Firion (Record Keeper)

Firion is a playable character in Final Fantasy Record Keeper who could initially be recruited during the Special Event Forbidden Treasure as the First Time Reward for completing the Normal stage of the event's fourth phase. He was also available via Seer of Destiny as well as Thorns of the Rose, where in each event he was the First Time Reward for completing Semitt Falls Cavern on its primary track.
Firion's story role is Rebel Soldier and his combat role is Physical Attack.
His dominant ability schools are Knight and Samurai, with elemental focus on holy, fire and ice. Given the right equipment, Firion can act as a tank with heavy armor and a Sentinel source like Divine Cross, and even nullify a boss's physical attacks where applicable with a Retaliate source like Warring Frost. While his Legend 	Sphere stat boosts are sub-par compared to other characters, they grant him access to extra Support and Spellblade abilities, making him a useful jack of all trades.
==Stats==
Level	HP 	Attack	Defense	Magic	Resistance	Mind	Accuracy	Evasion	Speed
1 	201 	12 	8 	8 	8 	8 	20 	20 	93
10 	 	 	 	 	 	 	 	 	
20 	 	 	 	 	 	 	 	 	
30 	 	 	 	 	 	 	 	 	
40 	 	 	 	 	 	 	 	 	
50 	3,700	110 	80 	72 	71 	72 	22 	22 	124
60 	 	 	 	 	 	 	 	 	
65 	4,600	140 	101 	95 	90 	95 	23 	23 	132
70 	4,893	150 	107 	102 	97 	102 	23 	23 	135
80 	5,469	170 	120 	118 	110 	118 	23 	24 	140
99 	6,537	209 	143 	149 	135 	149 	25 	25 	150
 	4 	5 	2 	2 	2 	2 	3 	3 	3
==Record Spheres==
Job 	S.Lv 1 	S.Lv 2 	S.Lv 3 	S.Lv 4	S.Lv 5
Warrior 	+1 ATK 	+70 HP 	+1 DEF 	+1 ATK	+2 ATK
Red Mage	+1 ATK 	+1 DEF 	+1 RES 	+60 HP	+2 ATK
Monk 	+1 DEF 	+1 RES 	+1 ATK 	+2 ATK	+80 HP
 	+3 ATK 	+3 DEF 	+200 HP 	+5 ATK	Use 4★ Support Abilities
 	+3 ATK 	+3 DEF 	+170 HP 	+6 ATK	Use 3★ Spellblade Abilities
 	+3 RES 	+60 HP 	+4 DEF 	+5 ATK	+180 HP
 	Use 6★ Samurai Abilities	Demonsblood 	+3% Samurai Ability Damage	 	
 	Use 6★ Knight Abilities 	Aegis Strike	+3% Knight Ability Damage 	 	
==Abilities==
Firion can use Black Magic abilities up to rarity rank 1, Combat abilities up to rarity rank 5, Support abilities up to rarity rank 3, Celerity abilities up to rarity rank 3, Knight abilities up to rarity rank 5, Samurai abilities up to rarity rank 5, and Sharpshooter abilities up to rarity rank 6.
===Soul Break===
Name	Designation 	Relic	Effects 	Effects 	Effects 	Effects
Name	Designation 	Relic	Gauge 	Type 	Duration 	
 	Default 	N/A 	1 	PHY 	N/A 	150% ranged damage
 	Default 	N/A 	Deal ranged damage to one enemy. 	Deal ranged damage to one enemy. 	Deal ranged damage to one enemy. 	Deal ranged damage to one enemy.
 	Unique 	(II) 	1 	PHY 	N/A 	102% physical damage/hit
 	Unique 	(II) 	Deal five physical attacks to one enemy. 	Deal five physical attacks to one enemy. 	Deal five physical attacks to one enemy. 	Deal five physical attacks to one enemy.
 	Super 	(II) 	2 	PHY 	N/A 	156% ranged damage/hit (100% Blind)
 	Super 	(II) 	Deal five ranged physical attacks to one enemy, with a high chance to Blind it. 	Deal five ranged physical attacks to one enemy, with a high chance to Blind it. 	Deal five ranged physical attacks to one enemy, with a high chance to Blind it. 	Deal five ranged physical attacks to one enemy, with a high chance to Blind it.
 	Burst 	(II) 	2 	PHY 	Party Magic BarrierSelf Haste, Burst Mode (15s) 	146% ranged damage/hit
 	Burst 	(II) 	Deal four instant ranged physical holy and non-elemental attacks to all targets, grant Haste and Burst Mode to the user, and enable each ally to avoid one magic attack. Effective against most spells. 	Deal four instant ranged physical holy and non-elemental attacks to all targets, grant Haste and Burst Mode to the user, and enable each ally to avoid one magic attack. Effective against most spells. 	Deal four instant ranged physical holy and non-elemental attacks to all targets, grant Haste and Burst Mode to the user, and enable each ally to avoid one magic attack. Effective against most spells. 	Deal four instant ranged physical holy and non-elemental attacks to all targets, grant Haste and Burst Mode to the user, and enable each ally to avoid one magic attack. Effective against most spells.
 	Burst 	(II) 	 	PHY 	N/A 	1-8x 52% Holy/Non-Elemental ranged (scales with uses)
 	Burst 	(II) 	 	Chain Strike: Deal up to eight ranged physical holy and non-elemental attacks to one target. The number of attacks increases the more this ability is used. 	Chain Strike: Deal up to eight ranged physical holy and non-elemental attacks to one target. The number of attacks increases the more this ability is used. 	Chain Strike: Deal up to eight ranged physical holy and non-elemental attacks to one target. The number of attacks increases the more this ability is used.
 	Burst 	(II) 	 	PHY 	Self CT0 (1 turn) 	4x 42% Holy/Non-Elemental physical
 	Burst 	(II) 	 	Chain Launch: Deal four physical holy and non-elemental attacks to one enemy, and remove delay from the user's next action. 	Chain Launch: Deal four physical holy and non-elemental attacks to one enemy, and remove delay from the user's next action. 	Chain Launch: Deal four physical holy and non-elemental attacks to one enemy, and remove delay from the user's next action.
 	Super 	(II) 	2 	PHY 	Holy infusion (25s) 	85% physical damage/hit
 	Super 	(II) 	Deal six physical holy attacks to all enemies, and temporarily infuse the user with the power of holy light. 	Deal six physical holy attacks to all enemies, and temporarily infuse the user with the power of holy light. 	Deal six physical holy attacks to all enemies, and temporarily infuse the user with the power of holy light. 	Deal six physical holy attacks to all enemies, and temporarily infuse the user with the power of holy light.
 	Overstrike 	(II) 	1 	PHY 	N/A 	1125% physical damage(1250% at 9 attacks, 1375% at 22)
 	Overstrike 	(II) 	Deal massive physical holy and non-elemental damage to one target. Deals more damage for each attack triggered by the user (up to three stages of damage increase). Can break the damage cap. 	Deal massive physical holy and non-elemental damage to one target. Deals more damage for each attack triggered by the user (up to three stages of damage increase). Can break the damage cap. 	Deal massive physical holy and non-elemental damage to one target. Deals more damage for each attack triggered by the user (up to three stages of damage increase). Can break the damage cap. 	Deal massive physical holy and non-elemental damage to one target. Deals more damage for each attack triggered by the user (up to three stages of damage increase). Can break the damage cap.
 	Ultra 	(II) 	2 	PHY 	Holy infusion (25s)EX Mode: Loyal Shield (15s) 	71% physical damage/hit
 	Ultra 	(II) 	Deal ten physical holy and non-elemental attacks to one enemy, temporarily infuse the user with the power of holy light, and enter Loyal Shield EX Mode. Loyal Shield EX Mode temporarily reduces delay of the user's actions, increases the user's Attack a moderate amount, and reduces delay of the user's actions for each attack (stacks up to ten times). 	Deal ten physical holy and non-elemental attacks to one enemy, temporarily infuse the user with the power of holy light, and enter Loyal Shield EX Mode. Loyal Shield EX Mode temporarily reduces delay of the user's actions, increases the user's Attack a moderate amount, and reduces delay of the user's actions for each attack (stacks up to ten times). 	Deal ten physical holy and non-elemental attacks to one enemy, temporarily infuse the user with the power of holy light, and enter Loyal Shield EX Mode. Loyal Shield EX Mode temporarily reduces delay of the user's actions, increases the user's Attack a moderate amount, and reduces delay of the user's actions for each attack (stacks up to ten times). 	Deal ten physical holy and non-elemental attacks to one enemy, temporarily infuse the user with the power of holy light, and enter Loyal Shield EX Mode. Loyal Shield EX Mode temporarily reduces delay of the user's actions, increases the user's Attack a moderate amount, and reduces delay of the user's actions for each attack (stacks up to ten times).
 	Ultra 	(II) 	2 	PHY 	Self cast speed x2, critical = 75% (15s)Brave Mode: Trinity Arts (15s) (starting at Lv 2) 	70% physical damage/hit
 	Ultra 	(II) 	Deal ten physical holy, ice, and fire attacks to one enemy, temporarily set the user's critical hit chance to 75%, temporarily reduce delay of the user's actions, grant the user Bravery Mode, and set the user's Bravery Level to 2. 	Deal ten physical holy, ice, and fire attacks to one enemy, temporarily set the user's critical hit chance to 75%, temporarily reduce delay of the user's actions, grant the user Bravery Mode, and set the user's Bravery Level to 2. 	Deal ten physical holy, ice, and fire attacks to one enemy, temporarily set the user's critical hit chance to 75%, temporarily reduce delay of the user's actions, grant the user Bravery Mode, and set the user's Bravery Level to 2. 	Deal ten physical holy, ice, and fire attacks to one enemy, temporarily set the user's critical hit chance to 75%, temporarily reduce delay of the user's actions, grant the user Bravery Mode, and set the user's Bravery Level to 2.
 	Ultra 	(II) 	Trinity Arts:Lv 0: Deal physical holy, ice, and fire damage to one enemy.Lv 1: Deal physical holy, ice, and fire damage to one enemy. Can break the damage cap.Lv 2: Deal physical holy, ice, and fire damage to one enemy. Can break the damage cap.Lv 3: Deal physical holy, ice, and fire damage to one enemy. Can break the damage cap. 	Trinity Arts:Lv 0: Deal physical holy, ice, and fire damage to one enemy.Lv 1: Deal physical holy, ice, and fire damage to one enemy. Can break the damage cap.Lv 2: Deal physical holy, ice, and fire damage to one enemy. Can break the damage cap.Lv 3: Deal physical holy, ice, and fire damage to one enemy. Can break the damage cap. 	Trinity Arts:Lv 0: Deal physical holy, ice, and fire damage to one enemy.Lv 1: Deal physical holy, ice, and fire damage to one enemy. Can break the damage cap.Lv 2: Deal physical holy, ice, and fire damage to one enemy. Can break the damage cap.Lv 3: Deal physical holy, ice, and fire damage to one enemy. Can break the damage cap. 	Trinity Arts:Lv 0: Deal physical holy, ice, and fire damage to one enemy.Lv 1: Deal physical holy, ice, and fire damage to one enemy. Can break the damage cap.Lv 2: Deal physical holy, ice, and fire damage to one enemy. Can break the damage cap.Lv 3: Deal physical holy, ice, and fire damage to one enemy. Can break the damage cap.
 	Arcane Overstrike	(II) 	3 	PHY 	N/A 	800% physical damage/hit
 	Arcane Overstrike	(II) 	Deal three massive physical holy, ice, and fire attacks to one enemy. Can break the damage cap. 	Deal three massive physical holy, ice, and fire attacks to one enemy. Can break the damage cap. 	Deal three massive physical holy, ice, and fire attacks to one enemy. Can break the damage cap. 	Deal three massive physical holy, ice, and fire attacks to one enemy. Can break the damage cap.
 	Glint 	(II) 	1 	NAT 	Elemental weakness damage +30% (15s)Cast speed x3 (2 turns) 	N/A
 	Glint 	(II) 	Temporarily increase the damage of the user's attacks that hit a target's Slight Weakness or Vulnerable element a moderate amount, and reduce delay of the user's actions for two turns. Triggers instantly. 	Temporarily increase the damage of the user's attacks that hit a target's Slight Weakness or Vulnerable element a moderate amount, and reduce delay of the user's actions for two turns. Triggers instantly. 	Temporarily increase the damage of the user's attacks that hit a target's Slight Weakness or Vulnerable element a moderate amount, and reduce delay of the user's actions for two turns. Triggers instantly. 	Temporarily increase the damage of the user's attacks that hit a target's Slight Weakness or Vulnerable element a moderate amount, and reduce delay of the user's actions for two turns. Triggers instantly.
 	Ultra 	(II) 	2 	PHY 	PHY damage +30% (15s)EX Mode: Military Prowess (15s) 	70% physical damage/hit
 	Ultra 	(II) 	Deal ten physical holy, fire, and ice attacks to one target, temporarily increase the user's physical damage a moderate amount, and enter Military Prowess EX Mode. Military Prowess EX Mode temporarily removes delay from the user's samurai and knight abilities, and causes samurai and knight abilities used by the user to heal them for a small portion of the damage dealt. 	Deal ten physical holy, fire, and ice attacks to one target, temporarily increase the user's physical damage a moderate amount, and enter Military Prowess EX Mode. Military Prowess EX Mode temporarily removes delay from the user's samurai and knight abilities, and causes samurai and knight abilities used by the user to heal them for a small portion of the damage dealt. 	Deal ten physical holy, fire, and ice attacks to one target, temporarily increase the user's physical damage a moderate amount, and enter Military Prowess EX Mode. Military Prowess EX Mode temporarily removes delay from the user's samurai and knight abilities, and causes samurai and knight abilities used by the user to heal them for a small portion of the damage dealt. 	Deal ten physical holy, fire, and ice attacks to one target, temporarily increase the user's physical damage a moderate amount, and enter Military Prowess EX Mode. Military Prowess EX Mode temporarily removes delay from the user's samurai and knight abilities, and causes samurai and knight abilities used by the user to heal them for a small portion of the damage dealt.
 	Awakening 	(II) 	2 	PHY 	Holy/Fire/Ice damage +30% (15s)Awoken Retainer, Cap Break +1 (15s)End Awoken Mode with Trinity Rush 	60% physical damage/hit
 	Awakening 	(II) 	Deal fifteen physical holy, ice, fire, and non-elemental attacks to one enemy, temporarily increase the user's holy, ice, and fire attack levels by 3, grant the user Awoken Retainer Mode, increase the user's Cap Break Level by 1, and trigger the follow-up ability Trinity Rush after a certain amount of time has passed. 	Deal fifteen physical holy, ice, fire, and non-elemental attacks to one enemy, temporarily increase the user's holy, ice, and fire attack levels by 3, grant the user Awoken Retainer Mode, increase the user's Cap Break Level by 1, and trigger the follow-up ability Trinity Rush after a certain amount of time has passed. 	Deal fifteen physical holy, ice, fire, and non-elemental attacks to one enemy, temporarily increase the user's holy, ice, and fire attack levels by 3, grant the user Awoken Retainer Mode, increase the user's Cap Break Level by 1, and trigger the follow-up ability Trinity Rush after a certain amount of time has passed. 	Deal fifteen physical holy, ice, fire, and non-elemental attacks to one enemy, temporarily increase the user's holy, ice, and fire attack levels by 3, grant the user Awoken Retainer Mode, increase the user's Cap Break Level by 1, and trigger the follow-up ability Trinity Rush after a certain amount of time has passed.
 	Awakening 	(II) 	Awoken Retainer Mode: Grant unlimited use of samurai and knight abilities, grant up to a moderate Samurai and Knight Ability Boost, and cause samurai and knight abilities used by the user to trigger twice. 	Awoken Retainer Mode: Grant unlimited use of samurai and knight abilities, grant up to a moderate Samurai and Knight Ability Boost, and cause samurai and knight abilities used by the user to trigger twice. 	Awoken Retainer Mode: Grant unlimited use of samurai and knight abilities, grant up to a moderate Samurai and Knight Ability Boost, and cause samurai and knight abilities used by the user to trigger twice. 	Awoken Retainer Mode: Grant unlimited use of samurai and knight abilities, grant up to a moderate Samurai and Knight Ability Boost, and cause samurai and knight abilities used by the user to trigger twice.
 	Awakening 	(II) 	Trinity Rush: A follow-up ability with an effect that increases up to rank 7 depending on the number of samurai and knight abilities used by the user after the Ruler of Arms Awakening triggers.Deal two to eight physical fire, ice, holy, and non-elemental attacks to one enemy, followed by an additional physical fire, ice, holy, and non-elemental attack that can break the damage cap. 	Trinity Rush: A follow-up ability with an effect that increases up to rank 7 depending on the number of samurai and knight abilities used by the user after the Ruler of Arms Awakening triggers.Deal two to eight physical fire, ice, holy, and non-elemental attacks to one enemy, followed by an additional physical fire, ice, holy, and non-elemental attack that can break the damage cap. 	Trinity Rush: A follow-up ability with an effect that increases up to rank 7 depending on the number of samurai and knight abilities used by the user after the Ruler of Arms Awakening triggers.Deal two to eight physical fire, ice, holy, and non-elemental attacks to one enemy, followed by an additional physical fire, ice, holy, and non-elemental attack that can break the damage cap. 	Trinity Rush: A follow-up ability with an effect that increases up to rank 7 depending on the number of samurai and knight abilities used by the user after the Ruler of Arms Awakening triggers.Deal two to eight physical fire, ice, holy, and non-elemental attacks to one enemy, followed by an additional physical fire, ice, holy, and non-elemental attack that can break the damage cap.
 	Sync 	(II) 	2 	PHY 	TBC 	TBC
 	Sync 	(II) 	Deal fifteen physical holy, ice, fire, and non-elemental attacks to one enemy, temporarily grant the user Sync Mode, increase the user's Cap Break Level by 1, grant the user Tri-Element Mode III, grant the user Elemental Command Mode, and cause every second samurai or knight ability used by the user to trigger the follow-up ability Gulp. The effects of Gulp depend on whether Hilda is in the party. 	Deal fifteen physical holy, ice, fire, and non-elemental attacks to one enemy, temporarily grant the user Sync Mode, increase the user's Cap Break Level by 1, grant the user Tri-Element Mode III, grant the user Elemental Command Mode, and cause every second samurai or knight ability used by the user to trigger the follow-up ability Gulp. The effects of Gulp depend on whether Hilda is in the party. 	Deal fifteen physical holy, ice, fire, and non-elemental attacks to one enemy, temporarily grant the user Sync Mode, increase the user's Cap Break Level by 1, grant the user Tri-Element Mode III, grant the user Elemental Command Mode, and cause every second samurai or knight ability used by the user to trigger the follow-up ability Gulp. The effects of Gulp depend on whether Hilda is in the party. 	Deal fifteen physical holy, ice, fire, and non-elemental attacks to one enemy, temporarily grant the user Sync Mode, increase the user's Cap Break Level by 1, grant the user Tri-Element Mode III, grant the user Elemental Command Mode, and cause every second samurai or knight ability used by the user to trigger the follow-up ability Gulp. The effects of Gulp depend on whether Hilda is in the party.
 	Sync 	(II) 	 	PHY 	TBC 	TBC
 	Sync 	(II) 	 	Swordmastery: Deal five physical holy, ice, fire, and non-elemental attacks to one enemy, and increase the damage of the user's knight abilities a moderate amount for one turn. If the user has Proficiency, instead deal seven physical holy, ice, fire, and non-elemental attacks to one enemy, increase the damage of the user's knight abilities a moderate amount for one turn, and remove Proficiency from the user. 	Swordmastery: Deal five physical holy, ice, fire, and non-elemental attacks to one enemy, and increase the damage of the user's knight abilities a moderate amount for one turn. If the user has Proficiency, instead deal seven physical holy, ice, fire, and non-elemental attacks to one enemy, increase the damage of the user's knight abilities a moderate amount for one turn, and remove Proficiency from the user. 	Swordmastery: Deal five physical holy, ice, fire, and non-elemental attacks to one enemy, and increase the damage of the user's knight abilities a moderate amount for one turn. If the user has Proficiency, instead deal seven physical holy, ice, fire, and non-elemental attacks to one enemy, increase the damage of the user's knight abilities a moderate amount for one turn, and remove Proficiency from the user.
 	Sync 	(II) 	 	PHY 	TBC 	TBC
 	Sync 	(II) 	 	Blademastery: Deal five physical holy, ice, fire, and non-elemental attacks to one enemy, and increase the damage of the user's samurai abilities a moderate amount for one turn. If the user has Proficiency, instead deal seven physical holy, ice, fire, and non-elemental attacks to one enemy, increase the damage of the user's samurai abilities a moderate amount for one turn, and remove Proficiency from the user. 	Blademastery: Deal five physical holy, ice, fire, and non-elemental attacks to one enemy, and increase the damage of the user's samurai abilities a moderate amount for one turn. If the user has Proficiency, instead deal seven physical holy, ice, fire, and non-elemental attacks to one enemy, increase the damage of the user's samurai abilities a moderate amount for one turn, and remove Proficiency from the user. 	Blademastery: Deal five physical holy, ice, fire, and non-elemental attacks to one enemy, and increase the damage of the user's samurai abilities a moderate amount for one turn. If the user has Proficiency, instead deal seven physical holy, ice, fire, and non-elemental attacks to one enemy, increase the damage of the user's samurai abilities a moderate amount for one turn, and remove Proficiency from the user.
 	Sync 	(II) 	Tri-Element Mode III: Using a holy, ice, or fire ability as the next action temporarily grants the user a moderate Empowered Infusion for the same element as the ability that triggered it. 	Tri-Element Mode III: Using a holy, ice, or fire ability as the next action temporarily grants the user a moderate Empowered Infusion for the same element as the ability that triggered it. 	Tri-Element Mode III: Using a holy, ice, or fire ability as the next action temporarily grants the user a moderate Empowered Infusion for the same element as the ability that triggered it. 	Tri-Element Mode III: Using a holy, ice, or fire ability as the next action temporarily grants the user a moderate Empowered Infusion for the same element as the ability that triggered it.
 	Sync 	(II) 	Elemental Command Mode: Temporarily cause every fourth samurai or knight ability used by the user to temporarily grant the user an Empowered Infusion of the same type as their current Empowered Infusion, and remove Elemental Command Mode. 	Elemental Command Mode: Temporarily cause every fourth samurai or knight ability used by the user to temporarily grant the user an Empowered Infusion of the same type as their current Empowered Infusion, and remove Elemental Command Mode. 	Elemental Command Mode: Temporarily cause every fourth samurai or knight ability used by the user to temporarily grant the user an Empowered Infusion of the same type as their current Empowered Infusion, and remove Elemental Command Mode. 	Elemental Command Mode: Temporarily cause every fourth samurai or knight ability used by the user to temporarily grant the user an Empowered Infusion of the same type as their current Empowered Infusion, and remove Elemental Command Mode.
 	Sync 	(II) 	Gulp: The effect depends on whether certain heroes are in the party.Hilda is not in the party: Set the user's critical hit chance to 100% for one turn, increase the user's Cap Break Level by 1 for one turn, and while in Sync Mode grant the user Proficiency.Hilda is in the party: Set the user's critical hit chance to 100% for one turn, increase the user's critical hit damage for one turn, increase the user's Cap Break Level by 1 for one turn, and while in Sync Mode grant the user Proficiency. 	Gulp: The effect depends on whether certain heroes are in the party.Hilda is not in the party: Set the user's critical hit chance to 100% for one turn, increase the user's Cap Break Level by 1 for one turn, and while in Sync Mode grant the user Proficiency.Hilda is in the party: Set the user's critical hit chance to 100% for one turn, increase the user's critical hit damage for one turn, increase the user's Cap Break Level by 1 for one turn, and while in Sync Mode grant the user Proficiency. 	Gulp: The effect depends on whether certain heroes are in the party.Hilda is not in the party: Set the user's critical hit chance to 100% for one turn, increase the user's Cap Break Level by 1 for one turn, and while in Sync Mode grant the user Proficiency.Hilda is in the party: Set the user's critical hit chance to 100% for one turn, increase the user's critical hit damage for one turn, increase the user's Cap Break Level by 1 for one turn, and while in Sync Mode grant the user Proficiency. 	Gulp: The effect depends on whether certain heroes are in the party.Hilda is not in the party: Set the user's critical hit chance to 100% for one turn, increase the user's Cap Break Level by 1 for one turn, and while in Sync Mode grant the user Proficiency.Hilda is in the party: Set the user's critical hit chance to 100% for one turn, increase the user's critical hit damage for one turn, increase the user's Cap Break Level by 1 for one turn, and while in Sync Mode grant the user Proficiency.
 	Glint 	(II) 	0 	NAT 	TBC 	N/A
 	Glint 	(II) 	Instantly reduce delay of the user's actions for one turn, and temporarily grant the user Tri-Element Mode II. After entering Tri-Element Mode II, using a holy, ice, or fire ability as the next action temporarily grants the user Empowered Infusion for the same element as the ability that triggered it. Does not deplete the Soul Break Gauge. 	Instantly reduce delay of the user's actions for one turn, and temporarily grant the user Tri-Element Mode II. After entering Tri-Element Mode II, using a holy, ice, or fire ability as the next action temporarily grants the user Empowered Infusion for the same element as the ability that triggered it. Does not deplete the Soul Break Gauge. 	Instantly reduce delay of the user's actions for one turn, and temporarily grant the user Tri-Element Mode II. After entering Tri-Element Mode II, using a holy, ice, or fire ability as the next action temporarily grants the user Empowered Infusion for the same element as the ability that triggered it. Does not deplete the Soul Break Gauge. 	Instantly reduce delay of the user's actions for one turn, and temporarily grant the user Tri-Element Mode II. After entering Tri-Element Mode II, using a holy, ice, or fire ability as the next action temporarily grants the user Empowered Infusion for the same element as the ability that triggered it. Does not deplete the Soul Break Gauge.
 	Sync 	(II) 	2 	PHY 	TBC 	TBC
 	Sync 	(II) 	Deal fifteen physical ice and non-elemental attacks to one enemy, temporarily grant the user major Empowered Infusion for ice, temporarily grant the user Sync Mode, increase the user's Cap Break Level by 1, and grant the user Chain of Arms Mode. 	Deal fifteen physical ice and non-elemental attacks to one enemy, temporarily grant the user major Empowered Infusion for ice, temporarily grant the user Sync Mode, increase the user's Cap Break Level by 1, and grant the user Chain of Arms Mode. 	Deal fifteen physical ice and non-elemental attacks to one enemy, temporarily grant the user major Empowered Infusion for ice, temporarily grant the user Sync Mode, increase the user's Cap Break Level by 1, and grant the user Chain of Arms Mode. 	Deal fifteen physical ice and non-elemental attacks to one enemy, temporarily grant the user major Empowered Infusion for ice, temporarily grant the user Sync Mode, increase the user's Cap Break Level by 1, and grant the user Chain of Arms Mode.
 	Sync 	(II) 	 	PHY 	TBC 	TBC
 	Sync 	(II) 	 	Swordslash: Deal four, six, or eight physical ice and non-elemental attacks to one enemy. Number of attacks increases each time the ability is triggered. 	Swordslash: Deal four, six, or eight physical ice and non-elemental attacks to one enemy. Number of attacks increases each time the ability is triggered. 	Swordslash: Deal four, six, or eight physical ice and non-elemental attacks to one enemy. Number of attacks increases each time the ability is triggered.
 	Sync 	(II) 	 	NAT 	TBC 	N/A
 	Sync 	(II) 	 	Gelid Wand: Instantly increase the damage of the user's ice abilities a moderate amount for three turns. 	Gelid Wand: Instantly increase the damage of the user's ice abilities a moderate amount for three turns. 	Gelid Wand: Instantly increase the damage of the user's ice abilities a moderate amount for three turns.
 	Sync 	(II) 	Chain of Arms Mode: Cause ice abilities used by the user to trigger an additional time, remove delay from the user's ice abilities, and cause the third ice ability used by the user to trigger the follow-up ability Plummet. 	Chain of Arms Mode: Cause ice abilities used by the user to trigger an additional time, remove delay from the user's ice abilities, and cause the third ice ability used by the user to trigger the follow-up ability Plummet. 	Chain of Arms Mode: Cause ice abilities used by the user to trigger an additional time, remove delay from the user's ice abilities, and cause the third ice ability used by the user to trigger the follow-up ability Plummet. 	Chain of Arms Mode: Cause ice abilities used by the user to trigger an additional time, remove delay from the user's ice abilities, and cause the third ice ability used by the user to trigger the follow-up ability Plummet.
 	Sync 	(II) 	Plummet: Deal physical ice and non-elemental damage to one enemy, and remove Chain of Arms Mode from the user. Can break the damage cap. 	Plummet: Deal physical ice and non-elemental damage to one enemy, and remove Chain of Arms Mode from the user. Can break the damage cap. 	Plummet: Deal physical ice and non-elemental damage to one enemy, and remove Chain of Arms Mode from the user. Can break the damage cap. 	Plummet: Deal physical ice and non-elemental damage to one enemy, and remove Chain of Arms Mode from the user. Can break the damage cap.
 	Awakening 	(II) 	2 	PHY 	TBC 	TBC
 	Awakening 	(II) 	Deal fifteen physical holy, ice, fire, and non-elemental attacks to one enemy, temporarily grant the user Awoken Mastery Mode, increase the user's Cap Break Level by 1, grant the user Tri-Element Mode II, and cause every second holy, ice, or fire ability used by the user to trigger the follow-up ability Wild Rose Axiom. 	Deal fifteen physical holy, ice, fire, and non-elemental attacks to one enemy, temporarily grant the user Awoken Mastery Mode, increase the user's Cap Break Level by 1, grant the user Tri-Element Mode II, and cause every second holy, ice, or fire ability used by the user to trigger the follow-up ability Wild Rose Axiom. 	Deal fifteen physical holy, ice, fire, and non-elemental attacks to one enemy, temporarily grant the user Awoken Mastery Mode, increase the user's Cap Break Level by 1, grant the user Tri-Element Mode II, and cause every second holy, ice, or fire ability used by the user to trigger the follow-up ability Wild Rose Axiom. 	Deal fifteen physical holy, ice, fire, and non-elemental attacks to one enemy, temporarily grant the user Awoken Mastery Mode, increase the user's Cap Break Level by 1, grant the user Tri-Element Mode II, and cause every second holy, ice, or fire ability used by the user to trigger the follow-up ability Wild Rose Axiom.
 	Awakening 	(II) 	Awoken Mastery Mode: Grant unlimited use of holy, ice, and fire abilities, reduce delay of the user's holy, ice, and fire abilities based on their rank, and cause holy, ice, and fire abilities used by the user to trigger the follow-up ability Weapon Waltz. 	Awoken Mastery Mode: Grant unlimited use of holy, ice, and fire abilities, reduce delay of the user's holy, ice, and fire abilities based on their rank, and cause holy, ice, and fire abilities used by the user to trigger the follow-up ability Weapon Waltz. 	Awoken Mastery Mode: Grant unlimited use of holy, ice, and fire abilities, reduce delay of the user's holy, ice, and fire abilities based on their rank, and cause holy, ice, and fire abilities used by the user to trigger the follow-up ability Weapon Waltz. 	Awoken Mastery Mode: Grant unlimited use of holy, ice, and fire abilities, reduce delay of the user's holy, ice, and fire abilities based on their rank, and cause holy, ice, and fire abilities used by the user to trigger the follow-up ability Weapon Waltz.
 	Awakening 	(II) 	Tri-Element Mode II: Using a holy, ice, or fire ability as the next action temporarily grants the user Empowered Infusion for the same element as the ability that triggered it. 	Tri-Element Mode II: Using a holy, ice, or fire ability as the next action temporarily grants the user Empowered Infusion for the same element as the ability that triggered it. 	Tri-Element Mode II: Using a holy, ice, or fire ability as the next action temporarily grants the user Empowered Infusion for the same element as the ability that triggered it. 	Tri-Element Mode II: Using a holy, ice, or fire ability as the next action temporarily grants the user Empowered Infusion for the same element as the ability that triggered it.
 	Awakening 	(II) 	Wild Rose Axiom: Increase the user's physical damage a moderate amount for one turn, and set the user's critical hit chance to 100% for one turn. 	Wild Rose Axiom: Increase the user's physical damage a moderate amount for one turn, and set the user's critical hit chance to 100% for one turn. 	Wild Rose Axiom: Increase the user's physical damage a moderate amount for one turn, and set the user's critical hit chance to 100% for one turn. 	Wild Rose Axiom: Increase the user's physical damage a moderate amount for one turn, and set the user's critical hit chance to 100% for one turn.
 	Awakening 	(II) 	Weapon Waltz: Deal four, six, or eight physical holy, ice, fire, and non-elemental attacks to one enemy. Deals more attacks the higher the user's remaining HP. 	Weapon Waltz: Deal four, six, or eight physical holy, ice, fire, and non-elemental attacks to one enemy. Deals more attacks the higher the user's remaining HP. 	Weapon Waltz: Deal four, six, or eight physical holy, ice, fire, and non-elemental attacks to one enemy. Deals more attacks the higher the user's remaining HP. 	Weapon Waltz: Deal four, six, or eight physical holy, ice, fire, and non-elemental attacks to one enemy. Deals more attacks the higher the user's remaining HP.
 	Ultra 	(II) 	2 	PHY 	TBC 	TBC
 	Ultra 	(II) 	Deal ten physical holy, ice, fire, and non-elemental attacks to one enemy, reduce delay of the user's actions for two turns, temporarily grant the user Tri-Element Mode II, and enter Enhanced Mastery Mode. 	Deal ten physical holy, ice, fire, and non-elemental attacks to one enemy, reduce delay of the user's actions for two turns, temporarily grant the user Tri-Element Mode II, and enter Enhanced Mastery Mode. 	Deal ten physical holy, ice, fire, and non-elemental attacks to one enemy, reduce delay of the user's actions for two turns, temporarily grant the user Tri-Element Mode II, and enter Enhanced Mastery Mode. 	Deal ten physical holy, ice, fire, and non-elemental attacks to one enemy, reduce delay of the user's actions for two turns, temporarily grant the user Tri-Element Mode II, and enter Enhanced Mastery Mode.
 	Ultra 	(II) 	Tri-Element Mode II: Using a holy, ice, or fire ability as the next action temporarily grants the user Empowered Infusion for the same element as the ability that triggered it. 	Tri-Element Mode II: Using a holy, ice, or fire ability as the next action temporarily grants the user Empowered Infusion for the same element as the ability that triggered it. 	Tri-Element Mode II: Using a holy, ice, or fire ability as the next action temporarily grants the user Empowered Infusion for the same element as the ability that triggered it. 	Tri-Element Mode II: Using a holy, ice, or fire ability as the next action temporarily grants the user Empowered Infusion for the same element as the ability that triggered it.
 	Ultra 	(II) 	Enhanced Mastery Mode: Cause holy, ice, and fire abilities used by the user to raise the user's Attack up to a large amount, and trigger the follow-up ability Straightarrow. 	Enhanced Mastery Mode: Cause holy, ice, and fire abilities used by the user to raise the user's Attack up to a large amount, and trigger the follow-up ability Straightarrow. 	Enhanced Mastery Mode: Cause holy, ice, and fire abilities used by the user to raise the user's Attack up to a large amount, and trigger the follow-up ability Straightarrow. 	Enhanced Mastery Mode: Cause holy, ice, and fire abilities used by the user to raise the user's Attack up to a large amount, and trigger the follow-up ability Straightarrow.
 	Ultra 	(II) 	Straightarrow: Deal five ranged physical holy, ice, fire, and non-elemental attacks to one enemy. 	Straightarrow: Deal five ranged physical holy, ice, fire, and non-elemental attacks to one enemy. 	Straightarrow: Deal five ranged physical holy, ice, fire, and non-elemental attacks to one enemy. 	Straightarrow: Deal five ranged physical holy, ice, fire, and non-elemental attacks to one enemy.
 	Sync 	(II) 	2 	PHY 	TBC 	TBC
 	Sync 	(II) 	Deal fifteen physical holy, fire, and non-elemental attacks to one enemy, temporarily grant the user Sync Mode, increase the user's Cap Break Level by 1, grant the user Twin Element Mode III, enter Twin Master Mode, and grant the user one Armament (up to 2). 	Deal fifteen physical holy, fire, and non-elemental attacks to one enemy, temporarily grant the user Sync Mode, increase the user's Cap Break Level by 1, grant the user Twin Element Mode III, enter Twin Master Mode, and grant the user one Armament (up to 2). 	Deal fifteen physical holy, fire, and non-elemental attacks to one enemy, temporarily grant the user Sync Mode, increase the user's Cap Break Level by 1, grant the user Twin Element Mode III, enter Twin Master Mode, and grant the user one Armament (up to 2). 	Deal fifteen physical holy, fire, and non-elemental attacks to one enemy, temporarily grant the user Sync Mode, increase the user's Cap Break Level by 1, grant the user Twin Element Mode III, enter Twin Master Mode, and grant the user one Armament (up to 2).
 	Sync 	(II) 	 	PHY 	TBC 	TBC
 	Sync 	(II) 	 	Saintfire Sweep: Trigger Saintfire Sweep on one enemy, with an effect based on the number of Armaments the user has (0 to 2). 	Saintfire Sweep: Trigger Saintfire Sweep on one enemy, with an effect based on the number of Armaments the user has (0 to 2). 	Saintfire Sweep: Trigger Saintfire Sweep on one enemy, with an effect based on the number of Armaments the user has (0 to 2).
 	Sync 	(II) 	 	PHY 	TBC 	TBC
 	Sync 	(II) 	 	Saintfire Blade: Instantly reduce delay of the user's actions for two turns, and grant the user two Armaments (up to 2). 	Saintfire Blade: Instantly reduce delay of the user's actions for two turns, and grant the user two Armaments (up to 2). 	Saintfire Blade: Instantly reduce delay of the user's actions for two turns, and grant the user two Armaments (up to 2).
 	Sync 	(II) 	Twin Element Mode III: Using a holy or fire ability as the next action temporarily grants the user a moderate Empowered Infusion for the same element as the ability that triggered it. 	Twin Element Mode III: Using a holy or fire ability as the next action temporarily grants the user a moderate Empowered Infusion for the same element as the ability that triggered it. 	Twin Element Mode III: Using a holy or fire ability as the next action temporarily grants the user a moderate Empowered Infusion for the same element as the ability that triggered it. 	Twin Element Mode III: Using a holy or fire ability as the next action temporarily grants the user a moderate Empowered Infusion for the same element as the ability that triggered it.
 	Sync 	(II) 	Twin Mastery Mode: When the user uses Saintfire Blade, trigger the follow-up ability Saintfire Manifesto, with an effect that depends on the user's remaining HP. 	Twin Mastery Mode: When the user uses Saintfire Blade, trigger the follow-up ability Saintfire Manifesto, with an effect that depends on the user's remaining HP. 	Twin Mastery Mode: When the user uses Saintfire Blade, trigger the follow-up ability Saintfire Manifesto, with an effect that depends on the user's remaining HP. 	Twin Mastery Mode: When the user uses Saintfire Blade, trigger the follow-up ability Saintfire Manifesto, with an effect that depends on the user's remaining HP.
 	Sync 	(II) 	Saintfire Sweep:0 Armaments: Deal six physical holy, fire, and non-elemental attacks to one enemy.1 Armament: Deal six physical holy, fire, and non-elemental attacks to one enemy, healing the user for a portion of the damage dealt, and consume 1 Armament.2 Armaments: Deal eight physical holy, fire, and non-elemental attacks to one enemy, and consume 1 Armament. 	Saintfire Sweep:0 Armaments: Deal six physical holy, fire, and non-elemental attacks to one enemy.1 Armament: Deal six physical holy, fire, and non-elemental attacks to one enemy, healing the user for a portion of the damage dealt, and consume 1 Armament.2 Armaments: Deal eight physical holy, fire, and non-elemental attacks to one enemy, and consume 1 Armament. 	Saintfire Sweep:0 Armaments: Deal six physical holy, fire, and non-elemental attacks to one enemy.1 Armament: Deal six physical holy, fire, and non-elemental attacks to one enemy, healing the user for a portion of the damage dealt, and consume 1 Armament.2 Armaments: Deal eight physical holy, fire, and non-elemental attacks to one enemy, and consume 1 Armament. 	Saintfire Sweep:0 Armaments: Deal six physical holy, fire, and non-elemental attacks to one enemy.1 Armament: Deal six physical holy, fire, and non-elemental attacks to one enemy, healing the user for a portion of the damage dealt, and consume 1 Armament.2 Armaments: Deal eight physical holy, fire, and non-elemental attacks to one enemy, and consume 1 Armament.
 	Sync 	(II) 	Saintfire Manifesto: A follow-up ability with an effect that depends on the user's remaining HP.User's HP at less than 50%: Increase the damage of the user's holy and fire abilities a small amount for three turns, set the user's critical hit chance to 75% for three turns, and remove Twin Master Mode.User's HP at 50% or higher, but less than 80%: Increase the damage of the user's holy and fire abilities a moderate amount for three turns, set the user's critical hit chance to 100% for three turns, and remove Twin Master Mode.User's HP at 80% of higher: Increase the damage of the holy and fire abilities a large amount for three turns, set the user's critical hit chance to 100% for three turns, remove delay from the user's actions for three turns, and remove Twin Master Mode.	Saintfire Manifesto: A follow-up ability with an effect that depends on the user's remaining HP.User's HP at less than 50%: Increase the damage of the user's holy and fire abilities a small amount for three turns, set the user's critical hit chance to 75% for three turns, and remove Twin Master Mode.User's HP at 50% or higher, but less than 80%: Increase the damage of the user's holy and fire abilities a moderate amount for three turns, set the user's critical hit chance to 100% for three turns, and remove Twin Master Mode.User's HP at 80% of higher: Increase the damage of the holy and fire abilities a large amount for three turns, set the user's critical hit chance to 100% for three turns, remove delay from the user's actions for three turns, and remove Twin Master Mode.	Saintfire Manifesto: A follow-up ability with an effect that depends on the user's remaining HP.User's HP at less than 50%: Increase the damage of the user's holy and fire abilities a small amount for three turns, set the user's critical hit chance to 75% for three turns, and remove Twin Master Mode.User's HP at 50% or higher, but less than 80%: Increase the damage of the user's holy and fire abilities a moderate amount for three turns, set the user's critical hit chance to 100% for three turns, and remove Twin Master Mode.User's HP at 80% of higher: Increase the damage of the holy and fire abilities a large amount for three turns, set the user's critical hit chance to 100% for three turns, remove delay from the user's actions for three turns, and remove Twin Master Mode.	Saintfire Manifesto: A follow-up ability with an effect that depends on the user's remaining HP.User's HP at less than 50%: Increase the damage of the user's holy and fire abilities a small amount for three turns, set the user's critical hit chance to 75% for three turns, and remove Twin Master Mode.User's HP at 50% or higher, but less than 80%: Increase the damage of the user's holy and fire abilities a moderate amount for three turns, set the user's critical hit chance to 100% for three turns, and remove Twin Master Mode.User's HP at 80% of higher: Increase the damage of the holy and fire abilities a large amount for three turns, set the user's critical hit chance to 100% for three turns, remove delay from the user's actions for three turns, and remove Twin Master Mode.
===Limit Break===
Name	Designation 	Relic	Effects 	Effects 	Effects 	Effects
Name	Designation 	Relic	Gauge 	Type 	Duration 	
 	Limit Break Overstrike	(II) 	1-3 	PHY 	TBC 	TBC
 	Limit Break Overstrike	(II) 	Deal four massive physical holy, ice, and fire attacks with 100% critical hit chance to one enemy. Deals more damage depending on the amount of Limit Break Gauge consumed, ignores Defense, and can break the damage cap.	Deal four massive physical holy, ice, and fire attacks with 100% critical hit chance to one enemy. Deals more damage depending on the amount of Limit Break Gauge consumed, ignores Defense, and can break the damage cap.	Deal four massive physical holy, ice, and fire attacks with 100% critical hit chance to one enemy. Deals more damage depending on the amount of Limit Break Gauge consumed, ignores Defense, and can break the damage cap.	Deal four massive physical holy, ice, and fire attacks with 100% critical hit chance to one enemy. Deals more damage depending on the amount of Limit Break Gauge consumed, ignores Defense, and can break the damage cap.
==Materia==
===Record Materia===
Materia	Description 	Acquirement
 	Gain a small amount of Attack. Amount gained increases as HP drops 	Awarded for breaking character level cap.
 	Begin battle with Regen, and gain a small amount of Attack and Defense.	Break Firion's level cap 2 time(s) and obtain the Hold the Line Record Materia. Chance to obtain with Firion in your party
 	Gain a moderate amount of Attack. 	Break Firion's level cap 3 time(s) and obtain the Rebel's Might Record Materia. Awarded for raising Firion to level 99.
===Legend Materia===
Materia	Description 	Acquirement
 	Increase physical damage a small amount. 	Legend Sphere.
 	Increase the user's Attack up to a large amount, proportional to the number of physical attacks the user has triggered.	Legend Sphere
 	Small chance for Combat abilities to trigger twice. 	(II)
 	Small chance for Samurai abilities to trigger twice. 	(II)
 	Small chance for Knight abilities to trigger twice. 	(II)
 	Deal significantly more physical damage when a sword is equipped. 	(II)
==Equipment==
Firion can use the following weapon types: daggers, swords, katanas, axes, hammers, spears, fists, rods, staves, bows, and thrown weapons. The axe Demon Axe (II) allows Firion to use Wild Rose Vow. The swords Masamune (II), Sun Blade (II) and Masamune (II) allows Firion to use Lord of Arms, Weaponmaster and Rose of Rebellion respectively.
He can equip the following armor types: shields, hats, helms, light armor, armor, and bracers. The helmet Diamond Helm (II) allows Firion to use Shining Blade.
He can equip accessories.
==Gallery==
FFRK Seer of Destiny JP.png|Japanese event banner for Seer of Destiny.
FFRK Seer of Destiny Event.png|Global event banner for Seer of Destiny.
FFRK Thorns of the Rose JP.png|Japanese event banner for Thorns of the Rose.
FFRK Thorns of the Rose Event.png|Global event banner for Thorns of the Rose.
FFRK Unknown Firion Wardrobe.png|異説の義士 sprite.
FFRK Firion sprites.png|Set of Firion's sprites.
FFRK Firion FFII.png|Boss sprite.
FFRK Firion MC.png|Firion's Memory Crystal.
FFRK Firion MCII.png|Firion's Memory Crystal II.
FFRK Firion MCIII.png|Firion's Memory Crystal III.
FFRK Chain Strike Icon.png|Icon for Chain Strike.
FFRK Chain Launch Icon.png|Icon for Chain Launch.
FFRK Chain Strike.png|Chain Strike.
FFRK Chain Launch.png|Chain Launch.
Category:Characters in Final Fantasy Record Keeper