Cure (VII Remake)

Cure is a magic spell in Final Fantasy VII Remake and "Episode INTERmission". It is the basic curative spell provided by . It restores HP at a rate below and , but has the lowest MP cost. In addition to being used through healing materia, allows it to be used by characters not currently controlled by the player. The effect can be boosted if the target being healed has the Salvation Badge and is low on HP.
In the downloadable demo, and Cure are the only two magic spells that Barret Wallace can use. Cure is also a materia in the Fort Condor minigame in "Episode INTERmission", present on Starter Board and Battalion Board II. It heals allies in the spell's area of effect.
==Mechanics==
 	,
Effects 	Small healDamages undeadIgnores random variation1 second charge time
Interrupt stats 	Interrupted by attacks with ≥40 interrupt strength
Compatible 	
Unconditional weapon passive bonuses	MP Saver: Healing Spells
Healing formula:
User's\ Magic\ Attack \times 7
Damage formula (Undead targets):
(2 \times User's\ Magic\ Attack\ - Target's\ Magic\ Defense) \times 3.5
== Use==
Cure costs 4 MP to cast (less with MP Saver: Healing Spells), and can be used by characters with healing materia at level 1, or with the Auto-Cure materia. At lower levels, Cure can restore more HP than a Potion, and is one of the most effective ways to heal a character. However, it heals for less than a Hi-Potion early on, and its MP cost restricts characters from casting it too frequently.
Though it heals for a lower rate than Cura, it may provide sufficient healing on a small MP budget. Its main restriction is that it is ATB-inefficient when more powerful healing spells are available, and that can render it redundant. As alternatives to Cure, both Chakra and Pray can heal for similar or greater amounts at later levels with no MP cost, though they have limitations of their own.
Using Cure with Auto-Cure can be an effective way to stay healthy without having to micromanage other characters. Giving it to a character with a high attribute, whom the player does not use often, can be useful to allow the player to focus on one character. However, this materia is outclassed later as more powerful curative spells become available, and it is a better use of materia slots to give the slot to a different materia in the hands of a player who is effective at micromanaging.
Cure can be amplified by pairing the healing materia with . This allows a character to heal all allies at once for only a single ATB cost, able to rescue the party from difficult situations. Doing this is more ATB-efficient than Pray, at the cost of an MP charge. Additionally, the Healing Carcanet will improve the amount that the spell can heal, and many weapons include the Desperate Recovery passive, which improves the amount of healing that character receives when low on HP.
In "Episode INTERmission", Cure is a useful spell for Yuffie to keep her HP topped up, as she starts with the spell already equipped to her.
Cure in Fort Condor from FFVII Remake INTERmission.png|Fort Condor.
Category:Magic in Final Fantasy VII Remake