Blind Justice

Blind Justice is Clive's Eikonic Feat ability in Final Fantasy XVI, used (default controller scheme) with when Clive has Ramuh equipped in battle. It manifests the Eikon's scepter to conjure ball lightnings onto the targets Clive locked on to; attacking an electrified enemy afterward sets the ball lightnings off in a chain reaction. 
Discharging 50 ball lightnings (excluding battles in Hall of Virtue) earns the trophy I Am the Thunder. Blind Justice was improved in version 1.31 patch.
==Obtained==
Clive gains access to Ramuh's powers as part of the story, during "Cid the Outlaw", usable in his loadout after the events in Drake's Head.
==Mechanics==
Clive can use Blind Justice in battle whenever he is equipping his lightning loadout, though the player can assign other elemental Eikons' mastered Eikonic Abilities as the rechargeable skills to use. Eikonic Feats have no cooldown. Blind Justice can be used grounded or airborne. 
Using Blind Justice with has Clive electrify enemies by locking onto them (same target can be locked on to multiple times, and large enemies may have multiple lock-on points; the same ball lightning can be locked onto more than one target). moves Clive, while aims the crosshairs. Pressing again has Clive shoot orbs of lightning that affix onto the previously targeted lock-on points. The number of ball lightnings that will hit the enemies depends on how many times they were targeted during the preceding phase; version 1.31 patch made it so two instances of ball lightning will fire when exacting Ramuh's Eikonic Feat Blind Justice.
The affixed lightning balls can be discharged to deal damage; when the charge goes off, it deals area damage and will damage across all electrified enemies, which will launch and interrupt small foes. The lightning balls were originally detonated by attacking an electrified enemy, but patch 1.31 changed it so the lightning balls are detonated by using the Eikonic Feat command again. Other changes were that Clive now moves faster and can dodge while using Blind Justice, and recovers poise faster after exacting Blind Justice.
The more targets the player manages to electrify before detonation, the higher the damage. 
Blind Justice is mastered in the abilities menu by expending 500 AP to increase the number of lock-ons.
Technique	Effect
 	Strike an enemy with Blind Justice.
 	Strike multiple enemies with one use of Blind Justice.
 	Discharge the ball lightnings in a chain reaction by attacking an electrified target.
==Use==
Blind Justice is best used against groups or large enemies that have multiple lock-on points; after targeting the group (multiple times for best effect) and pressing again to affix lightning balls to each target, Clive can set off an explosion by using again. Blind Justice can be good as the opening move when enemies are still tightly grouped.
Blind Justice's downside is that it interrupts the flow of battle, and is also not especially powerful; the time spent setting up the charges could be used for more damaging moves. Clive is vulnerable to interruption during it though patch 1.31 added the ability to dodge during it. Blind Justice is also somewhat similar to another ability that Clive can get access to, Impulse from the light loadout, which does not require manual targeting.
Apart from working as an opener, a good time to use Blind Justice might be when Clive's Eikonic Abilities are cooling down. Blind Justice has some synergy with the final loadout's Rift Slip: the latter slows enemies down, giving Clive an opening to use Blind Justice while his other Eikonic Abilities recharge at regular pace.
Blind Justice can also be used for staggering when used after a Deadly Takedown from Garuda's Deadly Embrace: when the enemy is briefly stunned amid the partial stagger (when an enemy's will gauge falls to half), Clive can easily stack all lightning orbs, and detonating this setup allows him to drain the remaining half of the enemy's will gauge for a full stagger. The benefit of this is that Blind Justice has no cooldown and thus will always be available.
Getting all lightning orbs to stick may take too long, but even affixing a few can be a boon. Against a large enemy, a good time is during the enemy's own "cooldown" after having just used one of its bigger attacks. The player can use the brief downtime to stick a few lightning balls onto them and then immediately detonate. It could also be useful against swarms of flying enemies, dropping them all at once when the discharge goes off.
During the chronolith trial with Ramuh's abilities, affixing one ball lightning to one enemy triggers the battle technique that earns a 5-second time bonus. Detonating ball lightnings on four enemies from a single use of Blind Justice activates and earns an 8-second time bonus.
==Behind the scenes==
Blind Justice received numerous quality of life improvements in patch 1.31. Prior to the patch, using it was especially slow. Though the tooltip in the menu claimed that detonation damage was relative to the damage of the attack that set it off, the move that released the charge did not in fact matter: the only difference was that the charge being set off by a ranged ability did less damage than detonating the charge with a melee hit. The player could get the same result from a normal sword strike as from a melee Eikonic Ability. Torgal counts as melee damage, and could be used to easily set off the charges. Version 1.31 made is to Blind Justice is detonated with the Eikonic Feat command, instead.
category:Eikonic Feats in Final Fantasy XVI
Category:Battle techniques in Final Fantasy XVI