Cloud Strife (Record Keeper)

Cloud is a recruitable character in Final Fantasy Record Keeper. He joins the party after clearing Mako Reactor No. 5 for the first time.
Cloud is also a character in the game's Record Dungeon content, serving as a guest party member whenever Tyro and his friends are teleported into Final Fantasy VII records.
Cloud possesses high HP and Attack growth, and fair Defense and Speed. His Resistance score is also slightly above average for a physical fighter. Cloud is initially proficient in Combat and Heavy-class abilities, but can unlock access to lower-tier Knight abilities and high-tier Spellblade abilities through the use of Record Spheres. Cloud has the potential to wield some of the most powerful attacks, whether single-target or multi-target.
Like other main protagonist characters, Cloud is frequently one the first to receive the game's newest Soul Break types. His Soul Breaks are often associated with wind and dark elements. 
Should players obtain his Ultra Cross-slash Soul Break from the Record Lab exchange shop, Cloud can easily break the default damage cap on most enemies weak to wind and dark-elemental attacks. When paired with wind Chain Soul Breaks and the correct buffs, Cloud has the potential to unleash twenty individual attacks up to 20,000 damage when using his Sonic Braver Arcane Overstrike. Cloud is often an excellent choice to tackle the holy and earth-elemental oriented Magicite-content bosses.
==Story==
===Volume 1===
During the opening events of the Record Dungeon scenario, Tyro and Elarra are whisked away by the first corrupted painting to bombing mission of Mako Reactor 1. Due the painting manipulating history, Tyro and Elarra are made AVALANCHE recruits and fight alongside Cloud as soon as he gets off the train at the reactor's station. Teaming with Tyro and Barret, Cloud manages to take down Guard Scorpion guarding the reactor and successfully destroys the facility. 
After the mission, Cloud and Tyro are ambush by Shinra forces, and are forced to engage in combat with them. Being surrounded by Shinra troops, Cloud, Tyro, and Elarra jump onto the coming train below and make their escape. However, Tyro and Elarra are ejected from the painting, leaving Cloud's fate unknown; however Tyro suspects Cloud successfully managed to escape unharmed like they did.
During the "Shadow of Suspicion" portion of Volume 1, Tyro and Elarra, now joined with Biggs and Wedge, are reunited with Cloud the moment they were separated after the events of the Mako Reactor 1 bombing. The next day, Cloud, Barret, Tifa, and Tyro's group travel to destroy Mako Reactor No. 5. Before they can successfully make an escape, the group encounters President Shinra, who sends the Air Buster to attack them. After defeating the Air Buster, Cloud and Tyro's party are thrown into the slums below by the machine's explosion.
After falling into Aerith's church in the slums, Cloud and Tyro's friends encounter Reno threatening to take the girl with him. Due to history being altered by the corrupted paintings, Reno battles Cloud and Tyro inside the church. Managing to defeat Reno, Cloud and Tyro's friends save Aerith and return her home.
At the request of Elmyra Gainsborough to keep Aerith out of further trouble, Cloud and Tyro's group leave Aerith's house in the middle of the night. However, they find Aerith waiting for them outside and demands to travel with them, Cloud and Tyro reluctantly agree to her request.
Learning that Tifa went to Don Corneo's manor in the Wall Market, Aerith and Tyro's friends aid Cloud in his mission to crossdress to sneak into the facility. Managing to collect all the necessary items, Cloud is somehow selected by Corneo as the winner. Cloud reveals that it was all a ruse, and threatens to attack him with his sword. However, Corneo manages to open his trap door, throwing both Cloud and Tyro's friends into the sewers below, and are attacked by Corneo's pet, Aps. 
After defeating Aps, the group arrives in Sector 7, finding Barret fighting against Shinra's troops. Cloud and Tyro friends gather at the top of the Plate Support and join forces in an attempt to stop Reno from dropping the Sector 7 plate. However despite their attempts, Reno manages to escape and Tseng reveals that he has kidnapped Aerith. Realizing that there is no way to prevent the plate's collapse, Cloud and Tyro are carried away by Barret and Biggs to the slums below. With the group ejected from the VII records once again, Tyro and his friends wonder of Cloud's group's fate.
===Volume 2===
Now following the Shadowsmith, Tyro's party is reunited with Cloud and his friends during the events of "The Heretics" chapter of Volume 2. At Aerith's house, Cloud and Tyro's groups learn of Aerith's lineage as the last of the Ancients, and come to the decision that they have to save her from Shinra Building. 
After storming through the building, Cloud and the party find Professor Hojo attempting to force an experiment between Aerith and Red XIII, however they are able to save the two in time. Cloud decides for the newly formed group of eight to split up, leaving Biggs, Wedge, and Barret to take Aerith to safety. Before Cloud's party can escape, they are immediately attacked by Sample H0512, leaving Cloud, Tyro, Elarra, Tifa, and Red XIII to engage in combat with the creature. After defeating Hojo's experiment, the entire group is arrested by Rude and taken to President Shinra.
The evening after being sentenced to prison by the President, Cloud and Tyro's groups find the prison covered in blood, with all Shinra employees slain. At the President's office, they find President Shinra murdered by Sephiroth, and meet with Rufus Shinra. Cloud and Tyro decide to engage in combat with Rufus, while Elarra and the others find a way to escape from the building.
After Elarra's party finds a means of escape, Cloud and Tyro find the Hardy-Daytona motorcycle, breaking through the building's windows onto the Midgar Highway. The party is then attacked by Shinra soldiers and the Motor Ball, but both groups are able to defeat the threats. Shortly after defeating the Motor Ball, Cloud and Tyro's groups are separated due to Jord Svartr's interference. Cloud and his friends decide that they must carry on their search for Sephiroth outside of Midgar, with the hopes they will run into Tyro's party again in the future.
==Stats==
Level	HP 	Attack	Defense	Magic	Resistance	Mind	Accuracy	Evasion	Speed
1 	200 	12 	8 	7 	8 	8 	20 	20 	92
10 	1,008	30 	26 	15 	20 	18 	20 	20 	99
20 	1,740	50 	42 	24 	35 	30 	20 	20 	105
30 	2,417	70 	57 	35 	49 	43 	21 	21 	112
40 	3,060	90 	72 	46 	64 	57 	21 	21 	117
50 	3,679	110 	85 	58 	78 	72 	22 	22 	123
60 	4,279	130 	99 	70 	92 	87 	22 	23 	128
65 	4,574	140 	105 	76 	100 	95 	23 	23 	131
70 	4,865	150 	112 	82 	107 	102 	23 	23 	134
80 	5,438	170 	125 	95 	121 	118 	23 	24 	139
90 	6,167	193 	137 	108 	136 	134 	24 	24 	144
 	 	 	 	 	 	 	 	 	
==Record Spheres==
===Default sphere board===
Job 	S.Lv 1	S.Lv 2 	S.Lv 3 	S.Lv 4 	S.Lv 5
Red Mage 	+1 ATK	+1 DEF 	+1 RES 	+60 HP 	+2 ATK
Warrior 	+1 ATK	+70 HP 	+1 DEF 	+1 ATK 	+2 ATK
Knight 	+1 DEF	+1 ATK 	+100 HP	+1 DEF 	+2 DEF
Spellblade	+3 ATK	+170 HP	+5 ATK 	+6% Spellblade Ability Damage	Use 5★ Spellblade Abilities
Samurai 	+3 ATK	+4 ATK 	+170 HP	+6 ATK 	Minor Paralyze Resistance
Paladin 	+3 DEF	+3 ATK 	+5 ATK 	+250 HP 	Use 3★ Knight Abilities
===Legend sphere board===
Bonus 	Type 	Required Spheres
+10 DEF 	Stat Increase 	2x 2x
+10 RES 	Stat Increase 	2x 2x
+10 ATK 	Stat Increase 	2x 2x
Blind Resistance +3%	Resistance increase	3x 3x
+150 HP 	Stat Increase 	3x 3x
+150 HP 	Stat Increase 	3x 3x
+3% Physical Damage 	Damage increase 	3x 3x
+20 RES 	Stat Increase 	5x 5x
Lone Wolf 	Legend Materia 	8x 8x
+10 ATK 	Stat Increase 	5x 5x
Blind Resistance +6%	Resistance increase	7x 7x
+250 HP 	Stat Increase 	7x 7x
+250 HP 	Stat Increase 	7x 7x
+6% Physical Damage 	Damage increase 	7x 7x
+20 DEF 	Stat Increase 	10x 10x
Mantle Bearer 	Legend Materia 	16x 10x
+20 ATK 	Stat Increase 	16x 10x
==Abilities==
Cloud can use Combat abilities up to rarity rank 5, Celerity abilities up to rarity rank 3, Spellblade abilities up to rarity rank 4, Samurai abilities up to rarity rank 5, and Heavy Physical 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 	TBC 	TBC
 	Default 	N/A 	Unleash three rapid sword slashes. 	Unleash three rapid sword slashes. 	Unleash three rapid sword slashes. 	Unleash three rapid sword slashes.
 	Unique 	(VII) 	1 	PHY 	TBC 	TBC
 	Unique 	(VII) 	Unleash a powerful attack on one enemy. 	Unleash a powerful attack on one enemy. 	Unleash a powerful attack on one enemy. 	Unleash a powerful attack on one enemy.
 	Unique 	(VII) 	1 	PHY 	TBC 	TBC
 	Unique 	(VII) 	Deal physical damage to one enemy, with a moderate chance to Paralyze it. 	Deal physical damage to one enemy, with a moderate chance to Paralyze it. 	Deal physical damage to one enemy, with a moderate chance to Paralyze it. 	Deal physical damage to one enemy, with a moderate chance to Paralyze it.
 	Super 	(VII) 	2 	PHY 	TBC 	TBC
 	Super 	(VII) 	Deal three ranged physical attacks to all enemies. 	Deal three ranged physical attacks to all enemies. 	Deal three ranged physical attacks to all enemies. 	Deal three ranged physical attacks to all enemies.
 	Burst 	(VII) 	2 	PHY 	TBC 	TBC
 	Burst 	(VII) 	Deal eight physical attacks to random enemies, and grant Haste and Burst Mode to the user. 	Deal eight physical attacks to random enemies, and grant Haste and Burst Mode to the user. 	Deal eight physical attacks to random enemies, and grant Haste and Burst Mode to the user. 	Deal eight physical attacks to random enemies, and grant Haste and Burst Mode to the user.
 	Burst 	(VII) 	 	PHY 	TBC 	TBC
 	Burst 	(VII) 	 	Whirl Slash: Deal two physical attacks to all enemies. 	Whirl Slash: Deal two physical attacks to all enemies. 	Whirl Slash: Deal two physical attacks to all enemies.
 	Burst 	(VII) 	 	PHY 	TBC 	TBC
 	Burst 	(VII) 	 	Quad Cut: Deal four physical attacks to one enemy. 	Quad Cut: Deal four physical attacks to one enemy. 	Quad Cut: Deal four physical attacks to one enemy.
 	Unique 	(VII) 	1 	PHY 	TBC 	TBC
 	Unique 	(VII) 	Deal seven physical wind attacks to one enemy, and temporarily infuse the user with the power of wind. 	Deal seven physical wind attacks to one enemy, and temporarily infuse the user with the power of wind. 	Deal seven physical wind attacks to one enemy, and temporarily infuse the user with the power of wind. 	Deal seven physical wind attacks to one enemy, and temporarily infuse the user with the power of wind.
 	Overstrike 	(VII) 	1 	PHY 	TBC 	TBC
 	Overstrike 	(VII) 	Deal massive physical wind and non-elemental damage to one enemy. Can break the damage cap. 	Deal massive physical wind and non-elemental damage to one enemy. Can break the damage cap. 	Deal massive physical wind and non-elemental damage to one enemy. Can break the damage cap. 	Deal massive physical wind and non-elemental damage to one enemy. Can break the damage cap.
 	Burst 	(VII) 	2 	PHY 	TBC 	TBC
 	Burst 	(VII) 	Deal eight physical wind and non-elemental attacks to one enemy, temporarily infuse the user with the power of wind, and grant Haste and Burst Mode to the user. 	Deal eight physical wind and non-elemental attacks to one enemy, temporarily infuse the user with the power of wind, and grant Haste and Burst Mode to the user. 	Deal eight physical wind and non-elemental attacks to one enemy, temporarily infuse the user with the power of wind, and grant Haste and Burst Mode to the user. 	Deal eight physical wind and non-elemental attacks to one enemy, temporarily infuse the user with the power of wind, and grant Haste and Burst Mode to the user.
 	Burst 	(VII) 	 	PHY 	TBC 	TBC
 	Burst 	(VII) 	 	Sonic Rush: Deal four physical wind and non-elemental attacks to one enemy. Deal more damage based on the user's Attack. 	Sonic Rush: Deal four physical wind and non-elemental attacks to one enemy. Deal more damage based on the user's Attack. 	Sonic Rush: Deal four physical wind and non-elemental attacks to one enemy. Deal more damage based on the user's Attack.
 	Burst 	(VII) 	 	PHY 	TBC 	TBC
 	Burst 	(VII) 	 	Slashing Blow: Deal two physical wind and non-elemental attacks to all enemies, temporarily lower the user's Defense, and raise the user's Attack a moderate amount. 	Slashing Blow: Deal two physical wind and non-elemental attacks to all enemies, temporarily lower the user's Defense, and raise the user's Attack a moderate amount. 	Slashing Blow: Deal two physical wind and non-elemental attacks to all enemies, temporarily lower the user's Defense, and raise the user's Attack a moderate amount.
 	Ultra 	(VII) 	2 	PHY 	TBC 	TBC
 	Ultra 	(VII) 	Deal five physical wind and dark attacks to one enemy, temporarily set the user's critical hit chance to 100%, end enter SOLDIER EX Mode. SOLDIER EX Mode temporarily increases the damage of most of the user's physical attacks by a moderate amount, and enables the user to break the damage cap. 	Deal five physical wind and dark attacks to one enemy, temporarily set the user's critical hit chance to 100%, end enter SOLDIER EX Mode. SOLDIER EX Mode temporarily increases the damage of most of the user's physical attacks by a moderate amount, and enables the user to break the damage cap. 	Deal five physical wind and dark attacks to one enemy, temporarily set the user's critical hit chance to 100%, end enter SOLDIER EX Mode. SOLDIER EX Mode temporarily increases the damage of most of the user's physical attacks by a moderate amount, and enables the user to break the damage cap. 	Deal five physical wind and dark attacks to one enemy, temporarily set the user's critical hit chance to 100%, end enter SOLDIER EX Mode. SOLDIER EX Mode temporarily increases the damage of most of the user's physical attacks by a moderate amount, and enables the user to break the damage cap.
 	Arcane Overstrike	(VII) 	3 	PHY 	TBC 	TBC
 	Arcane Overstrike	(VII) 	Deal twenty massive ranged physical wind attacks, followed by another ranged physical wind attack that can break the damage cap, to one enemy. 	Deal twenty massive ranged physical wind attacks, followed by another ranged physical wind attack that can break the damage cap, to one enemy. 	Deal twenty massive ranged physical wind attacks, followed by another ranged physical wind attack that can break the damage cap, to one enemy. 	Deal twenty massive ranged physical wind attacks, followed by another ranged physical wind attack that can break the damage cap, to one enemy.
 	Ultra 	(VII) 	2 	PHY 	TBC 	TBC
 	Ultra 	(VII) 	Deal fifteen physical wind attacks to one enemy, temporarily infuse the user with the power of wind, end enter True Form EX Mode. True Form EX Mode temporarily raises the user's Attack a moderate amount, and causes their wind abilities to trigger the follow-up ability Air Hazard, dealing four to eight physical wind and non-elemental attacks that can break the damage cap. 	Deal fifteen physical wind attacks to one enemy, temporarily infuse the user with the power of wind, end enter True Form EX Mode. True Form EX Mode temporarily raises the user's Attack a moderate amount, and causes their wind abilities to trigger the follow-up ability Air Hazard, dealing four to eight physical wind and non-elemental attacks that can break the damage cap. 	Deal fifteen physical wind attacks to one enemy, temporarily infuse the user with the power of wind, end enter True Form EX Mode. True Form EX Mode temporarily raises the user's Attack a moderate amount, and causes their wind abilities to trigger the follow-up ability Air Hazard, dealing four to eight physical wind and non-elemental attacks that can break the damage cap. 	Deal fifteen physical wind attacks to one enemy, temporarily infuse the user with the power of wind, end enter True Form EX Mode. True Form EX Mode temporarily raises the user's Attack a moderate amount, and causes their wind abilities to trigger the follow-up ability Air Hazard, dealing four to eight physical wind and non-elemental attacks that can break the damage cap.
 	Glint 	(VII) 	1 	PHY 	TBC 	TBC
 	Glint 	(VII) 	Instantly deal six physical wind and non-elemental attacks to one enemy, and temporarily grant the user Empowered Infusion for wind. 	Instantly deal six physical wind and non-elemental attacks to one enemy, and temporarily grant the user Empowered Infusion for wind. 	Instantly deal six physical wind and non-elemental attacks to one enemy, and temporarily grant the user Empowered Infusion for wind. 	Instantly deal six physical wind and non-elemental attacks to one enemy, and temporarily grant the user Empowered Infusion for wind.
 	Burst 	(KH) 	2 	PHY 	TBC 	TBC
 	Burst 	(KH) 	Deal eight physical dark and wind attacks to one enemy, temporarily infuse the user with the power of the dark, and grant Haste and Burst Mode to the user. 	Deal eight physical dark and wind attacks to one enemy, temporarily infuse the user with the power of the dark, and grant Haste and Burst Mode to the user. 	Deal eight physical dark and wind attacks to one enemy, temporarily infuse the user with the power of the dark, and grant Haste and Burst Mode to the user. 	Deal eight physical dark and wind attacks to one enemy, temporarily infuse the user with the power of the dark, and grant Haste and Burst Mode to the user.
 	Burst 	(KH) 	 	PHY 	TBC 	TBC
 	Burst 	(KH) 	 	Darkness Blast: Deal three physical dark and wind attacks to one enemy, and reduce delay of the user's actions for three turns. 	Darkness Blast: Deal three physical dark and wind attacks to one enemy, and reduce delay of the user's actions for three turns. 	Darkness Blast: Deal three physical dark and wind attacks to one enemy, and reduce delay of the user's actions for three turns.
 	Burst 	(KH) 	 	PHY 	TBC 	TBC
 	Burst 	(KH) 	 	Dark Gleam: Deal three physical dark and wind attacks to one enemy, and temporarily grant 1 rank of Heavy Charge to the user (up to rank 2). 	Dark Gleam: Deal three physical dark and wind attacks to one enemy, and temporarily grant 1 rank of Heavy Charge to the user (up to rank 2). 	Dark Gleam: Deal three physical dark and wind attacks to one enemy, and temporarily grant 1 rank of Heavy Charge to the user (up to rank 2).
 	Overstrike 	(FFT) 	1 	PHY 	TBC 	TBC
 	Overstrike 	(FFT) 	Deal massive physical lightning, ice, and fire attacks to one enemy. Can break the damage cap. 	Deal massive physical lightning, ice, and fire attacks to one enemy. Can break the damage cap. 	Deal massive physical lightning, ice, and fire attacks to one enemy. Can break the damage cap. 	Deal massive physical lightning, ice, and fire attacks to one enemy. Can break the damage cap.
 	Arcane Overstrike	(FFVII)	3 	PHY 	TBC 	TBC
 	Arcane Overstrike	(FFVII)	Deal three massive physical dark attacks to one enemy. Can break the damage cap. 	Deal three massive physical dark attacks to one enemy. Can break the damage cap. 	Deal three massive physical dark attacks to one enemy. Can break the damage cap. 	Deal three massive physical dark attacks to one enemy. Can break the damage cap.
 	Ultra 	(VII) 	2 	PHY 	TBC 	TBC
 	Ultra 	(VII) 	Deal ten physical dark and non-elemental attacks to one target, temporarily infuse the user with the power of the dark, temporarily grant one additional rank of Heavy Charge when the user gains a rank of Heavy Charge, and cause the user's dark abilities to trigger the follow-up ability Dark Vengeance, dealing four physical dark and non-elemental attacks to one target. Dark Vengeance can break the damage cap. 	Deal ten physical dark and non-elemental attacks to one target, temporarily infuse the user with the power of the dark, temporarily grant one additional rank of Heavy Charge when the user gains a rank of Heavy Charge, and cause the user's dark abilities to trigger the follow-up ability Dark Vengeance, dealing four physical dark and non-elemental attacks to one target. Dark Vengeance can break the damage cap. 	Deal ten physical dark and non-elemental attacks to one target, temporarily infuse the user with the power of the dark, temporarily grant one additional rank of Heavy Charge when the user gains a rank of Heavy Charge, and cause the user's dark abilities to trigger the follow-up ability Dark Vengeance, dealing four physical dark and non-elemental attacks to one target. Dark Vengeance can break the damage cap. 	Deal ten physical dark and non-elemental attacks to one target, temporarily infuse the user with the power of the dark, temporarily grant one additional rank of Heavy Charge when the user gains a rank of Heavy Charge, and cause the user's dark abilities to trigger the follow-up ability Dark Vengeance, dealing four physical dark and non-elemental attacks to one target. Dark Vengeance can break the damage cap.
 	Glint 	(VII) 	1 	PHY 	TBC 	TBC
 	Glint 	(VII) 	Instantly deal six physical dark and non-elemental attacks to one enemy, and temporarily grant the user Empowered Infusion for dark. 	Instantly deal six physical dark and non-elemental attacks to one enemy, and temporarily grant the user Empowered Infusion for dark. 	Instantly deal six physical dark and non-elemental attacks to one enemy, and temporarily grant the user Empowered Infusion for dark. 	Instantly deal six physical dark and non-elemental attacks to one enemy, and temporarily grant the user Empowered Infusion for dark.
 	Awakening 	(VII) 	2 	PHY 	TBC 	TBC
 	Awakening 	(VII) 	Deal fifteen physical wind and non-elemental attacks to one enemy, temporarily infuse the user with the power of wind, temporarily grant the user Awoken Wind Mode, increase the user's Cap Break Level by 1, temporarily set the user's critical hit chance to 100%, reduce delay of the user's actions, and enter Cloudy Wolf Mode. 	Deal fifteen physical wind and non-elemental attacks to one enemy, temporarily infuse the user with the power of wind, temporarily grant the user Awoken Wind Mode, increase the user's Cap Break Level by 1, temporarily set the user's critical hit chance to 100%, reduce delay of the user's actions, and enter Cloudy Wolf Mode. 	Deal fifteen physical wind and non-elemental attacks to one enemy, temporarily infuse the user with the power of wind, temporarily grant the user Awoken Wind Mode, increase the user's Cap Break Level by 1, temporarily set the user's critical hit chance to 100%, reduce delay of the user's actions, and enter Cloudy Wolf Mode. 	Deal fifteen physical wind and non-elemental attacks to one enemy, temporarily infuse the user with the power of wind, temporarily grant the user Awoken Wind Mode, increase the user's Cap Break Level by 1, temporarily set the user's critical hit chance to 100%, reduce delay of the user's actions, and enter Cloudy Wolf Mode.
 	Awakening 	(VII) 	Awoken Wind Mode: Grant unlimited use of wind abilities, grant up to a moderate Wind Ability Boost, and cause wind abilities used by the user to trigger twice. 	Awoken Wind Mode: Grant unlimited use of wind abilities, grant up to a moderate Wind Ability Boost, and cause wind abilities used by the user to trigger twice. 	Awoken Wind Mode: Grant unlimited use of wind abilities, grant up to a moderate Wind Ability Boost, and cause wind abilities used by the user to trigger twice. 	Awoken Wind Mode: Grant unlimited use of wind abilities, grant up to a moderate Wind Ability Boost, and cause wind abilities used by the user to trigger twice.
 	Awakening 	(VII) 	Cloudy Wolf Mode: Cause the third wind ability used by the user to fill the user's Soul Break Gauge one bar, remove delay from the user's actions for one turn, and remove Cloudy Wolf Mode. 	Cloudy Wolf Mode: Cause the third wind ability used by the user to fill the user's Soul Break Gauge one bar, remove delay from the user's actions for one turn, and remove Cloudy Wolf Mode. 	Cloudy Wolf Mode: Cause the third wind ability used by the user to fill the user's Soul Break Gauge one bar, remove delay from the user's actions for one turn, and remove Cloudy Wolf Mode. 	Cloudy Wolf Mode: Cause the third wind ability used by the user to fill the user's Soul Break Gauge one bar, remove delay from the user's actions for one turn, and remove Cloudy Wolf Mode.
 	Glint 	(VII) 	0 	PHY 	TBC 	TBC
 	Glint 	(VII) 	Instantly deal six physical wind and non-elemental attacks to one enemy, and temporarily grant the user Empowered Infusion for wind. Does not deplete the Soul Break gauge. 	Instantly deal six physical wind and non-elemental attacks to one enemy, and temporarily grant the user Empowered Infusion for wind. Does not deplete the Soul Break gauge. 	Instantly deal six physical wind and non-elemental attacks to one enemy, and temporarily grant the user Empowered Infusion for wind. Does not deplete the Soul Break gauge. 	Instantly deal six physical wind and non-elemental attacks to one enemy, and temporarily grant the user Empowered Infusion for wind. Does not deplete the Soul Break gauge.
 	Sync 	(VII) 	2 	PHY 	TBC 	TBC
 	Sync 	(VII) 	Deal fifteen physical wind and non-elemental attacks to one enemy, temporarily grant the user major Empowered Infusion for wind, temporarily grant the user Sync Mode, and increase the user's Cap Break Level by 1. 	Deal fifteen physical wind and non-elemental attacks to one enemy, temporarily grant the user major Empowered Infusion for wind, temporarily grant the user Sync Mode, and increase the user's Cap Break Level by 1. 	Deal fifteen physical wind and non-elemental attacks to one enemy, temporarily grant the user major Empowered Infusion for wind, temporarily grant the user Sync Mode, and increase the user's Cap Break Level by 1. 	Deal fifteen physical wind and non-elemental attacks to one enemy, temporarily grant the user major Empowered Infusion for wind, temporarily grant the user Sync Mode, and increase the user's Cap Break Level by 1.
 	Sync 	(VII) 	 	PHY 	TBC 	TBC
 	Sync 	(VII) 	 	Sonic Rush+: Deal six physical wind and non-elemental attacks to one enemy, increase the damage of the user's wind abilities a large amount for one turn, and grant the user Mako Resonance while in Sync Mode. 	Sonic Rush+: Deal six physical wind and non-elemental attacks to one enemy, increase the damage of the user's wind abilities a large amount for one turn, and grant the user Mako Resonance while in Sync Mode. 	Sonic Rush+: Deal six physical wind and non-elemental attacks to one enemy, increase the damage of the user's wind abilities a large amount for one turn, and grant the user Mako Resonance while in Sync Mode.
 	Sync 	(VII) 	 	PHY 	TBC 	TBC
 	Sync 	(VII) 	 	Slash Impact: Deal physical wind and non-elemental damage to one target, and remove Mako Resonance from the user. Deals more damage if the user has Mako Resonance. Can break the damage cap. 	Slash Impact: Deal physical wind and non-elemental damage to one target, and remove Mako Resonance from the user. Deals more damage if the user has Mako Resonance. Can break the damage cap. 	Slash Impact: Deal physical wind and non-elemental damage to one target, and remove Mako Resonance from the user. Deals more damage if the user has Mako Resonance. Can break the damage cap.
 	Awakening 	(VII) 	2 	PHY 	TBC 	TBC
 	Awakening 	(VII) 	Deal fifteen physical dark and non-elemental attacks to one enemy, temporarily infuse the user with the power of the dark, set the user's critical hit chance to 100%, temporarily grant the user Awoken Heavy Physical Mode, and increase the user's Cap Break Level by 2. 	Deal fifteen physical dark and non-elemental attacks to one enemy, temporarily infuse the user with the power of the dark, set the user's critical hit chance to 100%, temporarily grant the user Awoken Heavy Physical Mode, and increase the user's Cap Break Level by 2. 	Deal fifteen physical dark and non-elemental attacks to one enemy, temporarily infuse the user with the power of the dark, set the user's critical hit chance to 100%, temporarily grant the user Awoken Heavy Physical Mode, and increase the user's Cap Break Level by 2. 	Deal fifteen physical dark and non-elemental attacks to one enemy, temporarily infuse the user with the power of the dark, set the user's critical hit chance to 100%, temporarily grant the user Awoken Heavy Physical Mode, and increase the user's Cap Break Level by 2.
 	Awakening 	(VII) 	Awoken Heavy Physical Mode: Grant unlimited use of heavy physical abilities, grant up to a moderate Heavy Physical Ability Boost, and cause the user's heavy physical abilities to temporarily grant 1 rank of Heavy Charge to the user (up to rank 2). 	Awoken Heavy Physical Mode: Grant unlimited use of heavy physical abilities, grant up to a moderate Heavy Physical Ability Boost, and cause the user's heavy physical abilities to temporarily grant 1 rank of Heavy Charge to the user (up to rank 2). 	Awoken Heavy Physical Mode: Grant unlimited use of heavy physical abilities, grant up to a moderate Heavy Physical Ability Boost, and cause the user's heavy physical abilities to temporarily grant 1 rank of Heavy Charge to the user (up to rank 2). 	Awoken Heavy Physical Mode: Grant unlimited use of heavy physical abilities, grant up to a moderate Heavy Physical Ability Boost, and cause the user's heavy physical abilities to temporarily grant 1 rank of Heavy Charge to the user (up to rank 2).
 	Glint 	(VII) 	0 	NAT 	TBC 	TBC
 	Glint 	(VII) 	Temporarily grant the user Empowered Infusion for dark, and remove delay from the user's actions for one turn. Triggers instantly and does not deplete the Soul Break gauge. 	Temporarily grant the user Empowered Infusion for dark, and remove delay from the user's actions for one turn. Triggers instantly and does not deplete the Soul Break gauge. 	Temporarily grant the user Empowered Infusion for dark, and remove delay from the user's actions for one turn. Triggers instantly and does not deplete the Soul Break gauge. 	Temporarily grant the user Empowered Infusion for dark, and remove delay from the user's actions for one turn. Triggers instantly and does not deplete the Soul Break gauge.
 	Sync 	(VII) 	2 	PHY 	TBC 	TBC
 	Sync 	(VII) 	Deal fifteen ranged physical dark and non-elemental attacks to one enemy, temporarily grant the user major Empowered Infusion for dark, temporarily grant the user Sync Mode, and increase the user's Cap Break Level by 1. 	Deal fifteen ranged physical dark and non-elemental attacks to one enemy, temporarily grant the user major Empowered Infusion for dark, temporarily grant the user Sync Mode, and increase the user's Cap Break Level by 1. 	Deal fifteen ranged physical dark and non-elemental attacks to one enemy, temporarily grant the user major Empowered Infusion for dark, temporarily grant the user Sync Mode, and increase the user's Cap Break Level by 1. 	Deal fifteen ranged physical dark and non-elemental attacks to one enemy, temporarily grant the user major Empowered Infusion for dark, temporarily grant the user Sync Mode, and increase the user's Cap Break Level by 1.
 	Sync 	(VII) 	 	PHY 	TBC 	TBC
 	Sync 	(VII) 	 	Hazardous Darkness: Deal six physical dark and non-elemental attacks to one enemy, and reduce delay of the user's actions for two turns. 	Hazardous Darkness: Deal six physical dark and non-elemental attacks to one enemy, and reduce delay of the user's actions for two turns. 	Hazardous Darkness: Deal six physical dark and non-elemental attacks to one enemy, and reduce delay of the user's actions for two turns.
 	Sync 	(VII) 	 	NAT 	TBC 	TBC
 	Sync 	(VII) 	 	Climbing Charge: Temporarily grant the user 2 ranks of Heavy Charge (up to rank 2), set the user's critical hit chance to 100% for one turn, increase the user's critical hit damage for one turn, and increase the user's Cap Break Level by 8 for one turn. 	Climbing Charge: Temporarily grant the user 2 ranks of Heavy Charge (up to rank 2), set the user's critical hit chance to 100% for one turn, increase the user's critical hit damage for one turn, and increase the user's Cap Break Level by 8 for one turn. 	Climbing Charge: Temporarily grant the user 2 ranks of Heavy Charge (up to rank 2), set the user's critical hit chance to 100% for one turn, increase the user's critical hit damage for one turn, and increase the user's Cap Break Level by 8 for one turn.
 	Glint 	(VII) 	0 	NAT 	TBC 	TBC
 	Glint 	(VII) 	Instantly reduce delay of the user's actions for one turn, and temporarily grant the user Linked Materia Mode II. After entering Linked Materia Mode II, using a wind or dark ability as the next action temporarily grants the user an 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 Linked Materia Mode II. After entering Linked Materia Mode II, using a wind or dark ability as the next action temporarily grants the user an 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 Linked Materia Mode II. After entering Linked Materia Mode II, using a wind or dark ability as the next action temporarily grants the user an 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 Linked Materia Mode II. After entering Linked Materia Mode II, using a wind or dark ability as the next action temporarily grants the user an Empowered Infusion for the same element as the ability that triggered it. Does not deplete the Soul Break Gauge.
 	Glint 	(VII) 	0 	NAT 	TBC 	TBC
 	Glint 	(VII) 	Instantly deal three physical wind, dark, and non-elemental attacks with a 100% critical hit chance to random enemies. Does not deplete the Soul Break gauge. 	Instantly deal three physical wind, dark, and non-elemental attacks with a 100% critical hit chance to random enemies. Does not deplete the Soul Break gauge. 	Instantly deal three physical wind, dark, and non-elemental attacks with a 100% critical hit chance to random enemies. Does not deplete the Soul Break gauge. 	Instantly deal three physical wind, dark, and non-elemental attacks with a 100% critical hit chance to random enemies. Does not deplete the Soul Break gauge.
 	Arcane Dyad 	(VII) 	3 	PHY 	TBC 	TBC
 	Arcane Dyad 	(VII) 	1st Trigger: Instantly grant the user Arcane Dyad Empowered Cloud, temporarily grant the user Empowered Infusion for wind, and temporarily increase the user's Cap Break Level by 1 (up to rank 2). Does not deplete the Soul Break Gauge.2nd Trigger: Deal twenty ranged physical wind and non-elemental attacks to one enemy, followed by an additional ranged physical wind and non-elemental attack that can break the damage cap, and remove Arcane Dyad Empowered Cloud. 	1st Trigger: Instantly grant the user Arcane Dyad Empowered Cloud, temporarily grant the user Empowered Infusion for wind, and temporarily increase the user's Cap Break Level by 1 (up to rank 2). Does not deplete the Soul Break Gauge.2nd Trigger: Deal twenty ranged physical wind and non-elemental attacks to one enemy, followed by an additional ranged physical wind and non-elemental attack that can break the damage cap, and remove Arcane Dyad Empowered Cloud. 	1st Trigger: Instantly grant the user Arcane Dyad Empowered Cloud, temporarily grant the user Empowered Infusion for wind, and temporarily increase the user's Cap Break Level by 1 (up to rank 2). Does not deplete the Soul Break Gauge.2nd Trigger: Deal twenty ranged physical wind and non-elemental attacks to one enemy, followed by an additional ranged physical wind and non-elemental attack that can break the damage cap, and remove Arcane Dyad Empowered Cloud. 	1st Trigger: Instantly grant the user Arcane Dyad Empowered Cloud, temporarily grant the user Empowered Infusion for wind, and temporarily increase the user's Cap Break Level by 1 (up to rank 2). Does not deplete the Soul Break Gauge.2nd Trigger: Deal twenty ranged physical wind and non-elemental attacks to one enemy, followed by an additional ranged physical wind and non-elemental attack that can break the damage cap, and remove Arcane Dyad Empowered Cloud.
 	Arcane Dyad 	(VII) 	Arcane Dyad Empowered Cloud: Increase the damage and Cap Break Level of Omnislash, depending on the amount of damage dealt by the user while Arcane Dyad Empowered Cloud is active (up to rank 2). 	Arcane Dyad Empowered Cloud: Increase the damage and Cap Break Level of Omnislash, depending on the amount of damage dealt by the user while Arcane Dyad Empowered Cloud is active (up to rank 2). 	Arcane Dyad Empowered Cloud: Increase the damage and Cap Break Level of Omnislash, depending on the amount of damage dealt by the user while Arcane Dyad Empowered Cloud is active (up to rank 2). 	Arcane Dyad Empowered Cloud: Increase the damage and Cap Break Level of Omnislash, depending on the amount of damage dealt by the user while Arcane Dyad Empowered Cloud is active (up to rank 2).
 	Sync 	(VII) 	2 	PHY 	TBC 	TBC
 	Sync 	(VII) 	Deal fifteen physical wind, dark, 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 Linked Materia Mode III, grant the user Hardened SOLDIER Mode, grant the user Mako Infused, and grant the user Jenova Injection. 	Deal fifteen physical wind, dark, 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 Linked Materia Mode III, grant the user Hardened SOLDIER Mode, grant the user Mako Infused, and grant the user Jenova Injection. 	Deal fifteen physical wind, dark, 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 Linked Materia Mode III, grant the user Hardened SOLDIER Mode, grant the user Mako Infused, and grant the user Jenova Injection. 	Deal fifteen physical wind, dark, 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 Linked Materia Mode III, grant the user Hardened SOLDIER Mode, grant the user Mako Infused, and grant the user Jenova Injection.
 	Sync 	(VII) 	 	PHY 	TBC 	TBC
 	Sync 	(VII) 	 	Dragon Fang's Touch: Deal six physical wind, dark, and non-elemental attacks to one target, and grant the user Mako Infused. If the user has Mako Infused, instead deal seven physical wind, dark, and non-elemental attacks to one target, reduce delay of the user's actions for one turn, and remove Mako Infused. 	Dragon Fang's Touch: Deal six physical wind, dark, and non-elemental attacks to one target, and grant the user Mako Infused. If the user has Mako Infused, instead deal seven physical wind, dark, and non-elemental attacks to one target, reduce delay of the user's actions for one turn, and remove Mako Infused. 	Dragon Fang's Touch: Deal six physical wind, dark, and non-elemental attacks to one target, and grant the user Mako Infused. If the user has Mako Infused, instead deal seven physical wind, dark, and non-elemental attacks to one target, reduce delay of the user's actions for one turn, and remove Mako Infused.
 	Sync 	(VII) 	 	NAT 	TBC 	TBC
 	Sync 	(VII) 	 	Drake's Touch: Deal six physical wind, dark, and non-elemental attacks to one target, and grant the user Jenova Injection. If the user has Jenova Injection, instead deal four physical wind, dark, and non-elemental attacks to one target, and remove Jenova Injection. 	Drake's Touch: Deal six physical wind, dark, and non-elemental attacks to one target, and grant the user Jenova Injection. If the user has Jenova Injection, instead deal four physical wind, dark, and non-elemental attacks to one target, and remove Jenova Injection. 	Drake's Touch: Deal six physical wind, dark, and non-elemental attacks to one target, and grant the user Jenova Injection. If the user has Jenova Injection, instead deal four physical wind, dark, and non-elemental attacks to one target, and remove Jenova Injection.
 	Sync 	(VII) 	Linked Materia Mode III: Using a wind or dark ability as the next action temporarily grants the user a moderate Empowered Infusion for the same element as the ability that triggered it. 	Linked Materia Mode III: Using a wind or dark ability as the next action temporarily grants the user a moderate Empowered Infusion for the same element as the ability that triggered it. 	Linked Materia Mode III: Using a wind or dark ability as the next action temporarily grants the user a moderate Empowered Infusion for the same element as the ability that triggered it. 	Linked Materia Mode III: Using a wind or dark ability as the next action temporarily grants the user a moderate Empowered Infusion for the same element as the ability that triggered it.
 	Sync 	(VII) 	Hardened SOLDIER Mode: Cause wind and dark abilities used by the user to trigger the follow-up ability Mako Potency, with an effect that changes each time it triggers. The fourth time Mako Potency triggers, remove Hardened SOLDIER Mode. 	Hardened SOLDIER Mode: Cause wind and dark abilities used by the user to trigger the follow-up ability Mako Potency, with an effect that changes each time it triggers. The fourth time Mako Potency triggers, remove Hardened SOLDIER Mode. 	Hardened SOLDIER Mode: Cause wind and dark abilities used by the user to trigger the follow-up ability Mako Potency, with an effect that changes each time it triggers. The fourth time Mako Potency triggers, remove Hardened SOLDIER Mode. 	Hardened SOLDIER Mode: Cause wind and dark abilities used by the user to trigger the follow-up ability Mako Potency, with an effect that changes each time it triggers. The fourth time Mako Potency triggers, remove Hardened SOLDIER Mode.
 	Sync 	(VII) 	Mako Potency: A follow-up ability triggered by wind and dark abilities used by the user, with an effect that changes each time it triggers.1st Trigger: Increase the user's Cap Break Level by 8 for one turn, set the user's critical hit chance to 100% for one turn, and increase the user's critical hit damage for one turn.2nd Trigger: Increase the user's Cap Break Level by 6 for one turn, set the user's critical hit chance to 100% for one turn, and increase the user's critical hit damage for one turn.3rd Trigger: Increase the user's Cap Break Level by 4 for one turn, set the user's critical hit chance to 100% for one turn, and increase the user's critical hit damage for one turn.4th Trigger: Increase the user's Cap Break Level by 2 for one turn, set the user's critical hit chance to 100% for one turn, and increase the user's critical hit damage for one turn.	Mako Potency: A follow-up ability triggered by wind and dark abilities used by the user, with an effect that changes each time it triggers.1st Trigger: Increase the user's Cap Break Level by 8 for one turn, set the user's critical hit chance to 100% for one turn, and increase the user's critical hit damage for one turn.2nd Trigger: Increase the user's Cap Break Level by 6 for one turn, set the user's critical hit chance to 100% for one turn, and increase the user's critical hit damage for one turn.3rd Trigger: Increase the user's Cap Break Level by 4 for one turn, set the user's critical hit chance to 100% for one turn, and increase the user's critical hit damage for one turn.4th Trigger: Increase the user's Cap Break Level by 2 for one turn, set the user's critical hit chance to 100% for one turn, and increase the user's critical hit damage for one turn.	Mako Potency: A follow-up ability triggered by wind and dark abilities used by the user, with an effect that changes each time it triggers.1st Trigger: Increase the user's Cap Break Level by 8 for one turn, set the user's critical hit chance to 100% for one turn, and increase the user's critical hit damage for one turn.2nd Trigger: Increase the user's Cap Break Level by 6 for one turn, set the user's critical hit chance to 100% for one turn, and increase the user's critical hit damage for one turn.3rd Trigger: Increase the user's Cap Break Level by 4 for one turn, set the user's critical hit chance to 100% for one turn, and increase the user's critical hit damage for one turn.4th Trigger: Increase the user's Cap Break Level by 2 for one turn, set the user's critical hit chance to 100% for one turn, and increase the user's critical hit damage for one turn.	Mako Potency: A follow-up ability triggered by wind and dark abilities used by the user, with an effect that changes each time it triggers.1st Trigger: Increase the user's Cap Break Level by 8 for one turn, set the user's critical hit chance to 100% for one turn, and increase the user's critical hit damage for one turn.2nd Trigger: Increase the user's Cap Break Level by 6 for one turn, set the user's critical hit chance to 100% for one turn, and increase the user's critical hit damage for one turn.3rd Trigger: Increase the user's Cap Break Level by 4 for one turn, set the user's critical hit chance to 100% for one turn, and increase the user's critical hit damage for one turn.4th Trigger: Increase the user's Cap Break Level by 2 for one turn, set the user's critical hit chance to 100% for one turn, and increase the user's critical hit damage for one turn.
 	Chain 	(VII) 	0 	NAT 	TBC 	TBC
 	Chain 	(VII) 	Instantly activate a FF VII realm chain up to 150 hits long that increases the damage of all allies from the FF VII realm a large amount, temporarily raise the Attack and Magic of all allies a moderate amount, reduce delay of their actions for one turn, temporarily grant the user Linked Burst Mode VII, and remove delay from the user's actions for one turn. Does not deplete the Soul Break gauge. 	Instantly activate a FF VII realm chain up to 150 hits long that increases the damage of all allies from the FF VII realm a large amount, temporarily raise the Attack and Magic of all allies a moderate amount, reduce delay of their actions for one turn, temporarily grant the user Linked Burst Mode VII, and remove delay from the user's actions for one turn. Does not deplete the Soul Break gauge. 	Instantly activate a FF VII realm chain up to 150 hits long that increases the damage of all allies from the FF VII realm a large amount, temporarily raise the Attack and Magic of all allies a moderate amount, reduce delay of their actions for one turn, temporarily grant the user Linked Burst Mode VII, and remove delay from the user's actions for one turn. Does not deplete the Soul Break gauge. 	Instantly activate a FF VII realm chain up to 150 hits long that increases the damage of all allies from the FF VII realm a large amount, temporarily raise the Attack and Magic of all allies a moderate amount, reduce delay of their actions for one turn, temporarily grant the user Linked Burst Mode VII, and remove delay from the user's actions for one turn. Does not deplete the Soul Break gauge.
 	Chain 	(VII) 	Linked Burst Mode VII: Cause fire, ice, lightning, earth, wind, water, holy, dark, and poison abilities used by FF VII hero allies to trigger the follow-up ability Linked Burst (VII) once per element. The third time Linked Burst (VII) triggers, remove Linked Burst Mode VII. 	Linked Burst Mode VII: Cause fire, ice, lightning, earth, wind, water, holy, dark, and poison abilities used by FF VII hero allies to trigger the follow-up ability Linked Burst (VII) once per element. The third time Linked Burst (VII) triggers, remove Linked Burst Mode VII. 	Linked Burst Mode VII: Cause fire, ice, lightning, earth, wind, water, holy, dark, and poison abilities used by FF VII hero allies to trigger the follow-up ability Linked Burst (VII) once per element. The third time Linked Burst (VII) triggers, remove Linked Burst Mode VII. 	Linked Burst Mode VII: Cause fire, ice, lightning, earth, wind, water, holy, dark, and poison abilities used by FF VII hero allies to trigger the follow-up ability Linked Burst (VII) once per element. The third time Linked Burst (VII) triggers, remove Linked Burst Mode VII.
 	Chain 	(VII) 	Linked Burst (VII): Temporarily raise the elemental attack levels of all allies by 1. 	Linked Burst (VII): Temporarily raise the elemental attack levels of all allies by 1. 	Linked Burst (VII): Temporarily raise the elemental attack levels of all allies by 1. 	Linked Burst (VII): Temporarily raise the elemental attack levels of all allies by 1.
 	Awakening 	(VII) 	2 	PHY 	TBC 	TBC
 	Awakening 	(VII) 	Deal fifteen physical wind, dark, and non-elemental attacks to one enemy, temporarily grant the user Awoken Ex-SOLDIER Mode, increase the user's Cap Break Level by 1, grant the user Linked Materia Mode II, and enter Deathblow Materia Mode. 	Deal fifteen physical wind, dark, and non-elemental attacks to one enemy, temporarily grant the user Awoken Ex-SOLDIER Mode, increase the user's Cap Break Level by 1, grant the user Linked Materia Mode II, and enter Deathblow Materia Mode. 	Deal fifteen physical wind, dark, and non-elemental attacks to one enemy, temporarily grant the user Awoken Ex-SOLDIER Mode, increase the user's Cap Break Level by 1, grant the user Linked Materia Mode II, and enter Deathblow Materia Mode. 	Deal fifteen physical wind, dark, and non-elemental attacks to one enemy, temporarily grant the user Awoken Ex-SOLDIER Mode, increase the user's Cap Break Level by 1, grant the user Linked Materia Mode II, and enter Deathblow Materia Mode.
 	Awakening 	(VII) 	Awoken Ex-SOLDIER Mode: Grant unlimited use of wind and dark abilities, grant up to a moderate Wind and Dark Ability Boost, and cause wind and dark abilities used by the user to trigger the follow-up ability Spin Drive (VII). 	Awoken Ex-SOLDIER Mode: Grant unlimited use of wind and dark abilities, grant up to a moderate Wind and Dark Ability Boost, and cause wind and dark abilities used by the user to trigger the follow-up ability Spin Drive (VII). 	Awoken Ex-SOLDIER Mode: Grant unlimited use of wind and dark abilities, grant up to a moderate Wind and Dark Ability Boost, and cause wind and dark abilities used by the user to trigger the follow-up ability Spin Drive (VII). 	Awoken Ex-SOLDIER Mode: Grant unlimited use of wind and dark abilities, grant up to a moderate Wind and Dark Ability Boost, and cause wind and dark abilities used by the user to trigger the follow-up ability Spin Drive (VII).
 	Awakening 	(VII) 	Linked Materia Mode II: Using a wind or dark ability as the next action temporarily grants the user Empowered Infusion for the same element as the ability that triggered it. 	Linked Materia Mode II: Using a wind or dark ability as the next action temporarily grants the user Empowered Infusion for the same element as the ability that triggered it. 	Linked Materia Mode II: Using a wind or dark ability as the next action temporarily grants the user Empowered Infusion for the same element as the ability that triggered it. 	Linked Materia Mode II: Using a wind or dark ability as the next action temporarily grants the user Empowered Infusion for the same element as the ability that triggered it.
 	Awakening 	(VII) 	Deathblow Materia Mode: Temporarily reduce delay of the user's actions, and cause wind and dark abilities used by the user to increase the user's critical hit chance (up to rank 4, critical hit chance changes to 25%, 50%, 75%, then 100%). 	Deathblow Materia Mode: Temporarily reduce delay of the user's actions, and cause wind and dark abilities used by the user to increase the user's critical hit chance (up to rank 4, critical hit chance changes to 25%, 50%, 75%, then 100%). 	Deathblow Materia Mode: Temporarily reduce delay of the user's actions, and cause wind and dark abilities used by the user to increase the user's critical hit chance (up to rank 4, critical hit chance changes to 25%, 50%, 75%, then 100%). 	Deathblow Materia Mode: Temporarily reduce delay of the user's actions, and cause wind and dark abilities used by the user to increase the user's critical hit chance (up to rank 4, critical hit chance changes to 25%, 50%, 75%, then 100%).
 	Awakening 	(VII) 	Spin Drive (VII): Deal six physical wind, dark, and non-elemental attacks to one enemy, and cause every second Spin Drive (VII) triggered by the user to increase the user's Cap Break Level by 1 for one turn. 	Spin Drive (VII): Deal six physical wind, dark, and non-elemental attacks to one enemy, and cause every second Spin Drive (VII) triggered by the user to increase the user's Cap Break Level by 1 for one turn. 	Spin Drive (VII): Deal six physical wind, dark, and non-elemental attacks to one enemy, and cause every second Spin Drive (VII) triggered by the user to increase the user's Cap Break Level by 1 for one turn. 	Spin Drive (VII): Deal six physical wind, dark, and non-elemental attacks to one enemy, and cause every second Spin Drive (VII) triggered by the user to increase the user's Cap Break Level by 1 for one turn.
 	Dual Awakening 	(VII) 	2 	PHY 	TBC 	TBC
 	Dual Awakening 	(VII) 	Deal seven physical wind and non-elemental attacks with Cap Break Level increased by 1 to one enemy, temporarily grant the user Empowered Infusion for wind, temporarily increase the user's Cap Break Level by 1, grant the user Dual Awoken Wind Mode I: Cloud, and grant the user Record Resonance. 	Deal seven physical wind and non-elemental attacks with Cap Break Level increased by 1 to one enemy, temporarily grant the user Empowered Infusion for wind, temporarily increase the user's Cap Break Level by 1, grant the user Dual Awoken Wind Mode I: Cloud, and grant the user Record Resonance. 	Deal seven physical wind and non-elemental attacks with Cap Break Level increased by 1 to one enemy, temporarily grant the user Empowered Infusion for wind, temporarily increase the user's Cap Break Level by 1, grant the user Dual Awoken Wind Mode I: Cloud, and grant the user Record Resonance. 	Deal seven physical wind and non-elemental attacks with Cap Break Level increased by 1 to one enemy, temporarily grant the user Empowered Infusion for wind, temporarily increase the user's Cap Break Level by 1, grant the user Dual Awoken Wind Mode I: Cloud, and grant the user Record Resonance.
 	Dual Awakening 	(VII) 	Dual Awoken Wind Mode I: Cloud:
*Grant up to a moderate Wind Ability Boost.
*Cause wind abilities used by the user to trigger an additional two times.
*Cause each wind ability used by the user to reduce delay of the user's equipped wind abilities. The effect grows stronger each time a wind ability is used (up to rank 3). 	Dual Awoken Wind Mode I: Cloud:
*Grant up to a moderate Wind Ability Boost.
*Cause wind abilities used by the user to trigger an additional two times.
*Cause each wind ability used by the user to reduce delay of the user's equipped wind abilities. The effect grows stronger each time a wind ability is used (up to rank 3). 	Dual Awoken Wind Mode I: Cloud:
*Grant up to a moderate Wind Ability Boost.
*Cause wind abilities used by the user to trigger an additional two times.
*Cause each wind ability used by the user to reduce delay of the user's equipped wind abilities. The effect grows stronger each time a wind ability is used (up to rank 3). 	Dual Awoken Wind Mode I: Cloud:
*Grant up to a moderate Wind Ability Boost.
*Cause wind abilities used by the user to trigger an additional two times.
*Cause each wind ability used by the user to reduce delay of the user's equipped wind abilities. The effect grows stronger each time a wind ability is used (up to rank 3).
 	Dual Awakening 	(VII) 	Dual Awoken Wind Mode II: Cloud:
*Grant up to a moderate Wind Ability Boost.
*Cause wind abilities used by the user to trigger an additional time.
*Remove delay from the user's wind abilities.
*Cause wind abilities used by the user to grant the user Dual SOLDIER Mode. 	Dual Awoken Wind Mode II: Cloud:
*Grant up to a moderate Wind Ability Boost.
*Cause wind abilities used by the user to trigger an additional time.
*Remove delay from the user's wind abilities.
*Cause wind abilities used by the user to grant the user Dual SOLDIER Mode. 	Dual Awoken Wind Mode II: Cloud:
*Grant up to a moderate Wind Ability Boost.
*Cause wind abilities used by the user to trigger an additional time.
*Remove delay from the user's wind abilities.
*Cause wind abilities used by the user to grant the user Dual SOLDIER Mode. 	Dual Awoken Wind Mode II: Cloud:
*Grant up to a moderate Wind Ability Boost.
*Cause wind abilities used by the user to trigger an additional time.
*Remove delay from the user's wind abilities.
*Cause wind abilities used by the user to grant the user Dual SOLDIER Mode.
 	Dual Awakening 	(VII) 	Dual SOLDIER Mode: Set the user's critical hit chance to 100% for three turns, boost the Deadly Strikes effect by 20% for three turns, and cause wind abilities used by the user to trigger the follow-up ability Dual Slash Impact for three turns. 	Dual SOLDIER Mode: Set the user's critical hit chance to 100% for three turns, boost the Deadly Strikes effect by 20% for three turns, and cause wind abilities used by the user to trigger the follow-up ability Dual Slash Impact for three turns. 	Dual SOLDIER Mode: Set the user's critical hit chance to 100% for three turns, boost the Deadly Strikes effect by 20% for three turns, and cause wind abilities used by the user to trigger the follow-up ability Dual Slash Impact for three turns. 	Dual SOLDIER Mode: Set the user's critical hit chance to 100% for three turns, boost the Deadly Strikes effect by 20% for three turns, and cause wind abilities used by the user to trigger the follow-up ability Dual Slash Impact for three turns.
 	Dual Awakening 	(VII) 	Dual Slash Impact: Deal physical wind and non-elemental damage to one enemy, ignoring Defense. This ability's Cap Break Level increases each time it triggers (up to 3 ranks: Cap Break Level 4/6/8). 	Dual Slash Impact: Deal physical wind and non-elemental damage to one enemy, ignoring Defense. This ability's Cap Break Level increases each time it triggers (up to 3 ranks: Cap Break Level 4/6/8). 	Dual Slash Impact: Deal physical wind and non-elemental damage to one enemy, ignoring Defense. This ability's Cap Break Level increases each time it triggers (up to 3 ranks: Cap Break Level 4/6/8). 	Dual Slash Impact: Deal physical wind and non-elemental damage to one enemy, ignoring Defense. This ability's Cap Break Level increases each time it triggers (up to 3 ranks: Cap Break Level 4/6/8).
 	Dual Awakening 	(VII) 	Record Resonance: Increase the damage of the user's wind abilities by 5%. 	Record Resonance: Increase the damage of the user's wind abilities by 5%. 	Record Resonance: Increase the damage of the user's wind abilities by 5%. 	Record Resonance: Increase the damage of the user's wind abilities by 5%.
===Limit Break===
Name	Designation 	Relic	Effects 	Effects 	Effects 	Effects
Name	Designation 	Relic	Gauge 	Type 	Duration 	
 	Limit Break Overstrike	(VII)	1-3 	PHY 	TBC 	TBC
 	Limit Break Overstrike	(VII)	Deal four massive physical wind and dark 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 wind and dark 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 wind and dark 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 wind and dark 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.
 	Limit Break Guardian 	(VII)	1-3 	PHY 	TBC 	TBC
 	Limit Break Guardian 	(VII)	Instantly lose control of allies, and briefly summon Choco-Mog. The effect depends on the number of Limit Break Gauge bars depleted. 	Instantly lose control of allies, and briefly summon Choco-Mog. The effect depends on the number of Limit Break Gauge bars depleted. 	Instantly lose control of allies, and briefly summon Choco-Mog. The effect depends on the number of Limit Break Gauge bars depleted. 	Instantly lose control of allies, and briefly summon Choco-Mog. The effect depends on the number of Limit Break Gauge bars depleted.
 	Limit Break Guardian 	(VII)	 	PHY 	TBC 	TBC
 	Limit Break Guardian 	(VII)	 	Guardian Choco Kick: Instantly deal six physical wind and non-elemental attacks to one enemy, and increase the user's Cap Break Level by 1 for one turn. 	Guardian Choco Kick: Instantly deal six physical wind and non-elemental attacks to one enemy, and increase the user's Cap Break Level by 1 for one turn. 	Guardian Choco Kick: Instantly deal six physical wind and non-elemental attacks to one enemy, and increase the user's Cap Break Level by 1 for one turn.
 	Limit Break Guardian 	(VII)	 	PHY 	TBC 	TBC
 	Limit Break Guardian 	(VII)	 	Guardian Choco Meteor: Instantly deal physical wind and non-elemental damage to all enemies, and temporarily raise the user's wind attack level by 3. Can break the damage cap. 	Guardian Choco Meteor: Instantly deal physical wind and non-elemental damage to all enemies, and temporarily raise the user's wind attack level by 3. Can break the damage cap. 	Guardian Choco Meteor: Instantly deal physical wind and non-elemental damage to all enemies, and temporarily raise the user's wind attack level by 3. Can break the damage cap.
 	Limit Break Guardian 	(VII)	0 	PHY 	TBC 	TBC
 	Limit Break Guardian 	(VII)	Guardian Deathblow!: Instantly deal ten physical wind, dark, and non-elemental attacks to one enemy, followed by an additional physical wind, dark, and non-elemental attack that can break the damage cap, and end the summoning. When the summoning ends, reduce delay of Cloud's actions for two turns, and increase his wind damage a moderate amount for two turns. Does not deplete the Soul Break Gauge.	Guardian Deathblow!: Instantly deal ten physical wind, dark, and non-elemental attacks to one enemy, followed by an additional physical wind, dark, and non-elemental attack that can break the damage cap, and end the summoning. When the summoning ends, reduce delay of Cloud's actions for two turns, and increase his wind damage a moderate amount for two turns. Does not deplete the Soul Break Gauge.	Guardian Deathblow!: Instantly deal ten physical wind, dark, and non-elemental attacks to one enemy, followed by an additional physical wind, dark, and non-elemental attack that can break the damage cap, and end the summoning. When the summoning ends, reduce delay of Cloud's actions for two turns, and increase his wind damage a moderate amount for two turns. Does not deplete the Soul Break Gauge.	Guardian Deathblow!: Instantly deal ten physical wind, dark, and non-elemental attacks to one enemy, followed by an additional physical wind, dark, and non-elemental attack that can break the damage cap, and end the summoning. When the summoning ends, reduce delay of Cloud's actions for two turns, and increase his wind damage a moderate amount for two turns. Does not deplete the Soul Break Gauge.
 	Limit Break Guardian 	(VII)	Effects granted by Guardian when summoned:
*Grant Protect, Shell, and Haste to the user.
*Fill the user's ATB gauge when summoned.
*Temporarily raise the user's Defense and Resistance a very large amount.
*Temporarily grant the user Empowered Infusion for wind.
*Temporarily increase the user's Cap Break Level by 2.
*Grant the user Last Stand. 	Effects granted by Guardian when summoned:
*Grant Protect, Shell, and Haste to the user.
*Fill the user's ATB gauge when summoned.
*Temporarily raise the user's Defense and Resistance a very large amount.
*Temporarily grant the user Empowered Infusion for wind.
*Temporarily increase the user's Cap Break Level by 2.
*Grant the user Last Stand. 	Effects granted by Guardian when summoned:
*Grant Protect, Shell, and Haste to the user.
*Fill the user's ATB gauge when summoned.
*Temporarily raise the user's Defense and Resistance a very large amount.
*Temporarily grant the user Empowered Infusion for wind.
*Temporarily increase the user's Cap Break Level by 2.
*Grant the user Last Stand. 	Effects granted by Guardian when summoned:
*Grant Protect, Shell, and Haste to the user.
*Fill the user's ATB gauge when summoned.
*Temporarily raise the user's Defense and Resistance a very large amount.
*Temporarily grant the user Empowered Infusion for wind.
*Temporarily increase the user's Cap Break Level by 2.
*Grant the user Last Stand.
==Materia==
===Record Materia===
Materia	Description 	Acquirement
 	Deal slightly more physical damage when a sword is equipped.	Awarded for breaking character level cap.
 	Small chance to counter physical attacks. 	Obtain the SOLDIER Strike Record Materia. Chance to obtain with Cloud in your party.
 	Begin dungeons with 2 Soul Break charges. 	Break Cloud's level cap 2 time(s) and obtain the SOLDIER Counter Record Materia. Chance to obtain with Cloud in your party.
 	Deal much more physical damage when a sword is equipped. 	Break Cloud's level cap 3 time(s) and obtain the Mako Might Record Materia. Awarded for raising Cloud to level 99.
===Legend Materia===
Materia	Description 	Acquirement
 	Increase physical damage a small amount. 	Legend Sphere.
 	Moderate chance for combat abilities to trigger twice. 	Legend Sphere
 	Moderate chance to reduce delay of the user's actions for one turn when a wind ability triggers.	(VII)
 	Small chance for offensive wind abilities to trigger twice. 	(VII)
 	Moderate chance to reduce delay of the user's actions for one turn when a dark ability triggers.	(KH)
 	Begin battle temporarily infused with the power of wind. 	(VII)
 	Begin battle temporarily infused with the power of the dark. 	(VII)
 	Deal significantly more physical damage when a sword is equipped. 	(VII)
==Equipment==
Cloud can equip the following weapon types: daggers, swords. and katanas.
He can equip the following armor types: hats, helms, light armor, and bracers.
He can equip accessories.
==Boss appearances==
Cloud has appeared as a boss during most Dissidia Final Fantasy and certain Final Fantasy VII related events. His boss sprite and enemy abilities are based on his Dissidia appearance. The difficulty of his boss appearances are based on the difficulty rank of the event battle.
In addition, the Kingdom Hearts version of Cloud appeared as a boss encounter during the "Key to Another World" event. The version of Cloud uses the variants of Cross-slash and Omnislash from his original Kingdom Hearts appearance, while using the Kingdom Hearts II version of Climhazzard.
==Gallery==
FFRK AC Cloud.png|Advent Children Cloud.
FFRK Festival Cloud.png|Festival Cloud Wardrobe Record.
FFRK KH Cloud.png|Kingdom Hearts Cloud.
FFRK Cloud FFVII sprites.png|Set of Cloud's sprites.
FFRK Cloud VIIAC sprites.png|Set of Cloud's "Cloudy Wolf" Wardrobe Record sprites.
FFRK Cloud (Festival) sprites.png|Set of Cloud's "Festival" Wardrobe Record sprites.
FFRK Cloud KH sprites.png|Set of Cloud's "KINGDOM HEARTS Cloud" Wardrobe Record sprites.
FFRK Cloud MC.png|Cloud's Memory Crystal.
FFRK Cloud MCII.png|Cloud's Memory Crystal II.
FFRK Cloud MCIII.png|Cloud's Memory Crystal III.
FFRK spritesheet Cloud FFVII.png|Final Fantasy VII sprite sheet.
FFRK Lost Memories JP.png|Japanese event banner for "Lost Memories".
FFRK Lost Memories Event.png|Global event banner for "Lost Memories".
FFRK The Lone Wolfs Lament JP.png|Japanese event banner for "The Lone Wolf's Lament".
FFRK The Lone Wolfs Lament Event.png|Global event banner for "The Lone Wolf's Lament".
FFRK A Night to Remember JP.png|Japanese event banner for "A Night to Remember".
FFRK A Night to Remember Event.png|Global event banner for "A Night to Remember".
FFRK Glimmer of Hope JP.png|Japanese event banner for "Glimmer of Hope".
FFRK Glimmer of Hope Event.png|Global event banner for "Glimmer of Hope".
FFRK Vow Upon a Star JP.png|Japanese event banner for "Vow Upon a Star".
FFRK Vow Upon a Star Event.png|Global event banner for "Vow Upon a Star".
FFRK Awakening Cloud JP.png|Japanese event banner for "Awakening Cloud".
FFRK Awakening Cloud Event.png|Global event banner for "Awakening Cloud".
FFRK Whirl Slash Icon.png|Icon for Whirl Slash.
FFRK Quad Cut Icon.png|Icon for Quad Cut.
FFRK Whirl Slash.png|Whirl Slash.
FFRK Quad Cut.png|Quad Cut.
FFRK Slashing Blow Icon.png|Icon for Slashing Blow.
FFRK Sonic Rush Icon.png|Icon for Sonic Rush.
FFRK Slashing Blow.png|Slashing Blow.
FFRK Sonic Rush.png|Sonic Rush.
Cloud and tifa record keeper.jpeg|Record Keeper Christmas.
FFRK Darkness Blast Icon.png|Icon for Darkness Blast.
FFRK Dark Gleam Icon.png|Icon for Dark Gleam.
FFRK Darkness Blast.png|Darkness Blast.
FFRK Dark Gleam.png|Dark Gleam.
Category:Characters in Final Fantasy Record Keeper