Charge (Final Fantasy XII)

Charge is a Technick in Final Fantasy XII that attempts to restore some MP to the user, but if it misses, the user's MP is reduced to 0. It is best used when the character lacks the MP to perform any moves. In the Zodiac versions, the Technick also charges the Mist gauge (used for Quickenings and Espers), but when Charge misses, the Mist gauge is not depleted.
Charge is purchased from certain Technicks shops. In the original version, all player characters who have the License Board can activate it. In the Zodiac versions, it is used by certain jobs.
==Obtain==
The license for Charge costs 30 License Points. In the original PlayStation 2 version, Charge is sold in Technicks shops for 1700 gil in Rabanastre (after Barheim Passage), Bhujerba, and Nalbina Fortress (after defeating Judge Bergan).
In the Zodiac versions, the Technick is first bought in Bhujerba. After meeting Ba'Gamnan in the Lhusu Mines, it is also sold in Rabanastre and Nalbina Fortress. It is also sold in Dreadnought Leviathan, Dalmasca Westersand (after Ondore's Estate), Dyce, Jahara, Mt Bur-Omisace, Mosphoran Highwaste (after defeating Judge Bergan), Phon Coast, Archades, and Balfonheim (after Draklor Laboratory). Charge costs 1500 gil. It is also found in the Trial Mode Stage 12 treasure with the Diamond Armlet equipped.
In the Zodiac versions, the Charge license can be used by the job classes White Mage, Red Battlemage, Time Battlemage, and Black Mage.
==Mechanics==
Charge restores an amount of the user's MP, and in the Zodiac versions, also slightly charges the Mist bar. If the skill fails, MP is reduced to 0, but the Mist bar does not reset. The amount restored ranges from the value of the user's level to 1.5 times that minus 1. The probability of missing is the percentage of the user's remaining MP plus 1%.
==Use==
Charge is one of the most useful Technicks in the game alongside Steal, and it is more economical to use than Ethers. For an MP-using character like a mage, the player can set a "Self MP <10%: Charge" gambit and place it near the bottom of the action queue; when the character lacks the MP to cast spells, they will use Charge, and if it fails, they will use it again. Charge will always work when used at 0 MP.
If the player has a character who can use both Charge and Infuse Technicks, they can lock their character in a critical status loop by setting up the gambits Self: = Infuse and Self: MP < 10% = Charge; outside of combat this will trigger the augments Last Stand, Adrenaline, and Spellbreaker, giving the player the critical augment buffs and higher combo rate due to being in the critical status.
The one time the player should switch off the Charge gambit is in the battle against Rafflesia that has an MP-draining effect, or the party will be stuck in endlessly charging while the environment saps their mana.
Category:Technicks in Final Fantasy XII