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Characters page for Dissidia Final Fantasy: Opera Omnia. Beware: spoilers originating in the characters' respective games are unmarked.

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    As a whole 
The warriors with the Light from various Final Fantasy worlds that Mog collects together at the behest of Materia, meant to save the World of Respite from the forces of chaos that threaten it. The playable party.
  • Arbitrary Headcount Limit: Of all the characters, only three are allowed to participate in battle at once, with an option for a fourth Assist Character. "Call" abilities let each of your three party members tag team with another pre-set character not in the currently active party, however. Furthermore, certain battles let you select up to a party of six, but even then there are only three who fight at once and they all switch out like FFX's battle system, but all six can even bring their own Call ability for a total of thirteen fighters.
  • Badass Crew: The party becomes one as they recruit more and more warriors from different worlds, becoming close friends who rely on and support each other, bonding over their shared experiences and having fun on their journey together to seal the Torsions. They even sometimes refer to their party as a family.
  • Cast Herd: Mostly averted, since all party members travel together. In Act 3 after the Party Scattering event, all of the party members get scattered around the new world but tend to be grouped with their allies from their own original worlds and characters from one other world (for example, the casts of XI and XIII were first found near each other). While these two groups get a chapter in the spotlight throughout Act 3, it usually involves them joining back up with the larger party again, making this trope temporary.
  • The Chosen Many: Everyone in the playable cast is a bearer of the Light, making (potentially) every character in every Final Fantasy a Warrior of Light. Mog has the ability to sense it, though sometimes he chooses not to recruit those who have it.
  • Combination Attack:
    • A few characters, like Palom and Porom, have a combo attack with someone from their world in a reference to an attack from their games (for the twins' example, they both have a Twincast ability).
    • Separate from that, though, Force ("FR") abilities are meant to be this. Every character gets one (or will get one) and they are always matched up with a character from outside their native game that they either have something in common with or some kind of special bond. But it is not mutually exclusive - for example, Terra is Rydia's FR partner, but Terra's FR partner is Kuja instead (while Rydia is part of Lunafreya's FR ability).
  • Command Roster: Despite the size of the party, they are not quite a military but have many members fitting to the trope. In fact, the only role they are lacking in is the Red Shirt (because they have enough people to fill the ranks without them):
    • The Captain: The Warrior of Light and later the Onion Knight.
    • Number Two: Varies based on the story chapter, but this generally tends to be the hero with A Day in the Limelight at any given time. Though when Onion Knight becomes the new leader it is firmly Desch in this role.
    • Anti-Air: It's not so much a part of gameplay, but the Dragoons of the party all realize they are well-suited to taking down flying enemies, so they decide to form their own anti-air unit with Cid Highwind as its captain.
    • Mr. Fixit: Whenever the airship needs repair, one of the airship enthusiasts takes this role, most frequently Edgar or Cid Highwind.
    • The Scientist: Several characters can take this role, especially since it isn't limited to science and can include magical knowledge as well. Shantotto, Papalymo, Y'shtola, or other intellectuals like Queen tend to fit.
    • The Big Guy: Many fighters do not hesitate to go to the front lines, especially the Hot-Blooded monks of the party like Snow, Zell, Sabin, or Yang.
    • Communications Officer: Shelke is noted for her ability to keep people in touch with each other due to her special Synaptic Net Dive ability. Otherwise, the party tends to find different ways to communicate with each other, whether it's with communicators from the airship or cell phones from the XV world.
    • Cunning Linguist: Krile, Sherlotta, and Guy all technically count since they can speak to animals. The rest of the party speaks a common language, however.
    • The Medic: The party has no shortage of healers with characters like Rosa, Yuna, Rem, Eiko, and others, with many doubling as a Combat Medic.
    • Mission Control: Most often Mog (the Opera Omnia one), if there is a need for it.
    • Army Scout: Characters spend a lot of time scouting out safe routes on the ground or surveilling the areas ahead. Thancred is noted to do this on occasion, along with Shadow and the Turks.
    • Ace Pilot: Several of them - first Sazh, but Setzer, Balthier, Cid Highwind, and others all get a turn at the wheel. Except for Vaan... until they finally give him a chance.
    • Team Chef: Ignis, Eiko, and Quina most prominently, but there have been times where others like Yuri and Tifa chipped in to help feed their massive numbers.
    • The Navigator: In Act 3, all of the characters with a light compass act as one, guiding the party to their missing companions.
  • Cool Airship: There are three of them. In Act 1 it is one that is supplied by Mog and Materia, and in Act 2 it is the one that Golbez creates for the party. In Act 3 they get the Falcon when Setzer finds it. The first two airships got destroyed at the end of their respective Acts, but time will tell if the Falcon survives. It acts as the base for the entire party and always has enough space and resources to suit their needs.
  • EX Special Attack: The aptly-named EX abilities. Every character has one, but it is rarely their most powerful attack. Shares some overlap with Limit Break.
  • The Leader: The overall leader of the party is the Warrior of Light, as the hero of the very first Final Fantasy game, The Cape, and a character original to the Dissidia franchise in general. Generally, the protagonists of other games are considered leaders of their respective groups, but everyone defers to the Warrior of Light, who also graduates to Big Good by Act 2. In Act 3, with the Warrior of Light gone, he passes the torch to the Onion Knight, another nameless hero original to the Dissidia franchise, until the Warrior's return at the end of Act 3.
  • Magic Compass: In Act 3, the Warrior of Light leaves several members of the party with a light compass after the Party Scattering to help them all find each other again. Bearers of the compass include but are not limited to the fighters from past Dissidia games, with new additions like Celes and Noel.
  • The Needless: Over time, the characters realize that they don't need to sleep or eat, but some do it anyway out of habit or because they enjoy it. Whether it is something related to the World of Respite or something else is unknown, however.
  • Party Scattering: The whole group gets split up after the end of Act 2, and Act 3 involves Putting the Band Back Together.
  • Summon Magic: Several of the summons from throughout the series are available to be equipped at the start of battle and generally one for each element. This is separate from the summons that are part of character abilities, as is the case for summoners like Yuna or Eiko. These summons include:
  • Super Mode: Many characters get a Burst ability, which is several turns of uninterrupted abilities and their unique Burst finisher. Overlaps with Super Move Portrait Attack. This ability used to be limited to just protagonists and antagonists, then anyone from a previous Dissidia game, and then finally this restriction was lifted.
  • Team Pet: The party gets one in the chocobo Chichiri, who Ace managed to summon to the World of Respite after drawing on the power of the crystal core of darkness. They keep her on the airship to the delight of the other chocobo lovers, to be taken care of by Ace and Machina together.
    • Later, after reuniting with Chichiri in the new world in Act 3, they find that she has a mate and invite him onto their airship as well to avoid separating them, but that chocobo goes without a name.
  • Token Evil Teammate: Villains and antagonists from across the series join the party, but very rarely do they travel with the party in any permanent capacity. Instead, Mog can use their "dimensional coordinates" to summon them for aid in battles, wherever they are.
  • Too Awesome to Use: Downplayed with LD abilities. They tend to have more limited uses than other abilities, but each character tends to have a crucial battle mechanic behind it, whether they are important buffs or outright new abilities. So they want to use it sometimes, but not overuse them because if they're out, they lose a significant benefit that other abilities may not be able to replicate. Sometimes LD abilities also overlap with Super Special Move for this reason.
    Mog 

Mog

https://static.tvtropes.org/pmwiki/pub/images/dffoo_mog.png
Voiced by: Sumire Morohoshi

An original character made for Opera Omnia. Mog the moogle is the one charged by the goddess Materia to recruit warriors with the Light in order to close the Torsions springing up across the land. Described as a spirit found in the Void, Mog is not native to any particular Final Fantasy world. As the one who can sense the Light within others, and with an ability to detect the Torsions, Mog is the one who decides where the party travels for their next challenge.


  • The Atoner: After being freed from his possession, Mog resolves to make it up to the party and help them fight the evil presence he sensed and save all of their worlds for real.
  • Demonic Possession: Mog is revealed to be possessed by the Blackened Will, an Eldritch Abomination that is the cause for all his suspicious behavior and Life Drain on the heroes.
  • Heroic Sacrifice: The beginning of Arc 2, Chapter 1 has the party's airship under assault from dark creatures. When the engines are blown out and the airship heads for a crash landing, Mog uses all of his power to teleport everyone to safety, leaving him to go down with the ship. The party finds him in the wreckage afterward, nursing him back to health by the end of the chapter.
  • "I Know You're in There Somewhere" Fight: On the receiving end of this fight when the party fights the Blackened Will to save him.
  • Joke Character: For an April Fool's event, Mog decides to forge a summon pact with Terra. But when he is equipped as a summon, all he does is increase Terra's attack by a minuscule amount, cleanse her debuffs, and... increase Terra's "love." He doesn't even give the player five free turns like the other summons do!
  • The Mole: Mog is shown to be subservient to both Materia and Spiritus, meeting with the latter in secret.
  • Mook Maker: Heroic example; as of Act 3 Mog has the power to summon the missing members of the party as "shadows", so that the player can still use all of their characters even if they are still unaccounted for in-story.
  • Mr. Exposition: Mog is usually the one who explains the situation to new recruits when they're confused about finding themselves in a different world.
  • Non-Action Guy: Mog never participates in battle. He gets a little self conscious about this in Mog (VI)'s Intersecting Wills chapter, since the other moogle is strong and skilled, but the party helps him renew his motivation by reminding him of his ability to sense the disturbances in the world.
  • Oh, Crap!: Mog's reaction to finding out Prishe can read minds, being quite afraid that she may read his thoughts and find out what he's not telling the other heroes. This gets referenced again when Mog discovers Krile can talk to Moogles through their thoughts, once again showing fear that his plans will be discovered.
  • Out of Focus: After Act 1, which had Mog as one of the primary story characters who also had a lot of mystery surrounding him. Since then, Mog has shifted to the background. He is no longer a danger to the party and as of Act 3 isn't even necessary for finding new party members anymore, since Materia or Spiritus find them first (if they don't outright summon the new fighters themselves) and drop them off right by the party. He is still a central part of the group in some ways, but he hasn't had many prominent scenes aside from meeting the Mog from VI.
  • Personal Dictionary: When Cecil asks if Kain has the Light, Mog's reply is that "if he's using his powers for good, then yes." This is much different from his earlier statements, in which he claimed to sense the Light from a pure heart in the area before the party actually caught up to the new person.
  • Unreliable Expositor: As the chapters go on, Mog increasingly becomes this as it becomes clear he is hiding things from the party.
  • Verbal Tic: As always, kupo!
  • What the Hell, Hero?:
    • Mog says that he can't say for sure that everyone can be trusted given how many of them there are by Chapter 9. Terra is appalled and points out that Mog personally recruited every single one of them and vouched for each recruit's character himself.
    • Balthier says that Mog had better have a really good reason for recruiting so many children as warriors.

    Dark Manikins 

Dark Manikins

Manikins encountered by the party in the World of Darkness. Unlike regular Manikins, these are capable of independent thought, speech, and recalling the memories of the Warrior they are based off of. Created by the crystal pillar for the World of Darkness, they are meant to protect the crystal from threats (such as the planesgorgers, which destroyed the crystal pillar for the World of Light). Susceptible to outside influence, some may come under the control of those wishing to manipulate them while others simply wish to fight to prove the strength of the Warriors with the Light who have come to protect their world. Either way, encountering them proves beneficial to the Warriors - many of them possess the "brilliance" of the pillar of light, its shards, which let them gradually restore their lost memories.


  • Almost Dead Guy: The dark manikin of Vivi takes several cutscenes and battles to shut down and transfer his brilliance to Vivi. The same thing happened with Locke, who died after passing on its will to its counterpart after failing to protect the Dark Manikins of Terra and Celes.
  • Armor-Piercing Question: Hope's Dark Manikin asks him if he'd like to change the past so that he never loses his mother, trying to convince him to side with Caius.
  • Artificial Human: All of them, technically, but Machina's Dark Manikin in particular. Ace creates him using the crystal core of darkness's power, giving him personality traits that he thinks a friend should have, and makes a being that isn't like the real Machina at all. Cinque even says it's like Ace made his own "dress up doll."
  • Clone Degeneration: Sephiroth defeats Materia and takes over her throne, allowing him to create Dark Manikins out of the crystal core. He makes multiple copies of Zack, which get infected by Jenova cells and impersonate the party, becoming almost indistinguishable from them. The original Zack Manikin helps the party take them down, unwilling to be a pawn of Sephiroth and also because the clones degrade over time into monsters.
  • The Corruptible: The Dark Manikins are created by the Crystals of Darkness. While they have the memories of those they're based on, they don't have true hearts and are empty inside. This emptiness and their origin make them suseptible to being controlled by anyone with a dark will, someone summoned by Spiritus.
  • The Corruption: Kefka corrupts the Dark Manikins of the FFVI cast with darkness in Act 2 Chapter 5. Edgar's Manikin explains he is trying to use the manikins of Terra and Celes to birth a new Blackened Will.
  • Dark Is Not Evil: Despite being Manikins created from the crystal core of darkness and The Heartless, Dark Manikins are not evil in and of themselves (like most beings from the World of Darkness in past games), and usually exhibit the personalities of the people they're based on. However, they are susceptible to corruption by those willing to manipulate them to their own ends.
  • Despair Event Horizon: After their corruption by Kefka, Terra and Celes' Dark Manikins suffer through this, their hopes crushed, with the light's brilliance buried deep within them. They seem to exhibit very real emotions of pain and sadness, echoing Kefka's own feelings that nothing matters, and they lash out at the real Terra and Celes. Unfortunately, they have to be put down in a boss battle, but not before Dying as Yourself and passing their brilliance onto their counterparts.
  • Determinator: Lyse's Dark Manikin. She is noted for having quite a strong will (in a world where will is everything related to someone's power). At first, she is determined to give her memories back to Yda, only to be convinced by Caius that such terrible memories would hurt Yda, leaving the Lyse manikin to do everything in her power not to give them back to Yda - including diving into Torsions after villains like Kam'lanaut and trying to fight a planesgorger on her own, all in an effort to save Yda from pain.
  • Guest-Star Party Member: Vivi's Dark Manikin. It takes the place of the real Vivi through most of Arc 2 Chapter 3, using the same exact abilities, appearance, and stats as the real one.
  • The Heartless: The Dark Manikins in Act 2 are servants of the dark crystal core, but while they possess consciousness, as well as the mannerisms and memories of the people they're based on, they don't have hearts and can therefore be swayed by charismatic villains. Kuja manipulates a dark manikin of Vivi into being a mole, but after he attacks the party and is forgiven by them, he sides against Kuja.
  • It Can Think: To the great surprise of the party, these Manikins are capable of speech and thought, acting just like the Warriors themselves.
  • Mauve Shirt: The party members who are in the limelight for a chapter generally meet the manikins of themselves and establish a friendly relationship, though they are typically not seen again. In Act 2, Chapter 5, the party finds a pile of slaughtered manikins—including those of Yuna, Tidus, Zidane, Lightning, and the Warrior of Light, all of whom they had met and spoken to.
  • Mr. Exposition: The Warrior of Light's Dark Manikin is the first one encountered and explains what they are to the party.
  • The Mole: Vivi's Dark Manikin is planted into the party by Kuja specifically to betray them, taking the real Vivi's place after he was kidnapped. It does attack them, but Zidane and the others knew all along and try to befriend him anyway. It works.
  • Passing the Torch: Essentially their purpose - to pass the torch of protecting the World of Darkness to the warriors with the Light.
  • Taking the Bullet: In Act 2, Chapter 3, the dark manikin known as "Vivi?" takes a magic blast meant for his original self.
  • Transferable Memory: An ability that all Dark Manikins seem to have; they can hold onto memories for their real selves to spare them from the pain of what they've gone through.

Introduced in Dissidia Final Fantasy (2015)

    Materia and Spiritus 

Materia and Spiritus

https://static.tvtropes.org/pmwiki/pub/images/dffoo_materia1.png
Materia
https://static.tvtropes.org/pmwiki/pub/images/dffoospiritus1.png
Spiritus
Materia voiced by: Erina Mano
Spiritus voiced by: Issei Takahashi

Two warring gods that have each laid claim to rule of the world now that Cosmos and Chaos are gone, and have summoned the warriors to fight on their behalf. Spiritus is the God of Magic and Destruction, while Materia is the Goddess of Machinery and Protection. Yes, they're the same two gods from Dissidia Final Fantasy NT, who have been reborn from the deaths of Cosmos and Chaos of the original Dissidia games, though no explicit connection has been made between those games and NT with this one... yet. Appropriately, they share many of the same tropes as their incarnations in Dissidia Final Fantasy (2015).


  • Assist Character: Spiritus appears in battle for the first time as Garland's FR partner, augmenting Garland's sword strikes with a blast of magic.
  • The Atoner: Spiritus, by the Act 2 Interlude, acknowledges how much he has screwed up and resolves to help Materia's warriors find respite even though the World of Respite is gone.
  • "Blackmail" Is Such an Ugly Word: When Spiritus suggests that the party are pawns rather than warriors, Mog protests that they're no such thing.
  • Character Development: Surprisingly, both of them go through it throughout Act 3, and eventually even decide to align their desires fully with the party and work together to keep their warriors safe. Both Spiritus and Materia openly acknowledge all of their mistakes and seek to make amends, even directly choosing to confront some of Spiritus's warriors or Jack Garland, who seek to kill them.
  • Clap Your Hands If You Believe: After discovering that Materia is weakened and injured, Rem along with Yuna and Eiko attempt to use their white magic to cure her, surprised to find it actually works. Spiritus explains it is because of the power of their conviction, because they truly desired to heal Materia was their magic able to work ... however he also explains the inverse is also true, and beings who wish destruction on them such as Kefka and Vayne can do so under the same belief.
  • Didn't Think This Through: Spiritus believes that raw strength and power are the chief qualifications for a summoned warrior. So he summons Kefka... to protect the world. The party really chew him out for that after the events of Act 2, Chapter 5.
  • Enemy Mine: Materia and Spiritus actively fight alongside each other after Ardyn takes control of the crystal core of darkness, but since they're both also focused on maintaining the World of Respite they can't defeat him.
  • God Is Flawed: Notably, at times it seems as if the gods are as much in the dark as the protagonists. Neither are aware of the true evils in the world, intent only on overcoming the other through forging bonds with other warriors (Materia) or straight power (Spiritus). They get called out on this.
  • God Is Inept: Or at least several characters think so. Even so, the two of them seem to care more about squabbling with each other sometimes rather than getting to the bottom of the actual issue at hand. Materia does get better by Chapter 11, though.
  • God's Hands Are Tied: In Act 3. Because the new world was not created by them, Materia and Spiritus no longer have the ability to directly intervene in events there and are reduced to sending new recruits. (And forging Ultima weapons.) Spiritus' attempt to finally banish Kefka fails because the warriors' will gives them greater power than the gods.
  • God Needs Prayer Badly: The beginning of Act 2, Chapter 7 shows a weakened Materia, who is losing her power due to the lack of faith the party has in her. It's enough for Sephiroth to effortlessly strike her down in the guise of Zack.
  • Heroic Sacrifice: The end of Act 3 has both of them being crystalized in order to act as an anchor for the World of Respite to prevent it from collapsing under Flood of Light.
  • Idiot Ball: There's really no justifiable reason for Spiritus to keep Kefka around after Kefka revives the Blackened Will with the express purpose of destroying that world and every single other world except for the fact that Dissidia requires the Big Bad of each game, and because Kefka was a permanent playable character by then. It's given a Hand Wave that Spiritus wouldn't let Kefka be permanently sealed away because his great destructive power could still prove useful in saving the world.
  • Ignorance Is Bliss: Those originally summoned to the World of Respite by Materia had specific sad or painful memories taken from them so that they could relax in the world without the emotional baggage. Once the threat to the world became too great, future warriors were left with their memories intact.
  • Lack of Empathy: Materia is the goddess of physical matter, so metaphysical concepts like emotion and thought are beyond her. As Mog puts it, it makes Materia Innocently Insensitive as she tries to offer respite to the summoned warriors as she knows how to help their physical bodies rest, but not their spirits.
  • Manipulative Bastard: Spiritus understands emotions better than Materia but also uses them to manipulate his warriors. For instance, he motivates Seymour by telling him only about all the bad things that happened to the Guado and portrayed Yuna as selfishly ignoring their troubles.
  • The McCoy: Mog notes that Spiritus's domain is emotion, and he understands its strength.
  • Might Makes Right: Spiritus believes that power alone is all that's needed to save the world. He summons the those with the greatest might in magic, body, or willpower regardless of their morality.
  • Not in This for Your Revolution: Spiritus couldn't care less about the World of Respite. He only helped make it and summons warriors to protect it because he was forced to by the crystal. His only concern is World B.
  • Obviously Evil: Spiritus, in-universe, by several characters who assume he must be evil based on the megalomaniacs he summoned to be his champions. When they get a chance to ask him about this, he says he only cares about the power they wield, not their motivations.
  • Pet the Dog: Spiritus revives Materia, no questions asked, to maintain balance in the world (which he at one point deemed unnecessary and preferred the world of battle to it).
  • Power Floats: Materia is always floating in this game, whereas she never did in NT. This is true even when her powers have weakened and she is slumped over in midair.
  • Power Limiter: Spiritus took one precaution for summoning all the megalomaniacs and super-powered antagonists from each world - he sealed away their One-Winged Angel forms in the crystal core of darkness so he could keep them under control better. Ardyn finds out about this and Seymour suspects that he intends to unseal everyone's powers so they can wreak havoc and wipe out all the worlds.
  • Rage Against the Heavens: Some characters, such as Onion Knight, Lightning, Jack Garland, and Edgar, do not trust the gods to begin with and wish to seek them out just to get some answers, having absolutely no desire to be controlled by them. Later, the warriors realize they need Materia and decide to work with her for real.
  • Reasonable Authority Figure: Spiritus is kind of a dick, but he's got no problem with the warriors modifying the world however they choose to because it's supposed to be a world of respite for them, not him and Materia.
  • The Spock: Mog notes that Materia is not one to be swayed by emotion, but rather logic, contrasting with Spiritus. However, she later admits that seeing the party forge friendships and bonds with one another makes her feel happy.
  • Summon Bigger Fish: Materia decides that the best way to deal with the instability the planesgorgers cause is to keep summoning more warriors.
  • Tin Man: At the end of Act 2, Chapter 7, Lightning asks Materia if she understands why concealing people's painful memories was wrong. Materia replies that she didn't understand and still doesn't understand, but must accept that it was a mistake based on their anger—because while she understands how to grant a body rest, she still doesn't know how to grant rest to the spirit.
  • Well-Intentioned Extremist: Act 2 reveals that Materia is directly responsible for the disjointed amnesia in her summoned warriors because she thought they couldn't find respite without taking their more painful memories.
  • Vitriolic Best Buds: By late Act 3, Spiritus and Materia are closer but continue to trade barbs with each other, and even other characters note that it is because they care for each other.

    Shinryu 

Shinryu

Just like in Dissidia NT, Shinryu is wreaking havoc with his planesgorgers, using them to feast on the crystal pillars for both the Worlds of Darkness and Light.
  • Almighty Idiot: His power is greater than the two gods Spiritus and Materia, though he only seems intent to devour the crystals and doesn't seem to be able to speak or have any will of his own beyond that.
  • Conflict Killer: He finally appears at the end of Act 2, Final Chapter part 1 and devours the crystal core of darkness, neatly putting an end to the fight between Ardyn and... pretty much everyone else. It leads to Ardyn joining forces with Noctis in order to defeat him.
  • The Ghost: Shinryu has not actually been seen yet as of the beginning of Arc 2, only mentioned by the villains or the gods (and he only started being mentioned after the end of Arc 1 and the defeat of the Blackened Will). He has only been seen through his planesgorgers. He finally appears at the end of Act 2.
  • Greater-Scope Villain: As revealed at the end of Act 2, towards Ardyn's Big Bad.
  • Hijacked by Ganon: Shinryu personally steals the core crystal of darkness from Ardyn, causing the latter to lose his power over it, at which point he decides to join the heroes if it means he gets to keep defying the gods that way.
  • One-Winged Angel: True to Final Fantasy form, he pulls this trope in the climactic battle at the end of Act 2, becoming a dark draconic monstrosity that's much bigger than his previous form.
  • The Worf Effect: The lifeless husk of a planesgorger in Act 2 is a sign that Kefka's abilities and destructive intentions have exploded to an alarming degree.

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