Gambits

Gambits are functionality of the Final Fantasy XII and Final Fantasy XII: Revenant Wings battle systems. Combat can be controlled manually and programmed via the use of gambits; manually entered commands take precedence and their immediate execution will interrupt gambit programming. The gambit system is similar to the Macro system found in Final Fantasy XI.
==Profile==
Like simple computers, the player can create a list of commands and dependencies to be carried out automatically by the characters to simplify the combat system. All commands relate to (are targeted on) the character, the character's allies, or the enemies on-screen.
Gambits are a targeted "if A, then X" conditional statement/expression; each gambit on the list is evaluated and the first gambit that has a met, actionable condition will be executed. Each time the character gets a new turn, the list is reevaluated, starting with the first gambit.
Gambits are available once Penelo joins the party, though the player has to wait until Balthier and Fran join to be able to customize gambits.
===Functionality===
Gambits are composed of a target (Ally, Foe, or Self), a condition, and an action to be performed on the target only if the condition is met. If the condition is not met, the next gambit in the list is checked, and so on. The list is not in order of which action is taken; for example, a gambit with the "Foe:Flying" condition at the top of the gambit list will only activate when the party encounters a flying enemy. Actions can be either the use of items or the casting of magick and Technicks. There is no action for Quickenings and summons, which must be activated manually.
In or out of battle, each character can have each individual gambit in their list turned on or off at the gambit screen. At the gambit screen or in the manual control menu, the current state of the gambit list as a whole can be turned off and back on. Gambits can be changed at any moment during a battle, and gambits can always be interrupted by manual input.
The characters start with no list of gambits, gain two automatically through the early game, and can buy licenses for an additional ten gambit slots in the Augments section of the License Board(s).
====Action: No redundant actions====
Gambits contain certain hidden conditions to be intuitive and functional. Enemies cease to be targets once they die, and the gambit mechanism will not revive a character who is not KO'd or recast a status buffer if the character still has it, e.g. a gambit for Haste will not be activated if the character already has the Haste status. The gambit mechanism will not have two characters simultaneously cast a status buffer or revive a KO'd character twice; i.e. if two characters have a gambit set-up to revive a fallen party member, either with a Phoenix Down or Raise spell, and a party member is KO'd, only one of the characters will have their gambit to revive them executed.
The exceptions to the above rules are: Steal, Poach, Drain, and Syphon, which will re-activate at every turn, even if the foe is immune, or has no more items/MP to steal. Foe: HP = 100% attached to Steal, and one blow from a manually controlled character, or another party member with a Foe: HP = 100% attacked to Attack at the top of their gambit list, will ensure that the stealer will look further down the list for something to do after their first steal attempt. Enemy immunity requires the offending gambits be turned off or commands be issued to the characters to override their gambits with manual control.
====Action: Constraints====
A gambit will not be executed if its action cannot be performed because of the normal game rules. For example, a gambit with the action to cast the spell Haste will only be done if the character has enough MP to cast it and is not under a restrictive status, such as Silence, Disable, or other that prohibits the use of magick.
A similar constraint applies to the use of items, i.e. a gambit calling for the use of a Hi-Potion will only be performed if there is at least one in the party's inventory.
Steal, Poach, Drain, and Syphon are not exempt from this condition as they are from the other.
====Canceling====
A character may cancel an action enacted by a gambit if a higher-priority gambit's conditions are fulfilled. For example, the character has a gambit, high on the list, to Attack the nearest foe, and one below that to poach foes with < 10% HP. If the party is attempting to poach a foe, and a higher HP foe comes near, the character will abandon their poaching, and rush off to Attack the new foe. This is also a good example of the difference between order of execution and order of listing (and therefore priority).
If the order of these gambits is reversed, canceling will not happen; characters will attack when enemies are first sighted, even though Attack is second on the list, the "Foe: HP < 10% - Poach" gambit cannot get in the way, because of its condition, and Poach will be activated instead of Attack as soon as and for as long as there is an appropriate target in range.
The exceptions to canceling an action due to priority are all commands the player inputs manually. Any command the player gives to the character will be executed if possible, regardless of gambits.
Character movement is not considered a command for the purposes of interrupting actions; spell casting in particular will root characters in place, and the only way to avoid characters beginning a spellcast is to turn off their gambits temporarily or to hold down to escape. This does not halt spellcasting already in progress.
====List of gambits====
There are many different gambits. Initially, the party starts with few to work with, but as the game progresses, the party can find or buy more.
In the original release, new gambits are available for purchase from both regular and specialized shops throughout the game after the following events:
Event	Details
A 	After getting trapped in the Nalbina Dungeons.
B 	After escaping from Barheim Passage.
C 	After obtaining the Dawn Shard.
D 	After defeating Judge Bergan.
E 	After visiting the Draklor Laboratory.
F 	After obtaining the Treaty-Blade.
Gambits are also occasionally found in treasure chests in this version.
In the Zodiac versions, all gambits are available for purchase after the player gets trapped in the Nalbina Dungeons. However, gambits are now only sold at specialized gambit shops, namely Yamoora's Gambits, Morning Star Gambits, Bashketi's Gambits, Lebleu's Gambits, and Waterfront Gambits. In addition, gambits can no longer be found in chests.
In both versions, Burrogh's shop inside the Barheim Passage carries a limited number of Gambits marked with an asterisk (*) in the tables below.
====Ally Gambits====
These gambits are under the blue tab of the gambit menu. All conditions require a party member to be under a certain condition.
;Original
Gambit 	Cost	When
Ally: any 	50 	B
Ally: party leader 	50 	B
Ally: Vaan 	― 	―
Ally: Ashe 	― 	―
Ally: Fran 	― 	―
Ally: Balthier 	― 	―
Ally: Penelo 	― 	―
Ally: Basch 	― 	―
Ally: lowest HP 	50 	D
Ally: strongest weapon 	50 	D
Ally: lowest defense 	50 	D
Ally: lowest magick resist	50 	D
Ally: HP < 100% 	50 	C
Ally: HP < 90% 	50 	B
Ally: HP < 80% 	50 	B
Ally: HP < 70% 	50 	B
Ally: HP < 60% 	50 	B
Ally: HP < 50% 	50* 	A
Ally: HP < 40% 	50 	B
Ally: HP < 30% 	50* 	A
Ally: HP < 20% 	50 	B
Ally: HP < 10% 	50 	C
Ally: MP < 100% 	50 	C
Ally: MP < 90% 	50 	C
Ally: MP < 80% 	50 	B
Ally: MP < 70% 	50 	B
Ally: MP < 60% 	50 	B
Ally: MP < 50% 	50 	B
Ally: MP < 40% 	50 	B
Ally: MP < 30% 	50 	B
Ally: MP < 20% 	50 	B
Ally: MP < 10% 	50 	C
Ally: status = KO 	50 	E
Ally: status = Stone 	50 	E
Ally: status = Petrify 	50 	E
Ally: status = Stop 	50 	C
Ally: status = Sleep 	50 	B
Ally: status = Confuse 	50 	B
Ally: status = Doom 	50 	E
Ally: status = Blind 	50 	E
Ally: status = Poison 	50 	E
Ally: status = Silence 	50 	E
Ally: status = Sap 	50 	E
Ally: status = Oil 	50 	E
Ally: status = Reverse 	50 	C
Ally: status = Disable 	50 	E
Ally: status = Immobilize 	50 	E
Ally: status = Slow 	50 	C
Ally: status = Disease 	50 	E
Ally: status = Lure 	50 	C
Ally: status = Protect 	50 	E
Ally: status = Shell 	50 	E
Ally: status = Haste 	50 	E
Ally: status = Bravery 	50 	E
Ally: status = Faith 	50 	E
Ally: status = Reflect 	50 	C
Ally: status = Invisible 	50 	E
Ally: status = Regen 	50 	E
Ally: status = Float 	50 	E
Ally: status = Berserk 	50 	C
Ally: status = Bubble 	50 	E
Ally: status = HP Critical	50 	B
Ally: item AMT ≧ 10 	100 	C
;Zodiac
Gambit 	Cost
Ally: any 	50*
Ally: party leader 	50*
Ally: Vaan 	―
Ally: Ashe 	―
Ally: Fran 	―
Ally: Balthier 	―
Ally: Penelo 	―
Ally: Basch 	―
Ally: lowest HP 	70
Ally: strongest weapon 	70
Ally: lowest defense 	70
Ally: lowest magick resist	70
Ally: HP < 100% 	50*
Ally: HP < 90% 	70
Ally: HP < 80% 	70
Ally: HP < 70% 	50*
Ally: HP < 60% 	50*
Ally: HP < 50% 	50*
Ally: HP < 40% 	50*
Ally: HP < 30% 	50*
Ally: HP < 20% 	70
Ally: HP < 10% 	70
Ally: MP < 100% 	50*
Ally: MP < 90% 	70
Ally: MP < 80% 	70
Ally: MP < 70% 	50*
Ally: MP < 60% 	50*
Ally: MP < 50% 	50*
Ally: MP < 40% 	50*
Ally: MP < 30% 	50*
Ally: MP < 20% 	70
Ally: MP < 10% 	70
Ally: status = KO 	70
Ally: status = Stone 	70
Ally: status = Petrify 	70
Ally: status = Stop 	70
Ally: status = Sleep 	70
Ally: status = Confuse 	70
Ally: status = Doom 	70
Ally: status = Blind 	70
Ally: status = Poison 	70
Ally: status = Silence 	70
Ally: status = Sap 	70
Ally: status = Oil 	70
Ally: status = Reverse 	70
Ally: status = Disable 	70
Ally: status = Immobilize 	70
Ally: status = Slow 	70
Ally: status = Disease 	70
Ally: status = Lure 	70
Ally: status = Protect 	70
Ally: status = Shell 	70
Ally: status = Haste 	70
Ally: status = Bravery 	70
Ally: status = Faith 	70
Ally: status = Reflect 	70
Ally: status = Invisible 	70
Ally: status = Regen 	70
Ally: status = Float 	70
Ally: status = Berserk 	70
Ally: status = Bubble 	70
Ally: status = HP Critical	50*
Ally: 2+ foes present 	300
Ally: 3+ foes present 	300
Ally: 4+ foes present 	300
Ally: 5+ foes present 	300
Ally: item AMT ≧ 10 	300
====Foe Gambits====
These gambits are under the red tab of the gambit menu. All conditions require an enemy to be under a certain condition.
;Original
Gambit 	Cost	When
Foe: party leader's target 	― 	―
Foe: nearest visible 	― 	―
Foe: any 	50 	B
Foe: targeting leader 	100 	B
Foe: targeting self 	100 	B
Foe: targeting ally 	100 	B
Foe: furthest 	50 	C
Foe: nearest 	50 	C
Foe: highest HP 	50 	D
Foe: lowest HP 	50 	D
Foe: highest max HP 	50 	D
Foe: lowest max HP 	50 	D
Foe: highest MP 	50 	D
Foe: lowest MP 	50 	D
Foe: highest max MP 	50 	D
Foe: lowest max MP 	50 	D
Foe: highest level 	50 	D
Foe: lowest level 	50 	D
Foe: highest strength 	50 	D
Foe: lowest strength 	50 	D
Foe: highest magick power 	50 	D
Foe: lowest magick power 	50 	D
Foe: highest speed 	50 	D
Foe: lowest speed 	50 	D
Foe: highest defense 	50 	D
Foe: highest magick resist 	50 	D
Foe: HP ≧ 100,000 	50 	F
Foe: HP ≧ 50,000 	50 	F
Foe: HP ≧ 10,000 	50 	E
Foe: HP ≧ 5,000 	50 	E
Foe: HP ≧ 3,000 	50 	D
Foe: HP ≧ 2,000 	50 	D
Foe: HP ≧ 1,000 	50 	C
Foe: HP ≧ 500 	50 	C
Foe: HP < 100,000 	50 	F
Foe: HP < 50,000 	50 	F
Foe: HP < 10,000 	50 	E
Foe: HP < 5,000 	50 	E
Foe: HP < 3,000 	50 	D
Foe: HP < 2,000 	50 	D
Foe: HP < 1,000 	50 	C
Foe: HP < 500 	50 	C
Foe: HP = 100% 	50 	B
Foe: HP ≧ 70% 	50 	B
Foe: HP ≧ 50% 	50 	B
Foe: HP ≧ 30% 	50 	B
Foe: status = Petrify 	50 	E
Foe: status = Stop 	50 	E
Foe: status = Sleep 	50 	B
Foe: status = Confuse 	50 	E
Foe: status = Doom 	50 	E
Foe: status = Blind 	50 	C
Foe: status = Poison 	50 	E
Foe: status = Silence 	50 	C
Foe: status = Sap 	50 	E
Foe: status = Oil 	50 	B
Foe: status = Reverse 	50 	C
Foe: status = Disable 	50 	B
Foe: status = Immobilize 	50 	B
Foe: status = Slow 	50 	E
Foe: status = Disease 	50 	E
Foe: status = Protect 	50 	D
Foe: status = Shell 	50 	D
Foe: status = Haste 	50 	D
Foe: status = Bravery 	50 	D
Foe: status = Faith 	50 	D
Foe: status = Reflect 	50 	B
Foe: status = Regen 	50 	E
Foe: status = Berserk 	50 	E
Foe: status = HP Critical 	50 	B
Foe: fire-weak 	500 	F
Foe: lightning-weak 	500 	F
Foe: ice-weak 	500 	F
Foe: earth-weak 	500 	F
Foe: water-weak 	500 	F
Foe: wind-weak 	500 	F
Foe: holy-weak 	500 	F
Foe: dark-weak 	500 	F
Foe: fire-vulnerable 	250 	F
Foe: lightning-vulnerable 	250 	F
Foe: ice-vulnerable 	250 	F
Foe: earth-vulnerable 	250 	F
Foe: water-vulnerable 	250 	F
Foe: wind-vulnerable 	250 	F
Foe: holy-vulnerable 	250 	F
Foe: dark-vulnerable 	250 	F
Foe: undead 	100 	C
Foe: flying 	100 	B
Foe: character HP = 100% 	100 	C
Foe: item AMT ≧ 10 	100 	C
Foe: character status = Blind 	100 	D
Foe: character status = Silence 	100 	D
Foe: character status = Bravery 	100 	E
Foe: character status = Faith 	100 	E
Foe: character status = HP Critical	100 	D
Foe: character MP ≧ 90% 	100 	D
Foe: character MP ≧ 70% 	100 	D
Foe: character MP ≧ 50% 	100 	D
Foe: character MP ≧ 30% 	100 	D
Foe: character MP ≧ 10% 	100 	D
Foe: character MP < 90% 	100 	D
Foe: character MP < 70% 	100 	D
Foe: character MP < 50% 	100 	D
Foe: character MP < 30% 	100 	D
Foe: character MP < 10% 	100 	D
Foe: character HP ≧ 90% 	100 	D
Foe: character HP ≧ 70% 	100 	D
Foe: character HP ≧ 50% 	100 	D
Foe: character HP ≧ 30% 	100 	D
Foe: character HP ≧ 10% 	100 	D
Foe: character HP < 90% 	100 	D
Foe: character HP < 70% 	100 	D
Foe: character HP < 50% 	100 	D
Foe: character HP < 30% 	100 	D
Foe: character HP < 10% 	100 	D
;Zodiac
Gambit 	Cost
Foe: party leader's target 	―
Foe: nearest visible 	50
Foe: any 	50
Foe: targeted by ally 	100
Foe: not targeted by ally 	100
Foe: targeting leader 	50*
Foe: targeting self 	50*
Foe: targeting ally 	50*
Foe: targeting Vaan 	―
Foe: targeting Ashe 	―
Foe: targeting Fran 	―
Foe: targeting Balthier 	―
Foe: targeting Basch 	―
Foe: targeting Penelo 	―
Foe: furthest 	70
Foe: nearest 	70
Foe: highest HP 	50*
Foe: lowest HP 	50*
Foe: highest max HP 	50*
Foe: lowest max HP 	50*
Foe: highest MP 	70
Foe: lowest MP 	70
Foe: highest max MP 	70
Foe: lowest max MP 	70
Foe: highest level 	50*
Foe: lowest level 	50*
Foe: highest strength 	70
Foe: lowest strength 	70
Foe: highest magick power 	70
Foe: lowest magick power 	70
Foe: highest speed 	70
Foe: lowest speed 	70
Foe: highest defense 	70
Foe: highest magick resist 	70
Foe: HP ≧ 100,000 	300
Foe: HP ≧ 50,000 	300
Foe: HP ≧ 10,000 	300
Foe: HP ≧ 5,000 	70
Foe: HP ≧ 3,000 	70
Foe: HP ≧ 2,000 	70
Foe: HP ≧ 1,000 	70
Foe: HP ≧ 500 	70
Foe: HP < 100,000 	300
Foe: HP < 50,000 	300
Foe: HP < 10,000 	300
Foe: HP < 5,000 	70
Foe: HP < 3,000 	70
Foe: HP < 2,000 	70
Foe: HP < 1,000 	70
Foe: HP < 500 	70
Foe: HP = 100% 	50*
Foe: HP ≧ 90% 	70
Foe: HP ≧ 70% 	50*
Foe: HP ≧ 50% 	50*
Foe: HP ≧ 30% 	50*
Foe: HP ≧ 10% 	70
Foe: status = Petrify 	70
Foe: status = Stop 	70
Foe: status = Sleep 	70
Foe: status = Confuse 	70
Foe: status = Doom 	70
Foe: status = Blind 	70
Foe: status = Poison 	70
Foe: status = Silence 	70
Foe: status = Sap 	70
Foe: status = Oil 	70
Foe: status = Reverse 	70
Foe: status = Disable 	70
Foe: status = Immobilize 	70
Foe: status = Slow 	70
Foe: status = Disease 	70
Foe: status = Protect 	70
Foe: status = Shell 	70
Foe: status = Haste 	70
Foe: status = Bravery 	70
Foe: status = Faith 	70
Foe: status = Reflect 	70
Foe: status = Regen 	70
Foe: status = Berserk 	70
Foe: status = HP Critical 	70
Foe: fire-weak 	70
Foe: lightning-weak 	70
Foe: ice-weak 	70
Foe: earth-weak 	70
Foe: water-weak 	70
Foe: wind-weak 	70
Foe: holy-weak 	70
Foe: dark-weak 	70
Foe: fire-vulnerable 	70
Foe: lightning-vulnerable 	70
Foe: ice-vulnerable 	70
Foe: earth-vulnerable 	70
Foe: water-vulnerable 	70
Foe: wind-vulnerable 	70
Foe: holy-vulnerable 	70
Foe: dark-vulnerable 	70
Foe: undead 	70
Foe: flying 	70
Foe: character status = Blind 	300
Foe: character status = Silence 	300
Foe: character status = Bravery 	300
Foe: character status = Faith 	300
Foe: character status = HP Critical	300
Foe: character HP = 100% 	300
Foe: character MP ≧ 90% 	300
Foe: character MP ≧ 70% 	300
Foe: character MP ≧ 50% 	300
Foe: character MP ≧ 30% 	300
Foe: character MP ≧ 10% 	300
Foe: character MP < 90% 	300
Foe: character MP < 70% 	300
Foe: character MP < 50% 	300
Foe: character MP < 30% 	300
Foe: character MP < 10% 	300
Foe: character HP ≧ 90% 	300
Foe: character HP ≧ 70% 	300
Foe: character HP ≧ 50% 	300
Foe: character HP ≧ 30% 	300
Foe: character HP ≧ 10% 	300
Foe: character HP < 90% 	300
Foe: character HP < 70% 	300
Foe: character HP < 50% 	300
Foe: character HP < 30% 	300
Foe: character HP < 10% 	300
Foe: 2+ foes present 	300
Foe: 3+ foes present 	300
Foe: 4+ foes present 	300
Foe: 5+ foes present 	300
Foe: 2+ allies present 	300
Foe: 3+ allies present 	300
Foe: item AMT ≧ 10 	300
====Self Gambits====
These gambits are under the yellow tab of the gambit menu. All conditions require the user to be under a certain condition.
;Original
Gambit 	Cost	When
Self 	50 	B
Self: HP < 100% 	50 	E
Self: HP < 90% 	50 	E
Self: HP < 80% 	50 	E
Self: HP < 70% 	50 	E
Self: HP < 60% 	50 	E
Self: HP < 50% 	50 	E
Self: HP < 40% 	50 	E
Self: HP < 30% 	50 	E
Self: HP < 20% 	50 	E
Self: HP < 10% 	50 	E
Self: MP < 100% 	50 	E
Self: MP < 90% 	50 	E
Self: MP < 80% 	50 	E
Self: MP < 70% 	50 	E
Self: MP < 60% 	50 	E
Self: MP < 50% 	50 	E
Self: MP < 40% 	50 	E
Self: MP < 30% 	50 	E
Self: MP < 20% 	50 	E
Self: MP < 10% 	50 	E
Self: status = Petrify 	50 	E
Self: status = Doom 	50 	E
Self: status = Blind 	50 	E
Self: status = Poison 	50 	E
Self: status = Silence 	50 	E
Self: status = Sap 	50 	E
Self: status = Oil 	50 	E
Self: status = Reverse 	50 	E
Self: status = Immobilize 	50 	E
Self: status = Slow 	50 	E
Self: status = Disease 	50 	E
Self: status = Lure 	50 	E
Self: status = Protect 	50 	E
Self: status = Shell 	50 	E
Self: status = Haste 	50 	E
Self: status = Bravery 	50 	E
Self: status = Faith 	50 	E
Self: status = Reflect 	50 	E
Self: status = Invisible 	50 	E
Self: status = Regen 	50 	E
Self: status = Float 	50 	E
Self: status = Bubble 	50 	E
Self: status = HP Critical	50 	E
;Zodiac
Gambit 	Cost
Self 	50*
Self: HP < 100% 	50*
Self: HP < 90% 	70
Self: HP < 80% 	70
Self: HP < 70% 	50*
Self: HP < 60% 	50*
Self: HP < 50% 	50*
Self: HP < 40% 	50*
Self: HP < 30% 	50*
Self: HP < 20% 	70
Self: HP < 10% 	70
Self: MP < 100% 	50*
Self: MP < 90% 	70
Self: MP < 80% 	70
Self: MP < 70% 	50*
Self: MP < 60% 	50*
Self: MP < 50% 	50*
Self: MP < 40% 	50*
Self: MP < 30% 	50*
Self: MP < 20% 	70
Self: MP < 10% 	70
Self: status = Petrify 	70
Self: status = Doom 	70
Self: status = Blind 	70
Self: status = Poison 	70
Self: status = Silence 	70
Self: status = Sap 	70
Self: status = Oil 	50
Self: status = Reverse 	70
Self: status = Immobilize 	70
Self: status = Slow 	70
Self: status = Disease 	70
Self: status = Lure 	70
Self: status = Protect 	70
Self: status = Shell 	70
Self: status = Haste 	70
Self: status = Bravery 	70
Self: status = Faith 	70
Self: status = Reflect 	70
Self: status = Invisible 	70
Self: status = Regen 	70
Self: status = Float 	70
Self: status = Bubble 	70
Self: status = HP Critical	50*
Self: 2+ foes present 	300
Self: 3+ foes present 	300
Self: 4+ foes present 	300
Self: 5+ foes present 	300
Self: targeted by foe 	300
Self: targeted by ally 	300
Self: item AMT ≧ 10 	300
===Final Fantasy XII: Revenant Wings===
Gambits return, but the system is heavily simplified. The player can set one gambit per group leader, and once this is done the character will keep using the skill unless they are being directly controlled by the player. Gambits can be set in the Equip screen any time during battle.
==Behind the scenes==
Hiroyuki Ito was in charge of creating the battle system and his motivation for the gambit system was to create a "single-player online game" where the player would have independently acting party members who would still act the way the player wanted them to. The gambit system works on the same basic programming algorithms used for the monsters in the SNES Final Fantasy games. In RPGs with command-based systems; players would just press one button to grind through, and thus Ito thought that it might be more fun to provide a seamless, semi-automated battle system instead. The developers thus carried over the old Final Fantasy IV gambit prototype, made it more complex, and made it so users configure it with their characters. The reason the developers chose to use it for Final Fantasy XII in particular was because of the seamlessness they wanted to achieve with the game. Though purely command-based battle systems are simple on the development side, for a "single-player MMO" the player had to be able to move around while also performing an action.
Producer Hiroaki Kato has lamented that the gambit system is complex, and thus difficult to implement in other titles. Regardless, he would want to use the mechanics somehow, maybe in a different form, even if the system is difficult to develop around.
Automating stealing via the gambit system is something players strive to do, but the stealer will keep stealing even when the target has nothing to steal. Thus, many players opt to use Foe HP 100% gambit to only steal from newly met enemies. The developers have commented that they did not want to make stealing too convenient, and wanted to keep that element of trial-and-error and the "healthy player frustration" that "makes the game fun." Thus, the imperfect stealing with gambits has been left in the International and HD versions.
Satorua Koyama, the lead battle programmer for Final Fantasy VII Remake, stated that for the next game, he intended to create an AI that could surpass the Gambit system in terms of being able to juggle a variety of techniques and magic.
==Gallery==
FFXII-HD-Gambits-Menu.png|Gambits menu in The Zodiac Age.
==Etymology==
==Citations==
de:Gambit
Category:Gameplay in Final Fantasy XII
Category:Gameplay in Final Fantasy XII: Revenant Wings