Final Fantasy Type-0 abilities

The following is a list of abilities available to the player in Final Fantasy Type-0. Abilities can be distinguished by spells, active abilities and passive abilities.
==Spells==
Spells allow the user to cast magic while consuming MP. Offensive spells use predominant elemental damage and occur in different forms and defensive spells grant the user and their allies increased survivability. 
Each character has four stats associated with spells: Fire Magic, Lightning Magic, Ice Magic and Defense Magic. The higher a magic-stat is, the more damage is dealt by corresponding spells. Unique spells combine power from all magic stats. In order to use spells, the character has to fulfill a certain condition—called "Prereq"—which demands one or several stats to be at a given amount. If not fulfilled, the character is unable to equip and thereby use the respective spell (or charge). Surpassing higher prerequisites allow specific spells to be charged by holding down the magic button, increasing their effectiveness. Charging a spell can be canceled by pressing L1/LB. 
Each character is limited to equip only one spell unless they unlocked the ability "Twinspell". Every character can also learn "Quick Draw", which allows them to instantly cast a fully charged elemental spell after performing a certain attack.
===Fire-type spells===
Type	Name	Prereq 	Unlock
 	 	 	
 	 	60 | 70(Fire Magic) 	Available at beginning
 	 	Shoots a bullet straight forward.Charging this spell increases the damage and number of bullets. 	Shoots a bullet straight forward.Charging this spell increases the damage and number of bullets.
-II 	 	 	
-II 	 	65 | 75(Fire Magic) 	Complete Covering the Cadets on Officer difficulty
-II 	 	Shoots a piercing bullet straight forward.Charging this spell increases the damage and number of bullets. 	Shoots a piercing bullet straight forward.Charging this spell increases the damage and number of bullets.
 	 	 	
 	 	70 | 80(Fire Magic) 	Complete The Cadets' First Deployment on Officer difficulty
 	 	Shoots several small bullets in a cone in front of the character.Charging this spell increases the damage and range. 	Shoots several small bullets in a cone in front of the character.Charging this spell increases the damage and range.
-II 	 	 	
-II 	 	75 | 85(Fire Magic) 	Use Fire SHG at least 300 times
-II 	 	Shoots a bullet that scatters several small bullets upon impact.
Charging this spell increases the damage and range. 	Shoots a bullet that scatters several small bullets upon impact.
Charging this spell increases the damage and range.
 	 	 	
 	 	70 | 80(Fire Magic) 	Complete Operation MA Demolition on Officer difficulty
 	 	Aims with crosshairs to shoot explosive bullets.
Charging this spell increases the damage and explosion radius. 	Aims with crosshairs to shoot explosive bullets.
Charging this spell increases the damage and explosion radius.
-II 	 	 	
-II 	 	85 | 100(Fire Magic) 	Complete SO "Endurance Test: Allow no casualties" during The Capture of Togoreth Stronghold
-II 	 	Aims with crosshairs to shoot stronger explosive bullets.
Charging this spell increases the damage and explosion radius. 	Aims with crosshairs to shoot stronger explosive bullets.
Charging this spell increases the damage and explosion radius.
 	 	 	
 	 	70 | 80(Fire Magic) 	Complete The Battle of Judecca on Officer difficulty and using Bahamut ZERO
 	 	Launches an explosive bullet that pursues its target.
Charging this spell increases the damage and explosion radius. 	Launches an explosive bullet that pursues its target.
Charging this spell increases the damage and explosion radius.
-II 	 	 	
-II 	 	65 | 80(Fire Magic) 	The Clash on Big Bridge
-II 	 	Launches a stronger explosive bullet with less range and speed that pursues its target.
Charging this spell increases the damage and explosion radius. 	Launches a stronger explosive bullet with less range and speed that pursues its target.
Charging this spell increases the damage and explosion radius.
 	 	 	
 	 	65 | 75(Fire Magic) 	Learned during Moglin's "FRMG-101: Elementary Fire Magic I" lecture in Chapter 3
 	 	Sends out a wave of energy around the user.Charging this spell increases the damage and range. 	Sends out a wave of energy around the user.Charging this spell increases the damage and range.
-II 	 	 	
-II 	 	75 | 90(Fire Magic) 	Complete Capturing the Imperial Capital on Officer difficulty
-II 	 	Sends out a weaker wave of energy around the user which lasts for a short time, striking multiple times.Charging this spell increases the damage and range.	Sends out a weaker wave of energy around the user which lasts for a short time, striking multiple times.Charging this spell increases the damage and range.
===Ice-type spells===
Type	Name	Prereq 	Unlock
 	 	 	
 	 	60 | 70(Ice Magic) 	Learned during Moglin's "ICMG-101: Elementary Ice Magic I" lecture in Chapter 3
 	 	Shoots a bullet straight forward.Charging this spell increases the damage and number of bullets. 	Shoots a bullet straight forward.Charging this spell increases the damage and number of bullets.
-II 	 	 	
-II 	 	65 | 75(Ice Magic) 	Complete The Retreat from Roshana on Officer difficulty
-II 	 	Shoots a piercing bullet straight forward.Charging this spell increases the damage and number of bullets. 	Shoots a piercing bullet straight forward.Charging this spell increases the damage and number of bullets.
 	 	 	
 	 	70 | 80(Ice Magic) 	Complete The Reclamation of Eibon on Officer difficulty
 	 	Shoots several small bullets in a cone in front of the character.Charging this spell increases the damage and range. 	Shoots several small bullets in a cone in front of the character.Charging this spell increases the damage and range.
-II 	 	 	
-II 	 	75 | 85(Ice Magic) 	Use Blizzard SHG at least 300 times
-II 	 	Shoots a bullet that scatters several small bullets upon impact.
Charging this spell increases the damage and range. 	Shoots a bullet that scatters several small bullets upon impact.
Charging this spell increases the damage and range.
 	 	 	
 	 	70 | 80(Ice Magic) 	Complete SO "Sneak into R&D undetected" during Operation MA Demolition in first area
 	 	Aims with crosshairs to shoot explosive bullets.
Charging this spell increases the damage and explosion radius. 	Aims with crosshairs to shoot explosive bullets.
Charging this spell increases the damage and explosion radius.
-II 	 	 	
-II 	 	85 | 100(Ice Magic) 	Complete SO "Take down one Mid-Sized Carrier using active leader" during Escaping the Imperial Capital
-II 	 	Aims with crosshairs to shoot stronger explosive bullets.
Charging this spell increases the damage and explosion radius. 	Aims with crosshairs to shoot stronger explosive bullets.
Charging this spell increases the damage and explosion radius.
 	 	 	
 	 	70 | 80(Ice Magic) 	Complete The Clash in the Caverns on Officer difficulty
 	 	Launches an explosive bullet that pursues its target.
Charging this spell increases the damage and explosion radius. 	Launches an explosive bullet that pursues its target.
Charging this spell increases the damage and explosion radius.
-II 	 	 	
-II 	 	65 | 90(Ice Magic) 	Complete SO "Combat Trial: Do not engage any enemies" during The Battle of Judecca
-II 	 	Launches a stronger explosive bullet with less range and speed that pursues its target.
Charging this spell increases the damage and explosion radius. 	Launches a stronger explosive bullet with less range and speed that pursues its target.
Charging this spell increases the damage and explosion radius.
 	 	 	
 	 	65 | 75(Ice Magic) 	Available at beginning
 	 	Sends out a wave of energy around the user.Charging this spell increases the damage and range. 	Sends out a wave of energy around the user.Charging this spell increases the damage and range.
-II 	 	 	
-II 	 	75 | 90(Ice Magic) 	Complete The Last Line of Defense on Officer difficulty
-II 	 	Sends out a weaker wave of energy around the user which lasts for a short time, striking multiple times.Charging this spell increases the damage and range.	Sends out a weaker wave of energy around the user which lasts for a short time, striking multiple times.Charging this spell increases the damage and range.
===Lightning-type spells===
Type	Name	Prereq 	Unlock
 	 	 	
 	 	60 | 70(Lightning Magic) 	In Chapter 2
 	 	Shoots a bullet straight forward.Charging this spell increases the damage and number of bullets. 	Shoots a bullet straight forward.Charging this spell increases the damage and number of bullets.
 	 	 	
 	 	70 | 80(Lightning Magic) 	Available at beginning
 	 	Sends out energy across a set range.
Charging this spell increases the damage and range. 	Sends out energy across a set range.
Charging this spell increases the damage and range.
-II 	 	 	
-II 	 	75 | 85(Lightning Magic) 	Use Thunder SHG at least 300 times
-II 	 	Sends out piercing energy in a straight line.
Charging this spell increases the damage and range. 	Sends out piercing energy in a straight line.
Charging this spell increases the damage and range.
 	 	 	
 	 	70 | 80(Lightning Magic) 	Complete Escaping the Imperial Capital on Officer difficulty
 	 	Aims with crosshairs to shoot explosive bullets.
Charging this spell increases the damage and explosion radius. 	Aims with crosshairs to shoot explosive bullets.
Charging this spell increases the damage and explosion radius.
-II 	 	 	
-II 	 	85 | 100(Lightning Magic) 	Complete SO "Defeat two snow giants with active leader" during Escaping the Imperial Capital
-II 	 	Aims with crosshairs to shoot stronger explosive bullets.
Charging this spell increases the damage and explosion radius. 	Aims with crosshairs to shoot stronger explosive bullets.
Charging this spell increases the damage and explosion radius.
 	 	 	
 	 	70 | 80(Lightning Magic) 	Complete The Phantoma Menace VI during Chapter 7
 	 	Launches an explosive bullet that pursues its target.
Charging this spell increases the damage and explosion radius. 	Launches an explosive bullet that pursues its target.
Charging this spell increases the damage and explosion radius.
-II 	 	 	
-II 	 	65 | 80(Lightning Magic) 	The Clash on Big Bridge
-II 	 	Launches a stronger explosive bullet with less range and speed that pursues its target.
Charging this spell increases the damage and explosion radius. 	Launches a stronger explosive bullet with less range and speed that pursues its target.
Charging this spell increases the damage and explosion radius.
 	 	 	
 	 	65 | 75(Lightning Magic) 	Learned during Moglin's "LTMG-101: Elementary Lightning Magic I " lecture in Chapter 3
 	 	Sends out a wave of energy around the user.Charging this spell increases the damage and range. 	Sends out a wave of energy around the user.Charging this spell increases the damage and range.
-II 	 	 	
-II 	 	75 | 90(Lightning Magic) 	Complete Machina's Struggle on Officer difficulty
-II 	 	Sends out a weaker wave of energy around the user which lasts for a short time, striking multiple times.Charging this spell increases the damage and range.	Sends out a weaker wave of energy around the user which lasts for a short time, striking multiple times.Charging this spell increases the damage and range.
===Defensive spells===
Outside of spells, the Block command can be assigned, which negates most damage taken while held at the cost of AG.
Name	Prereq 	Unlock 	
 	60 | 70(Defense Magic) 	Available at beginning 	
 	Restores HP to the user.Charging this spell increases the amount healed and makes it target additional allies.	Restores HP to the user.Charging this spell increases the amount healed and makes it target additional allies.	Restores HP to the user.Charging this spell increases the amount healed and makes it target additional allies.
 	70 | 80(Defense Magic) 	Talk to Kurasame before undertaking The Infiltration of Iscah 	
 	Grants Protect to the user.Charging this spell makes it target additional allies. 	Grants Protect to the user.Charging this spell makes it target additional allies. 	Grants Protect to the user.Charging this spell makes it target additional allies.
 	100 | 120(Defense Magic) 	Complete SO "Stealth Mission: Avoid being spotted by the enemy" during A Fog-Laden Foray 	
 	Grants Invisible to the user.Charging this spell makes it target additional allies. 	Grants Invisible to the user.Charging this spell makes it target additional allies. 	Grants Invisible to the user.Charging this spell makes it target additional allies.
 	30 | 50(Defense Magic) 	Learned during Moglin's "DFMG-102: Elementary Defense Magic II" lecture in Chapter 3 	
 	Cures all status ailments.Charging this spell makes it target additional allies. 	Cures all status ailments.Charging this spell makes it target additional allies. 	Cures all status ailments.Charging this spell makes it target additional allies.
 	75(Defense Magic) 	Complete The Infiltration of Iscah on Agito difficulty 	
 	Revives fallen characters who have not yet faded away from the field with a small amount of HP. 	Revives fallen characters who have not yet faded away from the field with a small amount of HP. 	Revives fallen characters who have not yet faded away from the field with a small amount of HP.
 	55(Defense Magic) 	Available at beginning 	
 	Generates a barrier in order to block ranged attacks. Can only have one. 	Generates a barrier in order to block ranged attacks. Can only have one. 	Generates a barrier in order to block ranged attacks. Can only have one.
 	10(Defense Magic) 	Rewarded by Class First Moogle for playing at least ten hours 	
 	Consumes MP to automatically dodge enemy attacks, if uninterrupted. 	Consumes MP to automatically dodge enemy attacks, if uninterrupted. 	Consumes MP to automatically dodge enemy attacks, if uninterrupted.
===Unique spells===
====Permanently available====
Name	Prereq 	Unlock
 	70 (All) 	Complete The Amiter Resistance on Officer difficulty
 	Fires non-elemental bullets in a 180° cone in front of the user. 	Fires non-elemental bullets in a 180° cone in front of the user.
 	10 (All) 	Complete The Keziah Diversion on Officer difficulty
 	Sends out a wave around the user inflicting Poison. 	Sends out a wave around the user inflicting Poison.
 	75 (All) 	Complete the SO "Defeat the Diepvern" during The Amiter Resistance
 	Casts a wisp of harrowing magic in the form of a projectile that places the target in Killsight status. 	Casts a wisp of harrowing magic in the form of a projectile that places the target in Killsight status.
 	95 (Defense Magic) 	Complete Dominating the Dragon's Nest on Finis difficulty
 	Casts a white sphere of holy energy that homes into the nearest opponent and render them to stone upon death. 	Casts a white sphere of holy energy that homes into the nearest opponent and render them to stone upon death.
 	85 (All) 	Complete Colonel Faith's Revolt on Finis difficulty
 	Emits a glyph skyward to summon meteors upon the target, hitting multiple times over a wide radius. 	Emits a glyph skyward to summon meteors upon the target, hitting multiple times over a wide radius.
 	80 (All) 	Complete SO "Defeat the demonicorn with leader" during Operation Breakthrough
 	Makes the surrounding earth immediately shatter, hitting ground enemies over a large range. 	Makes the surrounding earth immediately shatter, hitting ground enemies over a large range.
 	70 (All) 	Complete A Fog-Laden Foray on Agito difficulty
 	Conjure a powerful tornado that persists and hits a single target over 11 times. 	Conjure a powerful tornado that persists and hits a single target over 11 times.
 	100 (All) 	Earn 150,000 SPP
 	Engulfs a wide radius with powerful magical energy with the user as the epicenter. Can break the 9999 damage limit in a single hit.	Engulfs a wide radius with powerful magical energy with the user as the epicenter. Can break the 9999 damage limit in a single hit.
====Temporarily available====
These spells are only available while maintaining a certain SP Class.
Name	Prereq 	Condition
 	55 (All) 	SP Class of "Supreme"
 	Casts Aura, Protect and Invisible on the caster. 	Casts Aura, Protect and Invisible on the caster.
 	70 (All) 	SP Class of "Guardian"
 	Grants the caster the reraise status. 	Grants the caster the reraise status.
 	60 (All) 	SP Class of "Battle"
 	Casts Freecast, Quick and Trance on the caster. 	Casts Freecast, Quick and Trance on the caster.
 	60 (All) 	SP Class of "Violent"
 	Casts a Fire-RF like spell that also triggers killsight status on impact. 	Casts a Fire-RF like spell that also triggers killsight status on impact.
 	60 (All) 	SP Class of "Squenix"
 	Casts a Blizzard-RF like spell that deals additional damage in proportion to the enemy's health. 	Casts a Blizzard-RF like spell that deals additional damage in proportion to the enemy's health.
 	60 (All) 	SP Class of "Type-0"
 	Casts a Thunder-RF like spell that inflicts the target with a multitude of negative status effects. 	Casts a Thunder-RF like spell that inflicts the target with a multitude of negative status effects.
 	55 (All) 	SP Class of "Healing"
 	Fully restores HP and MP of the caster and dispels all negative status effects. 	Fully restores HP and MP of the caster and dispels all negative status effects.
 	80 (All) 	SP Class of "Wise"
 	An upgraded form of Ultima, additionally inflicting targets with stun. 	An upgraded form of Ultima, additionally inflicting targets with stun.
 	85 (All) 	SP Class of "Supreme" and SP Rank of "King" and above
 	Casts Aura, Protect and Invisible on all party members. 	Casts Aura, Protect and Invisible on all party members.
 	115 (All) 	SP Class of "Guardian" and SP Rank of "King" and above
 	Grants all living party members the reraise status. 	Grants all living party members the reraise status.
 	100 (All) 	SP Class of "Battle" and SP Rank of "King" and above
 	Casts Freecast, Quick and Trance on all party members. 	Casts Freecast, Quick and Trance on all party members.
 	90 (All) 	SP Class of "Healing" and SP Rank of "King" and above
 	Fully restores the HP and MP as well as dispel all negative status effects of all living party members.	Fully restores the HP and MP as well as dispel all negative status effects of all living party members.
 	120 (All) 	SP Class of "Wise" and SP Rank of "King" and above
 	An upgraded form of Ultima, additionally inflicting targets with stop. 	An upgraded form of Ultima, additionally inflicting targets with stop.
==Abilities==
Active abilities are individually unique to the character, consisting of both offensive or supportive commands as well as passive enhancements. By using equipped abilities, the character depletes their Ability Gauge. Switching characters also consumes AG, but deals damage to nearby enemies and can still be performed with no AG.
===Ace===
Ace specializes in rapidly dealing damage, as well as drawing cards that can be used for healing both him and allies or to inflict stop on foes.
Commands	Commands 	Commands 	
Name 	AP needed 	Requirements 	
 	― 	Initial 	Initial
 	Draw cards from a deck of various effects 	Draw cards from a deck of various effects 	Draw cards from a deck of various effects
 	8 AP 	Initial 	Initial
 	Draw cards from a deck stacked with attack effects (red) 	Draw cards from a deck stacked with attack effects (red) 	Draw cards from a deck stacked with attack effects (red)
 	6 AP 	Initial 	Initial
 	Draw cards from a deck stacked with support effects (white) 	Draw cards from a deck stacked with support effects (white) 	Draw cards from a deck stacked with support effects (white)
 	4 AP 	Initial 	Initial
 	Draw cards from a deck stacked with HP recovery effects (blue) 	Draw cards from a deck stacked with HP recovery effects (blue) 	Draw cards from a deck stacked with HP recovery effects (blue)
 	6 AP 	Initial 	Initial
 	Draw cards from a deck stacked with MP recovery effects (yellow)	Draw cards from a deck stacked with MP recovery effects (yellow)	Draw cards from a deck stacked with MP recovery effects (yellow)
 	8 AP 	Level 10 	Level 10
 	Lay a card on the ground and activate to damage enemies 	Lay a card on the ground and activate to damage enemies 	Lay a card on the ground and activate to damage enemies
 	6 AP 	Blind Stud learned 	Blind Stud learned
 	Blind Stud remains active for a longer time 	Blind Stud remains active for a longer time 	Blind Stud remains active for a longer time
 	10 AP 	Blind Stud learned 	Blind Stud learned
 	Reduce AG cost of Blind Stud 	Reduce AG cost of Blind Stud 	Reduce AG cost of Blind Stud
 	8 AP 	Level 13 	Level 13
 	Fire a laser beam forward 	Fire a laser beam forward 	Fire a laser beam forward
 	8 AP 	Jackpot Shot learned 	Jackpot Shot learned
 	Increase critical hit rate of Jackpot Shot 	Increase critical hit rate of Jackpot Shot 	Increase critical hit rate of Jackpot Shot
 	5 AP 	Jackpot Shot: Crit ↑ learned 	Jackpot Shot: Crit ↑ learned
 	Jackpot Shot remains active for a longer time 	Jackpot Shot remains active for a longer time 	Jackpot Shot remains active for a longer time
 	6 AP 	Jackpot Shot: Time ↑ learned 	Jackpot Shot: Time ↑ learned
 	Reduce AG cost of Jackpot Shot 	Reduce AG cost of Jackpot Shot 	Reduce AG cost of Jackpot Shot
 	12 AP 	Jackpot Shot: AG ↓ learned 	Jackpot Shot: AG ↓ learned
 	Fire lasers in three directions 	Fire lasers in three directions 	Fire lasers in three directions
 	14 AP 	Jackpot Triad learned 	Jackpot Triad learned
 	Reduce AG cost of Jackpot Triad 	Reduce AG cost of Jackpot Triad 	Reduce AG cost of Jackpot Triad
 	6 AP 	Level 13 	Level 13
 	Teleport to location of enemy hit by card and attack 	Teleport to location of enemy hit by card and attack 	Teleport to location of enemy hit by card and attack
 	8 AP 	Wildcard learned 	Wildcard learned
 	Increase power of Wild Card 	Increase power of Wild Card 	Increase power of Wild Card
 	8 AP 	Wildcard learned 	Wildcard learned
 	Increase critical hit rate of Wild Card 	Increase critical hit rate of Wild Card 	Increase critical hit rate of Wild Card
 	8 AP 	Wildcard learned 	Wildcard learned
 	Reduce AG cost of Wild Card 	Reduce AG cost of Wild Card 	Reduce AG cost of Wild Card
Enhancements	Enhancements 	Enhancements 	
Name 	AP needed 	Requirements 	
 	2 AP 	Level 11 	Level 11
 	Increase movement speed 	Increase movement speed 	Increase movement speed
 	2 AP 	Level 16 	Level 16
 	Equip two spells at once 	Equip two spells at once 	Equip two spells at once
 	15 AP 	Quick Draw learned 	Quick Draw learned
 	Cast level II finishing magic 	Cast level II finishing magic 	Cast level II finishing magic
 	30 AP 	Quick Draw II learned 	Quick Draw II learned
 	Cast level III finishing magic 	Cast level III finishing magic 	Cast level III finishing magic
 	2 AP 	Level 12 	Level 12
 	Execute up to three dodges in succession 	Execute up to three dodges in succession 	Execute up to three dodges in succession
 	3 AP 	Triple Slip learned 	Triple Slip learned
 	Execute any number of dodges in succession 	Execute any number of dodges in succession 	Execute any number of dodges in succession
 	5 AP 	Level 19 	Level 19
 	Window for dodging increases 	Window for dodging increases 	Window for dodging increases
 	― 	Initial 	Initial
 	Check status of locked-on targets 	Check status of locked-on targets 	Check status of locked-on targets
 	― 	Initial 	Initial
 	Dodge even during other actions 	Dodge even during other actions 	Dodge even during other actions
 	3 AP 	Finishing Blow learned 	Finishing Blow learned
 	Perform a melee attack with tilting the left analog stick upwards and pressing	Perform a melee attack with tilting the left analog stick upwards and pressing	Perform a melee attack with tilting the left analog stick upwards and pressing
 	4 AP 	Melee Attack learned 	Melee Attack learned
 	Perform a finishing move after melee attacks 	Perform a finishing move after melee attacks 	Perform a finishing move after melee attacks
 	8 AP 	Melee Attack II learned 	Melee Attack II learned
 	Cast a finishing spell after melee attacks 	Cast a finishing spell after melee attacks 	Cast a finishing spell after melee attacks
 	4 AP 	Initial 	Initial
 	Perform a charged attack with tilting the left analog stick down and pressing 	Perform a charged attack with tilting the left analog stick down and pressing 	Perform a charged attack with tilting the left analog stick down and pressing
 	4 AP 	Focus learned 	Focus learned
 	Increase number of hits for charged strikes 	Increase number of hits for charged strikes 	Increase number of hits for charged strikes
 	3 AP 	none 	none
 	Perform a finishing move after normal attacks 	Perform a finishing move after normal attacks 	Perform a finishing move after normal attacks
 	15 AP 	Quick Draw (Melee) learned 	Quick Draw (Melee) learned
 	Cast finishing magic after a normal attack 	Cast finishing magic after a normal attack 	Cast finishing magic after a normal attack
===Deuce===
All but one of Deuce's abilities involve her either buffing both of her allies or targeting surrounding enemies by holding down the corresponding button and walking around.
Commands	Commands 	Commands 	
Name 	AP needed 	Requirements 	
 	― 	Initial 	Initial
 	 	 	
 	14 AP 	Concerto learned 	Concerto learned
 	Prevent flinching while playing Concerto 	Prevent flinching while playing Concerto 	Prevent flinching while playing Concerto
 	18 AP 	Concerto learned 	Concerto learned
 	Reduce AG cost of Concerto 	Reduce AG cost of Concerto 	Reduce AG cost of Concerto
 	6 AP 	Level 60 	Level 60
 	 	 	
 	4 AP 	Concerto ff learned 	Concerto ff learned
 	Reduce AG cost of Concerto ff 	Reduce AG cost of Concerto ff 	Reduce AG cost of Concerto ff
 	4 AP 	Level 39 	Level 39
 	Damage enemies 	Damage enemies 	Damage enemies
 	4 AP 	Requiem of Ruin learned 	Requiem of Ruin learned
 	Prevent flinching while playing Requiem of Ruin 	Prevent flinching while playing Requiem of Ruin 	Prevent flinching while playing Requiem of Ruin
 	6 AP 	Requiem of Ruin learned 	Requiem of Ruin learned
 	Increase power of Requiem of Ruin 	Increase power of Requiem of Ruin 	Increase power of Requiem of Ruin
 	6 AP 	Requiem of Ruin learned ↓ 	Requiem of Ruin learned ↓
 	Reduce AG cost of Requiem of Ruin 	Reduce AG cost of Requiem of Ruin 	Reduce AG cost of Requiem of Ruin
 	3 AP 	Level 27 	Level 27
 	Damage surrounding enemies and possibly inflict Stun	Damage surrounding enemies and possibly inflict Stun	Damage surrounding enemies and possibly inflict Stun
 	4 AP 	Dissonant Sonata learned 	Dissonant Sonata learned
 	Prevent flinching while playing Dissonant Sonata 	Prevent flinching while playing Dissonant Sonata 	Prevent flinching while playing Dissonant Sonata
 	3 AP 	Dissonant Sonata learned 	Dissonant Sonata learned
 	Increase stun rate of Dissonant Sonata 	Increase stun rate of Dissonant Sonata 	Increase stun rate of Dissonant Sonata
 	4 AP 	Dissonant Sonata learned 	Dissonant Sonata learned
 	Reduce AG cost of Dissonant Sonata 	Reduce AG cost of Dissonant Sonata 	Reduce AG cost of Dissonant Sonata
 	6 AP 	Level 23 	Level 23
 	Restore HP to all allies 	Restore HP to all allies 	Restore HP to all allies
 	4 AP 	Hymn of Healing learned 	Hymn of Healing learned
 	Receive Protect status while playing Hymn of Healing	Receive Protect status while playing Hymn of Healing	Receive Protect status while playing Hymn of Healing
 	6 AP 	Hymn of Healing learned 	Hymn of Healing learned
 	Increase amount of HP recovered with Hymn of Healing	Increase amount of HP recovered with Hymn of Healing	Increase amount of HP recovered with Hymn of Healing
 	6 AP 	Hymn of Healing learned 	Hymn of Healing learned
 	Reduce AG cost of Hymn of Healing 	Reduce AG cost of Hymn of Healing 	Reduce AG cost of Hymn of Healing
 	3 AP 	Level 28 	Level 28
 	Increase power of normal attacks 	Increase power of normal attacks 	Increase power of normal attacks
 	4 AP 	Crescendo learned 	Crescendo learned
 	Increase maximum Crescendo level 	Increase maximum Crescendo level 	Increase maximum Crescendo level
Enhancements	Enhancements 	Enhancements 	
Name 	AP needed 	Requirements 	
 	4 AP 	Level 25 	Level 25
 	Increase movement speed 	Increase movement speed 	Increase movement speed
 	8 AP 	Level 15 	Level 15
 	Equip two spells at once 	Equip two spells at once 	Equip two spells at once
 	3 AP 	Level 13 	Level 13
 	Execute up to three dodges in succession 	Execute up to three dodges in succession 	Execute up to three dodges in succession
 	4 AP 	Triple Slip learned 	Triple Slip learned
 	Execute any number of dodges in succession 	Execute any number of dodges in succession 	Execute any number of dodges in succession
 	8 AP 	Level 20 	Level 20
 	Window for dodging increases 	Window for dodging increases 	Window for dodging increases
 	— 	Initial 	Initial
 	Check status of locked-on targets 	Check status of locked-on targets 	Check status of locked-on targets
 	15 AP 	Quick Draw learned 	Quick Draw learned
 	Cast level II finishing magic 	Cast level II finishing magic 	Cast level II finishing magic
 	30 AP 	Level 60 	Level 60
 	Cast level III finishing magic 	Cast level III finishing magic 	Cast level III finishing magic
 	— 	Initial 	Initial
 	Perform a melee attack with tilting the left analog stick upwards and pressing	Perform a melee attack with tilting the left analog stick upwards and pressing	Perform a melee attack with tilting the left analog stick upwards and pressing
 	8 AP 	Level 27 	Level 27
 	Perform a finishing move after melee attacks 	Perform a finishing move after melee attacks 	Perform a finishing move after melee attacks
 	8 AP 	Melee Attack II learned 	Melee Attack II learned
 	Cast a finishing spell after melee attacks 	Cast a finishing spell after melee attacks 	Cast a finishing spell after melee attacks
 	— 	Initial 	Initial
 	Place a tone cluster with tilting the left analog stick downwards and pressing	Place a tone cluster with tilting the left analog stick downwards and pressing	Place a tone cluster with tilting the left analog stick downwards and pressing
 	6 AP 	Level 30 	Level 30
 	Increase power of Tone Cluster 	Increase power of Tone Cluster 	Increase power of Tone Cluster
 	10 AP 	Level 15 	Level 15
 	Increase power of normal attacks 	Increase power of normal attacks 	Increase power of normal attacks
 	18 AP 	Acoustic Amplifier learned 	Acoustic Amplifier learned
 	Further increase power of normal attacks 	Further increase power of normal attacks 	Further increase power of normal attacks
===Trey===
Trey's abilities focus on maximizing his long range damage-dealing potential, with a few close-ranged tricks up his sleeve as well. He has a few moves that let the player choose where he shoots, letting him deal with crowds effectively.
Commands	Commands 	Commands 	
Name 	AP needed 	Requirements 	
 	— 	Initial 	Initial
 	Shower enemies with arrows 	Shower enemies with arrows 	Shower enemies with arrows
 	6 AP 	Raining Arrows learned 	Raining Arrows learned
 	Increase power of Raining Arrows 	Increase power of Raining Arrows 	Increase power of Raining Arrows
 	8 AP 	Raining Arrows learned 	Raining Arrows learned
 	Reduce AG cost of Raining Arrows 	Reduce AG cost of Raining Arrows 	Reduce AG cost of Raining Arrows
 	2 AP 	Level 15 	Level 15
 	Shower enemies with Stop-inducing arrows 	Shower enemies with Stop-inducing arrows 	Shower enemies with Stop-inducing arrows
 	10 AP 	Freezing Rain learned 	Freezing Rain learned
 	Freezing Rain remains active for a longer time 	Freezing Rain remains active for a longer time 	Freezing Rain remains active for a longer time
 	12 AP 	Freezing Rain learned 	Freezing Rain learned
 	Reduce AG cost of Freezing Rain 	Reduce AG cost of Freezing Rain 	Reduce AG cost of Freezing Rain
 	2 AP 	Level 13 	Level 13
 	Generate a portal that drains enemies' HP and inflicts Killsight 	Generate a portal that drains enemies' HP and inflicts Killsight 	Generate a portal that drains enemies' HP and inflicts Killsight
 	14 AP 	Burst Delta learned 	Burst Delta learned
 	Generate a portal that drains more of enemies' HP and inflicts Killsight	Generate a portal that drains more of enemies' HP and inflicts Killsight	Generate a portal that drains more of enemies' HP and inflicts Killsight
 	4 AP 	Level 12 	Level 12
 	Fire explosives that detonate after a short time 	Fire explosives that detonate after a short time 	Fire explosives that detonate after a short time
 	6 AP 	Dynamite Arrow learned 	Dynamite Arrow learned
 	Increase power of Dynamite Arrow 	Increase power of Dynamite Arrow 	Increase power of Dynamite Arrow
 	8 AP 	Dynamite Arrow learned 	Dynamite Arrow learned
 	Reduce AG cost of Dynamite Arrow 	Reduce AG cost of Dynamite Arrow 	Reduce AG cost of Dynamite Arrow
 	1 AP 	Level 14 	Level 14
 	Aim and fire at distant enemies 	Aim and fire at distant enemies 	Aim and fire at distant enemies
 	6 AP 	Hawkeye learned 	Hawkeye learned
 	Reduce AG cost of Hawkeye 	Reduce AG cost of Hawkeye 	Reduce AG cost of Hawkeye
 	2 AP 	Level 9 	Level 9
 	Attack enemies while conjuring a barrier of flame 	Attack enemies while conjuring a barrier of flame 	Attack enemies while conjuring a barrier of flame
 	5 AP 	Firewall learned 	Firewall learned
 	Increase power of direct attacks from Firewall 	Increase power of direct attacks from Firewall 	Increase power of direct attacks from Firewall
 	5 AP 	Firewall learned 	Firewall learned
 	Firewall remains active for a longer time 	Firewall remains active for a longer time 	Firewall remains active for a longer time
 	6 AP 	Firewall learned 	Firewall learned
 	Reduce AG cost of Firewall 	Reduce AG cost of Firewall 	Reduce AG cost of Firewall
 	1 AP 	Level 19 	Level 19
 	Focus attention in order to temporarily increase Attack 	Focus attention in order to temporarily increase Attack 	Focus attention in order to temporarily increase Attack
 	6 AP 	Concentrate learned 	Concentrate learned
 	Increase effects of Concentrate 	Increase effects of Concentrate 	Increase effects of Concentrate
 	8 AP 	Concentrate learned 	Concentrate learned
 	Concentrate remains active for a longer time 	Concentrate remains active for a longer time 	Concentrate remains active for a longer time
Enhancements	Enhancements 	Enhancements 	
Name 	AP needed 	Requirements 	
 	3 AP 	Level 14 	Level 14
 	Increase movement speed 	Increase movement speed 	Increase movement speed
 	4 AP 	Level 20 	Level 20
 	Equip two spells at once 	Equip two spells at once 	Equip two spells at once
 	8 AP 	Quick Draw learned 	Quick Draw learned
 	Cast level II finishing magic 	Cast level II finishing magic 	Cast level II finishing magic
 	48 AP 	Level 50 	Level 50
 	Cast level III finishing magic 	Cast level III finishing magic 	Cast level III finishing magic
 	1 AP 	Level 8 	Level 8
 	Execute up to three dodges in succession 	Execute up to three dodges in succession 	Execute up to three dodges in succession
 	6 AP 	Triple Slip learned 	Triple Slip learned
 	Execute any number of dodges in succession 	Execute any number of dodges in succession 	Execute any number of dodges in succession
 	3 AP 	Level 18 	Level 18
 	Window for dodging increases 	Window for dodging increases 	Window for dodging increases
 	— 	Initial 	Initial
 	Check status of locked-on targets 	Check status of locked-on targets 	Check status of locked-on targets
 	— 	Initial 	Initial
 	Fire charged shots by holding down 	Fire charged shots by holding down 	Fire charged shots by holding down
 	2 AP 	Level 11 	Level 11
 	Increase speed and power of charged shots 	Increase speed and power of charged shots 	Increase speed and power of charged shots
 	8 AP 	Charge Level-IV learned 	Charge Level-IV learned
 	Further increase speed and attack power of charged shots 	Further increase speed and attack power of charged shots 	Further increase speed and attack power of charged shots
 	12 AP 	Charge Level-V learned 	Charge Level-V learned
 	Drastically increase speed and attack power of charged shots	Drastically increase speed and attack power of charged shots	Drastically increase speed and attack power of charged shots
 	18 AP 	MAX Charge learned 	MAX Charge learned
 	Cast finishing magic after a max-level charged shot 	Cast finishing magic after a max-level charged shot 	Cast finishing magic after a max-level charged shot
===Cater===
Cater utilizes a variety of abilities involving elemental attacks and debuffs. Elementillery gives her access to mini versions of all 3 elemental spells in a single Armament slot.
Commands	Commands 	Commands 	
Name 	AP needed 	Requirements 	
 	— 	Initial 	Initial
 	Fire shots imbued with elemental magic (defaults to Fire) 	Fire shots imbued with elemental magic (defaults to Fire) 	Fire shots imbued with elemental magic (defaults to Fire)
 	16 AP 	Level 15 	Level 15
 	Increase power of Elementillery's Flame Shot 	Increase power of Elementillery's Flame Shot 	Increase power of Elementillery's Flame Shot
 	8 AP 	Level 13 	Level 13
 	Imbue shots with Ice Magic with tilting the left analog stick upwards and pressing / 	Imbue shots with Ice Magic with tilting the left analog stick upwards and pressing / 	Imbue shots with Ice Magic with tilting the left analog stick upwards and pressing /
 	16 AP 	Frost Shot 	Frost Shot
 	Increases critical hit rate of Elementillery's Frost Shot 	Increases critical hit rate of Elementillery's Frost Shot 	Increases critical hit rate of Elementillery's Frost Shot
 	8 AP 	Level 13 	Level 13
 	Imbue shots with Lightning Magic with tilting the left analog stick downwards and pressing /	Imbue shots with Lightning Magic with tilting the left analog stick downwards and pressing /	Imbue shots with Lightning Magic with tilting the left analog stick downwards and pressing /
 	16 AP 	Voltaic Shot 	Voltaic Shot
 	Increase power of Elementillery's Voltaic Shot 	Increase power of Elementillery's Voltaic Shot 	Increase power of Elementillery's Voltaic Shot
 	6 AP 	Level 20 	Level 20
 	Set a bomb in the ground that can be detonated later 	Set a bomb in the ground that can be detonated later 	Set a bomb in the ground that can be detonated later
 	8 AP 	Land Mine 	Land Mine
 	Increase power of Land Mine 	Increase power of Land Mine 	Increase power of Land Mine
 	12 AP 	Land Mine 	Land Mine
 	Reduce AG cost of Land Mine 	Reduce AG cost of Land Mine 	Reduce AG cost of Land Mine
 	2 AP 	Level 8 	Level 8
 	Fire shots that lower enemies' Defense 	Fire shots that lower enemies' Defense 	Fire shots that lower enemies' Defense
 	3 AP 	Debuff Shot 	Debuff Shot
 	Increase effect of Debuff Shot 	Increase effect of Debuff Shot 	Increase effect of Debuff Shot
 	4 AP 	Debuff Shot 	Debuff Shot
 	Reduce AG cost of Debuff Shot 	Reduce AG cost of Debuff Shot 	Reduce AG cost of Debuff Shot
 	2 AP 	Level 10 	Level 10
 	Fire ammo that inflicts Stop 	Fire ammo that inflicts Stop 	Fire ammo that inflicts Stop
 	2 AP 	Stilling Shot 	Stilling Shot
 	Stilling Shot remains active for a longer time 	Stilling Shot remains active for a longer time 	Stilling Shot remains active for a longer time
 	5 AP 	Stilling Shot 	Stilling Shot
 	Reduce AG cost of Stilling Shot 	Reduce AG cost of Stilling Shot 	Reduce AG cost of Stilling Shot
 	8 AP 	Level 13 	Level 13
 	Aim and fire at distant enemies 	Aim and fire at distant enemies 	Aim and fire at distant enemies
 	10 AP 	Hawkeye 	Hawkeye
 	Reduce AG cost of Hawkeye 	Reduce AG cost of Hawkeye 	Reduce AG cost of Hawkeye
 	3 AP 	Level 12 	Level 12
 	Release a venomous gas that inflicts Poison 	Release a venomous gas that inflicts Poison 	Release a venomous gas that inflicts Poison
 	4 AP 	Viral Spray 	Viral Spray
 	Viral Spray remains active for a longer time 	Viral Spray remains active for a longer time 	Viral Spray remains active for a longer time
 	4 AP 	Viral Spray 	Viral Spray
 	Reduce AG cost of Viral Spray 	Reduce AG cost of Viral Spray 	Reduce AG cost of Viral Spray
Enhancements	Enhancements 	Enhancements 	
Name 	AP needed 	Requirements 	
 	2 AP 	Level 10 	Level 10
 	Increase movement speed 	Increase movement speed 	Increase movement speed
 	4 AP 	Level 19 	Level 19
 	Equip two spells at once 	Equip two spells at once 	Equip two spells at once
 	12 AP 	Quick Draw learned 	Quick Draw learned
 	Cast level II finishing magic 	Cast level II finishing magic 	Cast level II finishing magic
 	28 AP 	Level 45 	Level 45
 	Cast level III finishing magic 	Cast level III finishing magic 	Cast level III finishing magic
 	2 AP 	Level 12 	Level 12
 	Execute up to three dodges in succession 	Execute up to three dodges in succession 	Execute up to three dodges in succession
 	3 AP 	Triple Slip learned 	Triple Slip learned
 	Execute any number of dodges in succession 	Execute any number of dodges in succession 	Execute any number of dodges in succession
 	5 AP 	Level 26 	Level 26
 	Window for dodging increases 	Window for dodging increases 	Window for dodging increases
 	— 	Initial 	Initial
 	Check status of locked-on targets 	Check status of locked-on targets 	Check status of locked-on targets
 	— 	Initial 	Initial
 	Dodge or attack even during other actions 	Dodge or attack even during other actions 	Dodge or attack even during other actions
 	— 	Initial 	Initial
 	Charge shots when gun is unholstered but not in use 	Charge shots when gun is unholstered but not in use 	Charge shots when gun is unholstered but not in use
 	6 AP 	Level 28 	Level 28
 	Cast finishing magic after a max-level charged shot 	Cast finishing magic after a max-level charged shot 	Cast finishing magic after a max-level charged shot
 	12 AP 	Bullet Boost learned 	Bullet Boost learned
 	Reduce amount of time needed to charge a shot 	Reduce amount of time needed to charge a shot 	Reduce amount of time needed to charge a shot
 	— 	Initial 	Initial
 	Fire exploding shots with tilting up the left analog stick and pressing	Fire exploding shots with tilting up the left analog stick and pressing	Fire exploding shots with tilting up the left analog stick and pressing
 	8 AP 	Level 14 	Level 14
 	Increase stun rate of Explosive Shell 	Increase stun rate of Explosive Shell 	Increase stun rate of Explosive Shell
 	8 AP 	Level 25 	Level 25
 	Increase power of rapid-fire bullets used in normal attacks 	Increase power of rapid-fire bullets used in normal attacks 	Increase power of rapid-fire bullets used in normal attacks
===Cinque===
Cinque's abilities offer her more defensive coverage to deal with her slow, short-ranged attacks.
Commands	Commands 	Commands 	
Name 	AP needed 	Requirements 	
 	— 	Initial 	Initial
 	Attack the ground to damage surrounding enemies and possibly inflict Stun 	Attack the ground to damage surrounding enemies and possibly inflict Stun 	Attack the ground to damage surrounding enemies and possibly inflict Stun
 	3 AP 	Earthquake learned 	Earthquake learned
 	Increase stun rate of Earthquake 	Increase stun rate of Earthquake 	Increase stun rate of Earthquake
 	3 AP 	Magnitude 7.0 learned 	Magnitude 7.0 learned
 	Further increase stun rate of Earthquake 	Further increase stun rate of Earthquake 	Further increase stun rate of Earthquake
 	5 AP 	Magnitude 10.0 	Magnitude 10.0
 	Prevent flinching during Earthquake 	Prevent flinching during Earthquake 	Prevent flinching during Earthquake
 	3 AP 	Level 13 	Level 13
 	Attack the ground to damage enemies in a straight line and possibly inflict Stun	Attack the ground to damage enemies in a straight line and possibly inflict Stun	Attack the ground to damage enemies in a straight line and possibly inflict Stun
 	5 AP 	Homerun Swing learned 	Homerun Swing learned
 	Increase stun rate of Gaia Pulse 	Increase stun rate of Gaia Pulse 	Increase stun rate of Gaia Pulse
 	2 AP 	Level 13 	Level 13
 	Strike opponents after building power by holding down / 	Strike opponents after building power by holding down / 	Strike opponents after building power by holding down /
 	2 AP 	Homerun Swing learned 	Homerun Swing learned
 	Increase charge level of Homerun Swing 	Increase charge level of Homerun Swing 	Increase charge level of Homerun Swing
 	3 AP 	Windup Boost learned 	Windup Boost learned
 	Further increase maximum charge level of Homerun Swing 	Further increase maximum charge level of Homerun Swing 	Further increase maximum charge level of Homerun Swing
 	5 AP 	Windup Boost II learned 	Windup Boost II learned
 	Increase critical hit rate of Homerun Swing 	Increase critical hit rate of Homerun Swing 	Increase critical hit rate of Homerun Swing
 	2 AP 	Level 17 	Level 17
 	Psych self up to inflict more damage with the next attack 	Psych self up to inflict more damage with the next attack 	Psych self up to inflict more damage with the next attack
 	3 AP 	Cheerleader 	Cheerleader
 	Increase effect of Cheerleader 	Increase effect of Cheerleader 	Increase effect of Cheerleader
 	5 AP 	Cheerleader 	Cheerleader
 	Reduce AG cost of Cheerleader 	Reduce AG cost of Cheerleader 	Reduce AG cost of Cheerleader
 	2 AP 	Level 19 	Level 19
 	Spin around to strike and knock back enemies 	Spin around to strike and knock back enemies 	Spin around to strike and knock back enemies
 	3 AP 	Whirling Mace learned 	Whirling Mace learned
 	Increase critical hit rate of Whirling Mace 	Increase critical hit rate of Whirling Mace 	Increase critical hit rate of Whirling Mace
 	3 AP 	Level 20 	Level 20
 	Spin around to strike and send enemies flying 	Spin around to strike and send enemies flying 	Spin around to strike and send enemies flying
 	5 AP 	Mace Cyclone learned 	Mace Cyclone learned
 	Prevent flinching during Mace Cyclone 	Prevent flinching during Mace Cyclone 	Prevent flinching during Mace Cyclone
 	2 AP 	Level 11 	Level 11
 	Damage enemies and drain more HP when user's HP is low 	Damage enemies and drain more HP when user's HP is low 	Damage enemies and drain more HP when user's HP is low
 	4 AP 	Payback learned 	Payback learned
 	Increase critical hit rate of Payback 	Increase critical hit rate of Payback 	Increase critical hit rate of Payback
Enhancements	Enhancements 	Enhancements 	
Name 	AP needed 	Requirements 	
 	2 AP 	Level 16 	Level 16
 	Increase movement speed 	Increase movement speed 	Increase movement speed
 	28 AP 	Level 29 	Level 29
 	Equip two spells at once 	Equip two spells at once 	Equip two spells at once
 	30 AP 	Quick Draw learned 	Quick Draw learned
 	Cast level II finishing magic 	Cast level II finishing magic 	Cast level II finishing magic
 	42 AP 	Quick Draw II learned 	Quick Draw II learned
 	Cast level III finishing magic 	Cast level III finishing magic 	Cast level III finishing magic
 	2 AP 	Level 15 	Level 15
 	Execute up to three dodges in succession 	Execute up to three dodges in succession 	Execute up to three dodges in succession
 	3 AP 	Triple Stream learned 	Triple Stream learned
 	Execute any number of dodges in succession 	Execute any number of dodges in succession 	Execute any number of dodges in succession
 	5 AP 	Level 9 	Level 9
 	Window for dodging increases 	Window for dodging increases 	Window for dodging increases
 	— 	Initial 	Initial
 	Check status of locked-on targets 	Check status of locked-on targets 	Check status of locked-on targets
 	2 AP 	Initial 	Initial
 	Perform a charged attack with tilting down the left analog stick and pressing	Perform a charged attack with tilting down the left analog stick and pressing	Perform a charged attack with tilting down the left analog stick and pressing
 	4 AP 	Learn Focus 	Learn Focus
 	Increase maximum charge level 	Increase maximum charge level 	Increase maximum charge level
 	6 AP 	Learn Charge II 	Learn Charge II
 	Further increase maximum charge level 	Further increase maximum charge level 	Further increase maximum charge level
 	12 AP 	Level 55Learn Charge III 	Level 55Learn Charge III
 	Cast finishing magic after MAX Charge attacks 	Cast finishing magic after MAX Charge attacks 	Cast finishing magic after MAX Charge attacks
 	30 AP 	Learn Quick Draw 	Learn Quick Draw
 	Cast finishing magic after two consecutive attacks 	Cast finishing magic after two consecutive attacks 	Cast finishing magic after two consecutive attacks
===Sice===
Sice's abilities utilize her passive Moxie skill, gaining power by storing energy from defeated foes, as shown by her weapon glowing red.
Commands	Commands 	Commands 	
Name 	AP needed 	Requirements 	
 	— 	Initial 	Initial
 	Use absorbed malice to attack in a straight line 	Use absorbed malice to attack in a straight line 	Use absorbed malice to attack in a straight line
 	3 AP 	Dark Nebula learned 	Dark Nebula learned
 	Add Stop effect to Dark Nebula 	Add Stop effect to Dark Nebula 	Add Stop effect to Dark Nebula
 	5 AP 	Dark Nebula learned 	Dark Nebula learned
 	Reduce AG cost of Dark Nebula 	Reduce AG cost of Dark Nebula 	Reduce AG cost of Dark Nebula
 	5 AP 	Moxie: Power ↑ II learned 	Moxie: Power ↑ II learned
 	Use absorbed malice to attack surrounding enemies 	Use absorbed malice to attack surrounding enemies 	Use absorbed malice to attack surrounding enemies
 	6 AP 	Negative Aura learned 	Negative Aura learned
 	Add Drain effect to Negative Aura 	Add Drain effect to Negative Aura 	Add Drain effect to Negative Aura
 	8 AP 	Negative Aura learned 	Negative Aura learned
 	Reduce AG cost of Negative Aura 	Reduce AG cost of Negative Aura 	Reduce AG cost of Negative Aura
 	10 AP 	Tenacity learned 	Tenacity learned
 	Use absorbed malice to attack enemies and possibly inflict Death	Use absorbed malice to attack enemies and possibly inflict Death	Use absorbed malice to attack enemies and possibly inflict Death
 	4 AP 	Moxie: Power ↑ learned 	Moxie: Power ↑ learned
 	Attack enemies with a wall of poison 	Attack enemies with a wall of poison 	Attack enemies with a wall of poison
 	6 AP 	Toxic Mist learned 	Toxic Mist learned
 	Reduce AG cost of Toxic Mist 	Reduce AG cost of Toxic Mist 	Reduce AG cost of Toxic Mist
 	3 AP 	Level 11 	Level 11
 	Generate a cyclone that follows after locked-on targets 	Generate a cyclone that follows after locked-on targets 	Generate a cyclone that follows after locked-on targets
 	5 AP 	Death Maelstrom learned 	Death Maelstrom learned
 	Increase power of Death Maelstrom 	Increase power of Death Maelstrom 	Increase power of Death Maelstrom
 	6 AP 	Death Maelstrom learned 	Death Maelstrom learned
 	Death Maelstrom remains active for a longer time 	Death Maelstrom remains active for a longer time 	Death Maelstrom remains active for a longer time
 	8 AP 	Death Maelstrom learned 	Death Maelstrom learned
 	Reduce AG cost of Death Maelstrom 	Reduce AG cost of Death Maelstrom 	Reduce AG cost of Death Maelstrom
 	6 AP 	Moxie: Power ↑ learned 	Moxie: Power ↑ learned
 	Manipulate gravity to gather enemies in one place 	Manipulate gravity to gather enemies in one place 	Manipulate gravity to gather enemies in one place
 	8 AP 	Black Hole learned 	Black Hole learned
 	Reduce AG cost of Black Hole 	Reduce AG cost of Black Hole 	Reduce AG cost of Black Hole
Enhancements	Enhancements 	Enhancements 	Enhancements
Name 	AP needed 	Requirements 	
 	2 AP 	Level 8 	Level 8
 	Increase movement speed 	Increase movement speed 	Increase movement speed
 	5 AP 	Level 20 	Level 20
 	Equip two spells at once 	Equip two spells at once 	Equip two spells at once
 	15 AP 	Quick Draw learned 	Quick Draw learned
 	Cast level II finishing magic 	Cast level II finishing magic 	Cast level II finishing magic
 	30 AP 	Level 58 	Level 58
 	Cast level III finishing magic 	Cast level III finishing magic 	Cast level III finishing magic
 	2 AP 	Moxie: Power ↑ learned 	Moxie: Power ↑ learned
 	Execute up to three dodges in succession 	Execute up to three dodges in succession 	Execute up to three dodges in succession
 	3 AP 	Triple Slip learned 	Triple Slip learned
 	Execute any number of dodges in succession 	Execute any number of dodges in succession 	Execute any number of dodges in succession
 	5 AP 	Slipstream learned 	Slipstream learned
 	Window for dodging increases 	Window for dodging increases 	Window for dodging increases
 	— 	Initial 	Initial
 	Check status of locked-on targets 	Check status of locked-on targets 	Check status of locked-on targets
 	2 AP 	Level 6 	Level 6
 	Increase the number of hits in a normal attack 	Increase the number of hits in a normal attack 	Increase the number of hits in a normal attack
 	2 AP 	Moxie: Power ↑ learned 	Moxie: Power ↑ learned
 	Further increase the number of hits in a normal attack 	Further increase the number of hits in a normal attack 	Further increase the number of hits in a normal attack
 	6 AP 	Combo Bonus II learned 	Combo Bonus II learned
 	Drastically increase the number of hits in a normal attack 	Drastically increase the number of hits in a normal attack 	Drastically increase the number of hits in a normal attack
 	10 AP 	Combo Bonus III learned 	Combo Bonus III learned
 	Cast finishing magic after four consecutive normal attacks 	Cast finishing magic after four consecutive normal attacks 	Cast finishing magic after four consecutive normal attacks
 	— 	Initial 	Initial
 	Attack while moving with tilting the left analog stick and pressing 	Attack while moving with tilting the left analog stick and pressing 	Attack while moving with tilting the left analog stick and pressing
 	6 AP 	Learn Tenacity 	Learn Tenacity
 	Cast finishing magic after a forward mobile strike 	Cast finishing magic after a forward mobile strike 	Cast finishing magic after a forward mobile strike
 	8 AP 	Learn Advance Cast 	Learn Advance Cast
 	Cast finishing magic after a backward mobile strike 	Cast finishing magic after a backward mobile strike 	Cast finishing magic after a backward mobile strike
 	— 	Initial 	Initial
 	Increase power by defeating enemies and absorbing their malice (Scythe glows reddish)	Increase power by defeating enemies and absorbing their malice (Scythe glows reddish)	Increase power by defeating enemies and absorbing their malice (Scythe glows reddish)
 	12 AP 	Level 14 	Level 14
 	Absorb more malice 	Absorb more malice 	Absorb more malice
 	14 AP 	Moxie: Power ↑ learned and Level 22 	Moxie: Power ↑ learned and Level 22
 	Absorb even more malice 	Absorb even more malice 	Absorb even more malice
 	16 AP 	Moxie: Power ↑ II learned and Level 28 	Moxie: Power ↑ II learned and Level 28
 	Reduce the amount of malice lost when taking damage 	Reduce the amount of malice lost when taking damage 	Reduce the amount of malice lost when taking damage
===Seven===
Seven boasts one of the most diverse sets of abilities, and like Cater, has access to an all-element attack.
Commands	Commands 	Commands 	
Name 	AP needed 	Requirements 	
 	— 	Initial 	Initial
 	Capture an enemy and either reel them in or instantaneously approach the target 	Capture an enemy and either reel them in or instantaneously approach the target 	Capture an enemy and either reel them in or instantaneously approach the target
 	3 AP 	Snakebite learned 	Snakebite learned
 	Electrify ensnared enemies to damage and possibly inflict Stun with tilting the left analog stick upwards and pressing /	Electrify ensnared enemies to damage and possibly inflict Stun with tilting the left analog stick upwards and pressing /	Electrify ensnared enemies to damage and possibly inflict Stun with tilting the left analog stick upwards and pressing /
 	5 AP 	Snakebite learned 	Snakebite learned
 	Reduce AG cost of Snakebite 	Reduce AG cost of Snakebite 	Reduce AG cost of Snakebite
 	2 AP 	Level 15 	Level 15
 	Launch whipblade skyward to pierce enemies from above 	Launch whipblade skyward to pierce enemies from above 	Launch whipblade skyward to pierce enemies from above
 	4 AP 	Diving Strike learned 	Diving Strike learned
 	Increase power of Diving Strike 	Increase power of Diving Strike 	Increase power of Diving Strike
 	4 AP 	Level 10 	Level 10
 	Strike enemies with a whip imbued with elemental magic (defaults to Fire) 	Strike enemies with a whip imbued with elemental magic (defaults to Fire) 	Strike enemies with a whip imbued with elemental magic (defaults to Fire)
 	12 AP 	Elementalash learned 	Elementalash learned
 	Increase power of Elementalash's Flamelash 	Increase power of Elementalash's Flamelash 	Increase power of Elementalash's Flamelash
 	4 AP 	Elementalash learned 	Elementalash learned
 	Imbue whip with Ice Magic with with tilting the left analog stick upwards and pressing / 	Imbue whip with Ice Magic with with tilting the left analog stick upwards and pressing / 	Imbue whip with Ice Magic with with tilting the left analog stick upwards and pressing /
 	12 AP 	Frostlash learned 	Frostlash learned
 	Increase power of Elementalash's Frostlash 	Increase power of Elementalash's Frostlash 	Increase power of Elementalash's Frostlash
 	4 AP 	Elementalash learned 	Elementalash learned
 	Imbue whip with Lightning Magic with tilting the left analog stick downwards and pressing / 	Imbue whip with Lightning Magic with tilting the left analog stick downwards and pressing / 	Imbue whip with Lightning Magic with tilting the left analog stick downwards and pressing /
 	12 AP 	Thunderlash learned 	Thunderlash learned
 	Increase power of Elementalash's Thunderlash 	Increase power of Elementalash's Thunderlash 	Increase power of Elementalash's Thunderlash
 	3 AP 	Level 17 	Level 17
 	Drive whipblade into the ground to summon Stop-inflicting thorns 	Drive whipblade into the ground to summon Stop-inflicting thorns 	Drive whipblade into the ground to summon Stop-inflicting thorns
 	6 AP 	Sadistic Spikes learned 	Sadistic Spikes learned
 	Sadistic Spikes remains active for a longer time 	Sadistic Spikes remains active for a longer time 	Sadistic Spikes remains active for a longer time
 	10 AP 	Sadistic Spikes learned 	Sadistic Spikes learned
 	Reduce AG cost of Sadistic Spikes 	Reduce AG cost of Sadistic Spikes 	Reduce AG cost of Sadistic Spikes
 	4 AP 	Level 19 	Level 19
 	Attack enemies and absorb HP 	Attack enemies and absorb HP 	Attack enemies and absorb HP
 	10 AP 	Drainlash learned 	Drainlash learned
 	Increase power of Drainlash 	Increase power of Drainlash 	Increase power of Drainlash
 	6 AP 	Level 24 	Level 24
 	Attack enemies and absorb MP 	Attack enemies and absorb MP 	Attack enemies and absorb MP
 	12 AP 	Osmoselash learned 	Osmoselash learned
 	Increase power of Osmoselash 	Increase power of Osmoselash 	Increase power of Osmoselash
Enhancements	Enhancements 	Enhancements 	
Name 	AP needed 	Requirements 	
 	4 AP 	Level 28 	Level 28
 	Increase movement speed 	Increase movement speed 	Increase movement speed
 	5 AP 	Level 28 	Level 28
 	Equip two spells at once 	Equip two spells at once 	Equip two spells at once
 	15 AP 	Quick Draw learned 	Quick Draw learned
 	Cast level II finishing magic 	Cast level II finishing magic 	Cast level II finishing magic
 	30 AP 	Level 55 	Level 55
 	Cast level III finishing magic 	Cast level III finishing magic 	Cast level III finishing magic
 	4 AP 	Level 15 	Level 15
 	Execute up to three dodges in succession 	Execute up to three dodges in succession 	Execute up to three dodges in succession
 	6 AP 	Triple Slip learned 	Triple Slip learned
 	Execute any number of dodges in succession 	Execute any number of dodges in succession 	Execute any number of dodges in succession
 	8 AP 	Slipstream learned 	Slipstream learned
 	Window for dodging increases 	Window for dodging increases 	Window for dodging increases
 	— 	Initial 	Initial
 	Check status of locked-on targets 	Check status of locked-on targets 	Check status of locked-on targets
 	8 AP 	Level 30 	Level 30
 	Cast finishing magic after a normal attack 	Cast finishing magic after a normal attack 	Cast finishing magic after a normal attack
 	— 	Initial 	Initial
 	Deliver a long-reaching attack with tilting the left analog stick upwards and pressing	Deliver a long-reaching attack with tilting the left analog stick upwards and pressing	Deliver a long-reaching attack with tilting the left analog stick upwards and pressing
 	5 AP 	Level 25 	Level 25
 	Increase number of hits for Foreflay 	Increase number of hits for Foreflay 	Increase number of hits for Foreflay
 	6 AP 	Foreflay II learned 	Foreflay II learned
 	Further increase number of hits for Foreflay 	Further increase number of hits for Foreflay 	Further increase number of hits for Foreflay
 	— 	Initial 	Initial
 	Deliver a wide-area attack with tilting the left analog stick downwards and pressing 	Deliver a wide-area attack with tilting the left analog stick downwards and pressing 	Deliver a wide-area attack with tilting the left analog stick downwards and pressing
 	6 AP 	Foreflay III learned 	Foreflay III learned
 	Increase number of hits for Whirlwhip 	Increase number of hits for Whirlwhip 	Increase number of hits for Whirlwhip
 	8 AP 	Whirlwhip II learned 	Whirlwhip II learned
 	Further increase number of hits for Whirlwhip 	Further increase number of hits for Whirlwhip 	Further increase number of hits for Whirlwhip
 	4 AP 	Whirlwhip III learned 	Whirlwhip III learned
 	Powerfully lash enemies inflicted with Stun 	Powerfully lash enemies inflicted with Stun 	Powerfully lash enemies inflicted with Stun
===Eight===
Eight possesses three unique stances that don't drain the Ability Gauge, allowing him to unleash a variety of attacks by using the analog stick with the assigned button. He also possesses some strong high-risk abilities.
Commands	Commands 	Commands 	
Name 	AP needed 	Requirements 	
 	— 	Initial 	Initial
 	Shift to a simple stance and perform combos with / (and optionally with tilting the left analog stick upwards/to the left/to the right) 	Shift to a simple stance and perform combos with / (and optionally with tilting the left analog stick upwards/to the left/to the right) 	Shift to a simple stance and perform combos with / (and optionally with tilting the left analog stick upwards/to the left/to the right)
 	2 AP 	Swiftwind Stance learned 	Swiftwind Stance learned
 	Strike the ground during a combo by tilting the left analog stick downwards and pressing / 	Strike the ground during a combo by tilting the left analog stick downwards and pressing / 	Strike the ground during a combo by tilting the left analog stick downwards and pressing /
 	4 AP 	Swiftwind Stance learned 	Swiftwind Stance learned
 	Increase power of the series of punches in Swiftwind Stance 	Increase power of the series of punches in Swiftwind Stance 	Increase power of the series of punches in Swiftwind Stance
() 	2 AP 	Rising Uppercut learned 	Rising Uppercut learned
() 	Shift to an aggressive stance and performs combos with / (and optionally with tilting the left analog stick upwards/to the left/to the right)	Shift to an aggressive stance and performs combos with / (and optionally with tilting the left analog stick upwards/to the left/to the right)	Shift to an aggressive stance and performs combos with / (and optionally with tilting the left analog stick upwards/to the left/to the right)
 	2 AP 	Wildfire Stance learned 	Wildfire Stance learned
 	Conjure a pillar of fire during a combo by tilting the left analog stick downwards and pressing / 	Conjure a pillar of fire during a combo by tilting the left analog stick downwards and pressing / 	Conjure a pillar of fire during a combo by tilting the left analog stick downwards and pressing /
 	4 AP 	Wildfire Stance learned 	Wildfire Stance learned
 	Increase power of charge attack by tilting the left analog stick upwards and pressing / 	Increase power of charge attack by tilting the left analog stick upwards and pressing / 	Increase power of charge attack by tilting the left analog stick upwards and pressing /
 	2 AP 	Accelerate learned 	Accelerate learned
 	Shift to an erratic stance and perform combos with / 	Shift to an erratic stance and perform combos with / 	Shift to an erratic stance and perform combos with /
 	2 AP 	Quickbolt Stance learned 	Quickbolt Stance learned
 	Strike enemies and absorb HP during a combo by holding the left analog stick downwards and / 	Strike enemies and absorb HP during a combo by holding the left analog stick downwards and / 	Strike enemies and absorb HP during a combo by holding the left analog stick downwards and /
 	4 AP 	Quickbolt Stance learned 	Quickbolt Stance learned
 	Increase power of flying kick by tilting the left analog stick upwards and pressing / 	Increase power of flying kick by tilting the left analog stick upwards and pressing / 	Increase power of flying kick by tilting the left analog stick upwards and pressing /
 	4 AP 	Wildfire Stance: Power ↑ learned 	Wildfire Stance: Power ↑ learned
 	Slowly approach enemies and deliver a devastating punch 	Slowly approach enemies and deliver a devastating punch 	Slowly approach enemies and deliver a devastating punch
 	6 AP 	Explosive Fist learned 	Explosive Fist learned
 	Increase power of Explosive Fist 	Increase power of Explosive Fist 	Increase power of Explosive Fist
 	8 AP 	Explosive Fist: Power ↑ learned 	Explosive Fist: Power ↑ learned
 	Receive invulnerability while performing Explosive Fist 	Receive invulnerability while performing Explosive Fist 	Receive invulnerability while performing Explosive Fist
 	10 AP 	Level 30 	Level 30
 	Drop user's HP down to 1 and inflict tremendous damage on enemies 	Drop user's HP down to 1 and inflict tremendous damage on enemies 	Drop user's HP down to 1 and inflict tremendous damage on enemies
 	6 AP 	Triple Slip learned 	Triple Slip learned
 	Deliver a weak but extremely fast punch 	Deliver a weak but extremely fast punch 	Deliver a weak but extremely fast punch
 	8 AP 	Lightspeed Jab learned 	Lightspeed Jab learned
 	Teleport toward enemies with Lightspeed Jab 	Teleport toward enemies with Lightspeed Jab 	Teleport toward enemies with Lightspeed Jab
 	6 AP 	Lightspeed Swarm learned 	Lightspeed Swarm learned
 	Increase distance teleported with Lightspeed Jab 	Increase distance teleported with Lightspeed Jab 	Increase distance teleported with Lightspeed Jab
 	3 AP 	Flinchproof Fist learned 	Flinchproof Fist learned
 	Receive Haste and Aura, but inflict user with Killsight 	Receive Haste and Aura, but inflict user with Killsight 	Receive Haste and Aura, but inflict user with Killsight
 	5 AP 	Last Stand learned 	Last Stand learned
 	Reduce AG cost of Last Stand 	Reduce AG cost of Last Stand 	Reduce AG cost of Last Stand
 	3 AP 	Untouchable learned 	Untouchable learned
 	Dodge all enemy attacks 	Dodge all enemy attacks 	Dodge all enemy attacks
 	5 AP 	Phantom Rush learned 	Phantom Rush learned
 	Reduce AG cost of Phantom Rush 	Reduce AG cost of Phantom Rush 	Reduce AG cost of Phantom Rush
Enhancements	Enhancements 	Enhancements 	
Name 	AP needed 	Requirements 	
 	2 AP 	Level 17 	Level 17
 	Increase movement speed 	Increase movement speed 	Increase movement speed
 	12 AP 	Level 50 	Level 50
 	Equip two spells at once 	Equip two spells at once 	Equip two spells at once
 	24 AP 	One-Two Cast learned 	One-Two Cast learned
 	Cast level II finishing magic 	Cast level II finishing magic 	Cast level II finishing magic
 	48 AP 	Level 80 	Level 80
 	Cast level III finishing magic 	Cast level III finishing magic 	Cast level III finishing magic
 	2 AP 	Accelerate 	Accelerate
 	Execute up to three dodges in succession 	Execute up to three dodges in succession 	Execute up to three dodges in succession
 	3 AP 	Triple Slip learned 	Triple Slip learned
 	Execute any number of dodges in succession 	Execute any number of dodges in succession 	Execute any number of dodges in succession
 	5 AP 	Slipstream learned 	Slipstream learned
 	Window for dodging increases 	Window for dodging increases 	Window for dodging increases
 	— 	Initial 	Initial
 	Check status of locked-on targets 	Check status of locked-on targets 	Check status of locked-on targets
 	— 	Initial 	Initial
 	Dodge sideways with tilting the left analogstick to the left/right and pressing 	Dodge sideways with tilting the left analogstick to the left/right and pressing 	Dodge sideways with tilting the left analogstick to the left/right and pressing
 	— 	Initial 	Initial
 	Increase critical hit rate when attacking some enemies from the rear 	Increase critical hit rate when attacking some enemies from the rear 	Increase critical hit rate when attacking some enemies from the rear
 	10 AP 	Level 40 	Level 40
 	Cast finishing magic after a normal attack 	Cast finishing magic after a normal attack 	Cast finishing magic after a normal attack
 	2 AP 	Swiftwind Special learned 	Swiftwind Special learned
 	Counterattack when downed by pressing at the right time 	Counterattack when downed by pressing at the right time 	Counterattack when downed by pressing at the right time
 	3 AP 	Wildfire Stance: Power ↑ 	Wildfire Stance: Power ↑
 	Deliver an attack with a high Stun rate with tilting the left analog stick down and pressing	Deliver an attack with a high Stun rate with tilting the left analog stick down and pressing	Deliver an attack with a high Stun rate with tilting the left analog stick down and pressing
 	30 AP 	Level 43 	Level 43
 	Cast finishing magic after a backhand attack 	Cast finishing magic after a backhand attack 	Cast finishing magic after a backhand attack
===Nine===
Nine's defensive abilities suit his higher HP and Defense stats well.
Commands	Commands 	Commands 	
Name 	AP needed 	Requirements 	
 	— 	Initial 	Initial
 	Leap towards enemies and strike 	Leap towards enemies and strike 	Leap towards enemies and strike
 	4 AP 	Jump learned 	Jump learned
 	Increase power of Jump 	Increase power of Jump 	Increase power of Jump
 	4 AP 	Jump learned 	Jump learned
 	Increase critical hit rate of Jump 	Increase critical hit rate of Jump 	Increase critical hit rate of Jump
 	5 AP 	Jump learned 	Jump learned
 	Reduce AG cost of Jump 	Reduce AG cost of Jump 	Reduce AG cost of Jump
 	4 AP 	Accelerate 	Accelerate
 	Generate a safety zone that restores HP and prevents damage 	Generate a safety zone that restores HP and prevents damage 	Generate a safety zone that restores HP and prevents damage
 	5 AP 	White Knight learned 	White Knight learned
 	Reduce AG cost of White Knight 	Reduce AG cost of White Knight 	Reduce AG cost of White Knight
 	4 AP 	Level 13 	Level 13
 	Twirl spear to attack enemies 	Twirl spear to attack enemies 	Twirl spear to attack enemies
 	6 AP 	Whirling Lance learned 	Whirling Lance learned
 	Reduce AG cost of Whirling Lance 	Reduce AG cost of Whirling Lance 	Reduce AG cost of Whirling Lance
 	8 AP 	Mobile Strike II learned 	Mobile Strike II learned
 	Leap high into the air and deliver a powerful strike from above	Leap high into the air and deliver a powerful strike from above	Leap high into the air and deliver a powerful strike from above
 	8 AP 	High Jump learned 	High Jump learned
 	Increase power of High Jump 	Increase power of High Jump 	Increase power of High Jump
 	10 AP 	High Jump: Power ↑ learned 	High Jump: Power ↑ learned
 	Further increase power of High Jump 	Further increase power of High Jump 	Further increase power of High Jump
 	4 AP 	Clean Sweep III learned 	Clean Sweep III learned
 	Launch spear to pierce and damage enemies 	Launch spear to pierce and damage enemies 	Launch spear to pierce and damage enemies
 	6 AP 	Javelin Throw learned 	Javelin Throw learned
 	Increase critical hit rate of Javelin Throw 	Increase critical hit rate of Javelin Throw 	Increase critical hit rate of Javelin Throw
 	5 AP 	Mobile Strike learned 	Mobile Strike learned
 	Launch spear in a straight line to severely damage enemies 	Launch spear in a straight line to severely damage enemies 	Launch spear in a straight line to severely damage enemies
 	7 AP 	Laser Lance learned 	Laser Lance learned
 	Increase power of Laser Lance 	Increase power of Laser Lance 	Increase power of Laser Lance
 	3 AP 	Whirling Lance: AG ↓ learned 	Whirling Lance: AG ↓ learned
 	Unleash a guttural roar to inflict enemies with Stop 	Unleash a guttural roar to inflict enemies with Stop 	Unleash a guttural roar to inflict enemies with Stop
 	4 AP 	Primal Roar learned 	Primal Roar learned
 	Primal Roar remains active for a longer time 	Primal Roar remains active for a longer time 	Primal Roar remains active for a longer time
 	6 AP 	Primal Roar learned 	Primal Roar learned
 	Reduce AG cost of Primal Roar 	Reduce AG cost of Primal Roar 	Reduce AG cost of Primal Roar
Enhancements	Enhancements 	Enhancements 	
Name 	AP needed 	Requirements 	
 	4 AP 	Level 8 	Level 8
 	Increase movement speed 	Increase movement speed 	Increase movement speed
 	14 AP 	White Knight: AG ↓ learned 	White Knight: AG ↓ learned
 	Equip two spells at once 	Equip two spells at once 	Equip two spells at once
 	18 AP 	Sweeping Cast learned 	Sweeping Cast learned
 	Cast level II finishing magic 	Cast level II finishing magic 	Cast level II finishing magic
 	32 AP 	Level 46 	Level 46
 	Cast level III finishing magic 	Cast level III finishing magic 	Cast level III finishing magic
 	2 AP 	White Knight learned 	White Knight learned
 	Execute up to three dodges in succession 	Execute up to three dodges in succession 	Execute up to three dodges in succession
 	3 AP 	Triple Slip learned 	Triple Slip learned
 	Execute any number of dodges in succession 	Execute any number of dodges in succession 	Execute any number of dodges in succession
 	5 AP 	Slipstream learned 	Slipstream learned
 	Window for dodging increases 	Window for dodging increases 	Window for dodging increases
 	— 	Initial 	Initial
 	Check status of locked-on targets 	Check status of locked-on targets 	Check status of locked-on targets
 	12 AP 	Twinspell learned 	Twinspell learned
 	Cast finishing magic after certain normal attacks 	Cast finishing magic after certain normal attacks 	Cast finishing magic after certain normal attacks
 	— 	Initial 	Initial
 	Deliver a wide-area attack with tilting the left analog stick downwards and pressing	Deliver a wide-area attack with tilting the left analog stick downwards and pressing	Deliver a wide-area attack with tilting the left analog stick downwards and pressing
 	4 AP 	Whirling Lance: AG ↓ learned 	Whirling Lance: AG ↓ learned
 	Increase number of hits for Clean Sweep 	Increase number of hits for Clean Sweep 	Increase number of hits for Clean Sweep
 	22 AP 	Clean Sweep II learned 	Clean Sweep II learned
 	Cast finishing magic after certain wide-area attacks 	Cast finishing magic after certain wide-area attacks 	Cast finishing magic after certain wide-area attacks
 	5 AP 	Clean Sweep II learned 	Clean Sweep II learned
 	Increase number of hits for Clean Sweep 	Increase number of hits for Clean Sweep 	Increase number of hits for Clean Sweep
 	6 AP 	Clean Sweep III learned 	Clean Sweep III learned
 	Attack while moving with tilting the left analog stick upwards and pressing 	Attack while moving with tilting the left analog stick upwards and pressing 	Attack while moving with tilting the left analog stick upwards and pressing
 	6 AP 	Mobile Strike mastered 	Mobile Strike mastered
 	Increase number of hits for Mobile Strike 	Increase number of hits for Mobile Strike 	Increase number of hits for Mobile Strike
===Jack===
Jack can make up for his slower movement and attack speeds with lightning quick strikes and counter attacks.
Commands	Commands 	Commands 	
Name 	AP needed 	Requirements 	
 	— 	Initial 	Initial
 	Read enemies' attacks and deliver a mid-range counterslash 	Read enemies' attacks and deliver a mid-range counterslash 	Read enemies' attacks and deliver a mid-range counterslash
 	4 AP 	Reflex learned 	Reflex learned
 	Increase power of Reflex 	Increase power of Reflex 	Increase power of Reflex
 	6 AP 	Reflex: Power ↑ learned 	Reflex: Power ↑ learned
 	Increase critical hit rate of Reflex 	Increase critical hit rate of Reflex 	Increase critical hit rate of Reflex
 	5 AP 	Reflex: Crit ↑ learned 	Reflex: Crit ↑ learned
 	Reduce AG cost of Reflex 	Reduce AG cost of Reflex 	Reduce AG cost of Reflex
 	5 AP 	Tranquility: AG ↓ learned 	Tranquility: AG ↓ learned
 	Consume user's HP to inflict heavy damage on enemies 	Consume user's HP to inflict heavy damage on enemies 	Consume user's HP to inflict heavy damage on enemies
 	6 AP 	Transience learned 	Transience learned
 	Increase power of Transience 	Increase power of Transience 	Increase power of Transience
 	8 AP 	Transience: Power ↑ learned 	Transience: Power ↑ learned
 	Further increase power of Transience 	Further increase power of Transience 	Further increase power of Transience
 	4 AP 	Transience: Power ↑ II learned 	Transience: Power ↑ II learned
 	Reduce AG cost of Transience 	Reduce AG cost of Transience 	Reduce AG cost of Transience
 	4 AP 	Combo Bonus learned 	Combo Bonus learned
 	Slash in rapid succession 	Slash in rapid succession 	Slash in rapid succession
 	6 AP 	Lightning Flash learned 	Lightning Flash learned
 	Increase critical hit rate of Lightning Flash 	Increase critical hit rate of Lightning Flash 	Increase critical hit rate of Lightning Flash
 	4 AP 	Lightning Flash: Crit ↑ learned 	Lightning Flash: Crit ↑ learned
 	Reduce AG cost of Lightning Flash 	Reduce AG cost of Lightning Flash 	Reduce AG cost of Lightning Flash
 	8 AP 	Focus: Power ↑ learned 	Focus: Power ↑ learned
 	Rush at and attack enemies inflicted with Killsight 	Rush at and attack enemies inflicted with Killsight 	Rush at and attack enemies inflicted with Killsight
 	6 AP 	Deliverance learned 	Deliverance learned
 	Reduce AG cost of Deliverance 	Reduce AG cost of Deliverance 	Reduce AG cost of Deliverance
 	5 AP 	Slipstream learned 	Slipstream learned
 	Lower the enemy's Defense 	Lower the enemy's Defense 	Lower the enemy's Defense
 	6 AP 	Piercing Gleam learned 	Piercing Gleam learned
 	Increase effect of Piercing Gleam 	Increase effect of Piercing Gleam 	Increase effect of Piercing Gleam
 	8 AP 	Piercing Gleam: Effect ↑ learned 	Piercing Gleam: Effect ↑ learned
 	Increase power of Piercing Gleam 	Increase power of Piercing Gleam 	Increase power of Piercing Gleam
 	5 AP 	Piercing Gleam: Power ↑ learned 	Piercing Gleam: Power ↑ learned
 	Reduce AG cost of Piercing Gleam 	Reduce AG cost of Piercing Gleam 	Reduce AG cost of Piercing Gleam
 	6 AP 	Deliverance: AG ↓ learned 	Deliverance: AG ↓ learned
 	Read enemies' attacks and deliver a devastating counterslash	Read enemies' attacks and deliver a devastating counterslash	Read enemies' attacks and deliver a devastating counterslash
 	6 AP 	Tranquility learned 	Tranquility learned
 	Increase power of Tranquility 	Increase power of Tranquility 	Increase power of Tranquility
 	8 AP 	Tranquility: Power ↑ learned 	Tranquility: Power ↑ learned
 	Add Killsight effect to Tranquility 	Add Killsight effect to Tranquility 	Add Killsight effect to Tranquility
 	6 AP 	Tranquility: +Killsight learned 	Tranquility: +Killsight learned
 	Reduce AG cost of Tranquility 	Reduce AG cost of Tranquility 	Reduce AG cost of Tranquility
Enhancements	Enhancements 	Enhancements 	
Name 	AP needed 	Requirements 	
 	7 AP 	Untouchable 	Untouchable
 	Increase movement speed 	Increase movement speed 	Increase movement speed
 	10 AP 	Quick Draw learned 	Quick Draw learned
 	Equip two spells at once 	Equip two spells at once 	Equip two spells at once
 	20 AP 	Twinspell learned 	Twinspell learned
 	Cast level II finishing magic 	Cast level II finishing magic 	Cast level II finishing magic
 	38 AP 	Quick Draw II learned 	Quick Draw II learned
 	Cast level III finishing magic 	Cast level III finishing magic 	Cast level III finishing magic
 	4 AP 	Reflex: AG ↓ 	Reflex: AG ↓
 	Execute up to three dodges in succession 	Execute up to three dodges in succession 	Execute up to three dodges in succession
 	6 AP 	Lightning Flash: AG ↓ 	Lightning Flash: AG ↓
 	Execute any number of dodges in succession 	Execute any number of dodges in succession 	Execute any number of dodges in succession
 	4 AP 	Quick Draw III learned 	Quick Draw III learned
 	Window for dodging increases 	Window for dodging increases 	Window for dodging increases
 	— 	Initial 	Initial
 	Check status of locked-on targets 	Check status of locked-on targets 	Check status of locked-on targets
 	— 	Initial 	Initial
 	Increase critical hit rate when attacking some enemies from the rear 	Increase critical hit rate when attacking some enemies from the rear 	Increase critical hit rate when attacking some enemies from the rear
 	12 AP 	Transience: AG ↓ 	Transience: AG ↓
 	Cast finishing magic after a normal attack 	Cast finishing magic after a normal attack 	Cast finishing magic after a normal attack
 	6 AP 	Triple Slip learned 	Triple Slip learned
 	Increase the number of hits in a normal attack 	Increase the number of hits in a normal attack 	Increase the number of hits in a normal attack
 	— 	Initial 	Initial
 	Concentrate to temporarily increase attack with tilting down the left analog stick and pressing	Concentrate to temporarily increase attack with tilting down the left analog stick and pressing	Concentrate to temporarily increase attack with tilting down the left analog stick and pressing
 	4 AP 	Piercing Gleam: AG ↓ 	Piercing Gleam: AG ↓
 	Increase effect of Focus 	Increase effect of Focus 	Increase effect of Focus
===Queen===
Like Seven, Queen's abilities can be applied to a wide variety of situations.
Commands	Commands 	Commands 	
Name 	AP needed 	Requirements 	
 	— 	Initial 	Initial
 	Conjure a cross-shaped light that heals allies by draining enemies' HP	Conjure a cross-shaped light that heals allies by draining enemies' HP	Conjure a cross-shaped light that heals allies by draining enemies' HP
 	8 AP 	Divine Judgment learned 	Divine Judgment learned
 	Increase revolution speed of Divine Judgment 	Increase revolution speed of Divine Judgment 	Increase revolution speed of Divine Judgment
 	2 AP 	Divine Judgment learned 	Divine Judgment learned
 	Increase power of Divine Judgment 	Increase power of Divine Judgment 	Increase power of Divine Judgment
 	3 AP 	Divine Judgment learned 	Divine Judgment learned
 	Increase amount of HP recovered with Divine Judgment 	Increase amount of HP recovered with Divine Judgment 	Increase amount of HP recovered with Divine Judgment
 	3 AP 	Divine Judgment learned 	Divine Judgment learned
 	Reduce AG cost of Divine Judgment 	Reduce AG cost of Divine Judgment 	Reduce AG cost of Divine Judgment
 	2 AP 	Twinspell learned 	Twinspell learned
 	Expend HP instead of AG to generate an MP-restoring field 	Expend HP instead of AG to generate an MP-restoring field 	Expend HP instead of AG to generate an MP-restoring field
 	4 AP 	Magic Martyr learned 	Magic Martyr learned
 	Improve HP/MP exchange rate of Magic Martyr 	Improve HP/MP exchange rate of Magic Martyr 	Improve HP/MP exchange rate of Magic Martyr
 	4 AP 	Magic Martyr learned 	Magic Martyr learned
 	Magic Martyr continues even after taking damage 	Magic Martyr continues even after taking damage 	Magic Martyr continues even after taking damage
 	3 AP 	 	
 	Approach targets at high speed 	Approach targets at high speed 	Approach targets at high speed
 	4 AP 	Speedrush 	Speedrush
 	Reduce AG cost of Speedrush 	Reduce AG cost of Speedrush 	Reduce AG cost of Speedrush
 	8 AP 	Level 27 	Level 27
 	Fire energy orbs that fissure and damage enemies 	Fire energy orbs that fissure and damage enemies 	Fire energy orbs that fissure and damage enemies
 	10 AP 	Mana Sphere learned 	Mana Sphere learned
 	Increase power of Mana Sphere 	Increase power of Mana Sphere 	Increase power of Mana Sphere
 	12 AP 	Mana Sphere learned 	Mana Sphere learned
 	Increase critical hit rate of Mana Sphere 	Increase critical hit rate of Mana Sphere 	Increase critical hit rate of Mana Sphere
 	12 AP 	Mana Sphere learned 	Mana Sphere learned
 	Reduce AG cost of Mana Sphere 	Reduce AG cost of Mana Sphere 	Reduce AG cost of Mana Sphere
 	10 AP 	Mana Sphere: Crit ↑ learned 	Mana Sphere: Crit ↑ learned
 	Expend HP instead of AG to generate a portal that damages enemies 	Expend HP instead of AG to generate a portal that damages enemies 	Expend HP instead of AG to generate a portal that damages enemies
 	12 AP 	Gate of Destiny learned 	Gate of Destiny learned
 	Increase power of Gate of Destiny 	Increase power of Gate of Destiny 	Increase power of Gate of Destiny
 	14 AP 	Gate of Destiny: Power ↑ learned 	Gate of Destiny: Power ↑ learned
 	Reduce AG cost of Gate of Destiny 	Reduce AG cost of Gate of Destiny 	Reduce AG cost of Gate of Destiny
 	10 AP 	Gate of Destiny: AG ↓ learned 	Gate of Destiny: AG ↓ learned
 	Counter an enemy attack and may inflict killsight 	Counter an enemy attack and may inflict killsight 	Counter an enemy attack and may inflict killsight
 	12 AP 	Justice Guard learned 	Justice Guard learned
 	Increase power of Gate of Destiny 	Increase power of Gate of Destiny 	Increase power of Gate of Destiny
 	14 AP 	Justice Guard learned 	Justice Guard learned
 	Reduce AG cost of Gate of Destiny 	Reduce AG cost of Gate of Destiny 	Reduce AG cost of Gate of Destiny
Enhancements	Enhancements 	Enhancements 	
Name 	AP needed 	Requirements 	
 	2 AP 	Speedrush: AG ↓ 	Speedrush: AG ↓
 	Increase movement speed 	Increase movement speed 	Increase movement speed
 	5 AP 	Divine Judgment: HP ↑ 	Divine Judgment: HP ↑
 	Equip two spells at once 	Equip two spells at once 	Equip two spells at once
 	12 AP 	Feint Slash learned 	Feint Slash learned
 	Cast level II finishing magic 	Cast level II finishing magic 	Cast level II finishing magic
 	28 AP 	Level 31 	Level 31
 	Cast level III finishing magic 	Cast level III finishing magic 	Cast level III finishing magic
 	2 AP 	Accelerate learned 	Accelerate learned
 	Execute up to three dodges in succession 	Execute up to three dodges in succession 	Execute up to three dodges in succession
 	3 AP 	Triple Slip learned 	Triple Slip learned
 	Execute any number of dodges in succession 	Execute any number of dodges in succession 	Execute any number of dodges in succession
 	5 AP 	Slipstream learned 	Slipstream learned
 	Window for dodging increases 	Window for dodging increases 	Window for dodging increases
 	— 	Initial 	Initial
 	Check status of locked-on targets 	Check status of locked-on targets 	Check status of locked-on targets
 	6 AP 	Riposte Slash II learned 	Riposte Slash II learned
 	Cast finishing magic after a normal attack 	Cast finishing magic after a normal attack 	Cast finishing magic after a normal attack
 	— 	Initial 	Initial
 	Rush toward enemies and attack with tilting the left analog stick upwards and pressing 	Rush toward enemies and attack with tilting the left analog stick upwards and pressing 	Rush toward enemies and attack with tilting the left analog stick upwards and pressing
 	4 AP 	Level 11 	Level 11
 	Increase maximum number of hits in a Balestra Lunge 	Increase maximum number of hits in a Balestra Lunge 	Increase maximum number of hits in a Balestra Lunge
 	— 	Initial 	Initial
 	Jump away from enemies and attack with tilting the left analog stick downwards and pressing	Jump away from enemies and attack with tilting the left analog stick downwards and pressing	Jump away from enemies and attack with tilting the left analog stick downwards and pressing
 	6 AP 	Balestra Lunge II learned 	Balestra Lunge II learned
 	Fire magic shots after a Riposte Slash by returning the left analog stick to center 	Fire magic shots after a Riposte Slash by returning the left analog stick to center 	Fire magic shots after a Riposte Slash by returning the left analog stick to center
 	6 AP 	Quick Draw learned 	Quick Draw learned
 	Cast finishing magic after a Riposte Slash in some situations 	Cast finishing magic after a Riposte Slash in some situations 	Cast finishing magic after a Riposte Slash in some situations
===King===
King specializes in dishing out damage at a decent rate. His skills also require ammo, but he can infinitely manually reload by tilting the analog stick down while attacking.
Commands	Commands 	Commands 	
Name 	AP needed 	Requirements 	
 	— 	Initial 	Initial
 	Inflict tremendous damage on nearby enemies 	Inflict tremendous damage on nearby enemies 	Inflict tremendous damage on nearby enemies
 	3 AP 	Level 9 	Level 9
 	Increase attack power of Point-Blank Shot by holding down button	Increase attack power of Point-Blank Shot by holding down button	Increase attack power of Point-Blank Shot by holding down button
 	4 AP 	Level 11 	Level 11
 	Increase charge level of Point-Blank Shot 	Increase charge level of Point-Blank Shot 	Increase charge level of Point-Blank Shot
 	6 AP 	Level 13 	Level 13
 	Max out charge level of Point-Blank Shot 	Max out charge level of Point-Blank Shot 	Max out charge level of Point-Blank Shot
 	8 AP 	Level 15 	Level 15
 	Increase critical hit rate of Point-Blank Shot 	Increase critical hit rate of Point-Blank Shot 	Increase critical hit rate of Point-Blank Shot
 	8 AP 	Level 22 	Level 22
 	Reduce AG cost of Point-Blank Shot 	Reduce AG cost of Point-Blank Shot 	Reduce AG cost of Point-Blank Shot
 	4 AP 	Level 14 	Level 14
 	Launch and fire at an ammo cartridge to make it explode 	Launch and fire at an ammo cartridge to make it explode 	Launch and fire at an ammo cartridge to make it explode
 	6 AP 	Level 18 	Level 18
 	Increase power of Magazine Blast 	Increase power of Magazine Blast 	Increase power of Magazine Blast
 	8 AP 	Level 25 	Level 25
 	Reduce AG cost of Magazine Blast 	Reduce AG cost of Magazine Blast 	Reduce AG cost of Magazine Blast
 	3 AP 	Level 12 	Level 12
 	Fire continuously with both guns 	Fire continuously with both guns 	Fire continuously with both guns
 	6 AP 	Level 19 	Level 19
 	Reduce AG cost of Endless Waltz 	Reduce AG cost of Endless Waltz 	Reduce AG cost of Endless Waltz
 	4 AP 	Level 16 	Level 16
 	Draw gun quickly to counter enemy attacks 	Draw gun quickly to counter enemy attacks 	Draw gun quickly to counter enemy attacks
 	6 AP 	Level 21 	Level 21
 	Increase power of Trigger Finger when guns are holstered 	Increase power of Trigger Finger when guns are holstered 	Increase power of Trigger Finger when guns are holstered
 	8 AP 	Level 26 	Level 26
 	Reduce AG cost of Trigger Finger 	Reduce AG cost of Trigger Finger 	Reduce AG cost of Trigger Finger
 	4 AP 	Level 20 	Level 20
 	Aim and fire at distant enemies 	Aim and fire at distant enemies 	Aim and fire at distant enemies
 	8 AP 	Level 24 	Level 24
 	Reduce AG cost of Hawkeye 	Reduce AG cost of Hawkeye 	Reduce AG cost of Hawkeye
 	8 AP 	Level 29 	Level 29
 	Prevent user from being KO'd 	Prevent user from being KO'd 	Prevent user from being KO'd
 	10 AP 	Level 33 	Level 33
 	Aura effect of Iron Will remains active for a longer time 	Aura effect of Iron Will remains active for a longer time 	Aura effect of Iron Will remains active for a longer time
 	8 AP 	Level 45 	Level 45
 	Reduce AG cost of Iron Will 	Reduce AG cost of Iron Will 	Reduce AG cost of Iron Will
Enhancements	Enhancements 	Enhancements 	
Name 	AP needed 	Requirements 	
 	2 AP 	Level 9 	Level 9
 	Increase movement speed 	Increase movement speed 	Increase movement speed
 	6 AP 	Level 28 	Level 28
 	Equip two spells at once 	Equip two spells at once 	Equip two spells at once
 	16 AP 	Quick Draw learned 	Quick Draw learned
 	Cast level II finishing magic 	Cast level II finishing magic 	Cast level II finishing magic
 	30 AP 	Level 90 	Level 90
 	Cast level III finishing magic 	Cast level III finishing magic 	Cast level III finishing magic
 	2 AP 	Level 13 	Level 13
 	Execute up to three dodges in succession 	Execute up to three dodges in succession 	Execute up to three dodges in succession
 	3 AP 	Level 16 	Level 16
 	Execute any number of dodges in succession 	Execute any number of dodges in succession 	Execute any number of dodges in succession
 	5 AP 	Level 24 	Level 24
 	Window for dodging increases 	Window for dodging increases 	Window for dodging increases
 	— 	Initial 	Initial
 	Check status of locked-on targets 	Check status of locked-on targets 	Check status of locked-on targets
 	— 	Initial 	Initial
 	Deal more damage when closer to enemy, but less damage in bad weather 	Deal more damage when closer to enemy, but less damage in bad weather 	Deal more damage when closer to enemy, but less damage in bad weather
 	— 	Initial 	Initial
 	Reload by tilting left analog stick downwards and pressing 	Reload by tilting left analog stick downwards and pressing 	Reload by tilting left analog stick downwards and pressing
 	3 AP 	Level 17 	Level 17
 	Enable user to fire weapon while reloading 	Enable user to fire weapon while reloading 	Enable user to fire weapon while reloading
 	— 	Initial 	Initial
 	Perform a melee attack with tilting the left analog stick upwards and pressing	Perform a melee attack with tilting the left analog stick upwards and pressing	Perform a melee attack with tilting the left analog stick upwards and pressing
 	3 AP 	Level 11 	Level 11
 	Fire a special shot after melee attacks 	Fire a special shot after melee attacks 	Fire a special shot after melee attacks
 	16 AP 	Level 80 	Level 80
 	Cast a finishing spell after melee attacks 	Cast a finishing spell after melee attacks 	Cast a finishing spell after melee attacks
 	8 AP 	Level 18 	Level 18
 	Increase magazine capacity from 12 to 18 rounds 	Increase magazine capacity from 12 to 18 rounds 	Increase magazine capacity from 12 to 18 rounds
 	14 AP 	Level 27 	Level 27
 	Increase magazine capacity from 18 to 24 rounds 	Increase magazine capacity from 18 to 24 rounds 	Increase magazine capacity from 18 to 24 rounds
===Machina===
Machina can quickly heal himself in multiple ways while still dishing out damage, on top of boasting the highest DPS abilities in the game.
Commands	Commands 	Commands 	Commands
Name 	AP needed 	Requirements 	
 	— 	Initial 	Initial
 	Continue damaging enemies until user runs out of AG 	Continue damaging enemies until user runs out of AG 	Continue damaging enemies until user runs out of AG
 	3 AP 	Cyclone Drive learned 	Cyclone Drive learned
 	Increase power of Cyclone Drive 	Increase power of Cyclone Drive 	Increase power of Cyclone Drive
 	4 AP 	Cyclone Drive: Power ↑ learned 	Cyclone Drive: Power ↑ learned
 	Further increase power of Cyclone Drive 	Further increase power of Cyclone Drive 	Further increase power of Cyclone Drive
 	5 AP 	Cyclone Drive: Power ↑ II learned 	Cyclone Drive: Power ↑ II learned
 	Add finishing kick to Cyclone Drive 	Add finishing kick to Cyclone Drive 	Add finishing kick to Cyclone Drive
 	6 AP 	Finishing Blow learned 	Finishing Blow learned
 	Increase critical hit rate of Cyclone Drive's finishing kick 	Increase critical hit rate of Cyclone Drive's finishing kick 	Increase critical hit rate of Cyclone Drive's finishing kick
 	8 AP 	Finishing Blow: Crit ↑ learned 	Finishing Blow: Crit ↑ learned
 	Reduce AG cost of Cyclone Drive 	Reduce AG cost of Cyclone Drive 	Reduce AG cost of Cyclone Drive
 	4 AP 	Finishing Blow learned 	Finishing Blow learned
 	Restore all HP and turn all normal attacks into Furious Blades until user takes damage	Restore all HP and turn all normal attacks into Furious Blades until user takes damage	Restore all HP and turn all normal attacks into Furious Blades until user takes damage
 	6 AP 	Awakening learned 	Awakening learned
 	Increase power of Furious Blades 	Increase power of Furious Blades 	Increase power of Furious Blades
 	4 AP 	Awakening learned 	Awakening learned
 	Awakening continues even after taking damage 	Awakening continues even after taking damage 	Awakening continues even after taking damage
 	8 AP 	Awakening learned 	Awakening learned
 	Reduce AG cost of Awakening 	Reduce AG cost of Awakening 	Reduce AG cost of Awakening
() 	16 AP 	Cyclone Drive: Power ↑ II learned 	Cyclone Drive: Power ↑ II learned
() 	Strike with a high chance of inflicting Stun 	Strike with a high chance of inflicting Stun 	Strike with a high chance of inflicting Stun
 	6 AP 	Stunning Slash learned 	Stunning Slash learned
 	Increase stun rate of Stunning Slash 	Increase stun rate of Stunning Slash 	Increase stun rate of Stunning Slash
 	8 AP 	Stunning Slash: Effect ↑ learned 	Stunning Slash: Effect ↑ learned
 	Reduce AG cost of Stunning Slash 	Reduce AG cost of Stunning Slash 	Reduce AG cost of Stunning Slash
 	4 AP 	Stunning Slash: AG ↓ learned 	Stunning Slash: AG ↓ learned
 	Summon spinning swords that simultaneously attack and defend. 	Summon spinning swords that simultaneously attack and defend. 	Summon spinning swords that simultaneously attack and defend.
 	6 AP 	Guardian Blades learned 	Guardian Blades learned
 	Reduce AG cost of Guardian Blades. 	Reduce AG cost of Guardian Blades. 	Reduce AG cost of Guardian Blades.
 	16 AP 	Cyclone Drive: Power ↑ II learned 	Cyclone Drive: Power ↑ II learned
 	Attack enemies and drain HP 	Attack enemies and drain HP 	Attack enemies and drain HP
 	6 AP 	Siphon Sword learned 	Siphon Sword learned
 	Increase power of Siphon Sword 	Increase power of Siphon Sword 	Increase power of Siphon Sword
 	8 AP 	Siphon Sword: Power ↑ learned 	Siphon Sword: Power ↑ learned
 	Reduce AG cost of Siphon Sword 	Reduce AG cost of Siphon Sword 	Reduce AG cost of Siphon Sword
 	5 AP 	Siphon Sword: AG ↓ learned 	Siphon Sword: AG ↓ learned
 	Pierce multiple enemies in succession to drain HP and possibly inflict Stun 	Pierce multiple enemies in succession to drain HP and possibly inflict Stun 	Pierce multiple enemies in succession to drain HP and possibly inflict Stun
 	8 AP 	Dark Side learned 	Dark Side learned
 	Increase critical hit rate of Dark Side 	Increase critical hit rate of Dark Side 	Increase critical hit rate of Dark Side
 	10 AP 	Dark Side: Crit ↑ learned 	Dark Side: Crit ↑ learned
 	Increase number of targets for Dark Side 	Increase number of targets for Dark Side 	Increase number of targets for Dark Side
Enhancements	Enhancements 	Enhancements 	Enhancements
Name 	AP needed 	Requirements 	
 	2 AP 	Cyclone Drive: Power ↑ learned 	Cyclone Drive: Power ↑ learned
 	Increase movement speed 	Increase movement speed 	Increase movement speed
 	5 AP 	Combo Bonus learned 	Combo Bonus learned
 	Equip two spells at once 	Equip two spells at once 	Equip two spells at once
 	15 AP 	Finishing Cast learned 	Finishing Cast learned
 	Cast level II finishing magic 	Cast level II finishing magic 	Cast level II finishing magic
 	30 AP 	Quick Draw II learned 	Quick Draw II learned
 	Cast level III finishing magic 	Cast level III finishing magic 	Cast level III finishing magic
 	2 AP 	Accelerate learned 	Accelerate learned
 	Execute up to three dodges in succession 	Execute up to three dodges in succession 	Execute up to three dodges in succession
 	3 AP 	Triple Slip learned 	Triple Slip learned
 	Execute any number of dodges in succession 	Execute any number of dodges in succession 	Execute any number of dodges in succession
 	5 AP 	Slipstream learned 	Slipstream learned
 	Window for dodging increases 	Window for dodging increases 	Window for dodging increases
 	— 	Initial 	Initial
 	Check status of locked-on targets 	Check status of locked-on targets 	Check status of locked-on targets
 	8 AP 	Twinspell learned 	Twinspell learned
 	Cast finishing magic after a normal attack 	Cast finishing magic after a normal attack 	Cast finishing magic after a normal attack
 	8 AP 	Finishing Cast learned 	Finishing Cast learned
 	Cast finishing magic after certain normal attacks	Cast finishing magic after certain normal attacks	Cast finishing magic after certain normal attacks
 	3 AP 	Dark Side: Targets ↑ learned 	Dark Side: Targets ↑ learned
 	Increase number of hits for normal attacks 	Increase number of hits for normal attacks 	Increase number of hits for normal attacks
===Rem===
Rem fits a wide-ranged supportive role well. She can also summon Eidolons with ease.
Commands	Commands 	Commands 	
Name 	AP needed 	Requirements 	
 	3 AP 	Level 14 	Level 14
 	Fire MP-draining energy orbs that can hit multiple times 	Fire MP-draining energy orbs that can hit multiple times 	Fire MP-draining energy orbs that can hit multiple times
 	4 AP 	Siphon Sphere learned 	Siphon Sphere learned
 	Increase range of Siphon Sphere 	Increase range of Siphon Sphere 	Increase range of Siphon Sphere
 	6 AP 	Siphon Sphere: Range ↑ learned 	Siphon Sphere: Range ↑ learned
 	Siphon Sphere remains active for a longer time 	Siphon Sphere remains active for a longer time 	Siphon Sphere remains active for a longer time
 	3 AP 	Level 9 	Level 9
 	Expend AG to restore MP to user and allies 	Expend AG to restore MP to user and allies 	Expend AG to restore MP to user and allies
 	8 AP 	Manalchemy learned 	Manalchemy learned
 	Reduce AG cost of Manalchemy 	Reduce AG cost of Manalchemy 	Reduce AG cost of Manalchemy
 	3 AP 	Level 15 	Level 15
 	Grant Reraise to all allies for a brief period of time 	Grant Reraise to all allies for a brief period of time 	Grant Reraise to all allies for a brief period of time
 	6 AP 	Undying Wish learned 	Undying Wish learned
 	Reduce AG cost of Undying Wish 	Reduce AG cost of Undying Wish 	Reduce AG cost of Undying Wish
 	6 AP 	Level 25 	Level 25
 	Summon magical energy to deliver a powerful strike from above	Summon magical energy to deliver a powerful strike from above	Summon magical energy to deliver a powerful strike from above
 	8 AP 	Seraphim Strike learned 	Seraphim Strike learned
 	Increase power of Seraphim Strike 	Increase power of Seraphim Strike 	Increase power of Seraphim Strike
 	10 AP 	Seraphim Strike learned 	Seraphim Strike learned
 	Increase firing speed of Seraphim Strike 	Increase firing speed of Seraphim Strike 	Increase firing speed of Seraphim Strike
 	8 AP 	Seraphim Strike learned 	Seraphim Strike learned
 	Reduce AG cost of Seraphim Strike 	Reduce AG cost of Seraphim Strike 	Reduce AG cost of Seraphim Strike
 	6 AP 	Siphon Sphere: Time ↑ learned 	Siphon Sphere: Time ↑ learned
 	Generate a field that absorbs MP 	Generate a field that absorbs MP 	Generate a field that absorbs MP
 	8 AP 	Siphon Delta learned 	Siphon Delta learned
 	Increase power of Siphon Delta 	Increase power of Siphon Delta 	Increase power of Siphon Delta
 	8 AP 	Siphon Delta learned 	Siphon Delta learned
 	Reduce AG cost of Siphon Delta 	Reduce AG cost of Siphon Delta 	Reduce AG cost of Siphon Delta
 	8 AP 	Level 29 	Level 29
 	Launch daggers to damage enemies 	Launch daggers to damage enemies 	Launch daggers to damage enemies
 	8 AP 	Dagger Boomerang learned 	Dagger Boomerang learned
 	Reduce AG cost of Dagger Boomerang 	Reduce AG cost of Dagger Boomerang 	Reduce AG cost of Dagger Boomerang
 	8 AP 	Level 45 	Level 45
 	Launch daggers for a short-ranged but powerful attack 	Launch daggers for a short-ranged but powerful attack 	Launch daggers for a short-ranged but powerful attack
 	10 AP 	Flying Daggers learned 	Flying Daggers learned
 	Increase power of Flying Daggers 	Increase power of Flying Daggers 	Increase power of Flying Daggers
Enhancements	Enhancements 	Enhancements 	
Name 	AP needed 	Requirements 	
 	3 AP 	Level 27 	Level 27
 	Increase movement speed 	Increase movement speed 	Increase movement speed
 	— 	Initial 	Initial
 	Equip two spells at once 	Equip two spells at once 	Equip two spells at once
 	12 AP 	Reflex Cast learned 	Reflex Cast learned
 	Cast level II finishing magic 	Cast level II finishing magic 	Cast level II finishing magic
 	26 AP 	Quick Draw II learned 	Quick Draw II learned
 	Cast level III finishing magic 	Cast level III finishing magic 	Cast level III finishing magic
 	3 AP 	Level 11 	Level 11
 	Execute up to three dodges in succession 	Execute up to three dodges in succession 	Execute up to three dodges in succession
 	4 AP 	Triple Slip learned 	Triple Slip learned
 	Execute any number of dodges in succession 	Execute any number of dodges in succession 	Execute any number of dodges in succession
 	5 AP 	Slipstream learned 	Slipstream learned
 	Window for dodging increases 	Window for dodging increases 	Window for dodging increases
 	— 	Initial 	Initial
 	Check status of locked-on targets 	Check status of locked-on targets 	Check status of locked-on targets
 	4 AP 	Level 9 	Level 9
 	Perform a defensive finishing blow after normal attacks with tilting the left analog stick downwards and pressing	Perform a defensive finishing blow after normal attacks with tilting the left analog stick downwards and pressing	Perform a defensive finishing blow after normal attacks with tilting the left analog stick downwards and pressing
 	8 AP 	Guarded Finish learned and Level 17 	Guarded Finish learned and Level 17
 	Cast finishing magic after a Guarded Finish 	Cast finishing magic after a Guarded Finish 	Cast finishing magic after a Guarded Finish
 	6 AP 	Level 19 	Level 19
 	Perform a powerful finishing blow after normal attacks with tilting the left analog stick upwards and pressing 	Perform a powerful finishing blow after normal attacks with tilting the left analog stick upwards and pressing 	Perform a powerful finishing blow after normal attacks with tilting the left analog stick upwards and pressing
 	8 AP 	Strong Finish learned and Level 24 	Strong Finish learned and Level 24
 	Cast finishing magic after a Strong Finish 	Cast finishing magic after a Strong Finish 	Cast finishing magic after a Strong Finish
 	8 AP 	Level 21 	Level 21
 	Cast finishing magic after a normal attack 	Cast finishing magic after a normal attack 	Cast finishing magic after a normal attack
 	18 AP 	Level 28 	Level 28
 	Cast finishing magic after a first attack 	Cast finishing magic after a first attack 	Cast finishing magic after a first attack
==Behind the scenes==
A possible explanation for the lack of a Thunder RF-II spell is provided in the Altocrystarium under the description for Thunder RF, which states that the Dominion deemed the spell almost completely obsolete in comparison to Thunder SHG (the dominant SHG spell, along with Fire RF being the dominant RF spell). Thunder SHG-II also functions similar to a RF-II spell, rather than a SHG spell.
==Gallery==
FFT0 Aloud.png|Aloud.
Blizzard-BOM-Type0-HD.png|Blizzard BOM.
Blizzard-ROK-II-Type-0-HD.png|Blizzard ROK-II.
Blizzara-ROK-II-Type-0-HD.png|Blizzara-ROK-II charging.
FFT0 Bio.png|Bio.
Cure-Type-0-HD.png|Cure.
Fire-RF-II-Type-0-HD.png|Fire RF-II.
Vajra-Type-0-HD.png|Fire-MIS.
FFT0 Meteor.png|Meteor.
FFT0 Tornado.png|Tornado.
FFT0 Keziah Diversion.png|Thunder SHG.
FFT0 Ultima.png|Ultima.
Category:Abilities in Final Fantasy Type-0
Category:Ability lists