List of Final Fantasy VII elements The following is a list of all elements in " Final Fantasy VII " . Fire . One of the earliest accessible elements . It is the progenitor of the Fire line of spells . Its summon s are Ifrit and Phoenix . Kujata and Typhoon also make use of it . Fire is most useful against Ice enemies . It can be protected against using the Fire Armlet or Fire Ring , among other equipment . Ice . One of the two initial elements the player can access , as Cloud comes equipped with two elemental Materia . It is the eponymous element of Ice spells . Shiva is its summon and is the first elemental summon available . Kujata and Typhoon also make use of it . Ice is most useful against Fire enemies . It can be protected against with the Aurora Armlet and Ice Ring along with other methods . Lightning . One of the two initial elements the player can access , as Cloud comes equipped with two elemental Materia . Its standard spell line is Bolt and its summon is Ramuh . Kujata and Typhoon also make use of it . Lightning tends to work well against machines and aquatic enemies , making it quite useful for the proliferation of machines in particular in the early game . It can be warded with the Bolt Armlet and Bolt Ring , among other means . Earth . The first element newly accessible after leaving Midgar . " Final Fantasy VII " expanded Quake into a full line of damage spells , unlike the rest of the franchise . Titan is the summon representative . Typhoon also uses it in its attack . Earth most notably misses against flying enemies , and due to the mechanics of the elemental system , so will any multi - elemental attack with Earth as a component . Quake spells hit the hardest of all standard elemental spells . Earth can be guarded with the Escort Guard , which can only be worn by men , and Tetra Elemental , which also guards against Fire , Ice , and Lightning . Wind . Unlike other elements , Wind lacks a standard spell line in " Final Fantasy VII " . Wind is inaccessible until the Choco / Mog and Elemental Materia are both obtained . Choco / Mog ' s Materia is classified as Wind elemental , even though both its attacks are non - elemental . Typhoon likewise is a Wind - elemental Materia despite the attack doing Fire / Ice / Lightning / Earth damage . The only Wind - elemental spell accessible to the player is Tornado late in the game . While Aero3 appears as an enemy ability , the Aero line does not properly exist within the game . Wind proves effective against many flying enemies . Adding it to a Long Range attack can be useful for certain enemies . Water . Like Wind , Water lacks a proper spell line in " Final Fantasy VII " . However , it does have its own summon , Leviathan . The powerful Enemy Skill Aqualung provides reliable access to Water damage once gained . Water can be defended with the Water Ring and other methods . Poison . The last element obtainable before leaving Midgar . It is closely linked with the Poison status . Unlike other entries in the series , " Final Fantasy VII " has turned Bio into a full line of spells . While there is no dedicated summon , Hades inflicts various status including Poison . Poison damage and the Poison status are interlinked . If unit is immune to Poison damage , it cannot be inflicted with Poison status , even if it has no resistance . If a unit is immune to Poison status , it is also immune to Poison damage . Enemies healed by Poison gain a Regen - like healing from Poison status , which can also be exploited by the player using appropriate protections . This can allow a party to stack Poison with Regen for fast sustained healing . Bio is useful for its ability to both inflict Poison and because it does more damage than Fire , Ice , or Bolt , though less than Quake . Poison can be defended against using various accessories and other methods , including the Star Pendant , Fairy Ring , and Poison Ring . Holy . Because of the story importance of Holy , the Holy ability in not available to the player . The only means of inflicting Holy damage in the game is Alexander , and there are no Holy enemy abilities . The Minerva Band defends against the Holy element , but can only be worn by women . However , the only time this would come into play is if the player or a confused character turned a Holy attack onto the party . Gravity . Gravity lends its element to the Demi line of spells for the first time , expanding it to three tiers . Unlike most standard spells , it deals damage based on current HP , as well as enemy resistance . This means that an enemy weak ( double damage ) to Gravity can be immediately killed with Demi2 . Gravity is notoriously ineffective against bosses , but tends to be effective against flying or otherwise airborne enemies . The Minerva Band can defend against Gravity , but as the only means of receiving Gravity damage from enemies are the Demi line and Enemy Skill Laser , and very few enemies cast these , the concern is limited . Restorative . A special curative element , it is unique among the magical elements in that no Materia has it as an element , including Restore . Using Restorative spells against Undead enemies causes them damage due to them having a positive resistance value . Most units in the game are set to - 100 % ( Absorb ) , which causes Restorative magic to heal them . The standard lines of spells are the Cure and Revive lines , with Regen offering a notable special case . Restorative as an element cannot be resisted using any means . However , it is impacted by MBarrier status like any other damage , which reduces healing damage as well as normal damage . The Ziedrich , notable for protecting against nearly all damage types , does not reduce Restorative damage . Cut . A physical damage type associated with blades and slashing . It is the sole damage type for Cloud ' s weaponry and is also possessed by a few of Barret ' s and one of Cid ' s . Physical damage types generally have no enemies which are weak or resist them , and can all be resisted through the same means , making them mostly superfluous . As a physical damage type , it can be defended by pairing an Elemental Materia with a Materia which does not possess an element . Hit . A physical damage type associated with blunt force trauma . It is the sole damage type for Aeris and Cait Sith ' s weaponry , the damage type for all but one of Red XIII ' s weapons , the primary damage type for Tifa ' s weaponry including all of her gloves and knuckles , two of Barret ' s weapons , and one of Cid ' s . Physical damage types generally have no enemies which are weak or resist them , and can all be resisted through the same means , making them mostly superfluous . As a physical damage type , it can be defended by pairing an Elemental Materia with a Materia which does not possess an element . Punch . A physical damage type representing piercing attacks , as " to punch a hole . " It is the primary damage type of Cid ' s weaponry , and both Barret and Tifa have three weapons which have it . In particular , it is used for Tifa ' s claw weapons . Physical damage types generally have no enemies which are weak or resist them , and can all be resisted through the same means , making them mostly superfluous . However , some enemies , such as the Sahagin and Desert Sahagin are automatically hit by Punch attacks , with no chance to evade . As a physical damage type , it can be defended by pairing an Elemental Materia with a Materia which does not possess an element . Shoot . A physical damage type associated with ranged attacks , and closely linked to the Long Range property . It is the sole damage type for all of Vincent and Yuffie ' s weaponry , the primary damage type of Barret ' s , and is possessed by one of Red XIII ' s . Physical damage types generally have no enemies which are weak or resist them , and can all be resisted through the same means , making them mostly superfluous . However , the strong connection between Shoot and Long Range make this damage type particularly useful for the party , as it allows party members to attack with the same damage from the back row and to hit out - of - reach enemies . As a physical damage type , it can be defended by pairing an Elemental Materia with a Materia which does not possess an element . Shout . The final physical damage type , which represents sonic attacks , though most of these have energy - like animations . Notable examples include Cloud ' s Blade Beam Limit Break and Ruby Weapon ' s Ruby Ray . Despite Cait Sith using Megaphones , they actually do not deal this damage type , as the attack comes from punching on command for Hit damage rather than attacking the enemy with the sound . Physical damage types generally have no enemies which are weak or resist them , and can all be resisted through the same means , making them mostly superfluous . As a physical damage type , it can be defended by pairing an Elemental Materia with a Materia which does not possess an element . Hidden . Never officially named , and also referred to as the " 10th Element , " it makes its debut and only appearance in " Final Fantasy VII " . While the original Japanese version had several enemy attacks which used it , later versions reassigned the elements for all of them that do damage , with the notable exception of Ultimate Weapon ' s Ultima Beam . Aeris ' s Limit Breaks also use it . The element can be defended by pairing an Elemental Materia with a Materia which does not possess an element , similar to the physical damage types . Unlike the physical damage types , the Ziedrich does not protect against it . Other Damage Types . Some enemies also have an " elemental " weakness to non - elemental effects , specifically status effects . Attacks utilizing these statuses will behave just like an elemental effect in these cases , even if the enemy is immune to the status . These have no bearing on the party . Confusion . Confusion can be applied to a weapon attack by pairing Added Effect with Mystify , Contain , or Hades . Sleep . Sleep can be applied to a weapon attack by pairing Added Effect with Seal or Hades . Death . Death can be applied to a weapon attack by pairing Added Effect with Destruct or Odin .