Materia

**Materia** are the means of casting spells in combat be they for attack or defense. Using spells will cost Magic Points or MP when cast, and when the MP gange is low or empty you will not be able to cast spells. Certain spells will go into cooldown after use as well. Materia can be found throughout the undercity. Almost every materia can be upgraded by obtaining more of the same materia.

## Offensive Materia

These materia are used in inflicting damage to candidates and monsters alike each with their own means of dealing damage. Sorcerers use augmented versions of Fire, Blizzard, and Thunder spells and can increase the damage they deal with magic by upgrading their staves.

### Fire (Max level 3)

MP Cost: 1

Launches fireballs in an arc upon being cast. This spell has friendly fire and can harm your teammates if you aren't careful. Fires three fireballs with increased area of effect when used by a Sorcerer.

### Blizzard (Max level 3)

MP Cost 1

A stationary block of ice that tracks and deals damage to targets with icicles and inflicts the slow status effect, slowing player movement on hit. It can be destroyed but is resistant to bullet damage. Creates more projectiles and deals increased damage when used by a Sorcerer.

### Thunder (Max level 3)

MP Cost 2

Continuously deals damage in a targetable circular area of effect while also creating a flashing effect to disorient the enemy. It is especially effective against mechanical monsters. Area of effect and damage is increased when used by a Sorcerer.

### Water (Max level 3)

MP Cost 1

Fires water spheres in an arc that lock on and home in on targets. Each level adds an addition sphere. Size of spheres and splash damage range is increased when used by Sorcerer.

### Bio (Max level 3)

MP Cost 1

Deploys a cloud of green gas that deals damage on impact and inflicts the poison effect, shutting down potion use. This spell can harm teammates so it should be used with caution.

### Aero (Max level 3)

MP Cost 3

Deals damage when cast in target area and persists afterwards, can launch into the air when going into spell.

### Comet (Max level 1)

MP Cost 4

The strongest damage dealing spell, rains down comets in a large area and deals damage on impact. This spell has friendly fire and will damage anybody caught in it.

## Defensive Materia

These materia offer defensive spells that heal yourself or fire clouds of smoke to obscure vision.

### Cure (Max level 3)

MP Cost 3

Restores health in a targetable circular area of effect on use. The amount restored is dependent on materia level.

### Raise (Max level 2)

MP Cost 2

Can revive teammates from the down status in a targetable circular area of effect on cast. The amount of health restored is dependent on materia level. Only found in Team Matches.

### Blind (Max level 3)

MP Cost 1

Fires a cloud of smoke that obscures vision and breaks tracking of Blizzard icicles

### Gravity (Max level 3)

MP Cost 2

Creates a gravity trap on cast, when triggered it slows the movement speed of and disables anything in the trap until they move out of it.

### Teleport (Max level 1)

MP Cost 3

Creates a stationary teleporter on cast, allowing one to teleport from one spot to another.

### Tornado

MP Cost 1

Launches a ball of wind that explodes in the location it lands. Launches allies and enemies alike and can clear away placed materia like thunder, blizzard, aero, bio, blind, gravity, and teleport.

## Summon Materia

These Materia summon creatures to assist you in battle and deal a lot of damage, these materia are used once after first use. Can be damaged and defeated. Found primarily in supply drops and very rarely in chests when equipped with the Fortune Ring. When the game reaches the stage of "final circle", they can no longer be summoned and will disappear if they are currently summoned.

### Ifrit

A fire dealing creature that can dive and deal massive damage to any candidates and monsters the player is targeting..

### Shiva

An ice spirit that deals ice elemental damage to enemies. Can summon a large ice field that deals damage and inflicts slow on any player in the field. As of Season 3, this summon materia no longer drops in any game mode.

### Gangalan

An egg monster that launches smaller versions of itself that explode on contact. Dropped by the Gangalan upon defeat during the Easter event.

## Mimic Materia

These materia upon use when cast change the player into another creature with their own abilities. These are dropped from specific sources such as being dropped by monsters. When the game reaches the stage of "final circle", they can no longer be used and you will transform back into your regular loadout.

### Cloud

Transforms into Cloud from Final Fantasy VII Remake. Can deal damage with his sword and equipped materia. His sword combo differs from that of warriors in that it is his combo from the Final Fantasy VII Remake. Can use the limit break Cross Slash that can deal massive damage. Dropped by ??? in the Mysterious Disturbance.

### Zack

Transforms into Zack as he appears in Final Fantasy VII. His moveset is almost identical to Cloud's but can dash in the air and has access to Level 3 Fire and Cure as well as Manawall as a magic skill. Unlike the Cloud Mimic, The Zack Mimic his unlimited duration and will continue to persist even on the "Final Phase". The Mimic materia can be found by picking up the Buster Sword on the field during the second round of the Final Fantasy VII 25th Anniversary event.

### Cactuar

Transforms into a Cactuar on cast. You can move incredibly fast but have no damaging abilities. Dropped by Bunny Cactuar during the Easter event.

## Behind the Scenes

Materia are crystallized mako energy that call upon the wisdom of the lifestream that allow normal humans not of Cetra descent to use magic and enhance their own abilities. They are featured in the Compilation of Final Fantasy VII primarily used by the main characters.