falcon's Crest Tech, a yellow bar appears on the top of the screen with
Colette's face on it. (sticking her tongue out...O_o) After that, Holy Song and
Judgment are used simultaneously to deadly effect, boosting everyone's attack
and defense, and raining down beams of light that do SEVERAL THOUSAND damage
each to enemies! This Technique can inflict insanely massive damage, especially
for a mistake. An easy way to use it is to control Colette, set Holy Song to
neutral B/X or the C-stick, then repeatedly use it in battle, canceling it if
the "target" indicator appears above her. If it doesn't appear, she's going to
use Holy Judgment. Just keep trying until this happens and watch the 00berness
unfold.
-------------------------------------------------------------------------------
7. Genis' Techniques -Getec-
Genis is the Black Mage of ToS. All his Techniques are spells that damage the
enemy with elemental power. (except for Meteor Storm, which utterly annihilates
the enemy with nonelemental power) He has a completely different set of Techs
for his Technical and Strike sides-Technical spells tend to do less damage in a
wider area, while Strike spells deal heavy, focused damage-so choose wisely or
use the Tech Glitch, which lets you get all of Genis' S-Techs and his level 3
T-Techs.
Level T----------------<>----------------S Requirements
1 Fire Ball None
3 Stone Blast None
5 Wind Blade None
7 Aqua Edge None
9 Lightning None
11 Icicle None
14 *Stalagmite*-------------------Grave Use Stone Blast 50x
17 *Spread*------------------Aqua Laser Use Aqua Edge 50x
20 Air Thrust---------------*Air Blade* Use Wind Blade 50x
23 *Eruption*---------------Flame Lance Use Fire Ball 50x
26 *Thunder Blade*-----------Spark Wave Use Lightning 50x
29 *Ice Tornado*----------Freeze Lancer Use Icicle 50x
32 Dreaded Wave None
35 Raging Mist-----------*Spiral Flare* Learn Eruption and Spread or
Flame Lance and Air Blade
38 Tidal Wave Use Spread 50x
40 Thunder Arrow Learn Spark Wave and Flame Lance
42 Gravity Well Learn Thunder Blade and
Stalagmite
44 Absolute Learn Freeze Lancer and Grave
46 Ground Dasher Use Stalagmite 50x
48 Atlas Learn Air Blade and Aqua Laser
50 Cyclone Use Air Thrust 50x
53 Earth Bite Learn Grave and Spark Wave
56 Explosion Use Eruption 50x
58 Prism Sword Learn Absolute and Atlas
60 Indignation Use Thunder Blade 50x
N/A Meteor Storm Talk with elves in east Heimdall
after obtaining the Derris Emblem
N/A Force Field Go to Triet Ruins with Kratos
AQUA EDGE
Novice Water Magic
TP Usage: 8
Level: 7
Hits: 3 hits
Requirements: None
Activation: Any spell
Description: Create a small stream and slash with its water pressure.
Aqua Edge is Genis' most basic spell. It takes little time to cast like all of
his Novice-level spells, but is fairly weak. The spell crates 3 discs of water
that spiral away from Genis and fly at the target. If there are other enemies
in the way, they hit that enemy and keep going. Unfortunately, they can only
hit targets close to or on the ground, and can miss if the target moves.
*SPREAD*
Mid Technical Water Magic
TP Usage: 22
Level: 17
Hits: 4 hits
Requirements: Use Aqua Edge at learn 50 times
Activation: Aqua Edge
Description: Unleash compressed water upwards.
Spread is by far Genis' best mid-level water spell. After a brief pause, it
creates a huge geyser of water underneath the target, sending it and any
adjacent enemies flying into the air and dealing very heavy damage to them.
Unfortunately, while it is incredibly powerful, Aqua Laser is required for
Genis' S-line, so it's the one you should probably get in the end.
TIDAL WAVE
Advanced Technical Water Magic
TP Usage: 60
Level: 38
Hits: 12 hits
Requirements: Use Spread at least 50 times
Activation: Spread
Description: A great flood that attacks all enemies in its path.
Prepare to be wowed. Tidal Wave is Genis' first Advanced Spell for his T-line
(except Raging Mist), and it's one of the most visually impressive. It
surrounds the entire battlefield in a massive cascade of water, pummeling any
enemies on the ground with water damage no matter where they are.
Unfortunately, it can't hit anything that's not touching the ground, so its
usefulness is limited. Make sure to attack any floating enemies and ground them
before he casts it, or just stick with something else.
AQUA LASER
Mid Strike Water Magic
TP Usage: 20
Level: 17
Hits: 3 hits
Requirements: Use Aqua Edge at least 50 times
Activation: Aqua Edge
Description: A high-pressure stream pierces all enemies in its sight.
Genis' S-type water spell is slightly inferior to Spread, but it opens up far
more Techniques. The spell is fairly visually unimpressive; it fires a large
bolt of water in a line at enemies, like a giant version of Aqua Edge. The bolt
hits every enemy it passes through 3 times for excellent damage and will keep
going until it reaches the edge of the battlefield. Be aware: it can miss its
target entirely, since Genis "aims" the laser when he starts casting the spell.
If it moves or is destroyed, the laser will completely miss. Still, this rarely
happens, and since it has a wide line of fire, it's great for blasting through
heated battles and taking out virtually everything in its path. Spread only
beats this spell by a narrow margin.
FIRE BALL
Novice Fire Magic
TP Usage: 7
Level: 1
Hits: 3 hits
Requirement: None
Description: Unleash 3 fireballs upon the target.
This is Genis' most basic spell. It works much like Aqua Edge; basically, Genis
sends 3 fireballs flying at the target, each dealing a small amount of fire
damage. Unlike with Aqua Edge, if another enemy gets in the way, the fireballs
will hit that enemy instead. Luckily, the fireballs almost make up for this by
automatically homing in on their target. Because of its slow speed, bad
accuracy, and lack of power, it's best not to depend on Fire Ball too much.
*ERUPTION*
Mid Technical Fire Magic
TP Usage: 24
Level: 23
Hits: 3 hits
Requirement: Use Fire Ball at least 50 times
Activation: Fire Ball
Description: Lava surrounds the target.
Eruption is a powerful spell indeed, although you should stick with the almost-
as-good Flame Lance for the same reason as Aqua Laser. Anyway, this spell
creates a miniature volcano under the target, hitting it and any nearby enemies
with 3 successive waves of lava and sending them flying.
EXPLOSION
Advanced Technical Fire Magic
TP Usage: 55
Level: 56
Hits: 1 hit
Requirement: Use Eruption at least 50 times
Activation: Eruption
Description: A huge ball of fire falls and causes a huge explosion.
This incredibly powerful spell is Genis' strongest fire Tech, dealing more
damage in one hit than anything except Indignation. It sends a fireball
streaking down from above. When it hits the target, it makes a massive, what
else, explosion that can deal in excess of 3000-4000 damage! If anything
manages to survive the blast, they're sent flying far and knocked down from the
force of the explosion. While this Tech isn't as strong as Indignation, it has
a shorter delay and costs slightly less.
FLAME LANCE
Mid Strike Fire Magic
TP Usage: 24
Level: 23
Hits: 2 hits
Requirements: Use Fire Ball at least 50 times
Activation: Fire Ball
Description: A spear of flame falls from the sky, causing an explosion.
This cool-looking spell sends a fiery sword flying down diagonally, crashing
into the enemy, and embedding in the ground. After a brief pause, it explodes,
dealing good damage in an area of effect and sending any nearby enemies flying
to the ground.
WIND BLADE
Novice Wind Magic
TP Usage: 8
Level: 5
Hits: 3 hits
Requirements: None
Activation: Any spell
Description: Create blades of wind around the target.
Wind Blade is the basic wind spell. It slices the target with 3 blades of air
for little damage. If the target is moving fast enough, the spell can be
dodged.
AIR THRUST
Mid Technical Wind Magic
TP Usage: 22
Level: 20
Hits: 7
Requirements: Use Wind Blade at least 50 times
Activation: Wind Blade
Description: Blades of wind surround and slice the target.
This deadly Wind spell surrounds the target with razor-sharp wind blades and
pummels it, dealing heavy damage and even lifting it up into the air. The
attack can also hit other enemies, as long as they are close by.
CYCLONE
Advanced Technical Wind Magic
TP Usage: 50
Level: 50
Hits: 12
Requirements: Use Air Thrust at least 50 times
Activation: Air Thrust
Description: Create a cyclone around the target.
The strongest Wind-type spell, Cyclone is a powerful, extremely cool-looking
Technique indeed. Predictably, it creates a towering green tornado around the
target, pummeling it with countless, powerful Wind hits and lifting it high
into the air. The spell also has a decent area of effect, so nearby enemies
will also feel the pain. This spell is the #1 cause of slowdown in the game,
but I just like to call it the Matrix effect.
*AIR BLADE*
Mid Strike Wind Magic
TP Usage: 22
Level: 20
Hits: 3
Requirements: Use Wind Blade at Least 50 times
Activation: Wind Blade
Description: Compressed air slices through the enemy.
Air Blade is exactly like Aqua Laser, only green. It also seems to be slightly
stronger than the already-strong Aqua Laser, doing even more damage to multiple
enemies with ease.
STONE BLAST
Novice Earth Magic
TP Usage: 7
Level: 3
Hits: 3
Requirements: None
Activation: Any spell
Description: Raise stones beneath the target.
Genis' basic Earth spell is fairly unimpressive. It causes several rocks to
strike the target from underneath for multiple hits. Like with Wind Blade, it
can miss if the target is moving fast enough.
*STALAGMITE*
Mid Technical Earth Magic
TP Usage: 20
Level: 14
Hits: 5
Requirements: Use Stone Blast at least 50 times
Activation: Stone Blast
Description: Raise sharp rocks and pierce the target.
Stalagmite is definitely one of the cooler mid-level spells, though not as
awesome as Grave. Anyway, this Technique causes pointy rocks to jut from the
ground in a fairly large area of effect around the target, dealing damage
repeatedly and tossing enemies up into the air. Unlike Grave, Stalagmite is
good at hitting multiple targets, and does it well. And don't worry: no matter
which one you pick, you still get to hear Genis say "Pancake time!"
GROUND DASHER
Advanced Technical Earth Magic
TP Usage: 46
Level: 46
Hits: 10
Requirements: Use Stalagmite at least 50 times
Activation: Stalagmite
Description: Call upon the destructive energy of the earth.
There isn't much to say here, other than that Ground Dasher is an awesome-
looking, powerful Earth spell. It opens a huge chasm under the target, then
blasts everything around it endlessly with superheated air and rocks, dealing
very heavy Earth damage.
GRAVE
Mid Strike Earth Magic
TP Usage: 22
Level: 14
Hits: 5
Requirements: Use Stone Blast at least 50 times
Activation: Stone Blast
Description: Raise spears of rock and pierce the target.
When Genis uses Grave, it's really pancake time; the enemy will get flipped
around and pummeled by rocks. (well, maybe that last part doesn't have much to
do with pancakes) Anyway, this spell uses a sharp, long rock to send the target
flying up into the air. As it falls back down, 4 more rocks jut out from all
around the first for additional damage. It looks cool and does good damage, but
unfortunately Grave has no potential at all for hitting multiple targets.
LIGHTNING
Novice Lightning Magic
TP Usage: 9
Level: 9
Hits: 1 hit
Requirements: None
Activation: Any spell
Description: Create a small bolt of lightning to strike the target.
Lightning is Genis' basic lightning spell, obviously. You can probably guess
what it does: strike the target with lightning, dealing a small amount of
damage. Like Stone Blast and Wind Blade, it hits instantly, but has no
potential for hitting multiple targets.
*THUNDER BLADE*
Mid Technical Lightning Magic
TP Usage: 28
Level: 26
Hits: 4
Requirements: Use Lightning at least 50 times
Activation: Lightning
Description: Thrust a sword of thunder and create lightning.
Thunder Blade is an electric version of Flame Lance. A huge sword made of
lightning pierces the enemy and embeds in the ground, then explodes, sending
electric shockwaves along the ground and hitting everything in a good-sizes
area 3 more times. As cool as this spell is, Spark Wave is still required for
the Tech Glitch. Relax, you can still get...
INDIGNATION
Advanced Technical Lightning Magic
TP Usage: 60
Level: 60
Hits: 1
Requirements: Use Thunder Blade at least 50 times
Activation: Thunder Blade
Description: Drop the lightning of god around the target.
If Genis is this powerful when he's indignant, I'd hate to see him when he's
angry. Indignation is Genis' second-strongest spell, dealing more damage in one
hit than virtually anything else. (except maybe Presea's Beast) This awe-
inspiring spell creates a blinding magic circle around the target. After a long
pause of several seconds, a HUGE bolt of lightning strikes, hitting everything
in the circle for insane damage, even more than Explosion. If anything actually
survives the blast, it's knocked to the ground. Now, enjoy the 00berness.
SPARK WAVE
Mid Strike Lightning Magic
TP Usage: 26
Level: 26
Hits: 8 hits
Requirements: Use Lightning at least 50 times
Activation: Lightning
Description: Create an area of charged enemy.
Thunder Blade may look cooler, but Spark Wave is arguably just as strong and
required for Genis' coolest Strike Techs. It creates a large sphere of
electricity, rapidly zapping the target and any adjacent enemies for great
Lightning damage.
ICICLE
Novice Ice Magic
TP Usage: 10
Level: 11
Hits: 2 hits
Requirements: None
Activation: Any spell
Description: Raise icicles beneath the target.
Icicle, predictably, is the basic Ice spell. It creates some sharp ice under
the target, then shatters it for more damage. It's fairly weak, with no area of
effect.
*ICE TORNADO*
Mid Technical Ice Magic
TP Usage: 30
Level: 29
Hits: 6 hits
Requirements: Use Icicle at least 50 times
Activation: Icicle
Description: Engulf the target in a storm of ice.
Think of Ice Tornado as Cyclone's smaller, colder little bother. It issues a
brief tornado made of ice that pummels enemies in a big area of effect and
lifts them into the air. It's very useful for fighting multiple enemies weak to
Ice, but Freeze Lancer is more preferable because it lets you get Absolute.
Besides, there is no Advanced Ice Tech to look forward to anyway.
FREEZE LANCER
Mid Strike Ice Magic
TP Usage: 29
Level: 29
Hits: 6 hits
Requirements: Use Icicle at least 50 times
Activation: Icicle
Description: Pummel the target with numerous lances of ice.
Freeze Lancer is a powerful Ice spell that pummels a single enemy with multiple
flying ice crystals, Unfortunately, it has virtually no multi-hitting
potential. On the other hand, it lets you get Absolute, so I recommend it for
that purpose.
RAGING MIST
Advanced Technical Fire/Water Magic
TP Usage: 38
Level: 35
Hits: 5
Requirements: Learn Eruption and Spread
Activation: Eruption or Spread
Description: Create a hot mist around the enemy.
This rather bizarre spell creates a huge circle of burning mist around the
target, Every second or so, every enemy on it takes good fire/water damage, but
doesn't flinch from it. This spell has one of the biggest areas of effect of
any spell, so it's pretty powerful.
GRAVITY WELL
Advanced Technical Lightning/Earth Magic
TP Usage: 42
Level: 42
Hits: 8
Requirements: Learn Thunder Blade and Stalagmite
Activation: Thunder Blade or Stalagmite
Description: Create a heavy gravity space around the target.
Gravity Well is definitely one of the cooler spells, and is quite powerful. It
creates a dark, energy-laced hemisphere around the target and surrounding area,
then crushes everything inside under its own weight. The Technique is
considerably more powerful than Raging Mist, but much more localized.
SPIRAL FLARE
Advanced Strike Fire/Wind Magic
TP Usage: 38
Level: 35
Hits: 5 hits
Requirements: Learn Flame Lance and Air Blade
Activation: Flame Lance or Air Blade
Description: A spiral or flame attacks the enemy.
Spiral Flare works exactly like Aqua Laser and Air Blade, only it's orange and
even more powerful. If any enemies manage to survive it, they get sent flying
an knocked down.
THUNDER ARROW
Advanced Strike Lightning/Fire Magic
TP Usage: 42
Level: 40
Hits: 10 hits
Requirements: Learn Spark Wave and Flame Lance
Activation: Spark Wave or Flame Lance
Description: Create 3 balls of lightning around the target.
Thunder Arrow is my personal favorite "hybrid" Strike spell for good reason. It
surrounds the target in a small triangle of lightning, then shocks the heck out
of everything inside it with a massive, continuous bolt of lightning. Can you
say "Ouch?"
DREADED WAVE
Advanced Earth Magic
TP Usage: 34
Level: 32
Hits: 8 hits
Requirements: None
Activation: Any spell
Description: Create a localized earthquake under the target.
A standalone Earth spell with no counterparts from the other elements or
different levels? Where did this come from? Anyway, Dreaded Wave is a pretty
powerful (and unexplained) Earth spell. It creates a localized earthquake
around the target, pummeling it and nearby enemies with rocks and vibrations.
ATLAS
Advanced Strike Wind/Water Magic
TP Usage: 42
Level: 48
Hits: 9 hits
Requirements: Learn Wind Blade and Aqua Laser
Activation: Wind Blade or Aqua Laser
Description: Envelop the target with wind.
This cool-looking spell is a deadlier version of Air Thrust, surrounding the
target in a focused storm of wind and water and dealing heavy damage. It can
hit other enemies if they're extremely close to the target.
ABSOLUTE
Advanced Strike Ice/Earth Magic
TP Usage: 46
Level: 44
Hits: 2 hits
Requirements: Learn Freeze Lancer and Grave
Activation: Freeze Lancer or Grave
Description: Deep-freeze the target to extremely low temperatures.
Absolute is the strongest Ice spell in the game. It's much like a larger-scale
version of Icicle; it encases the target in a huge ice crystal, then shatters
it for massive damage that can exceed 3000! If the target moves quickly enough,
the attack can be dodged, however.
EARTH BITE
Advanced Strike Earth/Lightning Magic
TP Usage: 44
Level: 53
Hits: 10
Requirements: Learn Grave and Spark Wave
Activation: Grave or Spark Wave
Description: Fangs of the earth crush the enemy.
Earth Bite is a cool-looking blend of Earth and Lightning magic. It creates a
small sphere of electricity to rapidly shock the target much like Spark Wave,
then causes the earth to close up around it, doing much more damage.
PRISM SWORD
Advanced Strike Light Magic
TP Usage: 58
Level: 58
Hits: 7
Requirements: Learn Absolute and Atlas
Activation: Absolute or Atlas
Description: Holy prism swords blessed by light fall from the sky.
Prism Sword is a very powerful spell, and since it's Genis' only source of
light damage, it's very higher recommended. Basically, Prism Sword is a
combination of Judgment and Holy Lance. It creates a large circle of light
around the target, then causes extremely powerful beams of light to rain down
randomly in the circle, followed by a more powerful beam directly in the
center. Everything in the circle is assured of getting hit at least once,
unlike with Judgment, and it can hit multiple targets easily, unlike Holy
Lance. Make sure to use this spell plenty on enemies weak against Light!
METEOR STORM
Advanced Magic
TP Usage: 80
Level: N/A
Hits: 14 hits
Requirements: Speak with elves in eastern Heimdall after getting the Derris
Emblem
Description: Call upon a meteor shower.
Meteor Storm is, by far, Genis' most powerful spell. (except for Indignation
Judgment, but that's a secret Tech) It may not do elemental damage and takes a
whopping 80 TP, but the results are well worth it. This incredibly deadly
Technique sends a total of 14 meteors raining down randomly onto the
battlefield and utterly destroying all enemies on it. Each one does a massive
amount of damage, and enemies will usually be hit at least twice during the
spell. (more if they're big) Because of its tremendous TP cost and lack of
focus, Meteor Storm is best turned off for boss fights.
FORCE FIELD
Level 3 Special Attack
TP Usage: 10% of maximum TP
Level: N/A
Hits: N/A
Requirements: Visit the Triet Ruins with Kratos in your party
Description: Defend against most attacks and magic.
Like all the other "Guardian" spells, Force Field uses 10% of Genis' maximum TP
to shield him in a green barrier, preventing 80% of the damage of any attack.
It's best used to avoid damage from powerful spells you can't evade.
INDIGNATION JUDGMENT
Secret Lightning Magic
TP Usage: 100
Level: N/A
Hits: 10 hits
Requirements: Use Indignation at least 50 times
Activation: Use Indignation while in Over Limit
Indignation is by far Genis' coolest and most powerful spell. It's also his
only secret Technique. To use it, you need to have used Indignation at least 50
times, then use it again while in Over Limit. The already powerful spell will
be replaced by this even more powerful one. As its name suggests, this spell
combines the strongest Lightning Technique with one of the strongest Light
Techniques to form an incredibly powerful, focused spell. First, it creates a
massive magic circle underneath the target. The unlucky victim is then
bombarded continuously with a huge bolt of lightning, followed by a MASSIVE
sword (a real one with a cool hilt, not one made of electricity) crashing down
on it. Genis' face appears on a grey bar briefly, then the attack ends with a
final, incredibly massive lightning strike. You have to see it to believe it.
-------------------------------------------------------------------------------
8. Raine's Techniques -Ratec-
If Genis is the Black Mage, his older sister is the White Mage. Raine's
Techniques are almost entirely healing and support spells, but she also has a
few Light-element attack spells. Since she's such a good healer, Raine should
always be in your active party when you have her. Also, notice her Tech chart:
I think every spell in her T-line is superior to the S-line ones. Thus, unless
you do the Tech Glitch, you should definitely stay on Raine's Technical side.
Level T----------------<>----------------S Requirements
1 First Aid None
8 Charge None
10 Barrier None
12 Recover None
14 Sharpness None
16 Dispel None
18 Photon None
26 *Nurse*------------------------Heal Use First Aid 50x
29 *Field Barrier*----------Permaguard Use Barrier 50x
32 *Purify*--------------------Restore Use Recover 50x
35 *Acuteness*----------------Keenness Use Sharpness 50x
38 *Nullify*----------------Anti-Magic Use Dispel 50x
42 *Healing Circle*---------------Cure Use Nurse/Heal 50x
46 *Ray*--------------------Holy Lance Use Photon 50x
50 *Revitalize*---------------*Revive* Use Healing Circle/Cure 50x
N/A Resurrection Go to Lake Umacy after making a
pact with Undine
N/A Force Field Visit Triet Ruins with Kratos
FIRST AID
Novice Healing Magic
TP Usage: 8
Level: 1
Requirements: None
Description: Heal one party member.
First Aid is the most basic healing spell. It heals any one party member for
30% of their maximum HP, and isn't based on intelligence. (to select a target,
move the "Target" marker around your party members' portraits as the spell is
being cast) This and its low cost means the spell is fairly useful all through
the game, especially for minor wounds or use out of battle. Still, both the
Technical and Strike lines improve on this spell in different ways.
*NURSE*
Mid Technical Healing Magic
TP Usage: 28
Level: 26
Requirements: Use First Aid at least 50 times
Activation: First Aid (note: activating Nurse can take a long time)
Description: Heal all party members.
Nurse is, in my opinion, Raine's best healing spell. It has a relatively low
casting cost (especially for someone with high TP like Raine) and doesn't take
long to cast. When used, this versatile spell sends some actual nurses running
around. After a delay of a few seconds, everyone in your active party is healed
for 40% of their maximum HP. This spell is great for just about anything, since
your characters will likely be getting pounded all at once. Like all of Raine's
spells, it can also be used out of battle, in which case it heals your ENTIRE
party, active and non-active. In my opinion, Nurse is far superior to Heal.
*HEALING CIRCLE*
Advanced Technical Healing Magic
TP Usage: 56
Level: 42
Requirements: Use Nurse at least 50 times
Activation: Nurse
Description: Substantially heal all party members within a given area.
Healing Circle is a powerful, focused healing spell, though not as much of
either as Raine's Strike line. It creates a fairly large blue circle of healing
about the size of a Stalagmite or Eruption. Everyone standing inside the circle
is healed 4 times for 15% of their HP each. (that's a total of 60% of their max
HP for you underaged FAQ browsers) Healing Circle is best used for tight combat
situations where all your melee fighters are gathered together, like a boss
battle. If your characters are all over the battlefield, stick with Nurse.
*REVITALIZE*
Advanced Technical Healing Magic
TP Usage: 96
Level: 50
Requirements: Use Healing Circle at least 50 times
Activation: Healing Circle
Description: Substantially heal all party members.
As the only fourth-level spell in the game, Revitalize takes Raine's Technical
healing concept TO THE EXTREME!11!!11! It creates a giant healing circle that
covers the entire field, which heals everyone for 70% of their maximum HP after
a brief delay. Obviously, this kind of healing is extremely useful; if you spam
this in boss battles, it's almost impossible to die. Unfortunately, its
downright ridiculous cost makes it prohibitively expensive unless you have a
Faerie Ring.
HEAL
Mid Strike Healing Magic
TP Usage: 20
Level: 26
Requirements: Use First Aid at least 50 times
Activation: First Aid (note: like Nurse, Heal can take a while to activate)
Description: Substantially heal one party member.
While Raine's Technical spells tend to focus on bestowing weaker stat boosts of
healing on multiple characters, her Strike spells reverse this, benefiting one
ally greatly. Heal is the beginning of this, healing one ally for 60% of their
HP. While it is very effective at keeping one ally alive, it's unlikely every
enemy will just focus on one party member for you to maximize the effectiveness
of the spell. It's best to stick with Nurse.
CURE
Advanced Strike Healing Magic
TP Usage: 64
Level: 42
Requirements: Use Heal at least 50 times
Activation: Heal
Description: Fully heal a party member.
Cure is an expanded version of Heal, fully healing one ally for 100% of their
maximum HP. Healing Circle, in my opinion, is better, for the same reasons as
Heal. 64 TP to heal one character is ridiculous!
REVIVE
Advanced Strike Healing Magic
TP Usage: 96
Level: 50
Requirements: Use Cure at least 50 times
Activation: Cure
Description: Automatically revive a fallen member (one time only).
Revive has a very interesting effect: it surrounds the target in a rainbow aura
that automatically resurrects them when they die. Still, it isn't much better
than Cure for 3/2 of the cost, so unless you use the Tech Glitch to get both,
stick with Revitalize.
RESURRECTION
Advanced Healing Magic
TP Usage: 48
Level: N/A
Requirements: Visit Lake Umacy after making a pact with Undine
Description: Resurrect a fallen party member.
Resurrection has a unique and self-explanatory power: it can bring a character
back from the dead. Make sure to somehow heal them quickly, since they don't
have very much HP after being revived. This move still isn't a total substitute
to Life Bottles, because of its slow speed.
RECOVER
Novice Healing Magic
TP Usage: 12
Level: 12
Requirements: None
Activation: Any spell
Description: Heal a party member's physical ailments.
Recover is a very useful spell indeed; once you have it, you'll never use a
Panacea Bottle again. This spell can cure any physical ailment, like Poison or
Petrification. Luckily, Raine learns it very early.
*PURIFY*
Mid Technical Healing Magic
TP Usage: 24
Level: 32
Requirements: Use Recover 50x
Activation: Recover
Description: Cure physical ailments within a given area.
Purify is an area-effect version of Recover, creating a large circle of
healing, then curing the physical ailments of everyone standing on it.
RESTORE
Mid Strike Healing Magic
TP Usage: 24
Level: 32
Requirements: Use Recover 50x
Activation: Recover
Description: Heal and immunize a target to Physical Ailments for a time.
Restore not only heals the physical ailments of a character, but also makes
them immune for a short time. Despite this, Purify is better.
DISPEL
Novice Healing Magic
TP Usage: 16
Level: 16
Requirements: None
Activation: Any spell
Description: Dispel a party member's magical ailments.
Dispel is Recover with magical ailments; it heals any of them for one
character. You probably won't use this spell too much, but it's good to have
around.
*NULLIFY*
Mid Technical Healing Magic
TP Usage: 28
Level: 38
Requirements: Use Dispel 50x
Activation: Dispel
Description: Dispel all party members' magical ailments.
Nullify is much like Purify for magical ailments, except it automatically
Dispels your entire party, not just in an area of effect. Like Dispel, it's
good to have around, but you probably won't use it much except when you're up
against Acid Raining Samaels in Derris-Kharlan.
ANTI-MAGIC
Mid Strike Healing Magic
TP Usage: 28
Level: 38
Requirements: Use Dispel 50x
Activation: Dispel
Description: Dispel and immunize a target to Magical Ailments for a time.
You probably saw this coming: Anti-Magic Dispels one character and makes them
immune to magical ailments temporarily. Stick with Nullify.
SHARPNESS
Novice Support Magic
TP Usage: 12
Level: 14
Requirements: None
Activation: Any spell
Description: Increase a party member's offense for a time.
Sharpness is a useful support spell that temporarily boosts the attack strength
of one party member by 10%, a useful bonus indeed. Make sure not to let her
cast it on Genis, though.
*ACUTENESS*
Mid Technical Support Magic
TP Usage: 32
Level: 35
Requirements: Use Sharpness 50x
Activation: Sharpness
Description: Increase all party members' offense for a time.
You probably already know what Acuteness does: it temporarily boosts the attack
power of your whole party by 10%. Very useful indeed.
KEENNESS
Mid Strike Support Magic
TP Usage: 32
Level: 35
Requirements: Use Sharpness 50x
Activation: Sharpness
Description: Substantially increase a party member's offense.
Keenness permanently boosts the attack of one party member by 15%, but
Acuteness still better because of its bigger effect.
BARRIER
Novice Support Magic
TP Usage: 8
Level: 10
Requirements: None
Activation: Any spell
Description: Increase a party member's defense for a time.
Barrier works exactly like Sharpness, but for defense. It isn't too useful.
*FIELD BARRIER*
Mid Technical Support Magic
TP Usage: 48
Level: 29
Requirements: Use Barrier 50x
Activation: Barrier
Description: Increase all party member's defense for a time.
Obviously, Field Barrier raises the defense of your entire party, just as
Acuteness raises their attack. It can be pretty useful in battles against
physically powerful bosses.
PERMAGUARD
Mid Strike Support Magic
TP Usage: 40
Level: 29
Requirements: Use Barrier 50x
Activation: Barrier
Description: Substantially increase a party member's defense.
Finally, Permaguard permanently raises the defense of a character by 15%. Once
again, Field Barrier is probably better.
CHARGE
Novice Healing Magic
TP Usage: 24
Level: 8
Requirements: None
Activation: Any spell
Description: Restore a portion of a party member's TP.
This spell is basically First Aid for TP; it recovers 15 TP for the targeted
character. Do the math: spending 24 TP to get 15 back is NOT a good deal. Its
tiny TP regeneration is only remotely useful early in the game, and then Raine
won't be able to cast it much without running out. Disable this spell as soon
as Raine learns it.
PHOTON
Mid Light Magic
TP Usage: 16
Level: 18
Requirements: None
Activation: Any spell
Description: Attack a target with converging blasts of light.
Photon is the first of Raine's very few, but powerful attack spells. She'll
likely be your main source of valuable Light damage for much of the game. This
spell encases the target in a spell of golden light, dealing a small amount of
damage, then causes it to explode, dealing very heavy damage. If another enemy
is close by (as in touching the target) they'll get damaged as well. It's a
very powerful spell for its cost, especially against bosses.
*RAY*
Advanced Technical Light Magic
TP Usage: 35
Level: 46
Requirements: Use Photon at least 50 times
Activation: Photon
Description: Emit countless beams of light around a target.
Ray is probably Raine's most powerful Light spell; Yggdrasil will probably
introduce it to you before Raine learns it. It creates a shining ball of blue-
white light above the target, which then showers the area below with a total of
9 beams of light, each doing about as much damage as the second hit of Photon.
Obviously it's a very powerful spell, hitting everything in a large area at
least once and possibly twice, especially if they're large. It isn't the best
against bosses because of its random nature, especially small ones like the
Desian Grand Cardinals or just about any other human enemy.
HOLY LANCE
Advanced Strike Light Magic
TP Usage: 40
Level: 46
Requirements: Use Photon at least 50 times
Activation: Photon
Description: Pierce a target with a holy lance.
Raine's spells follow the same pattern as Genis'; while Ray deals less damage
over a big area (though it's still plenty damaging) and Holy Lance deals
incredibly heavy, concentrated damage. It creates a small, diamond-shaped
pattern of rainbow light on the ground. 4 small beams of light pierce the
target from 4 directions, then an especially powerful lance skewers them from
directly above. It does exceptional damage, especially to enemies weak to
light, and can hit adjacent enemies a few times.
FORCE FIELD
Level 3 Special Attack
TP Usage: 10% of maximum TP
Level: N/A
Hits: N/A
Requirements: Visit the Triet Ruins with Kratos in your party
Description: Defend against most attacks and magic.
Like all the other "Guardian" spells, Force Field uses 10% of Raine's maximum
TP to shield her in a green barrier, preventing 80% of the damage of any
attack. It's best used to avoid damage from powerful spells you can't evade.
-------------------------------------------------------------------------------
9. Sheena's Techniques -Setec-
Sheena has one of the most confusing movesets in the game. (at least for me)
Her moves are mostly seals that can do damage and/or bestow status effects on
friends or enemies. As you make pacts with them, Sheena gains the ability to
call forth incredibly powerful Summon Spirits when in Over Limit. Her Summons,
Sylva/Tethe Seals, and Purgatory Seal are spells; everything else is a special
attack.
Level T----------------<>----------------S Requirements
1 Power Seal None
1 Pyre Seal None
1 Summon: Corrine None
22 Life Seal None
26 Mirage Seal None
30 Spirit Seal None
34 Serpent Seal None
37 Power Seal:------------*Power Seal:* Use Power Seal 50x
Pinion Absolute
40 Force Seal None
44 Mirage Seal:----------*Mirage Seal:* Use Mirage Seal 50x
Pinion Absolute
48 Purgatory Seal None
52 *Serpent Seal:*--------Serpent Seal: Use Serpent Seal 50x
Pinion Absolute
56 Cyclone Seal None
60 Demon Seal Use Pyre Seal 50x
N/A Sylva/Tethe Seal Gain as you make pacts with
Summon Spirits
N/A Summon Gain as you make pacts with
Summon Spirits
N/A Guardian Seal None
PYRE SEAL
Level 3 Special Attack
TP Usage: 15
Level: 1
Damage: 2.5
Requirements: None
Description: Seal attack blows away the enemy.
This attack is exemplary or Sheena's special attacks; they are mostly Seals
that use card magic to do damage and induce special effects. You'll probably
already be familiar with Pyre Seal from your battles with Sheena. It not only
deals great damage to a single enemy with an explosion of cards; it also knocks
them down like Beast does. Though it's useful for removing an enemy from the
fight (especially with Force Seal), it also gives them near-invincibility and
takes a slightly large amount of TP.
POWER SEAL
Level 1 Support Special Attack
TP Usage: 5
Level: 1
Damage: 0.8
Requirements: None
Description: A slight chance of decreasing defense for a time.
This Seal is the first in one of 3 nearly identical series of seals that do
minimal damage, but lower the enemy's stats. Power Seal may temporarily lower
the enemy's defense by 10% with some swirling blue lights, a useful effect, but
not often necessary. Its low damage means it isn't very good for finishing up
combos.
POWER SEAL PINION
Level 2 Technical Support Special Attack
TP Usage: 18
Level: 37
Damage/Total Damage/Hits: 1.0 x 2/2.0 total/2 hits
Requirements: Use Power Seal at least 50 times
Activation: Power Seal
Description: A chance of decreasing defense for a time.
This upgraded version of Power Seal is a regular Seal attack, followed by a
thrown card that can deal damage from a distance. It deals much better damage,
but isn't a good idea if you want to lower the enemy's defense.
*POWER SEAL ABSOLUTE*
Level 2 Strike Support Special Attack
TP Usage: 22
Level: 37
Damage: 1.2
Requirements: Use Power Seal at least 50 times
Activation: Power Seal
Description: Decrease defense for a time.
This Tech isn't much stronger than Power Seal, but will always lower the
target's defense if it's unblocked. If you're focusing on the stat loss like
me, this is the way to go.
SERPENT SEAL
Level 1 Support Special Attack
TP Usage: 5
Level: 34
Damage: 0.8
Requirements: None
Description: A slight chance of decreasing evasion for a time.
This Tech is exactly like Power Seal, expect that it may lower the target's
evasion in a swirling cloud of smoke. (how does that make any sense?)
*SERPENT SEAL PINION*
Level 2 Technical Support Special Attack
TP Usage: 12
Level: 52
Damage/Total Damage/Hits: 1.0 x 2/2.0 total/2 hits
Requirements: Use Serpent Seal at least 50 times
Activation: Serpent Seal
Description: A chance of decreasing evasion for a time.
This is the evasion-lowering version of Power Seal Pinion.
SERPENT SEAL ABSOLUTE
Level 2 Strike Support Special Attack
TP Usage: 24
Level: 52
Damage: 1.2
Requirements: Use Serpent Seal at least 50 times
Activation: Serpent Seal
Description: Decrease the target's evasion for a time.
Do I really need to say what exactly this Tech does?
MIRAGE SEAL
Level 1 Support Special Attack
TP Usage: 5
Level: 26
Damage: 0.8
Requirements: None
Description: A slight chance of decreasing accuracy for a time.
The Mirage Seals have a chance of lowering the target's accuracy-not to0
useful.
MIRAGE SEAL PINION
Level 2 Technical Support Special Attack
TP Usage: 12
Level: 44
Damage/Total Damage/Hits: 1.0 x 2/2.0 total/2 hits
Requirements: Use Mirage Seal at least 50 times
Activation: Mirage Seal
Description: A chance of decreasing accuracy for a time.
Blah.
*MIRAGE SEAL ABSOLUTE*
Level 2 Strike Support Special Attack
TP Usage: 20
Level: 44
Damage: 1.2
Requirements: Use Mirage Seal at least 50 times
Activation: Mirage Seal
Description: Decrease accuracy for a time.
I LIKE OREOS!!!11!!1!!
LIFE SEAL
Level 2 Healing Special Attack
TP Usage: 15
Level: 26
Damage: 1.4
Requirements: None
Activation: Normal attack
Description: Steal HP from an enemy.
This vampiric Seal attack restores Sheena's HP by draining 10% of the damage to
the target into her health. You probably won't need to use it much except in
the dual with Kuchinawa.
SPIRIT SEAL
Level 2 Support Special Attack
TP Usage: 15
Level: 30
Damage: 1.4
Requirements: None
Activation: Normal attack
Description: Steal TP from an enemy.
Spirit Seal drains TP instead of HP, 3% of the damage inflicted to be precise.
This Technique isn't such a good idea until 3% of the damage done becomes more
than 15. (that would be at least 500 damage)
PURGATORY SEAL
Healing Seal Skill
TP Usage: 40
Level: 48
Requirements: None
Activation: ??? (any help?)
Description: Resurrect a fallen party member without HP (only during battle).
This Seal Skill can be used to quickly resurrect a dead ally, but with 0 HP.
This means that they die again as soon as they're hit. It's best to avoid this
spell and stick with Raine's Resurrection or Life Bottles.
FORCE SEAL
Level 3 Support Special Attack
TP Usage: 25
Level: 40
Requirements: None
Activation: Normal attack
Description: Increase a target's stagger duration for a time.
This rather strange Seal enshrouds Sheena and the enemy in a whirlwind of cards
to increase the time it takes to recover from being knocked down, such as from
Sheena's Pyre Seal. (I think this is what it does, but it could also increase
the time they flinch after attacks; does anyone know for sure?) Unlike most of
her Seals, this one can be used from anywhere relative to the enemy, one of the
few seals that can.
DEMON SEAL
Level 3 Light Special Attack
TP Usage: 35
Level: 60
Damage: 3.0
Requirements: Use Pyre Seal at least 50 times
Activation: Pyre Seal
Description: Seal blows away an enemy.
Demon Seal is an upgraded version of Pyre Seal, doing slightly more damage and
knocking the target back with the force of evil spirits. I have no idea why
it's a Light-element spell, though. It barely does any more damage than Pyre
Seal for more than twice the TP; stick to it or Cyclone Seal.
CYCLONE SEAL
Level 3 Special Attack
TP Usage: 35
Level: 56
Damage/Total Damage/Hits: 1.25, 2.6/3.85 total/2 hits
Requirements: None
Activation: Normal attack
Description: Seal and float a target except heavy for flying targets.
This expensive Seal creates a small cyclone around the enemy to lift it into
the air, then deals heavy damage with an explosion of cards, sending it flying
and knocking it down. The Seal does very good damage, and even better it can be
used from anywhere! However, note that bigger enemies can't be lifted and won't
take full damage.
GUARDIAN SEAL
Level 3 Special Attack
TP Usage: 10% of maximum TP
Level: N/A
Requirements: None
Description: Defend against most attacks and magic.
This move works just like Guardian, only using a card.
SILVA/TETHE SEAL
Support Seal Skill
TP Usage: 14
Level: N/A
Requirements: Make pacts with corresponding Summon Spirits
Description: Adds Fire/Water/Wind/Light/Earth/Ice/Lightning/Darkness attribute
to a party member's physical attacks for a time.
These useful Seals take the place of Quartz by letting Sheena add the elemental
power of any defeated Summon Spirit to an ally's attacks. This is a great way
to defeat an enemy weak to a certain element, and is one of the ridiculously
few ways to deal Darkness damage. (after you defeat Shadow)
SUMMON: CORRINE
Summon Spirit
TP Usage: 30
Level: 1
Hits: 1
Requirements: None
Description: Summons the spirit Corrine.
With this basic Summon, Sheena calls forth her friend, Corrine the artificial
Summon Spirit, who appears from out of nowhere, drops onto the head of the
target to deal heavy damage, then disappears. Though Sheena starts with it, the
Summon takes only 30 TP, and it can be used out of Over Limit, it's much weaker
than the other Summons.
SUMMON: FIRE
Summon Fire Spirit
TP Usage: 100
Level: N/A
Hits: 1
Requirements: Make a pact with Efreet
Activation: Can only be used in Over Limit
Description: Summons Efreet the Spirit of Fire.
Summon: Fire is the first listed of Sheena's elemental Summons. Each one,
obviously, calls a Summon Spirit into battle to unleash a mighty attack.
However, the spells also take a massive amount of TP to cast, and can only be
activated while in Over Limit. Once Sheena does enter Over Limit (getting hit
and cooking contribute to this), have her start summoning something
IMMEDIATELY. If you do, she'll complete the Summon while in Over Limit, and
thus make it uninterruptable. This happens because summoning takes less time
than you'd think for insanely powerful spells. Sheena merely says an
incantation; the Summon then takes place immediately. In this case, she summons
the red giant, ruler of hellfire: Efreet. He slams the ground in front of him
(and around the target enemy) with his fists, creating a full-power Explosion
attack to rival one of Genis'. Genius boy's spell is still probably better
though, because of its ease of use; it's best to stick with other Summons.
Also, every Summon has a special status effect: Efreet raises your party's
attack.
SUMMON: WATER
Summon Water Spirit
TP Usage: 100
Level: N/A
Hits: 4
Requirements: Make a pact with Undine
Activation: Can only be used in Over Limit
Description: Summon Undine, the Spirit of Water.
Summon: Water is the first Summon Spell Sheena learns. When used, it summons
the maiden of the mist, Undine. She unleashes the power of water by randomly
filling the battlefield with Spread spells, each one doing at least 1500 damage
per hit with 4 hits! This is one of the strongest Summons, but its randomness
makes it average, since it likely won't hit every enemy. Undine's parting gift
is to heal your party.
SUMMON: WIND
Summon Wind Spirit
TP Usage: 100
Level: N/A
Hits: 11
Requirements: Make a pact with the Sylphs
Activation: Can only be used in Over Limit
Description: Summons Sylph, the Spirit of Wind.
Predictably, this Spell summons the heavenly messengers, the fairylike Sylphs.
All 3 of them team up for a powerful attack focused on one enemy and good for
bosses. First, Sephie charges the enemy from below, sending them flying up into
the air and dealing heavy Wind damage. Next, Yutis blasts the enemy with a
barrage of arrows as it falls to the ground. Finally, Fairess rams into the
enemy, bashing it with her shield to do at least 1500 damage. The Sylphs finish
up by increasing your party's speed. The attack, while powerful (as well as
annoying), is also hard to use correctly; if the enemy is too heavy for Sephie,
none of Yutis' arrows hit and the attack is weakened. It's best for smaller
enemies that will get hit by all 3 Sylphs.
SUMMON: ICE
Summon Ice Spirit
TP Usage: 100
Level: N/A
Hits: 2
Requirements: Make a pact with Celsius
Activation: Can only be used in Over Limit
Description: Summons Celsius, the Spirit of Ice.
Summon: Ice calls the arrogant disciple of everlasting ice, Celsius, to the
field. (not her companion Fenrir, though) She blasts the target with a
shockwave of ice, damaging not only it but also sending lines of ice in 4
directions. Each enemy that's hit by the ice takes 2 hits of about 1300-2000
ice damage, making this a powerful and easy to hit with attack. Celsius also
raises your party's accuracy before she disappears to help clean up after her
attack.
SUMMON: LIGHTNING
Summon Lightning Spirit
TP Usage: 100
Level: N/A
Hits: 10
Requirements: Make a pact with Volt
Activation: Can only be used in Over Limit
Description: Summons Volt, the Spirit of Lightning.
Keeping with the pattern, Summon: Lightning summons the silent hammer of godly
thunder, Volt, into the world. He hovers above the target briefly and creates a
purple magic circle around it, then fills the circle with lightning, utterly
devastating anything inside it with massive amounts of electricity. Each one of
the attack's 10 hits can do in excess of 500 damage, putting this spell at
least on par with Indignation! Its special effect is to nullify your party's
status effects.
SUMMON: EARTH
Summon Earth Spirit
TP Usage: 100
Level: N/A
Hits: 6
Requirements: Make a pact with Gnome
Activation: Can only be used in Over Limit
Description: Summons Gnome, the Spirit of Earth.
Summon: Earth calls the dimwitted servant of mother earth, Gnome. He crashes
down onto the target much like Corrine, but with several thousand times as much
weight and doing up to and including 2000 damage. The impact also creates a
shockwave around it that hits everything in a fairly large area of effect for 5
more hits of at least 300 damage each. Gnome finishes by fortifying your
party's defense.
SUMMON: LIGHT
Summon Light Spirit
TP Usage: 100
Level: N/A
Hits: 15
Requirements: Make a pact with Luna and Aska
Activation: Can only be used in Over Limit
Description: Summons Luna, the Spirit of Light.
Summon: Light calls down the light of the heavens, Luna. (Aska is strangely
absent) She uses a brighter, far more powerful version of Judgment also seen in
Colette's Holy Judgment. Each column of light can easily do at least 3000
damage! In keeping with her spellcaster nature, Luna's special effect is to
raise your party's magic attack, a boon to your spellcasters.
SUMMON: DARKNESS
Summon Darkness Spirit
TP Usage: 100
Level: N/A
Hits: 10
Requirements: Make a pact with Shadow
Activation: Can only be used in Over Limit
Description: Summons Shadow, the Spirit of Darkness.
This Summon calls forth the envoy from the dark abyss, Shadow. He appears and
creates a black circle around the target. Everything inside the circle rapidly
takes Darkness damage. (in fact, this is the only spell that innately does
Darkness damage) Each hit does several hundred damage, so in all Shadow can do
several thousand in a mid-sized area of effect. It also cures any status
effects your party has, like with Volt. And no, Shadow is not saying "grumble."
SUMMON: ORIGIN
Summon Spirit
TP Usage: 100
Level: N/A
Hits: 14
Requirements: Make a pact with Origin
Activation: Can only be used in Over Limit
Description: Summons Origin, the King of the Spirits.
In one of her most powerful and final summons, Sheena can call forth the source
of heaven, earth, and everything in between, the ruler of all: Origin. The king
of the Summon Spirits creates a huge triangle out of electricity, much like
Thunder Arrow but larger. Everything inside the area is blasted with lightning
and earthquakes, taking a whopping 14 hits of even-more-whopping at least 600
damage each! That means an easy 8000 damage! He also boosts your party's attack
and defense! However, since Origin has a longer title than the other spirits,
he takes noticeably longer to summon. Still, the result is definitely worth it.
SUMMON: BIRTH
Summon Spirit
TP Usage: 100
Level: N/A
Hits: 14
Requirements: Make a pact with Maxwell
Activation: Can only be used in Over Limit
Description: Summons Maxwell, the Spirit of Molecules.
This spell summons the ancient ruler of the elements, Maxwell. He then uses his
signature attack: Meteor Storm. It's even more powerful that Genis' version of
it, with each meteor doing damage in the upper thousands. Too bad he doesn't
just make the enemy's heads explode instead. Since he's a wizard, Maxwell
predictably raises your party's magic defense.
-------------------------------------------------------------------------------
10. Kratos/Zelos' Techniques -Kztec-
What do you know? My favorite character (Kratos, not Zelos) also has, in my
opinion, the coolest set of moves? And he even has the exact same techniques
(except for one) as Zelos! Anyway, Kratos (and Zelos) have a cool combination
of special attacks and spells borrowed from Lloyd and Genis, as well of a few
of their own. Neither of them are the strongest, but when put together, they
make Kratos (and Zelos) versatile and powerful characters.
Level T----------------<>----------------S Requirements
1 Demon Fang None
1 Sonic Thrust None
1 Fire Ball None
1 First Aid None
8 Wind Blade None
10 Stone Blast None
12 Lightning None
15 Double Demon Fang-*Fierce Demon Fang* Use Demon Fang 50x
18 Air Thrust Use Wind Blade 50x
21 Thunder Blade Use Lightning 50x
23 Light Spear None
26 Healing Wind Learn Air Thrust
28 Hurricane Thrust-*Super Sonic Thrust* Use Sonic Thrust 50x
31 Eruption Use Fire Ball 50x
34 Grave Use Stone Blast 50x
37 Lightning Blade Learn Thunder Blade
40 Hell Pyre Learn Eruption
43 Victory Light------------*Light Spear Use Light Spear 50x
Spear Cannon*
46 Healing Stream Learn Grave
49 Demon Spear Use all Demon Fang and Light
Spear Techs 50x
52 Super Lightning Blade Learn Thunder Blade and Air
Thrust
N/A Judgment Kratos only-when he rejoins after
forging of Material Blade
N/A Guardian None
DEMON FANG
Level 1 Special Attack
TP Usage: 4
Level: 1
Damage: 1.2
Requirements: None
Description: Attack with a powerful shockwave (attack is linkable).
Kratos' Demon Fang works exactly the same as Lloyd's, in damage and cost. As
usual, it's good for following up attack combos, though Sonic Thrust is even
better.
DOUBLE DEMON FANG
Level 2 Technical Special Attack
TP Usage: 16
Level: 15
Damage/Total Damage/Hits: 1.05 x 2/2.1 total/2 hits
Requirements: Use Demon Fang at least 50 times
Activation: Demon Fang
Description: Two sword blasts.
Exact same move as Lloyd's, exact same suckiness. Once again, stick with Fierce
Demon Fang.
*FIERCE DEMON FANG*
Level 2 Strike Special Attack
TP Usage: 16
Level: 15
Damage/Total Damage/Hits: 0.6 x 4/2.4 total/4 hits
Requirements: Use Demon Fang at least 50 times
Activation: Demon Fang
Description: Create a large shockwave.
As with Lloyd, Fierce Demon Fang is definitely the better move choice here.
Unfortunately, no matter which one you choose, you can't get the level 3 Demon
Fang Techniques.
SONIC THRUST
Level 1 Special Attack
TP Usage: 5
Level: 1
Damage: 1.4
Requirements: None
Description: Unleash a powerful thrust on the enemy and blow it away.
Sonic Thrust is, obviously, a powerful, close-ranged thrust attack. It's
arguably the best move to follow up an attack combo with. It also pushes any
enemy hit by it backwards, and can even hit multiple enemies if they're lined
up.
HURRICANE THRUST
Level 2 Technical Special Attack
TP Usage: 14
Level: 28
Damage/Total Damage/Hits: 1.0, 1.2 Wind/2.2 total/2 hits
Requirements: Use Sonic Thrust at least 50 times
Activation: Sonic Thrust
Description: A powerful thrust the floats the enemy.
This is a less powerful Sonic Thrust followed up by a Wind-element shockwave
that hits all nearby enemies. Still, the range is limited, so the more damaging
Super Sonic Thrust is better.
*SUPER SONIC THRUST*
Level 2 Strike Wind Special Attack
TP Usage: 14
Level: 28
Damage: 2.4
Requirements: Use Sonic Thrust at least 50 times
Activation: Sonic Thrust
Description: A powerful thrust that blows the enemy away.
This is a bigger, more powerful version of Sonic Thrust, doing much more damage
and blowing the target much farther back if it isn't destroyed immediately. It
can also hit multiple enemies more easily.
LIGHT SPEAR
Level 2 Special Attack
TP Usage: 18
Level: 23
Damage/Total Damage/Hits: 0.5 x 3, 0.7/2.2 total/4 hits
Requirements: None
Activation: Normal attack
Description: Float target with a sword swing and thrust.
Light Spear is an extremely cool Technique exclusive to Kratos and Zelos. He
starts by spinning up into the air with sword outstretched, repeatedly hitting
the enemy, then stabs them on the way down. It's especially easy to hit large
enemies with this, and the first few slashes can hit adjacent enemies anywhere
around Kratos. You'll probably want to use this stylish Technique a lot, which
is good, because the stronger versions are even better.
VICTORY LIGHT SPEAR
Level 3 Technical Special Attack
TP Usage: 26
Level: 43
Damage/Total Damage/Hits: 0.6 x 3, 1.4/3.2 total/4 hits
Requirements: Use Light Spear at least 50 times
Activation: Light Spear
Description: Float target with a sword swing and spin attack.
Victory Light Spear is basically a slightly more powerful Light Spear with a
midair spin attack to send the enemy flying instead of a stab. It is powerful
and pretty cool looking, but it's almost impossible to make the midair slash
connect. Stick with Light Spear Cannon.
*LIGHT SPEAR CANNON*
Level 3 Strike Special Attack
TP Usage: 26
Level: 43
Damage/Total Damage/Hits: 0.5 x 3, 0.6 x 3/3.3 total/6 hits
Requirements: Use Light Spear at least 50 times
Activation: Light Spear
Description: Upward cut from a spin attack and end with a thrust.
Light Spear Cannon is more powerful than Victory Light Spear, and it's much
easier to make all 6 hits connect. It starts as a normal light spear, but
without a midair attack. Kratos/Zelos quickly falls to the ground and stabs the
still-falling enemy with a beam of light from his sword.
HELL PYRE
Level 2 Fire Special Attack
TP Usage: 22
Level: 40
Damage/Total Damage/Hits: 1.0, 1.0 (Fire), 0.5 x 2 (Fire)/3.0 total/4 hits
Requirements: Learn Eruption
Activation: Normal attack
Description: Attack with fiery battle energy.
This is one of Kratos/Zelos' elemental special attacks, some of his strongest.
When using it, he first jumps into the air and slashes the enemy, then shoots a
fireball down to hit them 3 more times. It quite powerful, but can be hard to
hit with.
LIGHTNING BLADE
Level 2 Lightning Special Attack
TP Usage: 22
Level: 37
Damage/Total Damage/Hits: 1.5, 1.8 (Lightning)/3.3 total/2 hits
Requirements: Learn Thunder Blade
Activation: Normal attack
Description: Thrust and shock the target with lightning.
Lightning Blade is a powerful, Lightning-element Technique that will probably
become one of your mainstay moves until you learn its even stronger upgrade.
Kratos/Zelos stabs his sword forward in a stronger Sonic Thrust, then a bolt of
lightning hits, doing even more damage. It's a very powerful Technique, and not
at all hard to hit with both parts of the attack. Use it very often, especially
on enemies weak to Lightning.
SUPER LIGHTNING BLADE
Level 3 Lightning Special Attack
TP Usage: 34
Level: 52
Damage/Total Damage/Hits: 1.75, 2.0 (Lightning)/3.75 total/2 hits
Requirements: Learn Thunder Blade and Air Thrust
Activation: Lightning Blade
Description: Pierce the target with wind pressure and shock with lightning.
Super Lightning Blade is basically a stronger version of Lightning Blade; other
than that, the moves are identical. It tales much more TP, but you'll likely
have an Emerald Ring or something to equip Kratos/Zelos with by the time he
learns it, allowing you to afford to use this powerful Technique often.
DEMON SPEAR
Level 3 Special Attack
TP Usage: 30
Level: 49
Damage/Total Damage/Hits: 0.5 x 2, 0.3 x 3, 1.1/3.0 total/6 hits
Requirements: Use all Demon Dang and Light Spear Techniques at least 50 times
Activation: Normal attack
Description: Combination of Demon Fang and Light Spear.
Demon Spear is Kratos/Zelos' only combination attack, but it isn't all too
good. He uses two weak Demon Fangs, then follows up with a weak Victory Light
Spear. Super Lightning Blade is better, and is learned right after this. In
fact, regular Lightning Blade is better, cheaper, and learned earlier, so
there's really no reason to use this Tech.
FIRE BALL
Novice Fire Magic
TP Usage: 7
Level: 1
Hits: 3 hits
Requirement: None
Description: Unleash 3 fireballs upon the target.
Fire Ball is the first of Kratos/Zelos' elemental spells. They work exactly
like Genis' spells of the same name, only Kratos/Zelos is likely to do less
damage due to his slightly lower Intelligence, and Genis can cast the stronger
ones faster. Also, Kratos/Zelos can't learn any Advanced spells, unfortunately.
ERUPTION
Mid Fire Magic
TP Usage: 24
Level: 31
Hits: 3 hits
Requirement: Use Fire Ball at least 50 times
Activation: Fire Ball
Description: Lava surrounds the target.
You'll probably notice that the Mid spells Kratos/Zelos learns aren't dependant
on his S/T alignment. Also, he learns some of them earlier than Genis. Take
that!
WIND BLADE
Novice Wind Magic
TP Usage: 8
Level: 5
Hits: 3 hits
Requirements: None
Activation: Any spell
Description: Create blades of wind around the target.
AIR THRUST
Mid Wind Magic
TP Usage: 22
Level: 18
Hits: 7
Requirements: Use Wind Blade at least 50 times
Activation: Wind Blade
Description: Blades of wind surround and slice the target.
STONE BLAST
Novice Earth Magic
TP Usage: 7
Level: 10
Hits: 3
Requirements: None
Activation: Any spell
Description: Raise stones beneath the target.
GRAVE
Mid Earth Magic
TP Usage: 22
Level: 34
Hits: 5
Requirements: Use Stone Blast at least 50 times
Activation: Stone Blast
Description: Raise spears of rock and pierce the target.
LIGHTNING
Novice Lightning Magic
TP Usage: 9
Level: 12
Hits: 1 hit
Requirements: None
Activation: Any spell
Description: Create a small bolt of lightning to strike the target.
THUNDER BLADE
Mid Lightning Magic
TP Usage: 28
Level: 21
Hits: 4
Requirements: Use Lightning at least 50 times
Activation: Lightning
Description: Thrust a sword of thunder and create lightning.
FIRST AID
Novice Healing Magic
TP Usage: 8
Level: 1
Requirements: None
Description: Heal one party member.
Kratos/Zelos' First Aid works exactly like Raine's, healing 30% of the target's
HP. It will be your only unlimited source of healing very early in the game,
and even after you have Raine it's quite useful to have a second healer.
HEALING WIND
Advanced Healing Magic
TP Usage: 35
Level: 26
Requirements: Learn Air Thrust
Activation: Any spell
Description: Heal all party members within a given area.
Healing Wind is a powerful healing Technique that only Kratos/Zelos can learn.
It creates a large, green circle of wins and heals everything inside it by 30%
of its maximum HP. It's quite useful in heated battles and has a larger area of
effect than Healing Circle.
HEALING STREAM
Advanced Healing Magic
TP Usage: 45
Level: 46
Requirements: Learn Grave
Activation: Any spell?
Description: Substantially heal all party members within a given area.
Healing Stream is a more powerful, blue version of Healing Wind. It heals 45%
of every character within the circle's HP, and has the same area of effect as
Healing Wind.
JUDGMENT
Angel Skill
TP Usage: 40
Level: N/A
Requirements: Talk to Kratos in Flanoir and have him rejoin at Dirk's House
Description: Attack all enemies with the light of judgment.
Only Kratos can learn this Angel Skill, not Zelos. His Judgment works exactly
like Colette's only it's likely to be less powerful due to his lower
Intelligence stat. It's just as inaccurate, and an added minus is that he takes
FOREVER to cast it and is very likely to be interrupted! A minorly powerful
attack isn't worth waiting about 15 seconds, even if it is Kratos' only Light
spell.
GUARDIAN
Level 3 Special Attack
TP Usage: 10% of maximum TP
Level: N/A
Requirements: None
Description: Block most magic and weapon based attacks.
As usual Guardian makes the user briefly take 20% damage from attacks. Both
Kratos and Zelos start with it.
GRAVE BLADE
Secret Special Attack
TP Usage: 16
Level: N/A
Damage/Total Damage/Hits: 0.6, 0.7 x 5/4.1 total/6 hits
Requirements: Use Fierce Demon Fang at least 200 times
Activation: Use Fierce Demon Fang with an Earth-element weapon equipped
Grave Blade is Kratos' only secret Technique. It's automatically used instead
of Fierce Demon Fang after you've used the move at least 200 times and have an
Earth-element weapon equipped. (or have given it the power of Earth using
Sheena's T Seal: Earth or used a Yellow Quartz on it) With that said, the move
is quite powerful and worth the trouble, doing extremely heavy damage for a low
TP cost.
-------------------------------------------------------------------------------
11. Presea's Techniques -Prtec-
Presea is all about brute force. Her Techniques are all special attacks and
focus entirely on doing damage at close range, right where she should be.
Level T----------------<>----------------S Requirements
1 Destruction None
1 Infliction None
1 Beast None
25 Punishment None
28 Devastation None
33 *Dual Infliction*Resolute Infliction Use Infliction 50x
36 Dual Punishment*Finality Punishment* Use Punishment 50x
39 *Deadly------------Fiery Destruction
Destruction*
40 Endless Infliction Use Dual Infliction 50x
42 Finite Devastation*Mass Devastation* Use Devastation 50x
44 Rising Punishment Use Dual Punishment 50x
48 Fiery Infliction Use all Destruction and
Infliction Techs 50x
51 Eternal Damnation Use all Destruction and
Devastation Techs 50x
54 Eternal Devastation Use Mass Devastation 50x
56 Infinite Destruction Use Deadly Destruction 50x
N/A Earthly Protection None
DESTRUCTION
Level 1 Earth Special Attack
TP Usage: 6
Level: 1
Damage/Total Damage/Hits: ???/5 hits (as you'll notice, I still need help with
quite a few of Presea's Techniques)
Requirements: None
Description: Strike the earth and blast rocks toward the enemy.
This move is a jumping axe attack that send a shockwave of earth flying
forward, damaging any enemies immediately in front of Presea.
*DEADLY DESTRUCTION*
Level 2 Technical Earth Special Attack
TP Usage: 10
Level: 39
Damage/Total Damage/Hits: ???/6 hits
Requirements: Use Destruction at least 50 times
Activation: Destruction
Description: Strike the earth with a vertical motion and blast rocks.
This is an expanded Destruction, with more earth being shoveled up by the
shockwave and followed by Presea adding even more earth by lifting her axe up.
INFINITE DESTRUCTION
Level 3 Technical Earth Special Attack
TP Usage: 38
Level: 56
Damage/Total Damage/Hits: ???/11 hits
Requirements: Use Deadly Destruction at least 50 times
Description: Swing the axe multiple times and blast rocks.
In the strongest variation of the Technique, Presea shovels even more earth
with another swing after the jump attack. This is her best Technique for
combos, although it's extremely expensive.
FIERY DESTRUCTION
Level 2 Earth Strike Special Attack
TP Usage: 12
Level: 39
Damage/Total Damage/Hits: ???
Requirements: Use Destruction at least 50 times
Activation: Destruction
Description: Strike the earth and blast rocks. Finish with an upward cut.
This special attack has Presea slamming her axe into the ground in front of her
and sending some earth flying forward, then lifting the axe to add more damage.
Deadly Destruction does far more damage.
PUNISHMENT
Level 1 Special Attack
TP Usage: 5
Level: 25
Damage: 1.75
Requirements: None
Activation: Normal attack
Description: Attack with a powerful axe swing.
This is pretty much a spin attack with Presea's axe. It does excellent damage
for very little TP and hits all around her, making it a great move.
DUAL PUNISHMENT
Level 2 Technical Special Attack
TP Usage: 16
Level: 36
Damage/Total Damage/Hits: 1.0, 1.5/2.5 total/2 hits
Requirements: Use Punishment at least 50 times
Activation: Punishment
Description: Attack the enemy with two powerful axe swings.
This is a slightly less powerful double spin attack. It's a great move, but is
far overshadowed by Finality Punishment.
RISING PUNISHMENT
Level 3 Technical Special Attack
TP Usage: 28
Level: 44
Damage/Total Damage/Hits: 0.7, 1.5 x 3/5.2 total/4 hits
Requirements: Use Dual Punishment at least 50 times
Activation: Dual Punishment
Description: 4 consecutive spin attacks against surrounding enemies.
Rising Punishment is an incredibly powerful quadruple spin attack; it is easy
to hit with all for spins and can to over 5 times Presea's normal damage in
all, making it the strongest non-secret attack in the game! And it only costs
28 TP! Feel free to abuse this move and Beast plenty; they're incredibly
powerful!
*FINALITY PUNISHMENT*
Level 2 Strike Special Attack
TP Usage: 12
Level: 36
Damage/Total Damage/Hits: 1.0 x 2, 1.5/3.5 total/3 hits
Requirements: Use Punishment at least 50 times
Activation: Punishment
Description: Unleash multiple swings and push enemies away.
Finality Punishment is basically Dual Punishment followed by an uppercut that
knocks the enemy down. Despite this, an extra hit and decrease in TP cost over
Dual Punishment make this Technique vastly better. Use the Tech Glitch to get
this and Rising Punishment.
INFLICTION
Level 1 Special Attack
TP Usage: 4
Level: 25
Damage: 1.5
Requirements: None
Activation: Normal attack
Description: The axe swing draws a moon in the air.
One of Presea's coolest moves, Infliction is a rapid up-swing with Presea's axe
that draws a crescent moon shape in the air. Its low cost and decent damage
make it good for following up combos, though it can't hit multiple enemies like
Punishment.
*DUAL INFLICTION*
Level 2 Technical Special Attack
TP Usage: 13
Level: 33
Damage/Total Damage/Hits: 1.2, 1.55/2.75 total/2 hits
Requirements: Use Infliction at least 50 times
Activation: Infliction
Description: The axe swings draw two moons in the air.
This is an Infliction followed a jump and a second Infliction, sending both the
enemy and Presea flying into the air. It's useful for disrupting enemies and
giving your other party members time to attack.
ENDLESS INFLICTION
Level 3 Technical Special Attack
TP Usage: 28
Level: 40
Damage/Total Damage/Hits: 0.7 x 2, 1.2, 0.7 x 2/4.0 total/5 hits
Requirements: Use Dual Infliction at least 50 times
Activation: Infliction
Description: The axe swings draw multiple moons in the air.
This extensive variation of Infliction starts with a Dual Infliction, then a
weaker Finite Devastation and one final Infliction. It can keep an enemy
flinching for a while, but isn't as damaging as Rising Punishment and can't hit
multiple enemies.
RESOLUTE INFLICTION
Level 2 Strike Special Attack
TP Usage: 15
Level: 33
Damage/Total Damage/Hits: 1.2, 1.55/2.75 total/2 hits
Requirements: Use Infliction at least 50 times
Activation: Infliction
Description: The axe swings draw two moons and blow the enemy away.
This move is identical to Dual Infliction except for its cost, only Presea
stays on the ground for the second swing. Dual Infliction is only slightly
better.
DEVASTATION
Level 1 Special Attack
TP Usage: 8
Level: 28
Damage: 2.0
Requirements: None
Activation: Normal attack
Description: Slam the enemy from up high.
Devastation is a jumping flip followed by a powerful downward strike from
Presea's axe similar to Destruction. It can't hit multiple enemies (like most
of her Techniques) but does great damage to one for only 8 TP.
FINITE DEVASTATION
Level 2 Technical Special Attack
TP Usage: 11
Level: 42
Damage/Total Damage/Hits: 2.0, 1.0/3.0 total/2 hits
Requirements: Use Devastation at least 50 times
Activation: Devastation
Description: Float the enemy by the impact of slamming from up high.
This powerful jump attack adds an uppercut strike to a regular Devastation
attack for only a little more TP. The uppercut can send the target flying and
knock it down. It's best to stick with the more powerful Mass Devastation.
*MASS DEVASTATION*
Level 2 Strike Earth Special Attack
TP Usage: 12
Level: 42
Damage/Total Damage/Hits: 2.0, 0.4 x 4 Earth/3.6 total/5 hits
Requirements: Use Devastation at least 50 times
Activation: Devastation
Description: Send a shockwave by slamming the axe from up high.
This attack adds the earth element to Devastation in the form of a shockwave
that appears around Presea after she lands and hits every enemy close to her
with Earth damage.
ETERNAL DEVASTATION
Level 3 Strike Earth Special Attack
TP Usage: 26
Level: 54
Damage/Total Damage/Hits: 1.0, 0.6 x 5 Earth/4.0 total
Requirements: Use Mass Devastation at least 50 times
Activation: Mass Devastation
Description: Unleash a spiral cut in the air and create a shockwave.
This move is much like Mass Devastation, but Presea slams the ground with so
much force that the shockwave expands outward to become huge, hitting enemies
in a very large area. The closer they are to her, the more they're hit.
FIERY INFLICTION
Level 3 Earth Special Attack
TP Usage: 18
Level: 48
Damage/Total Damage/Hits: 0.5, 0.4 x 4 Earth, 0.5, 0.6, 1.0/4.2 total/8 hits
Requirements: Use all known Destruction and Infliction Techniques at least 50
times
Activation: Normal attack
Description: Combination of Destruction and Infliction.
This combination Tech is a powerful Fiery Destruction followed by a Dual
Infliction. It does great damage for relatively little TP and looks pretty
awesome.
ETERNAL DAMNATION
Level 3 Earth Special Attack
TP Usage: 20
Level: 51
Damage/Total Damage/Hits: ???/11 hits?
Requirements: Use all known Destruction and Devastation Techniques at least 50
times
Activation: Normal attack
Description: Combination of Destruction and Devastation.
This extremely powerful Technique is two powerful Mass Devastation attacks with
an aerial somersault in between. The attack hits an incredible number of times
and has a great area of effect, making it one of Presea's best.
BEAST
Level 3 Special Attack
TP Usage: 14
Level: 1
Damage/Total Damage/Hits: 1.0, 4.0/5.0 total/2 hits
Requirements: None
Description: Blow the enemy away by tearing the sky with a mighty swing.
What in Derris-Kharlan were the programmers thinking!? Presea's Beast is
nothing like Lloyd's. Its first hit is decent, but the second, knockdown hit is
INSANE! It does a whopping 4 times Presea's normal damage; it can easily exceed
1000 damage even when she first joins you! This kind of damage would always be
good, but it also only costs 14 TP! Unfortunately, there is a slight delay
between hits, it knocks enemies down, and it has no upgrades. Still, Beast is
incredibly powerful; use it a lot!
EARTHLY PROTECTION
Level 3 Special Attack
TP Usage: 10% of maximum TP
Level: N/A
Requirements: None
Description: Defend against most attacks and magic.
As usual, Presea's Guardian-type Technique briefly reduces the damage she takes
by 80%.
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12. Regal's Techniques -Retec-
Regal is one of the hardest characters to use because of his bewildering array
of special attacks. Still, he can be just as powerful as any other character,
with specialized moves like anti-air or midair attacks. Quite literally, his
Techniques kick butt. He also has a useful healing spell.
Level T----------------<>----------------S Requirements
1 Crescent Moon None
1 Spin Kick None
1 Eagle Dive None
1 Healer None
1 Mirage None
31 Swallow Kick None
34 Rising Dragon None
38 Triple Kick Use Spin Kick 50x
40 Swallow Dance---------*Dragon Dance* Use Swallow Kick 50x
43 *Eagle Rage*--------------Eagle Fall Use Eagle Dive 50x
46 *Dragon Fury*------------Dragon Rage Use Rising Dragon 50x
49 Heaven's Charge None
52 *Chi Healer*------------Grand Healer Use Healer 50x
55 Triple Rage Kick Use all Eagle Dive and Spin Kick
Techs 50x
57 Crescent Dark Moon None
60 Wolverine Use Triple Kick 50x
N/A Bastion None
CRESCENT MOON
Level 1 Special Attack
TP Usage: 8
Level: 1
Damage: 1.6
Requirements: None
Description: A spinning kick that can be linked to a midair attack.
This flip kick is Regal's version of Presea's Infliction. It's great for
following up combos with and can be linked to an midair attack.
SPIN KICK
Level 1 Special Attack
TP Usage: 6
Level: 1
Damage: 1.3
Requirements: None
Description: A roundhouse kick that is linkable to an anti-air attack.
This special attack is exactly when it sounds like: a spinning kick. I prefer
the lightning-fast Crescent Moon for following normal attacks up with, though.
TRIPLE KICK
Level 2 Special Attack
TP Usage: 14
Level: 38
Damage/Total Damage/Hits: 0.8 x 3/2.4 total/3 hits
Requirements: Use Spin Kick at least 50 times
Activation: Spin Kick
Description: 3 consecutive roundhouse kicks.
Once again, this Tech's name is self-explanatory; it's 3 back-to-back Spin
Kicks for decent damage.
WOLVERINE
Level 3 Special Attack
TP Usage: 28
Level: 60
Damage/Total Damage/Hits: 0.6 x 4, 1.1/3.6 total/5 hits
Requirements: Use Triple Kick at least 50 times
Activation: Triple Kick
Description: Triple Kick followed by a low kick, ending with an upward kick.
The strongest version of Spin Kick begins with a Triple Kick, then a sweeping
kick along the ground followed by a flip kick that sends the enemy flying into
the air. Very painful indeed.
SWALLOW KICK
Level 1 Special Attack
TP Usage: 8
Level: 31
Damage: 1.5
Requirements: None
Activation: Normal attack
Description: A powerful upward attack.
This move is a powerful jumping kick forward. It's ineffective against small
enemies, but great for big or flying ones.
SWALLOW DANCE
Level 2 Technical Special Attack
TP Usage: 16
Level: 40
Damage/Total Damage/Hits: 0.6?, 0.7?, 0.6?/1.9 total/3 hits
Requirements: Use Swallow Kick at least 50 times
Activation: Swallow Kick
Description: Multiple upward roundhouse kicks.
This move is a 3-kick combo in the air. It and Dragon Dance are probably
identical in damage and TP cost, but this one doesn't send either Regal or the
enemy flying, so prefer Dragon Dance. >=)
*DRAGON DANCE*
Level 2 Strike Special Attack
TP Usage: 16
Level: 40
Damage/Total Damage/Hits: 0.6?, 0.7?, 0.6???/1.9 total/3 hits
Requirements: Use Swallow Kick at least 50 times
Activation: Swallow Kick
Description: Swallow Kick followed by a midair kick and an upward kick.
With this potent anti-air attack, Regal jumps forward with a two kick combo,
then flips backwards and sends the enemy flying with a final kick. I think that
this and Swallow Dance may do the same damage, but I prefer this one for the
cool final strike.
EAGLE DIVE
Level 1 Special Attack
TP Usage: 8
Level: 1
Damage: 1.5
Requirements: None
Description: A rapid descent that is linkable to ground or anti-air attacks.
Regal has the incredible ability to change direction midair and dive onto
anything below him with deadly force. You need good timing to make it work
right.
*EAGLE RAGE*
Level 2 Technical Special Attack
TP Usage: 18
Level: 43
Damage/Total Damage/Hits: 0.65 x 4/2.6 total/4 hits
Requirements: Use Eagle Dive at least 50 times
Activation: Eagle Dive
Description: A rapid descent with force in the legs.
This Tech is an Eagle Dive surrounded by rings of force (or something) that hit
the enemy multiple times a Regal dives into it.
EAGLE FALL
Level 2 Strike Special Attack
TP Usage: 18
Level: 43
Damage/Total Damage/Hits: 1.6, 0.8/2.4 total/2 hits
Requirements: Use Eagle Dive at least 50 times
Activation: Eagle Dive
Description: Shockwave created by a rapid descent with force in the legs.
Eagle Fall adds force to the regular Eagle Dive, creating a small shockwave
when he hits the ground. He immediately follows it up with a short-ranged kick
that hits directly in front of him; try to use Eagle Fall before jumping all
the way over an enemy.
RISING DRAGON
Level 1 Special Attack
TP Usage: 10
Level: 34
Damage: 1.5
Requirements: None
Activation: Normal attack
Description: Unleash a direct upward kick.
This is a jumping spin kick that scoops up the enemy and sends it flying into
the air, useful for disrupting then or setting them up for a combo.
*DRAGON FURY*
Level 2 Technical Special Attack
TP Usage: 18
Level: 46
Damage/Total Damage/Hits: 1.0, 1.4/2.4 total/2 hits
Requirements: Use Rising Dragon at least 50 times
Activation: Rising Dragon
Description: Kick the enemy up vertically with a mid-air kick.
This is a rising Dragon, followed by a flip kick to catch the enemy in the air.
It's slightly weaker than Dragon Rage, but only takes 3/4 of the TP.
DRAGON RAGE
Level 2 Strike Special Attack
TP Usage: 24
Level: 46
Damage/Total Damage/Hits: 1.0, 1.6/2.6 total/2 hits
Requirements: Use Rising Dragon at least 50 times
Activation: Rising Dragon
Description: A low kick and finish with a direct upward kick.
With this variation, Regal adds a sweeping ground kick before performing the
Rising Dragon. It's a little stronger than Dragon Fury, but the higher TP cost
leads me to prefer the former.
HEAVEN'S CHARGE
Level 2 Special Attack
TP Usage: 14
Level: 49
Damage: 2.0
Requirements: None
Activation: Normal attack?
Description: Sneak up on the enemy and blow the enemy away.
This sneaky variation of Mirage makes Regal charge through an enemy, then elbow
them hard from behind, sending them flying and knocking them down. It does
great damage, but the knockdown isn't always very good.
HEALER
Novice Healing Magic
TP Usage: 15
Level: 1
Requirements: None
Description: Heal a party member (proportional to the distance).
Contrary to what you'd expect from a tough melee fighter, Regal actually has a
healing move. (albeit a useless one) Healer restores 25% for the target's
maximum HP, but this rapidly decreases based on Regal's distance from the
target. This means it's really only useful for healing himself. First Aid is
better in every way than this Tech, so let Raine or Kratos/Zelos do the
healing.
*CHI HEALER*
Mid Technical Healing Magic
TP Usage: 30
Level: 52
Requirements: Use Healer at least 50 times
Activation: Healer
Description: Heal a party member.
Chi Healer is actually remotely useful; it restores 35% or the target's HP
regardless of position. Unfortunately, it still costs almost 4 times as much as
the comparable First Aid.
GRAND HEALER
Mid Strike Healing Magic
TP Usage: 30
Level: 52
Requirements: Use Healer at least 50 times
Activation: Healer
Description: Substantially heal a party member (proportional to the distance).
Grand Healer is simply a more powerful version of Healer. It can heal 45% of an
ally's HP, but is still restricted by distance, making it all but useless.
CRESCENT DARK MOON
Level 3 Special Attack
TP Usage: 30
Level: 57
Damage/Total Damage/Hits: 0.6 x 4, 1.6/4.0 total/4 hits
Requirements: None
Activation: None?
Description: Multiple roundhouse kicks that link to Crescent Moon.
This combo tech is simply a Triple Kick followed by a Crescent Moon. It's
listed as an Anti-Air attack, but it does best against ground enemies.
TRIPLE RAGE KICK
Level 3 Special Attack
TP Usage: 26
Level: 55
Damage/Total Damage/Hits: 1.1, 0.7 x 3?/3.2 total/4 hits
Requirements: Use all known Eagle Dive and Spin Kick Techniques at least 50
times
Activation: Midair attack
Description: A jump kick that links to Triple Kick.
This move is a midair version of Spin Kick, consisting of 4 rapid roundhouse
kicks. It can only be started in the air, but will continue after Regal lands.
It isn't too damaging and is very hard to aim with; you're better off sticking
with his other Techniques.
MIRAGE
Level 1 Special Attack
TP Usage: 12
Level: 1
Requirements: None
Description: Sneak up on the enemy from behind.
Regal somehow manages to sneak right through any enemy in front of him with
this move, setting him up for an attack from behind. It's best to save your TP
and simply jump over the enemy unless it's huge.
BASTION
Level 3 Special Attack
TP Usage: 10% of maximum TP
Level: N/A
Requirements: None
Description: Defend against most attacks and magic.
This is Regal's defensive Technique; it works exactly like any other.
SUPER SWALLOW DANCE
Secret Special Attack
TP Usage: 16
Level: 40
Requirements: Use Swallow Dance over 200 times, then again with a Wind weapon
equipped.
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13. The Tech Glitch (Ttegl)
You may have already heard of this glitch elsewhere. If so, you're probably
dying to learn what it does, unless you already know. Basically, it lets you
learn techniques in combinations that would normally be impossible, like Lloyd
knowing Demonic Chaos, and Demonic Circle at the same time, or Raine knowing
Healing Circle/Cure or Revitalize and Revive. Before going any further, let me
say that I DID NOT INVENT ANY OF THIS. I don't know who did and probably can't
find out, but I'm just using what I learned from someone else. Now, as an
example of how to pull this miraculous glitch off, I'll use teaching Genis
Spark Wave and Indignation as an example.
1. First, have Genis on the T-side, right near the center of the meter. Make
sure he knows Thunder Blade and has used it at least 50 times.
2. Put any character other than Genis in the first slot of your active party.
Set Thunder Blade to C-Up or C-Down, then switch the character out of your
active party. Generally speaking, whenever performing the glitch, you should do
this with the Technique you won't end up knowing. Collin Grady also writes that
you can glitch to get multiple techniques at once by assigning multiple skills
to C-stick positions on different characters and doing the following steps once
for each character.
3. Switch Genis over to be S-Type, forget Thunder Blade, and learn Spark Wave.
4. Switch Genis back to the T-Type. Once he's there, save.
5. Switch the character you set Genis' Thunder Blade to into the first slot of
your active party again. DO NOT SAVE OR LOOK AT THE CHARACTER'S TECHNIQUE LIST
AFTER DOING THIS!
6. Enter a battle, preferably a hard one. It helps to set everyone to do
nothing to keep the computer from ending the battle early.
7. Use the C-stick to make Genis spam Thunder Blade, which he can miraculously
still use, until he re-learns Indignation. Watch the total 00berness. If Genis
doesn't learn Indignation in this battle, it will disappear from your C-stick
command and not be usable. If this happens, repeat from step 5 until he learns
it.
8. After the battle, ta-da!, Genis will know Spark Wave and Indignation! If you
do this for many elements, he can even learn the focused S-type spells as well
as the level 3 T-type spells.
Cool, huh? Feel free to use this for every character to get awesome
combinations of techniques! Note: Techs obtained with this glitch WILL transfer
over if you beat the game and inherit Techniques, so don't worry.
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14. Legal Information (Legin)
Copyright 2004
This guide may be not be reproduced under any circumstances except for
personal, private use. It may not be placed on any web site or otherwise
distributed publicly without my permission. Use of this guide on any other web
site or as a part of any public display is strictly prohibited, and a violation
of copyright.
All trademarks and copyrights contained in this document are owned by their
respective trademark and copyright holders.
Although you may find this FAQ elsewhere, it was originally posted on
www.gameFAQs.com, so check it out!
Credit for the Information in this Guide goes mainly to my gaming experience
with ToS and my BradyGames guide, but also to:
Chuc, for the damage numbers of the special attacks.
Majestic Phantasian, for giving Chuc the damage numbers of the special attacks.
StudyPunkRockism for info on learning requirement-less Techniques.
Shinkada for a tip on activating Healing Wind.
juanca45002 for the number of hits for Summon: Wind.
Shane Quinn for the element and number of hits of Indignation Judgment.
If you helped with my guide but don't see your name here, let me know!