Full-cure (Final Fantasy VIII)

Full-cure is a restorative Limit Break for Selphie in Final Fantasy VIII. It is the most common of her four unique Slot spells, the others being Wall, Rapture, and The End. Slot is randomly available when Selphie is on low health or under Aura.
==Mechanics==
Full-cure restores the alive party's HP and status. As the healed amount is to full, it is equally powerful even if the party has Shell. Full-cure ignores Reflect. Full-cure is essentially the same as using a Megalixir.
Full-cure will KO the party if they are afflicted with Zombie, as the HP restoration happens before the status restoration.
How often Full-cure appears in Slot depends on Selphie's level and Crisis Level. It is the most common of her Slot-exclusive spells. Crisis Level is a hidden stat in the game; the lower Selphie's health, the more KO'd party members she has, and the more ailments she is afflicted with, the higher the Crisis Level.
==Use==
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Full-cure is a good way to bring the party back from the brink of defeat. Its power does not depend on Crisis Level or Selphie's stats. However, Slot is the most unpredictable Limit Break in the game and the player is likely better off not relying on it. Slot rolls random spells from a pool independent of her Luck stat but high Crisis Level makes better spells more likely. Full-cure is fairly common to appear in Slot, but the player may also roll other curative spells to use in a pinch, Cure, Cura, Curaga, and Regen, to use instead.
One surefire way to have party-wide full heal always available is to Card Mod Bahamut's card for 100 Megalixirs, which is sure to last until the end of the game (and Bahamut's card can even be re-acquired if the player completed the Card Club quest before the point of no return), but this method is only available late into the game, whereas Selphie has Full-cure since the beginning of the game.
Full-cure is also similar to Quistis's White Wind, which is more reliable as the player can count on being able to use it whenever her Limit Break pops up.
Summoning Cerberus and then using Curaga/Esuna is another way to heal the whole party.
Full-cure remains a good situational healing ability throughout the game. It is the best healing the player has available in the early game, such as against the bosses during the Siege of Dollet. Also a good time to use it is after Malboro's Bad Breath to heal the party's status; Selphie should be junctioned to resist the statuses that would prevent her from using Slot: Berserk, Confuse, and Curse.
Another good time for Full-cure when Limit Breaks activate after the whole party is brought to low health by an enemy's strong attack, such as Omega Weapon's Medigo Flame, or the final bosses' Shockwave Pulsar, Great Attractor, Hell's Judgement, or Apocalypse. However, the player needs to be lucky with the outcome.
One trick to have Selphie stay safer when using Slot is to use Defend and then on her next turn use Slot (the player can tap to repeatedly try for a Limit Break when on low health). This keeps Selphie immune to physical damage while the player rolls though the spell options. The player can also summon Carbuncle to protect from magic damage, but this only works against regular spells, not against all enemy-exclusive magic abilities.
Full-cure is incompatible with strategies where the player is using Zombie status to halve damage from enemies' physical attacks.
==Citations==
Category:Slot-exclusive magic in Final Fantasy VIII