Darkga (Final Fantasy XII)

Darkga is an Arcane Magicks spell in both the original PlayStation 2 version of Final Fantasy XII and the Zodiac re-releases. It is a multi-target spell that deals strong dark-elemental damage to all foes in range. It is the third tier dark spell, above Dark and Darkra. Dark is a "top tier" offensive spell, stronger than Firaga, Blizzaga, and Thundaga, but weaker than Ardor or Scourge.
The enemies that use Darkga against the player are Etém, Leamonde Entite, Deathscythe, Behemoth King, Shadowseer, Hell Wyrm, Crystal Knight, Vagrant Soul, and Disma.
==Obtained==
Darkga's license costs 50 License Points in the Zodiac versions, where the spell is bought for 7500 gil from Balfonheim Port when the shops can be reached after the events in Draklor Laboratory. It is also found in a treasure in Trial Mode Stage 87 with the Diamond Armlet equipped.
In the original version, Darkga's license costs 105 LP and the spell is bought for 9400 gil from Balfonheim after the events in Giruvegan.
In the Zodiac versions, Darkga is used by the Red Battlemage, a job class thar specializes in Arcane Magicks. In the original version, the Esper Chaos uses Darkga onto dark-weak foes.
==Mechanics==
Darkga deals heavy dark-elemental damage to all foes in range. It deals damage based on the caster's level and Magick Power, mitigated by the target's Magick Resist.
The formula for damage calculation:
:[130 \times RANDOM(1 \sim 1.125) - Magick~Resist] \times [2 + {Magick~Power \times (Level+Magick~Power) \over 256}]
With the Serenity license or the Magick Gloves accessory, the damage is inflated to 120% (original) or 150% (Zodiac) when the caster is in full health. With the Spellbreaker license or the Leather Gorget accessory, the damage is doubled when the caster is in HP Critical. If the caster has Faith, Darkga will damage for 30% more. As an elemental spell, it will do double damage to targets weak to dark, and 150% damage with dark-potency gear: Zeus Mace and Black Robes (wearing both does not stack the effect further). The boosts stack multiplicatively.
Enemies who resist dark take half damage. Those who nullify dark take no damage and those who absorb dark are healed by it. Shell halves damage from Darkga.
Weather and terrain do not affect dark damage. 
Darkga bounces from Reflect unless the caster equips the Opal Ring. Casting Darkga on the player's own party with Reflect will reflect the spell multiple times onto the enemy. Damaging enemies with Darkga gains MP to the caster if they have the Warmage license. A target can sometimes avoid Darkga via their Magick Evade stat; for the player, this means wearing shields.
Darkga costs 38 MP to cast in the Zodiac versions and 30 MP in the original without Channeling licenses.
Darkga has maximum Effect Capacity. This means that in the PlayStation 2 versions, no other spell or Technick can be used simultaneously. In The Zodiac Age, the capacity is much larger and Darkga no longer holds other actions up.
==Use==
Darkga is a good late game damaging spell for a Red Battlemage in the Zodiac versions; in the original where everyone has the same License Board, Darkga is less relevant, though it is a good spell for how enemies typically do not resist it bar the undead (though, conversely, very few are weak to it), and how it is unaffected by terrain and weather, and is a multi-targeting spell. Undead enemies typically absorb dark, but the Red Battlemage can use their curative spells on them instead. The player can set the spell up via the gambit system (such as with Foe:dark-vulnerable→Darkga or Foe:foes present 2+→Darkga, and have a Foe:Undead gambit above it, or the caster will use Darkga on undead enemies as well).
As the spell is multi-targeting, the player can cast it on their own reflected party to bounce it multiple times onto the enemy. Darkga is the strongest -aga spell in the game, though Firaga outclasses it when coupled with Oil. It is best used with the Zeus Mace or the Black Robes equipped to make use of the dark potency.
Darkga can be good against Ultima. She uses Reflectga on the party, giving an opportunity for the player to use Darkga on themselves to bounce it back multiple times. Darkga can also be good against the ultimate hunt mark Yiazmat, allowing for the caster to remain on the stairs that lead to the arena where Yiazmat cannot target them with its physical attacks. The caster can then also wear a Shell Shield as magick-use does not require a weapon, making Yiazmat's Death Star attack commonly miss. It can also be powerful against the mark Goliath. If the player equips their party with Black Masks or Demon Shields, Darkga can also be a powerful endgame healing spell when targeted at one's own party, especially when cast with the Zeus Mace or Black Robes equipped.
Category:Arcane Magicks in Final Fantasy XII