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Characters / Dissidia Final Fantasy Opera Omnia IV To VI

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Characters page for Dissidia Final Fantasy: Opera Omnia, with characters from Final Fantasy IV through Final Fantasy VI.

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Beware: Late Arrival Spoilers are untagged for their respective games.


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Introduced in Final Fantasy IV

    Cecil Harvey 

Cecil Harvey

https://static.tvtropes.org/pmwiki/pub/images/dffoo_cecil_dark_knight.png
Dark Knight Cecil
Alternate Skin 
https://static.tvtropes.org/pmwiki/pub/images/dffoo_cecil_paladin.png
Paladin Cecil
Alternate Skin 1 
Alternate Skin 2 
Dark Knight Cecil: An earnest and kind individual with a dark past as the commander of the Red Wings, the air force of Baron. On a royal mission with his best friend Kain, he starts to question the morality of the king, driving him to leave his homeland and set out on a new path.
Paladin Cecil: At one time a dark knight of Baron, Cecil questions his way of life and becomes a paladin. With steel nerves fixed on the truth and the bonds with his allies as his weapons, he overcomes many trials to face his archenemy Golbez and what lies beyond.
Voiced by: Shiduma Hodoshima

Dark Knight Cecil: The main protagonist of FFIV, recruited in Chapter 2 of the main story. Cecil was pulled into the world of Opera Omnia early on in his native game's storyline, and still appears as a Dark Knight. He joins the party in Chapter 2 of the main story.

Dark Knight Cecil specializes in area of effect attacks with Darkness and launching enemies with Valiant Blow. Both of these skills deal higher than average damage, but consume some of Cecil's HP as an additional cost. His EX ability, Dark Cannon, does dark elemental damage to a single enemy while also being able to overflow up to 200% of his current Max BRV, and restores one use of his other skills.
15: Darkness
35: Valiant Blow
EX: Dark Cannon
LD: Soul Eater
FR: Dark Blast (with Vivi)
BT: Start of a Distant Journey
Paladin Cecil: Arc 2, Chapter 2 has Palom helping Cecil to recover his memories and confront his mirror self again, allowing Cecil to unlock his Paladin form.
Paladin Cecil has all new abilities which grant himself powerful buffs, enhancing both himself and his party. Saint's Fall is a melee Holy attack that grants Cecil the Brilliant Sword buff, boosting his offensive stats and changing his standard BRV attack to a quick and strong Light Slash. His second ability is Holy Flame, which damages enemies and heals his allies, while granting himself the Divine Shield buff. Divine Shield raises the party's defense, grants them BRV and HP regen and changes Cecil's standard HP attack to Luminous Blast, sending a ball of light energy at a target for multiple BRV hits before dealing HP damage. His EX Ability, Paladin Force, is a 6-hit holy attack that does splash damage to all enemies, refreshes his unique buffs' durations and makes them vulnerable to other holy elemental attacks.
15: Saint's Fall
35: Holy Flame
EX: Paladin Force
LD: Luminous Shard
FR: Spark of Saint (with Lightning)
Burst: Soul Shift
  • A Day in the Limelight: Arc 2's second chapter, "Light," is centered around him.
  • Awesome, but Impractical: Dark Knight Cecil has two very powerful abilities, but both of them are Cast from Hit Points. While the hit points Cecil uses for his abilities don't actually count towards the final score, it does turn him into a Glass Cannon which makes him dangerous to use in fear of him being subject to a One-Hit Kill from an enemy, unless you have a potent healer. With his rework however, his new unique buff effectively reduces the HP costs for his skills. In modern gameplay he's more of a high risk, high reward player due to how powerful tank units are for mitigating damage, not to mention plenty of characters and Calls that can assist in avoid taking hits altogether.
  • Balance Between Good and Evil: Prior to his C90 rework, this was how Dark Cecil's attacks functioned thematically. His skills aside from his EX were Cast from Hit Points, and when he dropped below 50% HP, his base skills upgraded to their + versions, which were more powerful. To counteract his HP loss, under 50% HP his basic BRV and HP attacks were changed from "Power" to "Heal", and dealt fewer hits but healed him on use, and if he healed past 50% his skills would revert to their base forms. The idea was to balance usage of his attacks; too reckless and his HP drops dangerously low, too cautious and he's not fighting at full potential. His C90 rework changed the HP threshold to anything under half HP, negating the "balance" part of the trope in the name of Cecil keeping up with Power Creep.
  • Balance Buff: A late rework for his Dark Knight version during one of the later Lv. 70 Awakening batches (as by the time his Paladin version was released, his Dark Knight version was left as outdated for later content), where he gains more base skill counts, DPT into HP damage and overflow. The biggest buff to this however, is the inclusion of his new Power of Darkness unique framed buff, which raises both his Attack and Max BRV, enhances his BRV and HP Attacks, and above all, lowers the amount of HP damage Cecil takes (even from his own skills).
  • BFS: This iteration of Cecil wields greatswords, though some of his weapons are instead double-ended spears.
  • Black Knight: This is Cecil before his trial atop Mt. Ordeals. Later in the story as of Arc 2, he does become a Paladin and it functions as a separate character.
  • Call-Forward: Garnet, Edgar, and Ashe suggest that Cecil has all the qualities of a good king. He quickly demurs and asks them not to say such things because he only defected to thwart the king's plans, not overthrow him... but then says that the idea is somehow familiar.
  • Casting a Shadow: Dark Knight Cecil does dark BRV damage with his abilities, which include Darkness.
  • Cast from Hit Points: All of Dark Knight Cecil's skills except EX and Burst Finisher consume some of his HP to use in order to better keep his HP below 50%, his Force ability reduces the entire party's HP and his Burst buff triggers an extremely powerful HP attack to all enemies every enemy and ally turn, but it also drains large chunks of HP from the entire party, which they can then restore by dealing HP damage to the enemy.
  • Combat Medic: His Paladin form turns him into one with Holy Flame, which restores a bit of HP to the party and gives Cecil Divine Shield status that grants the party BRV Regen and HP Regen.
  • Glass Cannon: Also via his Cast from Hit Points mechanic mentioned above. Dark Knight Cecil's Attack is a solid base 5/5 with a high base 5/5 in HP to compensate for his mechanics, but has a 1/5 in base Initial BRV, average 3/5 in Speed and Max BRV, along with a 2/5 Defense rating.
  • Heroic Self-Deprecation: Cecil does not feel worthy to be called a "Warrior with the Light" and resists joining the party at first. He also shows mixed feelings about having become a Paladin, since it meant turning fully against Baron and the battles that followed were very bloody for his friends.
  • Jack of All Stats: How his Paladin form functions, where he is well-rounded enough to be able to deal damage, have overflow, BRV battery the party, imperil the enemy his element, has both ranged and melee attacks, and grant a framed defensive buff to the party as well as being able to heal them. Stats wise, Paladin Cecil retains his 5/5 base HP stat with a 4/5 in Max BRV, Defense and Speed, but sacrifices his base Attack stats to a 3/5 at average while also retaining his low 1/5 base Initial BRV rating.
  • Launcher Move: Valiant Blow knocks enemies back, initiating combos for his party members.
  • Light The Way: After becoming a Paladin, all of his moves are holy elemental.
  • More Hero than Thou: Act 3 Chapter 1 shows Cloud of Darkness and Xande looking to target Cecil's light, so Cecil decides to take it upon himself to seal himself up to protect his friends. At that point everyone had been scattered, so there was no way to call on anyone but Rosa and Kain to help. But when Ceodore and the others do show up, they have to point out explicitly that Cecil now has plenty of friends, family, and new allies who all want to help him fight now and he needs to stop trying to take everything upon himself to their exclusion.
  • "Not So Different" Remark: Krile and Papalymo teasingly point out that he and Golbez both have a habit of blaming themselves for everything.
  • The Paladin: His Paladin form, obviously. He does his trial atop Mt. Ordeals again in order to get his memories back, but afterward wonders if that was the right choice or if he should have kept living in ignorance. Palom gives him a good talking to about it, though.
  • Repressed Memories: While many adventurers ended up sub-consciously choosing how many of their memories they actually have, Cecil's becomes a plot point when it's revealed he chose to only remember being a Dark Knight because that was the last time he felt like he still had not fully betrayed his father figure, the King of Baron. Subconsciously he saw taking the Trial of Ordeals and becoming a Paladin as the exact moment he turned full traitor against his homeland and King (ignoring the good it caused, or how the King of Baron had been murdered and replaced by Cagnazzo months prior).
  • Self-Serving Memory: An odd example in that Cecil uses his regained memory to reinforce his belief that It's All My Fault (as opposed to the Never My Fault that this trope usually serves). He points out that becoming a Paladin did not magically bring an end to the war; it took a great deal more strife, bloodshed, and grief to stop Zemus.
  • Team Dad: Cinque calls him one and it takes him back, though something about it seems familiar - hinting at Ceodore's inclusion in the story later.

    Rosa Joanna Farrell 

Rosa Joanna Farrell

https://static.tvtropes.org/pmwiki/pub/images/dffoo_rosa.png
Alternate Skin 1 
Alternate Skin 2 
Childhood friend of Cecil and Kain, and an expert archeress known as the greatest beauty in Baron. Aids Cecil on the battlefield with her skill in white magic. Normally thoughtful and reserved, she possesses a strength of will that prompts her to act with no concern for herself when Cecil is in danger.
Voiced by: Yuko Kaida

Recruited during her event "A Prayer for One Dear." Rosa joins the party after being rescued from a squad of ghosts, although she is perturbed that she still needs to be rescued and wants to prove her usefulness to Cecil and Kain.

A bow user, Rosa uses Divine Blast to attack enemies and provide allies with BRV, while using her signature Pray ability to bolster the party's offensive stats and Reraise them to prevent their fall. Her EX Ability, Luminous Arrow, will attack the entire enemy party several times for BRV Damage before focusing HP Damage on a single target.
15: Divine Blast
35: Pray
EX: Luminous Arrow
LD: Blessed Archery
FR: Black-White Barrage (with Lulu)
BT: Holy Cross
  • Anger Born of Worry: Towards Seifer, after he keeps trying to charge ahead into battle despite his wounds. She stays firm in her attempt to get him to back down, and it's enough to eventually get him to say thank you (in his own way).
  • Always Accurate Attack: Her special BRV attack, Aim, is guaranteed to hit the enemy.
  • Arrows on Fire: With Lulu's assistance with a Firaga, Rosa can launch a barrage of flaming arrows at the enemy to initiate Force Time (although the fire is only cosmetic, the attack is still non-elemental).
  • Assist Character: While her Burst Effect is active, she will enchant Paladin Cecil's sword so that he can attack with Holy Blade after each of her actions, dealing BRV+HP damage and healing the party.
  • Auto-Revive: With her Great Bow's passive equipped, using her Pray command will grant the party ten turns of the [Reraise] buff, which will automatically revive an ally if they are KOed. Up until Eiko received her LD Weapon, Rosa was the only character with an auto-revive ability.
  • Battle Couple: Invoked as she states she became a White Mage specifically so she could join Cecil in the battlefield, as opposed to worrying about him from the sidelines.
  • Beta Couple: As the earliest canon couple in the series and the longest lasting (friends from childhood and their long marriage between the events of IV and The After Years), Rosa and Cecil are viewed as this by the other party members. In Act 4, Chapter 2, a few of them ask Rosa for advice in love.
  • Combat Medic: While she is the requisite healer, she can hold her own in combat. She even says outright she studied the ways of white magic just so she could stand at Cecil's side and protect him from harm. Her later reworks greatly expand on her capacity to heal her allies, with all of her base skills except LD healing the party, with Pray restoring 80% of the party's HP, her Burst followup restoring up to an additional 40% and her Burst buff granting the party 20% overheal.
  • Combination Attack: For her Burst Finisher; herself along with her husband, Cecil, and her son, Ceodore, combine forces in order to use the Band Attack, Holy Cross.
  • Damsel in Distress: Dislikes that she still needs to be rescued in this new world, and wants to prove to Cecil and Kain that she can actually be useful.
  • Gameplay and Story Segregation: She's shown using standard-level healing in cutscenes, but unlike the other white mage characters, her only healing ability in combat is her EX attack. Later reworks would give many of her other abilities healing capabilities as well, but not the standard "Cure" spells seen in cutscenes.
  • Holy Hand Grenade: Divine Blast is a magical BRV+HP Attack which calls divine power from the heavens ... although it is not actually of the Holy element.
  • Honor Before Reason: Along with Kain, agrees to help seal Cecil away so the darkness targeting him won't hurt Ceodore and the others; they have be defeated in battle before they finally relent that they never wanted to go along with Cecil's plans but had put their trust in him regardless.
  • Just Friends: With Kain Highwind, as she is part of an Official Couple with Cecil.
  • Leotard of Power: She wears one as part of her alt skin to reflect her in-game appearance in Final Fantasy IV.
  • The Medic: During several of her cutscenes the other party members all line up waiting for their turns to be healed by Rosa (including Yuri and Lilisette; Kain tries to avoid getting healed but Rosa is too keen-eyed and notices his wounds).
  • Official Couple: With Cecil Harvey, which is unfortunate for Kain, whom also has feelings for her.
  • Religion is Magic: Her abilities are Divine Blast and Pray, leaning towards this trope.
  • Sacred Bow and Arrows: Her EX Ability, Luminous Arrow, invokes this effect, although surprisingly it (nor Divine Blast) are of the Holy-element.
  • Spam Attack: Her Force rework massively increases the number of BRV hits and HP dumps Aim deals to the degree that it's now her most powerful attack.
  • The Straight and Arrow Path: Her weapons are all bows, and being a White Mage she most certainly is a paragon of morality.
  • You Shall Not Pass!: She tries to do this against her own son, with Rosa and Kain acting as the last line of defense for Cecil, who willingly sealed himself away to prevent the "dark forces" (Cloud of Darkness and Xande) from stealing his light. She did it to protect Ceodore, but he fights against his own mother to show his resolve that they could protect Cecil together.

    Edge 

Edge

https://static.tvtropes.org/pmwiki/pub/images/dffoo_edge.png
Alternate Skin 
The prince of Eblan and a practitioner of ninjutsu who lost his homeland at the hands of Rubicante, leader of Golbez's Archfiends. After failing to exact vengeance, he joins Cecil and his team on their quest. He may be a womanizer with an ego, but he's honest with a strong sense of right and wrong.
Voiced by: Hiroya Ishimaru

Joining the party in Chapter 3, Edge is encountered after having fought several Manikins. Though respected for his skill, he's a giant flirt as always, and at first he and Cecil have no memory of ever meeting each other.

Edge is an attacker character with his ability Shock, and also has the ability to tank through evading enemy attacks with Smoke Screen. His EX ability is Blitz Mirage, a four hit thunder magic BRV attack followed by a single target HP attack. This also grants Edge the Mirage buff, which bestows BRV and an evasion increase to the party.
15: Shock
35: Smoke
EX: Blitz Mirage
LD: Inferno
  • Badass Cape: He gets Rubicante's cape as part of his alternate skin, reflecting his appearance in The After Years. Coincidentally, he also gets his LD, Inferno, at this time.
  • Counter-Attack: His LD overhead buff gives him the ability to counter with Fire Scarf Counter whenever he evades an enemy attack and gain a stack of Fire Scarf: when he evades an attack with 2 Fire Scarf stacks, he instead counters with Ultimate Art: Advent of Phoenix, which has double the BRV and HP dumps and consumes both Fire Scarf stacks when triggered.
  • Dual Wielding: Naturally dual wields daggers, as one of the series' first ninja.
  • Heroic BSoD: He falls into a brief one after recovering his memories, but Yuffie helps to snap him out of it by stealing his stuff and riling him up.
  • Hot-Blooded: Early in the story he has no hesitations about rushing into battle even at risk to himself. However, once he gets back his memories of The After Years, he is much more subdued to the point that Keiss, Ignis, and Galuf even worry about him. Edge insists that his experiences have changed him, and now he is much more cautious due to being a king who has to look after his people.
  • Hypocrite: Edge initially mistakes the party for more Manikins and isn't convinced until they fight him. In the "From Zanarkand" event, he's really irritated that Tidus mistook him for a manikin and tried to fight him.
  • Innocently Insensitive: When comparing the manikins to the other monsters they fight, Edge argues that they are likely soulless beings since they're just mindless puppets created for war. Vivi quickly takes offense to that, pointing out that he was created under the exact same circumstances and spent most of his home game suffering an existential crisis from the revelation.
  • Instant Runes: Whenever Edge uses his abilities, he conjures a Ninjutsu Rune to use the technique.
  • Magic by Any Other Name: Edge is firm that his ninjutsu are not actually "Magic" like Shantotto or Lulu's spells, they are 'Secret Eblan Techniques' (they are considered magic in the terms of gameplay, though).
  • Me's a Crowd: Blitz Mirage has Edge conjuring a clone of himself to attack the enemy together; the implication of his Mirage buff increasing the party's evasion is that the enemy then sees two copies of the whole party, thus making them harder to hit.
  • Playing with Fire: His LD, Inferno, enables him to do fire damage in addition to lightning.
  • Shock and Awe: Shock, Blitz Mirage, and his crystal level 65 ability Thunderburst are all lightning elemental. His Smoke Screen Extension adds a lightning elemental attack to the move, as well as makes his HP and BRV Attacks lightning element as long as he has his Eblan's Teachings buff.
  • Smoke Out: His second ability Smoke Screen allows him to evade enemy attacks and inflict them with the Lock debuff.
  • Taught by Experience: His experiences from later in the events of FFIV teach him to be much less impulsive because he learned he doesn't want to make Rydia and his friends worry about him. He also says he has learned more about how to be a king from Cecil, Yang, Noctis, and Edgar.

    Yang Fang Leiden 

Yang Fang Leiden

https://static.tvtropes.org/pmwiki/pub/images/dffoo_yang.png
A muscle-bound monk and leader of the kingdom of Fabul who accompanies Cecil on his quest to protect the crystals. His strict discipline and unyielding spirit has gotten his allies out of trouble on countless occasions. He cowers before no one - with the exception of his beloved wife.
Voiced by: Tesshō Genda

Joins the party in Chapter 4. Just like in his home game, he is under Mind Control when first encountered, this time by Kefka. He joins the party when they free him.

His two abilities Kick and Focus allow him to deal high area of effect damage and buff himself. His EX ability is Twin Wing Frenzy, a 5 hit melee BRV+HP attack that deals 50% of the HP damage dealt to non-targets, or 80% if inflicting a break or attacking a target already broken. It also grants him the buff "Wife's Encouragement." His LD ability, Oboro Strike, deals AOE BRV+HP damage, grants him the Monastic Secrets buff, allowing him to follow-up any of his allies or enemies' turns with a physical attack.
15: Kick
35: Focus
EX: Twin Wing Frenzy
LD: Oboro Strike
  • Boyfriend-Blocking Dad: During Iris's debut chapter discussions occur of some of the younger members of the party such as the female Type-0 students along with Ursula about their dreams to go out on dates. Yang is aghast to discover this about his daughter and even as the others try and assure him it's a normal part of growing up, Yang cannot shake his fatherly instincts that his daughter is still too young and hasn't even finished her training yet.
  • Brainwashed and Crazy: Just like in his home game, at first. He is freed when the party defeats him in battle.
  • Diving Kick: His HP Attack, enhanced BRV Attack from his 35CP passive, and his first ability, aptly named "Kick".
  • Meditation Powerup: Shares Vivi's Focus ability but they both have different effects.
  • Spam Attack: His LD buff gives him to ability to follow up every enemy or ally turn with an AoE BRV+HP attack, something that can be abused to great effect with characters who're able to take multiple extra turns in a row, such as Terra or Lightning.
  • Training from Hell: Yang likes to put the party through this on occasion, to the delight of the other martial artists. Everyone else is always terrified of by the prospect.
  • Walking Shirtless Scene: Whether it's an ice cold mountain or a sweltering volcano, he'll go into combat bare chested.

    Kain Highwind 

Kain Highwind

https://static.tvtropes.org/pmwiki/pub/images/dffoo_kain.png
Alternate Skin 1 
Alternate Skin 2 
Commander of the Baron Dragoons. Though he swore to fight against the unjust king alongside his friend Cecil, his own shortcomings lead him to become a puppet of Golbez. After coming to his senses, he vows to reform himself and face their true enemy.
Voiced by: Kōichi Yamadera

Recruited during his event "The Proud Lance of Baron". Kain joins the party even though he was summoned by Spiritus, not Materia. Coming from late in his game's time frame, he is perplexed by the fact that Cecil is still a Dark Knight and not a Paladin.

He specializes in speedy ranged attacks through the series' traditional Dragoon Jumps and his lance-throwing Gungnir ability. His EX Ability, Fang & Claw, is a BRV+HP attack that also launches the enemy for extra damage.
15: Jump
35: Gungnir
EX: Fang and Claw
LD: Rising Drive
FR: Cross Jump (with Aranea)
BT: Pride of the Dragoons
  • Assist Character:
    • He appears during Ceodore's Burst attack as a reference to their Band abilities in The After Years. Uniquely, Kain will appear in his "Hooded Man" alternate costume regardless of whether or not the player has bought it, and he will also always be wielding a sword instead of his usual spears.
  • The Atoner: The fact that Cecil's last memories of him are betrayal stirs up Kain's guilt.
  • Birds of a Feather: His Force Ability, Cross Jump, pairs him with Aranea, since both of them are very badass dragoons.
  • Commonality Connection: He has one with fellow dragoons like Freya and Cid Highwind. His FR partner is Aranea, another fellow dragoon who commands a dragoon squad just as he does, and he is the FR partner of Machina, which they both seek to atone for their actions.
  • Crippling Overspecialization: One of Kain's biggest weaknesses that prevent him from being on par with others is that he is mainly a powerful self-buffing ranged-damage unit with not much else for utility (as he's best mainly against targets weakened to ranged damage), especially when he also suffers from average Initial BRV, Speed, and fairly low Max BRV despite his Attack, HP and Defense being quite high. Even post-rework, Kain still isn't much special, likely needing a Lv. 70 and EX+ to make him better than he currently is. His LD ability greatly contributes towards his utility by making him a powerful off-turn damage dealer as described below.
  • Femme Fatalons: A rare male example, where he sports sharp long purple nails.
  • Fighting Your Friend: Kain engages the party in battle in order to test his suspicions about battling other summoned warriors (and the supposed Life Drain that results, due to Mog and the Blackened Will). Unlike many other characters on this page who have suffered from brainwashing, he is under no such effect and joins the party afterward.
    • He does it again against Ceodore and the others when Kain and Rosa are acting as Cecil's last line of defense after Cecil willingly sealed himself away.
  • Having a Blast: His Gungnir, which causes an explosion upon contact of the target. The 35CP passive has Kain give himself an Attack Up and Max BRV Up upon usage that stacks with his Dragoon's Pride buff, while the reworked version of Gungnir Extend also gives it extra BRV hits with overflow.
  • Honor Before Reason: Along with Rosa, agrees to help seal Cecil away so the darkness targeting him won't hurt Ceodore and the others; they have be defeated in battle before they finally relent that they never wanted to go along with Cecil's plans but had put their trust in him regardless.
  • In a Single Bound: Has the Jump abilities, as usual. His first ability, Jump III, changes his standard BRV attack into Jump as well (which is also a ranged attack despite its animation), and also grants him the unique framed buff Dragoon's Pride (an Attack + Max BRV up). His LD ability, Rising Drive, grants him an overhead buff that gains a stack whenever he takes a turn or gains maximum stacks on using his LD and once it's at 4 stacks, his BRV attack changes to Double Jump, which functions like Jump does in other Final Fantasy games: upon using it, he leaves the battlefield until his next turn and can't be affected by any positive or negative effects, including Lufenia orb attacks and while he's offscreen, he uses Lancet, an AoE BRV+HP attack that deals split damage to all enemies every party or enemy turn that doesn't consume his BRV after use, allowing him to deal maximum BRV damage every turn to all enemies until he lands. What's more, since he's already airborne, he's also able to participate in launches and doing so doesn't consume his BRV either.
  • I Work Alone: Tries this in his Intertwined Will when Balthier, Paine, and Locke decide to help him beat a centipede monster. They ignore him by claiming that they're after treasure, or by just telling him he's being ridiculous and he's getting their help anyway.
  • Launcher Move: His EX ability, Fang & Claw.
  • Mentor Archetype: Falls into this once Ceodore appears, alluding to their relationship as mentor and student from The After Years.
  • One-Steve Limit: Averted with his surname, which Cid shares and Maria brings up, since she knows another Dragoon with the same last name.
  • Papa Wolf: In his Intertwined Will event he becomes determined to hunt down and slay a centipede monster that almost killed Ceodore.
  • You Are Not Ready: When Cecil asks directly to know what happened in their world, Kain tells him that the information would be meaningless because Cecil still lacks memories, and simply being told wouldn't restore the light he gained as a paladin.

    Palom 

Palom

https://static.tvtropes.org/pmwiki/pub/images/dffoo_palom.png
The younger of twin mages from Mysidia known for their outstanding talent. Prone to slacking and a bit too big for his britches, he is often subject to a good scolding from his older sister, Porom. He initially joins Cecil to keep an eye on the knight, but becomes a willing ally during the course of their adventures.
Voiced by: Rie Kugimiya

One half of a set of twin mages, Palom is recruited in his event, "A Mischevious Black Mage". A trickster who has fun playing with the other kids, he joins up with the party after they reprimand him for putting face doodles on a pack of bombs.

Palom's shtick in battle is to buff himself with Bluff and to deal lots of damage with his black magic spell Mysidian Ice Crystal, both which gain in power with each cast. While his skills have a low amount of total uses, they provide Palom with strong self-buffs and enhanced basic BRV/HP moves such as Dualcast as an alternative set of attacks. His EX ability, Stardust, is a potent area of effect magic attack that deals HP damage twice, while reducing the ice resistance of all enemies.
15: Bluff
35: Mysidian Ice Crystal
EX: Stardust
LD: Twincast Double Blizzaga
  • Achilles' Heel: Any fight that absorbs Ice will render Palom completely useless, as he is a pure damage dealer and lacks any form of utility.
  • Amnesiac Hero: One of the few cases in the whole cast where this is entirely averted (at least for the events of IV - he doesn't remember events of The After Years until later), even though he wasn't summoned by Spiritus. He has all of his memories of his journey and uses his knowledge to urge Cecil into becoming a Paladin again.
  • An Ice Person: One of his abilities is Mysidian Ice Crystal, which conjures ice that grows in size and power the more you use it. He is also the first character with his EX to be able to inflict a rare Ice Resist Down debuff.
  • Bratty Half-Pint: This is Palom we're talking about, so it's to be expected.
  • Child Mage: He's a young Black Mage who is shown to get along well with the other child Black Mage, Vivi.
  • Combination Attack: For Palom's LD ability, Twincast Double Blizzaga, his sister Porom appears alongside him to help him cast it (even if she is not currently in the active party).
  • Evolving Attack: Mysidian Ice Crystal gains in potency with each use, becoming Greater Mysidian Ice Crystal which also does HP damage on its last cast. The ice crystals he casts even gradually get bigger with each time he casts it. The Extension he gets at crystal level 60 allows the attack to become area of effect and do HP attacks at the end of each cast, which gains potency and higher splash damage with each use. His LD works in a similar manner, increasing the number of BRV+HP attacks on each use.
  • Extra Turn: His LD buff grants him an extra turn and a massive +50% HP damage for his next turn whenever he breaks an enemy.
  • Face Doodling: Palom does this to a pack of bombs, prompting the angry fiends to attack the party. No one else is amused, not even Yuffie. He does it again along with Yuri and Lann in one instance.
  • Foolish Sibling, Responsible Sibling: The Foolish to Porom's Responsible. Palom consistently pranks the other companions, and none even defended him when Porom brought it up. They even use Porom as a threat to make Palom behave.
  • Older Than They Look: Palom and the others get their memories back of being an adult from The After Years but he and Porom are still stuck in their child bodies; Palom gets a kick out of it rather than being bothered. This becomes especially apparent when Leonora finally appears, as Palom still acts as her teacher: his sudden maturity in regard to her comes as a shock to everyone who previously saw the small mage as just a snot-nosed kid.
  • Sudden Humility: Leonora's appearance in the world does a lot to make Palom remember his true age, as he acts a lot more mature around her as her mentor and teacher. He even shows some of his personal growth from the end of The After Years when he admits kindness comes to easily to Leonora that she would make a better sage than he would, although the others point out Palom's maturity shows he'd surely get Tellah's blessing as a Sage as well.
  • Required Secondary Powers: Due to his extremely low skill use counts, the buffs he gains from them have much longer durations than normal, the enhanced BRV and HP attacks that're useable on his extra turn after inflicting a break don't lower his buff durations and his EX extends the durations granted by his default skills by 3. This was modified with his lv90 rework that increases his second skill's uses from 4 to a far more normal 12, letting him deal high damage more consistently.
  • What the Hell, Hero?: He gives a good one to Cecil after the latter regains his memories, telling him off for doubting himself and whether or not it was a good idea to get his memories restored.

    Porom 

Porom

https://static.tvtropes.org/pmwiki/pub/images/dffoo_porom.png
A young white mage from Mysidia. Calm and polite, she keeps her troublesome younger twin brother in line. She joined Cecil's party to keep an eye on him after he attacked Mysidia on the King of Baron's orders, but became an ally after learning to trust him.
Voiced by: Rie Kugimiya

Recruited in her event, "A Reliable White Mage." A few members of the party witness Porom facing off against monsters alone and rush to her rescue, only to find that she already dealt with them herself. After realizing she's Palom's twin sister, she joins the party to keep him on his best behavior.

Porom is a support mage, sacrificing offensive power to strengthen the party and keep them alive. Her first ability, Cry, grants BRV and raises the party's Max BRV, while also lowering enemy defense. This also grants the buff Light Arts, which enhances Cry after three stacks and raises the party's attack. Her second ability, Mysidian Brilliance, restores the target's HP and converts excess HP into BRV, and grants the unique buff Light Wisdom, which empowers Mysidian Brilliance and gives Porom the unique ability to grant HP Damage Reduction to her allies. Finally, her EX ability, White Wave, restores the party's HP with overflow, grants BRV, and follows up with an HP attack, all while increasing the duration of her Light Arts and Light Wisdom buffs.
15: Cry
35: Mysidian Brilliance
EX: White Wave
LD: Twincast Double Flare
  • Apologetic Attacker: Porom tries persuading a pack of ghosts to leave her be. When they don't, she sighs and gets out her staff.
  • Crippling Overspecialization: Porom is purely supportive to a fault, which means she lacks any reliable form of BRV shaving, and her only source of damage is from her EX Ability. The release of her LD, Twincast Double Flare, mitigates this somewhat, granting her better offensive potential.
  • Deadly Euphemism: The way she says she'll "take care of" Palom now that she's here makes Palom very nervous.
  • Foolish Sibling, Responsible Sibling: The Responsible to Palom's Foolish, as always. Porom joins the party this time to keep an eye on Palom, rather than Cecil as in her home game.
    • She later meets other responsible siblings Reynn and Chelinka and they form the "Big Sister Alliance" to keep their rambunctious brothers in line.
  • Nice Girl: As soon as she introduces herself, the party is quick to note how kind and polite she is, in huge contrast to her bratty twin brother.
  • Older Than They Look: Like Palom, she gets her memories back of being an adult. She's a little more bothered about it than he is but doesn't have any issues since she was already an Adorably Precocious Child to begin with.
  • Playing with Fire: Her LD, Twincast Double Flare, has her and Palom hit every enemy with Flare twice.
  • Redundant Rescue: The others rush to save her when they see her surrounded by monsters, even though Krile points out that she doesn't actually seem scared. When they catch up, Porom has already finished them off.
  • The Reliable One: It's even in her event title. Humorously, Cecil expresses immense relief when she joins the party to keep Palom in line.
  • Support Party Member: Porom does one thing, but she does it well. Her only way of dealing damage is with her BRV or HP attacks or with her EX ability, but her other skills keep the party alive and grant buffs that have effects unique to Porom.

    Rydia 

Rydia

https://static.tvtropes.org/pmwiki/pub/images/dffoo_rydia.png
A summoner with the power to call forth eidolons from the Feymarch. She lost her mother and home at a young age. While traveling with Cecil, she disappeared in an accident at sea. From then, she would grow up in the Feymarch, where time flows differently, and return to rescue Cecil and her companions from a tight spot.
Voiced by: Noriko Shitaya

Recruited in her event, "Overcoming Sadness". Rydia joins the party as a powerful magic attacker. She shows up as an adult rather than as a child, causing Cecil to not recognize her at first.

Rydia specializes in enchantments to increase magic damage with her abilities Summon Leviathan and Flare. Her EX Ability, Summon Dragon, calls upon the Mist Dragon's power to unleash a 5 hit attack that ignores defense and lowers water resistance.
15: Flare (IV)
35: Summon Leviathan
EX: Summon Dragon
LD: Radiant Breath
FR: Contrast Burst (with Terra)
BT: Flare Tornado
  • Armor-Piercing Attack: Her LD Ability inflicts the Water Weakness debuff, which outright forces the afflicted enemy to take weakness damage from Water-elemental attacks regardless of nullification or absorption.
  • Big Damn Heroes: Rydia's event starts with her rescuing Raijin, Fujin, and Vivi when they're ambushed by Bombs.
  • Having a Blast: Flare, which also grants a boost to magic attack.
  • Kill It with Water: Rydia is the first character who can force an enemy to gain a weakness to her element regardless of their prior resistances, in this case water with her LD, Radiant Breath; this means there is no content that she can be locked out of if an enemy resists or absorbs water.
  • Lady of Black Magic: She was always one of these as an adult, but it's really shown in this game with how graceful some of her attacks are.
  • Making a Splash: One of her abilities is Summon Leviathan. Her EX ability, Summon Dragon, turns her into a dedicated water mage with its ability to lower water resistance.
  • Me's a Crowd: Like Edge, Rydia can also grant the party the Blink buff that forces the next 3 non-guaranteed enemy attacks to miss. Her Force ability takes this even further by inflicting an unique debuff called Feyfroth on all enemies for up to 5 turns that essentially has the same effect on top of increasing the HP damage they take and lowering their Defense, and her Force Time multiplier increases by +50% whenever someone in the party dodges an enemy attack, letting her easily max it out on enemies that gain extra turns or use threshold attacks.
  • Mundane Utility: Rydia is impressed by Amidatelion's version of Summon Magic - but mostly so they can teleport objects that the party might forget to bring along. Amidatelion says that they don't like to use their power like that.
  • "Not So Different" Remark: Invoked yet defied. Seymour attempts to find common ground with Rydia by way of the fact Cecil killed her mother, the summoner of the Mist Dragon, in relation to the fact his own mother committed suicide for the good of Spira, becoming the Aeon Anima. However, when Rydia says she's already forgiven Cecil for the murder of her mother, Seymour recoils stating that the two actually have nothing in common, him having no desire to forgive the people of Spira for his mother's death.
  • Timey-Wimey Ball: She is an adult, so Dark Knight Cecil and Yang didn't recognize her at first. And since Edge may not have his memories or he didn't meet her yet, no one knew who she was, which hurt her a little until Serah explained the circumstances of time travel.

    Edward Chris von Muir 

Edward Chris von Muir

https://static.tvtropes.org/pmwiki/pub/images/edwardb62718d.png
A Damcyan prince who despises fighting. He possesses a gentle disposition and wandered the world as a bard. After Golbez attacked his home, he was overcome with sadness at the death of his beloved, but found both willpower and confidence during his travels with Cecil and now realizes what his responsibilities are.
Voiced by: Ryō Horikawa

Recruited in his event, "Love, the Melody of Courage." When Cid, Rydia, and Celes are accosted by monsters, Edward comes in and seals their power with his harp, easily removing the threat. Having already been told of the situation, he joins up with the party quickly.

Edward's first ability (Bardsong) lets him do a lot of damage hitting all the enemies, while the second ability (Hide) increases his evasion to a 100%, making him untocheable. Using it again changes it to Return, which causes a lot of damage (almost doubles it) while buffing the entire party. His LD ability puts the enemies to sleep, and as long as you dont attack them, they wont make a move (after five attacks, they will move again).
15: Bardsong
35: Hide (which changes to Return after use)
EX: Mystic Waltz
LD: Lullaby
  • Cowardly Lion: Cecil and Rydia reference how he used to be this trope but it doesn't make him weak. Hope and Vivi confess that they went through similar ordeals and grew stronger from them, heartening Edward.
  • Crouching Moron, Hidden Badass: Don't be fooled by his supportive gameplay and having Hide as one of his skills, Edward is just as deadly of a damage dealer as he is a supporter. Bardsong is a strong AOE ability that batteries the party, Hide can be used as a very potent party battery, and use Return immediately after for lots of damage, and Mystic Waltz can outright prevent the enemy from gaining BRV with abilities at full debuff stacks.
  • Forced Sleep: His LD ability, Lullaby, puts all enemies to sleep for 5 turns and reduces their BRV to 0. The duration of Sleep reduces by 1 whenever the enemy is attacked, and when the debuff wears off, they're delayed for a turn.
  • Magic Music: As usual. Unlike Deuce, who focuses on magic damage, healing, and improving the rest of the party's magic damage, Edward has a focus on buffs and debuffs.
  • Musical Assassin: Edward has the Unique weapon type, which in his case is his harps.
  • Stance System: His Hide skill works like this. While he's hiding, he gains a 100% evasion rate to all attacks and passively regenerates 30% of his max HP every turn, at the cost of reducing the potency of his Hero's Rime. When he uses Return, he unleashes a powerful 5 hit attack and his Hero's Rime returns to its normal potency while removing his evasion and healing.

    Fusoya 

Fusoya

https://static.tvtropes.org/pmwiki/pub/images/c1_89.png
A mild-mannered Lunarian and the older brother of Cecil's father. Forced Zemus into hibernation and watched over the sleeping Lunarians since eons ago while awaiting the evolution of the people of the Blue Planet. Freed Golbez of Zemus's mind control and revealed to Golbez and Cecil the secret of their origins, aiding them to put an end to Zemus's ambitions.
Voiced by: Banjo Ginga

Recruited in his event, "Sage of a Distant Moon." Fusoya comes across a few members of the party while they are investigating a Torsion, politely introducing himself as a Lunarian from another world. When they explain that they're all from other worlds and that they know Cecil and Golbez, he asks to be brought to them — only for the Emperor, and later Exdeath, to interrupt and pursue them. Despite Fusoya's own great power, he and the others are unable to ward off the combined onslaught, but Golbez arrives and they cast Double Meteor to make the Emperor and Exdeath flee.

Fusoya is a balanced magic attacker and support unit capable of shutting down enemy turns through paralysis. Able to retain BRV even after HP attacking, he is a reliable unit that can boost party damage while extending debuffs.
15: Spirit Blast
35: Hold
EX: Twin Meteor
LD: Lunar Quake
FR: Omniblast (with Strago)
BT: Black Magic to Eradicate Evil
  • Assist Character:
    • Golbez steps in to assist Fusoya in casting Twin Meteor (Double Meteor) for his EX. Golbez is in his full Tin Tyrant costume since this attack is based off when they used it in the original FFIV.
    • Golbez appears once again to assist with Fusoya's Burst Attack, Black Magic to Eradicate Evil (based off the Band Ability Double Black Magic). Unlike his EX, this time Golbez is in his armor-less costume, since Band Attacks were introduced in The After Years.
  • Cool Uncle: Cecil and Golbez's uncle, which makes him Ceodore's granduncle. This is also the first time Fusoya has ever met Ceodore (or even learned of his existence) since he was taken out of The After Years prior to Golbez joining the heroes.
  • Forced Transformation: As Quina Quen's Force Partner, he casts Toad on the enemies so that Quina can happily eat them!
  • Heroic Willpower: When Alisaie is feeling stressed, Fusoya simply instructs her to close her eyes and take deep cleansing breaths. Alisaie is shocked that it was so effective, but Fusoya simply points out that because she had been so open to his assistance, that that was what made it so effective.
  • I Did What I Had to Do: How he views his actions towards the mad Lunarian, Zemus. While he wishes he could have reached out and convinced Zemus to live in peace, in the end he holds no regrets in forcing the black-hearted Lunarian into a deep slumber, and then eventually assisting in his destruction.
  • Lunacy: As a Lunarian, he learned his magic from the twin moon, this is reflected in his LD attack which is the 'Lunar' version of Quake.
  • Mythology Gag:
    • His EX skill animation involves him and Golbez gathering power for Meteor by holding an orb of energy that flashes between red and green, referring to Golbez' casting animation in the original game.
    • His BT Attack animation has himself and Golbez taking on the pose for the Band abilities, as the attack is based off their combined attack 'Double Black Magic'. Unlike his EX which features Golbez as he appears in the original FFIV, during his Burst Golbez is in his paid costume from The After Years, since that's when the attack was used.
  • Old Master: Even the likes of Galuf, Dorgann, and Minwu are impressed with Fusoya's magical power and skill, and both the Emperor and Exdeath acknowledge him as a threat. Fusoya is notable as potentially being one of the oldest characters in the entire Final Fantasy franchise, and he has the wisdom to show for it.
  • The Paralyzer: Not only can he inflict Paralyze on all enemies with his second base skill, something basically all other characters can only do either with an attack with limited availability or at a low chance to do so, he's also able to extend its duration by 2 turns with every use of his LD skill.
  • Support Party Member: On top of providing the usual party buffs and auras, he's also able to grant the party the ability to gain a set amount of BRV after every HP dump based on their Initial BRV stat.
  • Talking the Monster to Death: Actually attempts this on the Emperor and Exdeath, of all people, imploring them to look within to realize if what they are doing is actually right. This being two of the worst villains they immediately decline, with the Emperor even noting 'looking within' was a waste of time beneath him.
  • You Remind Me of X: With how long-lived and wise he is, Bartz says Fusoya reminds him of the sage turtle Ghido from his own world. This comparison leaves the others a bit confused with Trey pointing out that comparing the Lunarian to a turtle might not be as much of a compliment as Bartz thinks (although Bartz tries to defend Ghido, pointing out the old turtle actually fought Exdeath one-on-one once). Fusoya, on the other hand, is honored to be compared with someone who obviously holds a place of reverence in Bartz's mind.

    Ceodore Harvey 

Ceodore Harvey

https://static.tvtropes.org/pmwiki/pub/images/ceodoreefe0d20.png
Alternate Skin 
Prince born to the heroes King Cecil and Queen Rosa of Baron. Though troubled by the expectations thrust upon him due to his extraordinary parentage, by overcoming numerous trials he would come into his own.

In Act 3, Chapter 1, after the party is separated from each other Ceodore finds Tidus wandering around on his own trying to find everyone again. He explains to Tidus that he is Cecil and Rosa's son and that he's looking for them, and since Tidus has a light compass he can help... but Tidus thinks to himself that he doesn't believe Cecil and Rosa remember that they have a son.

Ceodore is a holy element attacker, able to imperil the holy element and empower himself (at the cost of weakening himself afterward, like in his own game). He also works as a burst healer who functions best at high HP across the party.
15: Saint's Blast
35: Awaken
EX: Vibra Plus
LD: Divine Heal
BT: Cerulean Dive
  • Awesomeness by Analysis: It's hinted that this is his true strength in Kain's Intertwined Wills event—his group couldn't outright defeat a centipede monster, but Ceodore deliberately blinding it in one eye allowed them to get away and weakened it enough for Kain's group to beat later.
  • Birds of a Feather: With the Onion Knight, as young warriors of age with each other who have a great legacy to live up to (Onion Knight with the Warrior of Light and Ceodore with his parents).
  • Broken Pedestal: Rare positive example when it comes to how Ceodore views his father; back in their homeworld Cecil is the legendary hero king, but in the world of Opera Omnia there are many other heroes who have saved their own worlds. Seeing other heroes treating Cecil as more than just The Chosen One allows Ceodore to view himself as more than just the son of a hero.
  • Combat Medic: Ceodore can be described as an offensive healer, mostly thanks to his LD ability.
  • Combination Attack: His Burst Attack, Cerulean Dive, has him teaming up with his mentor, Kain. Kain even uses a Scimitar as opposed to his usual spear, as a Call-Back to when Kain first met Ceodore in The After Years.
  • Fighting Your Friend: He fights Kain and Rosa - his own mother - to prove his resolve and ability to save his father Cecil from the Cloud of Darkness and Xande. He later fights Cecil as well to prove how strong he has become.
  • Foil: To Tidus. Both of them struggle to live up to their parents' image, but they differ in that Ceodore has nothing but immense respect for his parents and the idea intimidates him. Tidus, on the other hand, has a less favorable view of his father (though their relationship is much better than it used to be) and relates to Ceodore in this way to help the latter become more sure of himself.
  • Heroic Self-Deprecation: He still measures himself against his mother, father, and Kain at times, believing himself to be a vastly inferior warrior compared with them.
  • Light 'em Up: He specializes in the holy element, focusing on dealing that kind of damage and making enemies weak to it.
  • Me's a Crowd: A magical copy of himself appears for his EX and LD abilities, which act as a stand-in for his other party members in his own game where these were Band abilities instead.
  • Power at a Price: Just like in The After Years, Awaken massively empowers him but after it wears off he'll take heavy damage.

    Ursula Fang Leiden 

Ursula Fang Leiden

https://static.tvtropes.org/pmwiki/pub/images/c1_11.png
Only daughter to King Yang of Fabul. She greatly admires her father's strength, and is frustrated with his refusal to train her. Yang finally acquiesces once she realizes that true strength comes not from power alone, but along with compassion. She has a good companion in Ceodore and his similarly royal parentage.

Recruited in her event, "Gentle Fist." Charged by Materia to search for her father and the others, she catches up to them and insists on fighting alongside everyone despite her father's protests. After proving herself and battle against her father and getting the support of her friends, Yang acquiesces and she joins the party.

Ursula's main focus in battle is to circumvent her enemies' defenses. She is also capable of restoring her party's BRV and using her teammates' BRV values to attack without depleting their BRV.
15: Tenketsu
35: Chakra
EX: Five Star Crimson Palm
LD: Crimson Legs Of Fury
FR: Dual Turning Palm Strike (with Ashe)
BT: Petal Whirlwind
  • Acceptable Breaks from Canon: Normally Petal Whirlwind is a four-way Combination Attack between Ursula and Porom, as well as the dwarven princess Luca and the epopt-in-training Leonora. As the latter two were not released in DFFOO at the time of Ursula's Burst release, the attack is done only with Ursula and Porom.
  • Armor-Piercing Attack: All of her abilities are designed to get around the enemy's defense in a variety of ways: Tenketsu instantly breaks the enemy before dealing HP damage or BRV hits, Chakra batteries the party to maximum BRV before dealing a HP attack that doesn't consume Ursula's BRV, both EX and LD ignore enemy defense and the limited-use HP attack replacement gained from using her LD deals full HP damage to all enemies based on each party member's current BRV without consuming BRV.
  • Attack Its Weak Point: The Tenketsu debuff allows Ursula to do weakness BRV damage to an enemy. It can be inflicted using her S1 or her EX attack.
  • Birds of a Feather: With Ashe; both are Warrior Princesses and they team up for Ursula's FR ability.
  • Boyfriend-Blocking Dad: During Iris's debut chapter discussions occur of some of the younger members of the party such as the female Type-0 students along with Ursula about their dreams to go out on dates. Yang is aghast to discover this about his daughter and even as the others try and assure him it's a normal part of growing up, Yang cannot shake his fatherly instincts that his daughter is still too young and hasn't even finished her training yet.
  • Defeat Means Friendship: Yang faces her in battle as a test of her resolve before letting her join the party.
  • Difficult, but Awesome: Ursula's Burst Effect sets the entire party's Brave to max after every attack, as well as increasing said Max BRV by a staggering 50%. That being said, even with a hefty duration of ten turns, with the way Ursula can gain free turns it still can be hard to get the most out of her Burst without accidentally using it up early.
  • Extra Turn: If a party member's turn is right after an enemy's turn, her LD buff allows her to take an extra turn before that party member.
  • Foil: Her relationship with her father is already compared with Ceodore's in their own game, but in the same way Ceodore and Tidus are Foils, so are Ursula and Yuna, completing the circle. Both Ursula and Yuna follow in their fathers' footsteps, but while Ursula gets to train with her father Yuna can only wish she could (and admits her envy that Ursula is able to do so). It's driven home when Lulu talks to Ursula about pushing herself too hard just like she does with Yuna.
  • Healing Hands: Not so much in gameplay, but she does restore BRV to her allies. However, in a cutscene when Galuf throws out his back on a hike, she uses her Chakra to heal him. When he feels reinvigorated enough to run off, her protests that he should still take it easy go unheard. All she did was remove the pain, but he runs the risk of making it worse.
  • Humble Hero: Ursula is surprised when all of her allies speak of her strength, stating that she is still a disciple with a lot to learn. Even Cecil says her aid in battle was invaluable.
  • No-Sell: Her LD buff prevents the party from being broken, and since Charka directly sets everyone's BRV to maximum, it ignores the normal BRV gain reductions from everything past the Chaos difficulty.
  • Parent-Child Team: When executing her Five Star Crimson Palm, she is assisted by her father Yang.
  • Support Party Member: Ursula offers the party some fantastic auras as well as a unique LD buff that makes everyone unbreakable while simultaneously preventing everyone's current BRV from dropping below 20% of their maximum BRV. Her Burst only increases her strength to the party by boosting Max BRV by an additional 50% on top of her normal buffs, as well as setting the party's BRV to maximum after every HP attack.

    Leonora 

Leonora

https://static.tvtropes.org/pmwiki/pub/images/c1_40.png
A young woman aspiring to become an Epopt of Troia, guardians of the Earth Crystal. Under the tutelage of the black mage Palom, she overcomes the trials necessary to become an Epopt. First determining to learn black magic in order to protect her country, her blossoming talent leads her to pursue the path of a sage like her tutor.

Recruited in Act 4, Chapter 6. When Leonora finds herself alone in a new world, her first encounter is with Xande, of all people. After being told where to go, and how to use her "will" to find her friends, Leonora reunites with her teacher Palom and the others and learns who Xande was. Still dedicated to becoming a sage who helps people, she becomes determined to understand Xande and anyone else who needs help, starting with Nabaat.

Though a trainee in black magic, Leonora can deal heavy damage and in conjunction with her white magic she is a powerhouse of support and healing. She is also the first black crystal FR charger in the game, and keeps the black magic flying with her Flare follow-up spell.
15: Yet a Trainee
35: Holy
EX: Particle Bomb
LD: A Little Black Magic
FR: Mergecast (with Arciela)
BT: Infinity
  • All Your Powers Combined: Her Burst Finisher, Infinity, is a Band Attack from The After Years combining Leonora, Rosa, and Porom's White Magic with Rydia and Palom's Black Magic for a devastating magical attack. Although all band members are currently in DFFOO, only Leonora is present while every other mage is represented by colored orbs (similar to Edge's LD attack).
  • Assist Character: As Leonora is Palom's apprentice, he shows up to lend a hand for her EX and LD attacks. The only attacks Leonora uses on her own are her White Magic abilities, as that was the only magic she had mastered as an Epopt-in-training.
  • Auto-Revive: In addition to granting the entire party Last Stand (HP to 1 if KOed and health was at least 50%), but should a party member get downed on her watch, her overhead Epopt Trainee's Providence will revive them automatically at 50% HP at the start of her turn. Although, the revive effect doesn't work on herself.
  • Combat Medic: Leonora shows off her White Mage roots as every one of her skills except her LD ability heals the party's health, with most of her skills also granting over-healing. This is useful for Leonora since her overhead, Epopt Trainee's Providence, is boosted based on the party's healing (like with Aerith's Burst overhead), and also since her follow-up attack, Flare, will only activate while Leonora has full health. She also has the unique ability to allow the party to heal 1% of their maximum HP when anyone in the party gains BRV from any source, which has the potential to grant them lots of extra healing not only from their normal attacks, but things like traps and counter-attacks as well.
  • Fire/Ice Duo: Particle Bomb is a Band Ability in which Palom attacks with ice magic followed by Leonora using fire magic, causing a volatile reaction between the opposing elements.
  • Fire, Ice, Lightning: Her LD Attack has her using Fire, Blizzard, and Thunder under Palom's direction. Like many other abilities that present multiple elements, the move is actually a non-elemental magic attack.
  • Inept Mage: She's still an Epopt in training. In a couple of cutscenes, she tries casting black magic, but fails (just like in The After Years) and accidentally gains the attention of powerful monsters. In battle, though, she can wield both black and white magic perfectly fine.
  • The Ingenue: Leonora is nothing but pure-hearted, polite, and kind, even perhaps more so than in her own game, though she does have a backbone. She speaks in a formal, almost old-fashioned "princess" tone and several other characters comment on her naivete and optimism.
  • Morality Pet: She becomes this to Nabaat, and to a lesser extent, Xande.
  • The Redeemer: She put in a lot of work to make this happen, but she is ultimately successful in helping Nabaat complete a Heel–Face Turn, and to a lesser extent, is also instrumental in helping Xande become less antagonistic towards the heroes.
  • Silk Hiding Steel: Leonora is nothing but nice and polite to everyone she meets from the moment she arrives. However, once Nabaat insults Palom, she doesn't hesitate to snap back at her, pull out her weapon, and fight her, only to then politely ask again for Nabaat to take back what she said.
  • Spam Attack: As long as Leonora is at full health (or higher) she will follow any action by casting Flare on the enemy, with damage being based on the value of her overhead, which is also what her LD ability's damage is based on, with her Burst buff tripling the amount of healing stored in it for its duration. This followup is a reference to the Dualcast ability, which Leonora, Palom, or Porom can learn from the Dark Crystal located in the Depths of the True Moon.note 
  • Sympathy for the Devil: Leonora develops this for Nabaat after she explains she is the way she is because of her harsh background back on Cocoon. While the others either don't buy it or don't feel it's good enough justification to risk her traveling with them, Leonora instead tries to encourage her to live a different life. She also develops this for Xande over the course of Act 4, Chapter 6, Part 2, especially when she sees the contrast between her relationship with Palom and Xande's relationship with his own teacher, the Great Magus Noah.
  • Taking the Bullet: In a direct parallel to Dysley killing Nabaat in XIII, the Emperor tries to do the same to Nabaat here, but Leonora jumps in the way and takes the magic blast instead. Nabaat had already denounced the Emperor, but this final push may have been what Nabaat needed to actually switch sides. Leonora, thankfully, is able to recover and does not meet the same fate that Nabaat did in her own world.
  • Wide-Eyed Idealist: She's naturally kind-hearted, with Palom even mentioning that while her magical aptitude needs work, her desire to help everyone without question easily has her set to be a great Sage one day, even more than himself. Of course, she gets called out on this idealism as well when she attempts to befriend the likes of Xande and Jihl.

    Golbez 

Golbez

https://static.tvtropes.org/pmwiki/pub/images/dffoo_golbez.png
Alternate Skin 1 
Alternate Skin 2 
A man clad in black armor, prisoner to wicked thoughts. In order to gain control of the Crystals, he manipulated the Baron army from the shadows and brainwashed Kain, causing Cecil and his allies to suffer through countless acts of cruelty. After he is freed from the evil possessing him, Golbez atones for his actions by hewing a path for his younger brother Cecil.
Voiced by: Takeshi Kaga

First appears in Chapter 8 (Act 1) launching an airship raid on the party. He does not quite seem to be under Mind Control as in the beginning of his home game, but he is somewhat disturbed that Cecil is still a Dark Knight and not a Paladin in this world. He is finally recruited in his Character Event, "Golbez, Clad in Darkness" (which takes place after Act 2, Chapter 2).

As a playable character, Golbez is a powerful magical knight using variations of the Shadow Dragon he summoned in his home game as his weapons. Rising Wave is a dark-based Melee BRV + Magic BRV HP Attack that hits a single target, whereas Glare Hand is the same but hitting the entire enemy party, splitting HP Damage. Both of his abilities grant him the unique buff Shadow Dragon, which increases the potency of his skills and allows his dragon to attack as well for additional BRV+HP damage after each cast. His EX Ability is Twin Meteor, a party-wide dark-based BRV+HP attack that strikes twice, simultaneously debuffing enemies to take increased damage from dark elemental attacks while refreshing and maxing out Golbez's Shadow Dragon buff.
15: Rising Wave
35: Glare Hand
EX: Twin Meteor
LD: Black Fang
FR: Dragon Crest's Fiery Glow (with Freya)
Burst: Twin Moon
  • Aloof Ally: Practically the textbook definition, while he is willing to relinquish his dimensional coordinates to Cecil, he refuses to actually join the party as he is terrified using the Torsions may release a power that will render him Brainwashed and Crazy again. He does join full-time in Act 2, Chapter 10, but his fear of being used is one of his motives because Spiritus' warriors are susceptible to Ardyn's control when isolated.
  • Anti-Villain: Following his characterization in the original Dissidia, Golbez's main goal seems to using his position as a warrior of the opposing god to help and motivate Cecil.
  • Anonymous Benefactor: At the end of Arc 2, Chapter 1, he secretly provides the party with a new airship after their first one is destroyed by Caius, prompting Kuja to ask him why the party interests him so much.
  • Armor-Piercing Question: When Kuja tries to coax Golbez into just relenting to his desires and join Cecil's party, Golbez immediately turns it around, pointing out Kuja's surrendered his own dimensional coordinates long before he had, and why he hasn't joined up with Zidane. Caught off-guard, Kuja just stutters that he only gave up his coordinates on a whim before angrily stomping off.
  • The Atoner: Properly becomes one at Act 2's Final Chapter where he joins the party on their airship to help protect the crystal core of darkness.
  • Big Brother Instinct: Generally expresses concern for Cecil and his lack of memories whenever he shows up.
  • Black Eyes of Evil: Subverted; he has shadowy black eyes in his second alternate costume where he doesn't wear his armor, but this is from his appearance in The After Years, where he is unambiguously good. Curiously, his eyes are not shadowed in that game.
  • Bond Creatures: His "weapon" is actually a serpentine dragon that attacks on command.
  • Casting a Shadow: All of his attacks are of the Dark-element. His EX Ability, Twin Meteor, also debuffs the enemy with [Dark Resist Down], making them even more vulnerable to Golbez's abilities.
  • Colony Drop: His EX Ability is Twin Meteor, which calls down not one, but two powerful Meteor attacks on the enemy party for massive damage. Once fully Realized, a third Meteor is added to the attack.
  • Combination Attack: If Golbez increases his special framed buff [Shadow Dragon] to Level 2 or 3, his dragon will join in on his special attacks, biting the enemy for additional Melee BRV + HP Attacks.
  • Composite Character: His gimmick (his attacks are stronger with his Shadow Dragon buff active) comes from Dissidia NT, but his base skills (Rising Wave and Glare Hand) are taken from the PSP Dissidia games.
  • Death Seeker: Reveals that this is his motivation - he wants Cecil to find the light within himself again so Cecil can finish him off. Eventually the group convinces him that this won't be a case of Death Equals Redemption and invite him to join the group, which he declines at first because there is still something he needs to do. He does reluctantly provide Cecil his dimensional coordinates during his Character Event.
  • Dragon Knight: Golbez is typically a Tin Tyrant, although in this game he actually uses dragons as his weapon of choice, while decked out in full black armor, invoking this trope (in a different way than Kain Highwind does).
  • Foil: As can be expected, he is this to his brother, Cecil (Paladin); whereas every ability of Cecil is Holy-based, Golbez is entirely Dark-based, their EX Abilities even inflict the same Element-Resistance Down debuff, just for their particular elements. Not only that, as far as story in concerned, Cecil seems hesitant to regain his memories for selfish reasons; he wants to remain blissfully unaware as a Dark Knight so he can forget how he turned traitorous on his kingdom. Conversely, Golbez is terrified he will lose his memories and end up mind controlled by Zeromus, thus he selflessly stays away from Cecil and the party in spite of clearly wanting to join them.
  • Friendly Address Privileges: He initially demurs when it's suggested that Ceodore start calling him "uncle" because they never addressed each other that way on their journey, but decides to accept it after encouragement from the others.
  • Genre Savvy: With every major hero and villain showing up out of the woodwork thanks to the Torsions, he is aware of the very real possibility that Zeromus may also make an appearance, and is afraid he will succumb to the crazed Lunarian's mind control again.
  • Hand Blast: Although his equipped weapons are Shadow Dragons, most of Golbez's attacks (at least the magical aspects of them) are blasts of dark magic out of the palms of his hands.
  • Magic Knight: Golbez's ability attacks are all combination Physical and Magical BRV Attacks, occasionally followed by an addition Physical Attack by his dragon. That said, his "weapon" is actually his dragon itself, so he does not wield dark swords or axes like he does in the source material.
  • Power Floats: Golbez is an extremely potent magic-user, so in spite of being a giant man decked out in full armor, he typically floats under his own power in battle save for his victory animation.
  • The Power of Creation: Golbez is the first to discover a new function of the Torsions: the ability to bend space-time and bring something into being, which is how he creates the party's second airship.
  • Suicide by Cop: When Cecil refuses to kill him outright, Golbez attacks the party so that Cecil will have to kill him to protect his friends. It still doesn't work.
  • Walking Shirtless Scene: Golbez's second alternate costume is his "Man in Black" appearance from The After Years, where he wears nothing but a cape, loincloth, and some jewelry.

    Rubicante 

Rubicante

https://static.tvtropes.org/pmwiki/pub/images/c1_3_9.png
The strongest leader of Golbez's four archfiends. Wrapped in a crimson mantle, he rules the element of fire. Both a warrior and a gentleman, he respects his opponents and believes in doing battle fair and square. Although Edge bears a bitter grudge against Rubicante for having brought the prince's home to ruin, they recognize each other as rivals.
Voiced by: Norio Wakamoto

Summoned in "Rubicante, the Autarch of Flames." After finding that he has been revived once again, Rubicante is pleased to learn he is under nobody's control this time, and delightedly joins up with Golbez again, this time as a comrade rather than a servant. Since Golbez is traveling full time with the party at this point, Rubicante is reintroduced to everyone, only for some tension to arise at the thought of Edge working alongside him.

Rubicante is a fire magic attacker with some healing, tanking, and follow-up attack capabilities, allowing him to counterattack enemies and bring a nearly endless stream of burning attacks.
15: Firaga
35: Absorb Blizzara
EX: Inferno
LD: Soulscald
FR: Warrior's Pride (with Leo)
BT: Geryon Be Its Name
  • All Your Powers Combined: His Burst Finisher is based on Geryon from the DS release of Final Fantasy IV, in which all four of the elemental fiends combine into one Super Boss. While Rubicante does not actually take the form of Geryon, he does use its massive sword and shield in order to conjure Scarmiglione's Poison Gas, Cagnazzo's Tsunami, Barbariccia's Maelstrom, and his own Inferno.
  • Back from the Dead: To a point where it's almost an inside Running Gag for the fiend; he's been revived by Zemus, by the Invaders, and now by the Land of Respite. Revival is such a common thing for Rubicante that when he realizes he's back, he simply expresses joy that no one is controlling him this time.
  • Commonality Connection:
    • With Neon; both are powerful fire users, Rubicante is the Archfiend of Fire and Neon is connected to Marilith, the Elemental Fiend of Fire, and both are fiercely loyal to wielders of great darkness (Golbez and Jack Garland). Rubicante actually challenges Neon to a friendly duel during his introduction event, this being the first time the rest of the party meets her.
    • As far as it goes with his FR Partner, General Leo, both are high ranking members of the enemy faction who have a strong sense of nobility and morals in spite of their actions. Both have also expressed a lack of remorse for their deeds, Leo as he did so for the betterment of the Gestahlian Empire (although he does condemn Emperor Gestahl and Kefka personally) and Rubicante that he was following the orders of Master Golbez.
  • Counter-Attack: He counters BRV and HP damage with Counter Fira with his default framed buff up, and with his Burst buff, he follows that with Counter Firaga, dealing up to 6 dumps of HP damage per counter.
  • Damage-Sponge Boss: Normally fought as a boss several times in his home game, this seems to be invoked in his defensive kit. Between his Skill 1/EX Buff, LD Buff, and his c65 boost Rubicante can boast a staggering minus 120% HP DMG Taken (with an additional -10% if equipping his EX Sphere) and minus 100% BRV DMG Taken. Not only that, but he has Last Stand, and if his Force Time is active, Rubicante's health will always be restored back to 50% if knocked below that threshold (similar to Basch). This translates to him being able to body a lot of punishment so he can trigger his fiery counters without worry.
  • Easily Forgiven:
    • After he was revived in The After Years by the Invaders and forced to attack Golbez, he is sure his former Master will never forgive him. Immediately after Golbez appears and invites the fiend to join him.
    • Everyone from their original world is quite sure Edge will outright refuse to accept Rubicante into the party, yet the ninja surprises everyone by not complaining about the fiend's inclusion. When pressed Edge admits while he wouldn't go as far as saying he doesn't still hate the demon, he admits if they've already forgiven Golbez, it would make no sense to not forgive his former servant who was acting on his orders.
  • Even Evil Has Standards: Make no mistake, Rubicante is still the fiend of fire; he expresses absolutely no remorse over setting the kingdom of Eblan ablaze nor killing Edge's parents, however he is disgusted that Dr. Lugae used the bodies to make monstrous creations. He states outright he always wants a fair fight and cannot stand trickery nor deceit.
  • Exploited Immunity: His second base skill has him take advantage of the fact that his cloak of fire allows him to absorb water- and ice-elemental damage, his natural weakness, by casting Blizzara on himself, which heals both him and the party.
  • Femme Fatalons: His weapons are nails or claws, or in one case Wolverine Claws made of blue flames. They are all classified as hand-to-hand weapons.
  • Gameplay and Story Segregation: Rubicante's cloak does not give him natural immunity to water and ice attacks; the only way it shows in gameplay is that he casts Blizzara on himself for his "Absorb Blizzara" ability. Similarly, he takes normal damage from fire elemental attacks in turn.
  • My Greatest Failure: Laments that his biggest regret was being revived by the Invaders and forced to attack Golbez, as he has nothing but respect for his former Master.
  • Nigh-Invulnerability: Like Basch, his Force Time lets him instantly heal back to 50% if he drops below that and as expected from a tank, Rubicante has Last Chance Hit Point as well as a Lock aura from his default buff, although unlike Basch, he doesn't redirect all party HP damage to himself and shares his weakness of still being killable by attacks with multiple HP dumps.
  • Noble Demon: Rubicante's distinct trait, while he is a fiend he always wants a fair fight. Funny enough at the end of his Character Event when he is injured he assumes Rosa healing him was their way of mocking him, before they affirm they are just showing him the same level of honor he showed them.
  • Playing with Fire: As expected from Fiend of Fire, all his attacks deal fire BRV damage and imperil the enemy to it on top of enchanting the party with the fire element.
  • Undying Loyalty: The first thing he does upon arriving in the World of Respite is beg Golbez to command him again, only for the reformed Golbez to assure Rubicante he is not looking for servants, but would gladly fight by the fiend's side as his equal.
  • Villainous Rescue: His presence in The After Years in which he assisted Edge in how to defeat the Ifrit Eidolon is brought up a few times and is one of the biggest reasons the IV crew are willing to put previous disagreements aside.

Introduced in Final Fantasy V

    Bartz Klauser 

Bartz Klauser

https://static.tvtropes.org/pmwiki/pub/images/dffoo_bartz.png
Alternate Skin 1 
Alternate Skin 2 
A young, carefree man who travels the world accompanied by his loyal chocobo, Boko. After the appearance of a meteorite and a young woman named Lenna, he is chosen to be a Warrior of Light by the Crystals to defeat Exdeath. While he doesn't let much trouble him, he still can't get over his fear of heights.
Voiced by: Soichiro Hoshi

Recruited at the end of Chapter 3 after he appears from a Torsion out of nowhere, joining up with the party with no problems due to his friendly demeanor, despite not knowing any of them.

Bartz specializes in dealing massive single target BRV damage, shaving down enemies with Doublehand and granting more BRV to his party with Missile. His EX ability, Iainuki, does high BRV and HP damage to a single target while simultaneously acting as a BRV Battery for the party.
15: Doublehand
35: Missile
EX: Iainuki
LD: Elemental Attack
FR: Travels & Courage & Partners (with Squall)
BT: Quick Spellblade Dual-Wield Rapid Fire
  • All Your Powers Combined: His Burst ability, Quick Spellblade Dual-Wield Rapid Fire, combines abilities from all of his allies: Krile's Quick Dualcast, Faris's Spellblade Sword Dance, Galuf's Dual-Wield Bladeblitz, and Lenna's Rapid Fire and Phoenix finisher.
  • Animal Motifs: Along with his usual Dissidia costume having a chocobo-shaped pauldron, one of his signature weapons is the Chocoblade.
  • Armor-Piercing Attack: More of an Armor Piercing Buff, but Bartz's Adventurous Spirit buff reduces all enemies' resistance to Wind, and it works even if they have immunity to imperil debuffs.
  • Balance Buff: HP conditionals on Doublehand Extend along with overflow into HP damage on both skills (and a more potent Missile+) turn him into a better offensive-support unit that helps his turn efficiency.
  • Blithe Spirit: His carefree attitude and constant cheer are huge boost to everyone else in the party. They find themselves missing it very much when he becomes catatonic in Act 2, Chapter 8 and vow to help him the way he helps them.
  • Blow You Away: With Bartz's LD comes a special effect called Good-Luck Charm, which not only enchants Bartz's attacks to do wind damage, but also imperils enemies against wind even if they are normally immune to imperil debuffs.
  • Composite Character: In reference to how a Freelancer or Mime can equip the abilities of Mastered Classes, Bartz simultaneously uses Doublehand, a Knight ability, Missile, a Blue Mage spell, and Iainuki, a Samurai ability. His LD Skill is Elemental Attack, which is a reference to the Gladiator ability Finisher, it always hits for weakness damage and says "Finisher!" when Bartz uses it. His Burst Attack combines elements of all of his allies job abilities, creating an attack called Quick Spellblade Dual-wield Rapid Fire (Time Mage, Mystic Knight, Ninja, and Ranger with a Summoner twist).
  • Empty Shell: He spends much of Act 2, Chapter 8 in a catatonic state after giving up all his memories and feelings to his dark manikin. It eventually returns them to him when the party catches up.
  • Evolving Attack: Like the rest of the FFV cast, Bartz masters his abilities upon usage, making them stronger.
  • Failed a Spot Check: Bartz confuses people for Manikins and vice versa more than once.
  • Heroic Sacrifice: When he sees that his Dark Manikin is tormented by having had to carry all his painful memories, Bartz allows it to take all of the happy memories and feelings he currently has.
  • Hidden Depths: He's lighthearted and seems not to think things over that deeply. However, he always supports his friends in their emotional troubles and immediately tells his Dark Manikin to give back his painful memories when he meets it.
  • Iaijutsu Practitioner: Bartz's EX Ability is Iainuki, although his signature weapons are actually European-style swords instead of katanas it is based on the Samurai Class ability, which does originally use katanas.
  • Let's Get Dangerous!: Despite being lighthearted and friendly to everyone, Bartz shows just how seriously he takes things at several points. When his dark manikin shows up, Bartz tells it immediately to give his memories back, without any hesitation over how painful that might be.
  • Memory Gambit: Bartz pulls one in Act 2, Chapter 8, by giving all of his memories - good and bad - to his Dark Manikin to give him the strength to fight off Exdeath's influence, which leaves Bartz an Empty Shell temporarily.
  • Nice Guy: He's unfailingly supportive of his friends, such as in Act 2 Chapter 2 when the dark manikins start voicing Cecil's insecurites about the bloodshed that continued after he became a Paladin. It makes them extra determined to repay the favor when Bartz loses his memories.
  • One-Handed Zweihänder: While Bartz wields swords rather than greatswords in this game, they are rather larger than others characters' sword weapons and he still wields them one-handed. However, one of his abilities, Doublehand, allows him to swing two-handed for extra BRV damage.
  • Percent Damage Attack: Just like the original attack true to Final Fantasy fashion, Missile cuts down a percentage of the target's BRV before Bartz follows up with a normal BRV Attack (along with a defense down debuff with his 35CP passive).
  • Power Copying:
    • Toned down heavily from his typical appearances in the Dissidia franchise, his second ability is Missile, a Blue Magick spell that can be learned from several enemies in his home game; including Gilgamesh who used the same move in his Dissidia 012 moveset.
    • More in line with his Dissidia incarnation, Bartz's Burst Attack copies elements of all his allies; Krile's EX (Quick), Galuf's EX (Dual-Wield), Faris's LD (Spellblade), and Lenna's Skill 1 (Rapid Fire, although he does use Lenna's Phoenix summon from her EX as the final projectile).
  • Speaks Fluent Animal: Because of his relationship with his best friend Boko, Bartz can talk to Chocobos... or rather he thinks he does, so Mog is the one who actually translates. (He misinterprets a chocobo who is thinking of love as thinking of lunch.)
  • Stepford Smiler: Subverted. Bartz's friends feel bad for not realizing he was keeping up a brave face for their face, but Galuf suggests rather that Bartz simply didn't notice his growing nostalgia until it overwhelmed him.
  • Support Party Member: While his damage output isn't anything to scoff at, post-awakening, post-rework and post-EX+, Bartz is much more of a very solid offensive BRV battery with solid party wide invisible aura buffs thanks to his crystal level 50 passive, Simple Mastery (increases party stats for each of his two skills mastered).
  • Unusually Uninteresting Sight: Bartz is barely fazed when he reunites with his father Dorgann, since by this point many members of the party got the chance to reunite with their lost loved ones. Dorgann is a little put off by his lack of surprise, but they're happy to see each other again regardless.
  • Why Did It Have to Be Snakes?: He's vocally unhappy about climbing the heights of Capta Est Tower.
  • You Didn't Ask: When scolded for not revealing that Faris is a woman, Bartz is puzzled by the notion that he was somehow obligated to do so.

    Galuf Halm Baldesion 

Galuf Halm Baldesion

https://static.tvtropes.org/pmwiki/pub/images/dffoo_galuf.png
An elderly warrior suffering from amnesia. In truth, he is the king of Bal and one of the four Warriors of Dawn who sealed away warlock Exdeath in the past. Only when he reunites with his cherished granddaughter, Krile, does he fully regain his memories. In fear of the crystals' imminent destruction, he joins Bartz's party on their quest.
Voiced by: Hiroshi Naka

Recruited in Chapter 6. Galuf joins the party after they find him unconscious in the middle of the road, and from then on he dispenses fatherly wisdom to everyone whenever they require it.

Galuf is a defensive tank character, using Cover he will take a single-target attack meant for a selected ally, while Cover+ allows him to cover both allies at once. Shirahadori (formerly named Blade Block) grants Galuf a major evasion boost against physical attacks, while Shirahadori+ grants an even greater evasion boost while giving Galuf the ability to counterattack with a successful dodge. His EX ability is Dual Wield Bladeblitz, a group melee BRV attack + a single target HP attack.
15: Cover
35: Shirahadori
EX: Dual-Wield Bladeblitz
LD: Dawn Katana
  • Acceptable Breaks from Canon: Galuf's EX Ability is Dual-Wield Bladeblitz. However, Bladeblitz is an ability of the Gladiator class which is from the Game Boy Advanced port of FFV, and as such, is unavailable to the party until after Galuf has permanently left the party (due to being killed by Exdeath).
  • Always with You: Galuf gives one of these to Krile and Bartz... although ironically he doesn't die here, but instead it's foreshadowing to the fact Galuf dies halfway through Final Fantasy V and will be forced to leave them, but will always be with them in spirit.
  • Anger Born of Worry: He gives Bartz quite a lecture after Bartz is restored to his memories and feelings and reminds him to consider that there are many people who care about him now, not just his fellow Light Warriors from their home.
  • The Atoner: When the Warriors of Dawn seal Exdeath (along with Eald'narche and Kam'lanaut) again, Galuf is quick to stay behind with Dorgann, along with Kelger, to stand vigil together this time as opposed to leaving Dorgann to do it alone.
  • Berserk Button: Seeing one of the Manikins take the form of his granddaughter Krile sends Galuf into an angry fit that causes him to abandon the party and run blindly into a torsion after it.
  • Brutal Honesty: He doesn't soften his words at all when talking about his death (whether the likelihood of it or the revealed fact), even in front of his granddaughter.
  • Composite Character: Like other members of the FFV crew, Galuf uses signature abilities of different classes in his moveset. He uses Shirahadori, a Samurai skill, and Cover, a Knight skill. His EX Ability is Dual-Wield Bladeblitz, which is a combination of the Ninja ability Dual-Wield and the Gladiator ability Bladeblitz.
  • Counter-Attack: Galuf specializes in this, countering physical (melee and ranged) attacks that he evades with Shirahadori and his LD buff also grants him a second, much stronger counterattack called Final Strike that's also triggered even if he doesn't evade a physical attack.
  • Daddy Had a Good Reason for Abandoning You: He gets involved in a discussion about this with Laguna, Krile, Yuri, Noctis, and Edge about this, since the latter four have different levels of Parental Abandonment. Laguna argues that sometimes this is necessary, since they want to keep their loved ones safe and home, so they have something to look forward to upon returning. Krile and Yuri vehemently disagree.
  • Doting Grandparent: He adores Krile and is happy to have her fighting alongside him. He'll even admonish other party members for not being as plucky as her and when he's giving a So Proud of You speech to Bartz, makes sure to amend that it's only almost as proud as he is of Krile.
  • Dual Wielding: His EX attack, Dual-Wield Blade Blitz, is this as it attacks all enemies on screen.
  • Evolving Attack: Like the rest of the FFV cast, Galuf masters his abilities upon uses.
  • Foil: In terms of gameplay he can be seen as one to Celes; whereas Celes is focused on tanking solely magical attacks, Galuf specializes in tanking solely physical attacks.
  • It's All My Fault: In Auron's lost chapter, he hints at some guilt for getting amnesia from his meteor crash.
  • Late-Arrival Spoiler: Although it seems none of the cast aside from Gilgamesh know it within the game (judging by their lack of surprise in meeting him), the game does little to hide the fact that Galuf dies during the course of FFV.
  • Let's Get Dangerous!: When confronting the Emperor, Galuf expresses satisfaction to have an enemy so clearly in need of defeat. In Chapter 10, he also realizes Exdeath is behind things before anyone else and takes the lead in dealing with him.
  • Nigh-Invulnerability: When Galuf uses his LD Ability Dawn Katana he gains a buff called Battle to the Death, which makes it so he cannot be KOed even at 0 HP, returning him back to 1 HP once the buff expires. It is a reference to his last stand against Exdeath in V in which the villain was unable to strike Galuf down (until Galuf's body finally gave out).
  • Playing Sick: He fakes his old amnesia returning in order to get out of conversations he doesn't want to have.
  • Secret-Keeper: He was aware that he had died but kept it to himself until the Dark Manikins found them to return the memories.
  • "Shaggy Dog" Story: A scene in Noctis' Lost Chapter has him state that he hid his plan to go to Bartz's world because he couldn't abide the thought of dragging Krile into something that dangerous. While it's not directly pointed out, she wound up taking another meteor to follow him anyhow.
  • Signature Laugh: One of his voice lines is his grandfatherly "Ho ho ho!" laugh.
  • Stone Wall: His specialty, but mainly in the fact that he dodges attacks outright and can hit very hard with a counter. However, this works only against physical attacks as magical attacks still hit him as normal even with Shirahadori active. (Text rewrite clarifies his Evasion buff as PHY Evasion.) His reworks have mitigated this weakness by giving him a base 60% evade rate for magical attacks with his EX buff and giving him a stronger counterattack that triggers whether or not he evades an attack.
  • Taking the Bullet: The function of his first ability, Cover.
  • Team Dad: Just like in his home game. As one of the older members of the party, he often gives advice and acts as the voice of reason to everyone else. He even acts as Team Dad to other resident Team Dads in the party, such as to Auron.
  • You Are Not Alone: When he all but declares an intention to perform a Heroic Sacrifice to defeat Exdeath, Bartz and Faris rush to admonish him for trying to take the whole fight on himself.

    Faris Scherwiz 

Faris Scherwiz

https://static.tvtropes.org/pmwiki/pub/images/dffoo_faris.png
Alternate Skin 1 
Alternate Skin 2 
A captain of a pirate ship who decides to help the very people that try to commandeer it. Raised as a boy and shrouded in mystery, she discovers she is the princess of Tycoon and the elder sister of Lenna on her journey with Bartz's party. Her friends and the memories of her family are what drive her to push on.
Voiced by: Rie Tanaka

Recruited in her event, "Of the High Seas". Faris joins the party after being separated from her crew.

She functions as an excellent debuffer, damaging enemies and granting herself higher debuff chances with Waterwhirl and directly debuffing and dispelling buffs with Cannonfire. Her EX ability is Thunderstorm, a 6 hit thunder, wind, and water area attack with overflow that grants the Syldra's Care buff, which increases the party's max overflow limit and triggers a Whirlpool that does water damage on each enemy turn.
15: Waterwhirl
35: Cannonfire
EX: Thunderstorm
LD: Spellblade Sword Dance
FR: Whirlpool Shot (with Wakka)
BT: Sisters Walking with Dragons
  • Adaptational Nice Guy: Faris' abrasive qualities are toned down considerably for this game. Her Vitriolic Best Buds relationship with Galuf is absent, and she's far quicker to express open friendship and sentimental feelings than she is in her home game. (To put it in perspective, in FFV she once tried to physically flee her own emotions; even after her Character Development open expression of sentiment was a rare event.) Her advice to Yuffie is also to act Just Like Robin Hood and behave honorably, neither of which she was very interested in back home.
  • Attractive Bent-Gender: Subverted in Faris's event. Zidane makes no secret of his attraction to her (resulting in Cloud speculating that he's "switched sides"), but later he reveals that he figured out on his own that she's a woman. Faris isn't amused.
  • Badass Boast: One of her victory quotes translates to "you aren't worthy to be our opponent!"
  • Balance Buff: Receives one on Agrias' Lost Chapter, where despite Faris being a debuff queen, she lacked overflow and HP damage efficiency on both her skills, along with her high base speed not increasing further which made her turn rate suffer regardless. Post-rework, she gains HP damage on Cannonfire Extend, overflow on both skills, and a new framed buff that can stack on top of her party-wide aura buffs upon ability mastery.
  • Big Brother Instinct:
    • Over Lenna, which isn't surprising as Lenna's entry into the game is being injured in defense of a dragon. (Again.) Faris is obviously ready to seek revenge until Lenna explains what happened. She also reminds Lenna that there are a lot of people back home who want her to return alive.
    • She also keeps an eye on Eiko, telling the girl not to push herself or hesitate to ask for a break.
  • Birds of a Feather:
    • She chats a little with Cecil about the difficulties of having a long-lost sibling, but that it's not such a bad thing.
    • Later, she and Agrias discuss how they feel more comfortable in their practical fighter's gear rather than Kicking Ass in All Her Finery.
  • Commonality Connection: She takes an interest when Yda is reminiscing about her "younger sister" Lyse in the chapter "Second Partner" and continues trying to help her after Yda admits that she is Lyse, relating both to the experience of being an older sister and having insecurities related to a sister.
  • Composite Character: Faris has Waterwhirl, which is a water-based 4-hit attack; this may be a reference to the popular Spellblade/Rapid Fire combo (Mystic Knight/Ranger skills), but due to its Japanese name (Ryuusui no Mai/Dance of Flowing Water) may be instead a reference to the Gaia ability of Geomancers. Faris also has Cannonfire, which a reference to the Open Fire ability of the Cannoneer class. Her EX Ability is Thunderstorm, a Summoner spell in which Faris will call her childhood friend, Syldra, to attack the enemy. In addition, Syldra grants the special buff Syldra's Blessing, in which while active will automatically attack an enemy after their turn with a BRV attack called Whirlpool, which is a Gaia ability of the Geomancer class. Her LD Ability is Spell Blade: Sword Dance, a direct combination of Mystic Knight's Spellblade, and Dancer's Sword Dance.
  • Deliberate Values Dissonance: She realizes early on that she doesn't actually have to pass as man (because there are plenty of physical fighters among the women and nobody questions this) but she still does so because she's not comfortable otherwise.
  • Devious Daggers: As a pirate with looser morals than her companions, it fits that she uses daggers here rather than any other weapon, since she can use all of them in her home game.
  • Dispel Magic: Her Cannonfire can even completely dispel enemy buffs with her 35CP passive equipped.
  • Dragon Rider: When Faris uses her EX Ability, Thunderstorm, she jumps on the back of her sea dragon companion, Syldra.
  • Evolving Attack: Like the rest of the FFV cast, Faris masters her abilities upon uses for added effects or increased potency.
  • Kick Them While They Are Down: Faris' Waterwhirl Extend inflicts imperiled/weakness damage on any debuffed targets regardless of which debuffs they have on them.
  • Ma'am Shock: During her event, Vivi outright calls her "Miss Faris" while she's yet to reveal herself, shocking her that a child figured out she's a woman.
  • Making a Splash: Waterwhirl does water elemental damage.
  • Mythology Gag: She declines Tidus' offer to go swimming. In FFV it was having to swim through a submerged ship (and the subsequent wrestle when Bartz and Galuf wanted to dry their clothes) that revealed her secret.
  • "Not So Different" Remark: First with Steiner, since he wishes to avoid her at first until realizing she worries about her crew like he worries about his knights, and then with Lightning, in that they are both overprotective of their younger sisters (despite being reckless themselves).
  • She Cleans Up Nicely: There is a Call-Back to her brief stint trying to conform to princesshood when Yuna suggests Faris would look pretty in a dress. Faris vehemently refuses.
  • Summon Bigger Fish: Her EX Ability has her summon Syldra, Faris's childhood friend who is also a giant sea dragon.
  • Trap Master: With her lv90 rework, her Syldra's Care overhead buff now deals multiple HP dumps worth of damage after every enemy turn and is active for the entire battle.

    Krile Mayer Baldesion 

Krile Mayer Baldesion

https://static.tvtropes.org/pmwiki/pub/images/dffoo_krile.png
Alternate Skin 
A young girl born with the ability to converse with moogles, wind drakes, and other creatures. Contrary to her youthful appearance, she can be mature and outgoing when the occasion demands. Even after losing her grandfather, Galuf, she inherits his vision and abilities and joins Bartz's party to stop Exdeath.
Voiced by: Yukari Tamura

Recruited in her event, "The Will of the Dawn". Krile joins the party after jumping headfirst into a Torsion when she hears her grandfather's voice.

Krile is a magic attacker type, buffing herself and her allies' elemental damage with Ray of Hope and blasting enemies with Thunder. Her EX Ability, Dual Quickcast, inflicts massive continuous thunder BRV+HP damage to all targets, while calling upon the light of the Earth Crystal to battery the party's Brave for five consecutive turns.
15: Ray of Hope
35: Thunder (V)
EX: Quick Dualcast
LD: Cleansing
FR: Retribution on Three (with Relm)
  • Armor-Piercing Response: When Laguna asks what the secret to her and Galuf's family happiness is, Krile bluntly replies "being left behind once and never wanting to be apart again."
  • Assist Character: Relm helps her for her FR since they're both magically adept young girls with doting Grandfathers.
  • Attack Its Weak Point: Her Ray of Hope grants the buff "Elemental Weakness Damage Up" to all party members, allowing any of their elemental damage to become more potent when hitting a target weak to the element(s) of choice.
  • Brutal Honesty: When it comes time to discuss feelings, Krile has a tendency to say exactly what is on her mind, regardless of who is there or how many people there are in the scene. She uses this to tease people, too, such as when she points out Zack is only pretending to argue with Seifer because he's trying to keep him from being lonely—in front of them both.
  • Call-Forward: She calls Exdeath's illusory forest scary and says that she didn't like fighting there. The Forest of Moore was where Galuf died in their home game.
  • Commonality Connection: Despite the obvious disparities between age, experience, and personality, Krile points out to Auron that they are very alike in one way—they were both forced to watch helplessly as people they cared about made a Heroic Sacrifice, and they were entrusted with carrying on the future in their wake.
  • Composite Character: Krile uses the Thunder spell, an obvious reference to the Black Mage, and Ray of Light, which doesn't have a direct one-to-one equivalent but appears quite similar in name and nature to the Oracle's skill Predict (which includes predictions such as Blessing and Divine Judgement, which also grants party buffs). Her EX Ability is Quick Dualcast, which is a combination of the Time Mage spell Quick (allowing the caster to act twice) and Red Mage's Dualcast (allowing the caster to cast a spell twice in succession). Her LD Ability is Cleansing, which is a direct reference to an attack from the Oracle's skillset, complete with spell animation.
  • Disappeared Dad: Yuri sides with Krile when a discussion comes up about whether the trope Daddy Had a Good Reason for Abandoning You is ever valid, since both he and Krile were left behind by their father figures to protect them. Both of them disagree about its necessity because they, the ones left behind, end up worried sick and unable to help them in whatever they're fighting. (Not to mention that Krile wound up following Galuf anyway.) This resonates with both Noctis and Edge, who both lost family to their enemies.
  • Evolving Attack: Like the rest of the FFV cast, Krile can master her abilities for increased potency.
  • Fragile Speedster: Has very high base speed via 5/5, with high base 5/5 Initial BRV and 4/5 Max BRV. Her low base attack stat (2/5) is quickly noted as one of the major things that can hold her back. With this in mind, if Krile is not so decked out with solid artifacts and/or enough extra buffs she won't be hitting very hard on her own despite her newfound firepower or with her Ray of Hope's buffs.
  • Heroic BSoD: Recalling her grandfather's death puts her into a state of grief and makes her conflicted enough that Ardyn can capture her to power his Torsion.
  • In the Blood: Despite Krile being much younger, it doesn't take long for other characters to see the resemblance between her and Galuf when her actions blur the line between brave and reckless—and both of them being similarly nonchalant about hopping from one world to another.
  • Leeroy Jenkins: Krile jumped into the Torsion as soon as she heard Galuf's voice through it. This impresses Steiner and Yuna, but it makes Bartz shake his head.
  • Magic Staff: Krile uses this weapon type, even though she had access to just as many jobs as the others in her native game.
  • The Matchmaker: With a chocobo and his lady friend during one of the extra cutscenes in her Lost Chapter.
  • Mythology Gag: Thunder is the ability she uses in a cutscene of FFV, long before joining the party and inheriting Galuf's abilities.
  • "Not So Different" Remark: Krile admits to having sympathy for some of the villains after regaining her memory since she herself finds the prospect of undoing her grandfather's death very tempting, even though she understands why she shouldn't.
  • Power Crystal: Using her EX Ability Quick Dualcast grants a special buff in which the Earth Crystal's light boosts the party's Brave for five consecutive turns (not Krile's turns, but the next five turns whether they be hers, her ally's, or the enemy's).
  • Raised by Grandparents: To the extent that Galuf speaks of her as if she was his own child.
  • Shock and Awe: Has the Thunder spell. Her EX Ability, Quick Dualcast, has her casting a powerful variant of the Thunder spell several times in quick succession. She also gains the ability to make enemies weak to lightning damage.
  • Speaks Fluent Animal: Krile is capable of speaking with Moogles, Wind Drakes, and other creatures ... the former of these may not seem impressive, until it is explained that in Krile's universe Moogles don't actually speak human-speech. A later cutscene shows that this also applies to normal animals like dogs.
  • Undying Loyalty: She is completely devoted to her grandpa and would face any danger in order to help him.
  • Unusually Uninteresting Sight: Characters from other games are stunned by her nonchalant reaction to jumping into another world, but she and Galuf remind them that they've done it before.

    Lenna Charlotte Tycoon 

Lenna Charlotte Tycoon

https://static.tvtropes.org/pmwiki/pub/images/dffoo_lenna.png
Alternate Skin 
The kind-hearted princess of Tycoon. Bartz rescues Lenna, who had lost consciousness from a meteorite impact, and together they journey to protect the crystals. Finding her long-lost sister, and experiencing many other meetings and partings, through thick and thin, her conviction to her kingdom, her subjects, and to saving the world drives her on.
Voiced by: Ayako Kawasumi

Recruited in her event, "A Devoted Heart". Lenna is thrust into the world of Opera Omnia and her first concern is to try and save a wounded dragon.

She seems to be modeled after her Ranger job, wielding a bow and using abilities such as Rapid Fire, which deals BRV damage to all enemies and lowers their Initial BRV. Wind Drake's Arrow is a single target attack that provides the Wind Drake's Ward buff, granting debuff immunity and HP/BRV Regen. Her EX ability, Brave Phoenix, is an area of effect attack that restores BRV to the party, and gives Lenna the Princess of Tycoon buff, granting the whole party BRV regen and increased Initial BRV.
15: Rapid Fire
35: Wind Drake Arrow
EX: Brave Phoenix
LD: Goliath Tonic & Dragon Breath
FR: Blaze of Mercy (with Neon)
BT: Megaflare Shot
  • Breath Weapon:
    • Her LD ability uses Dragon Breath to deal multiple full AoE HP attacks based on the party's maximum HP, batteries the party and doesn't consume her BRV to use: it also replaces her HP attack with a mostly identical version of the attack for 3 uses.
    • Her Burst has her summon Bahamut, who channels his powerful Megaflare through her arrows.
  • Birds of a Feather: With Serah; both are noted for being surprisingly impulsive despite their friendly demeanor, which leads to them getting into trouble and worrying their older sisters.
  • Composite Character: Lenna uses Rapid Fire, a Ranger skill, and Wind Drake's Arrow, which may be a reference to another Ranger ability Animal (also known as Critt) as she calls on the Wind Drake to ward herself and the party. Her EX Ability, Brave Phoenix, is a reference to the Summoner class, her animation even using elements from when a Summon spell is used in FFV (It is also a reference to the fact that her personal dragon transforms into the Phoenix summon). Her LD ability is Goliath Tonic & Dragon Breath, two Mix abilities from the Chemist job to use the aforementioned Goliath Tonic (by combining an Elixir and a Dragon Fang) and Dragon Breath (combining two Dragon Fangs). Her Force and Burst Abilities also invoke the Summoner class by having her use Phoenix (again) and Bahamut, but mixed with Ranger as she channels the summons through her bow.
  • Due to the Dead: After performing a Mercy Kill on the dragon, Lenna recruits Vivi and Eiko to quietly dig a grave for it and cover it in flower seeds.
  • Evolving Attack: Like the rest of the FFV cast, Lenna can master her abilities for increased potency and effects, such as applying an Initial BRV debuff with Rapid Fire or a stronger buff from Wind Drake's Arrow.
  • Friend to All Living Things: One of her only concerns, when thrust into the world of Opera Omnia, is how the Torsions are making the monster populations of different worlds clash and get hurt in ways they never have before, and thus journeys to close them for that reason rather than to get home.
  • Jumped at the Call: The first thing she did upon arriving in a new world was try to help a dragon that had been driven to madness by its injuries. Faris and Bartz both relate the other incidents where Lenna got hurt to help a dragon, with some exasperation.
  • Mage Marksman: Two of the most prevalent jobs Lenna picks abilities from is Ranger and Summoner (as well as Chemist). Come her Force Attack, she channels the summon Phoenix (along with Neon's powerful flames) through her arrows. Her Burst Attack has her channel Bahamut's Megaflare through her arrows, as well as gives her a follow-up of an additional Megaflare-empowered shot after each of her attacks that deals multiple full AoE HP attacks and heals the party based on damage done.
  • Mythology Gag:
    • Lenna's second ability, "Wind Drake Arrow", protects against debuffs, and the boss in her character event is a dragon that uses a multi-targeted poison attack—a riff on her habit of getting poisoned while helping dragons in Final Fantasy V.
    • When she summons Bahamut for her Burst Finisher, he uses the sprite from her original game.
  • Running Gag: Both of the extra cutscenes in her Lost Chapter are Faris lecturing her about being too reckless and not getting poisoned so much.
  • Sibling Yin-Yang: Several of the other party members are confused at how Lenna, a kind and gentle princess, can be a sister to a pirate like Faris.
  • Spam Attack: Rapid Fire, which deals tons of BRV hits to all enemies at random and debuffs each enemy's iBRV stat depending on the number of BRV hits taken.
  • Speaks Fluent Animal: Lenna seems to be able to understand dragons.
  • Stay in the Kitchen: Or rather Stay In The Castle, as Steiner tells her off for putting herself in danger and consorting with brigands while her people fret over her safety. (Which is also yet another attempt on his part to convince Garnet to do so.)
  • Stone Wall: She's able to boost the party's HP the most out of any character: her LD buff increases the party's maximum HP by 30%, and both her Force Ability and Burst buff allow her to overheal the party by 40%, making it possible to grant the party 6 digit HP under specific circumstances.
  • Summon Magic: Her EX ability, Brave Phoenix, summons Phoenix for area of effect damage. Her FR ability has her summon Phoenix again, this time channeled through her bow and empowered by Neon, which results in a huge enough of an explosion that she has to use a barrier to protect herself and Lenna from it. Her BT ability has her summon Bahamut and channel his Megaflare through her bow.

    Dorgann Klauser 

Dorgann Klauser

https://static.tvtropes.org/pmwiki/pub/images/c1_1_8.png
Once fought alongside Galuf as one of the four Dawn Warriors. In order to watch over the sealed Exdeath, he stayed behind in the other world, where he started a family. Following the passing of his wife, he would bring his son, Bartz, with him on his aimless travels. He would succumb to illness himself only three years ago. His son faithfully inherited his skills as a warrior.
Voiced by: Masaki Terasoma

Recruited in his event, "Guardian of the Crystals." Upon being summoned to the world, Dorgann clashes with his mortal foe, Exdeath. When the party finds them fighting each other, they bring backup in the form of Bartz and the others. When Exdeath retreats, Dorgann reunites with his son Bartz and old comrade Galuf.

Dorgann is a wind elemental physical attacker specializing in breaking enemies over and over with a follow up attack in the form of his Image Slash ability.
15: Spellblade Break
35: Starlit Abandon
EX: Final Skill - Felling Timber
LD: Linear Transmission - Third Eyes Strike
FR: Steel Weaving the Future (with Auron)
BT: Dawnlight Swordplay
  • Blow You Away: He imperils the enemy to wind BRV damage and deals wind BRV damage with his attacks.
  • I Choose to Stay: One of the focal points of his character is that he made the decision to stay behind in the world where he and the other Dawn Warriors sealed away Exdeath, watching over the seal. He tells Galuf that he never regretted it for a moment, because that was how he met Stella and made his life with her and Bartz.
  • Composite Character: Like the main heroes of FFV, Dorgann uses a few abilities from a spread of different jobs, despite having no canon abilities. Spellblade Break comes from Mystic Knight and his LD appears to be an adaptation of a Samurai ability (Third Eye is sometimes a Samurai ability in other games in the series). His other abilities are original to Opera Omnia, though.
  • Multiple Reference Pun: His first skill, Spellblade Break, instantly breaks an enemy. Fair enough, but in the usual context it's used in, Break is the name of the spell that turns enemies to stone, which is seen in the animation of the attack as well, so in essence, he breaks the enemy by Breaking them but without actually "break"ing them.
  • No-Sell: His EX debuff prevents the enemy from dealing BRV or HP damage.
  • Spam Attack: When any enemy is broken, he follows it up with Image Slash, an AoE BRV+HP attack. Unlike most characters with followup attacks, there's no innate limit to the number of times his followup attack can trigger in a row if the conditions are met, meaning that if he breaks another enemy with it, the attack triggers a second time. While normally the maximum number of times it can trigger in a row is 2 since the first followup is basically guaranteed to break all other enemies, there's some situations where the attack can trigger more than twice in a row, such as if the first followup kills a boss' Mooks and the boss immediately summons more afterwards, or if each Image Slash is strong enough to kill each wave in a multi-wave fight. His Force Time and Burst buff allow other party members to trigger Image Slash more consistently, with the former letting Dorgann unbreak the enemy before his own attacks and other party members to instantly break an unbroken enemy, and the latter unbreaking the enemy after anyone's attack.
  • The Watcher: He discusses how he gladly carried out his duties to watch over Exdeath's seal, but now that he is in this world and Exdeath is free he is ready to act and defeat Exdeath for good this time.

    Kelger Vlondett 

Kelger Vlondett

https://static.tvtropes.org/pmwiki/pub/images/dffoo_kelger.png
Galuf and Dorgann's comrade in arms. Leader of the werewolf clan and one of the four Dawn Warriors. Still hot-blooded despite his age, a misunderstanding leads to him dueling with Bartz, and then promising to lend his aid upon learning the adventurer is the son of his old friend. Even while battling illness, he puts his life on the line to dispel the illusions in Castle Exdeath.
Voiced by: Tetsuo Kanao

Recruited in his event, "Dawn's Howl Shattering Illusions". When he awakens he appears to be in the same cave he and the other Dawn Warriors sealed Exdeath years ago. Soon after he stumbles on Jecht and Relm playfully bantering, only to make the assumption the former is a bandit and takes him down before he can be informed of his mistake.

Kelger is an evasion tank that draws enemy attacks while having multiple speedy counters at his disposal, once before an attack and again if he successfully evades an attack.

15: Impact Cut
35: Tri-Element
EX: Wolves' Gale
LD: Requiem Slash
FR: Swallow Smash (with Jecht)
BT: Lupine Attack
  • Aloof Ally: Kelger prefers being a "Lone Wolf", especially since he is after Exdeath and does not want any of the younger warriors to put their lives at risk fighting that fiend. While he does join forces with Jecht, Relm, and the others for a few battles, he would rather travel on his own for awhile to hone his skills, especially if he runs into his old friends. Ironically, Kelger doesn't know the party is travelling with Bartz, Dorgann, and Galuf already.
  • The Atoner: Expresses regret in allowing Dorgann to stay behind to protect the seal over Exdeath, even though Dorgann assures him he was the obvious choice and enjoyed his life in the other world. When the Warriors of Dawn seal Exdeath (along with Eald'narche and Kam'lanaut) again, he is quick to stay behind with Dorgann, along with Galuf, to stand vigil together this time.
  • Back from the Dead: Is aware that he succumbed to his illness in FFV which allowed him to break the spell of Castle Exdeath, so when he realizes he's still alive he worries he somehow failed in saving Bartz and his friends. Although as his Lost Chapter continues, he also comes to realize he not only feels healthy in the World of Respite, but younger as well, and is able to fight without exhausting himself so easily.
  • Commonality Connection: While the why of Jecht being Kelger's Force Partner is due, in part, to their interactions in Kelger's Lost Chapter, in addition both Jecht and Kelger are part of the previous team to save the world; Kelger with the Dawn Warriors and Jecht with Auron and Braska (both adventurers also seeing them only seal or push back the Big Bad of their games, Exdeath and Sin, until the next generation can arrive and finish the job).
  • Composite Character: Like most of the rest of the cast of FFV, Kelger uses abilities from a couple of different jobs. Tri-Element uses a Ninja scroll to summon the elements, and in general he fights like a speedy and evasive ninja. Requiem Slash combines a sword strike with the Bard song Requiem. Other than Lupine Attack, his own skill, all of the rest of Kelger's abilities are unique to Opera Omnia.
  • Counter-Attack: On top of possessing a normal one triggered by evading an enemy attack, he also has an extra attack used before the enemy's turn that reduces their BRV based on Kelger's attack followed by multiple HP attacks that don't consume his BRV, with his Burst buff allowing him to trigger it twice in a row.
  • Fire, Ice, Lightning: Tri-Element invokes this by having Kelger throw a scroll that conjures explosive flames, a rain of lightning, and a tidal wave to hit all enemies. In spite of evoking three elements, the attack is actually non-elemental in gameplay.
  • Flash Step: In spite of his age, Kelger is incredibly nimble. He's fast enough to get the drop on Jecht without breaking a sweat, and his Lupine Attack has him moving so fast it looks like there are clones of himself surrounding the enemy. This also carries over to his playstyle with his EX buff granting him 100% evasion rate, his LD overhead granting him his counter, and his First Strike extra attack has him dash at the enemy while swerving rapidly before striking them with a Shield Bash.
  • Friendship Trinket: Relm draws his portrait to assist in trying to find him, afterwards gifting the old werewolf the picture much to his astonishment. It quickly becomes a treasured item for him as he feels it shows him in a heroic light, and when he drops it front of some enemies nearly gets himself hurt trying to get it back. Relm chastises him for this, promising to draw him 100 pictures as long as he keeps himself safe (this interaction also is the justification for Kelger to act as Relm's Force Partner).
  • Knightly Sword and Shield: His weapons of choice are one-handed swords along with his shield. Kelger is also a very noble person; when he assumes Jecht is planning on doing harm to Relm he wastes no time in subduing Jecht, and only leaves once it's clear Relm has allies nearby (granted, Relm was never in any danger from Jecht, but Kelger didn't know that at the time).
  • Ma'am Shock:
    • Kelger is taken aback when Relm first refers to him as "Gramps".
    • Happens again when Jecht finds out Kelger was travelling with Neon (and Jack) and jokes the wolf's taken to collecting "Grandchildren". Kelger grumbles that he gets enough teasing from Galuf, already.
  • Meteor Move: Not performed on the enemy, but in his Force Attack Jecht will use his strength to toss a boulder into the air, only for Kelger to leap up and meteor strike it sending it smashing into the enemies.
  • Musical Assassin: His LD Attack is Requiem Slash, which is Exactly What It Says on the Tin; Requiem was a damaging song used by Bards in FFV, followed by a strike with his sword. Although in the original game Requiem only did damage to undead enemies, while in DFFOO it can attack any enemy regardless of their type.
  • Our Werewolves Are Different: Kelger is "Lord of the Werewolves", the elder of the werewolf village back on his own world. His affliction has nothing to do with any sort of lycanthropy or the moon, he and his people were simply born werewolves. When he first meets Kimahri he assumes he must also be a werewolf, until Kimahri explains he is actually a Ronso.
  • Sinister Scythe: While his weapons are classified as one-handed swords, Kelger's EX Weapon is the Death Sickle.
  • Unwanted Rescue: When he first arrives he stumbles on Jecht and Relm teasing one another, with Relm crying Crocodile Tears which Jecht promptly brushes off, knowing better. Thinking Jecht must be a bandit, he takes Relm's fake tears as genuine and knocks the wind out of Jecht and 'saving' Relm, much to both of their shock and confusion.
  • You Remind Me of X: Lyse mentions that Kelger reminds her of a different Wolf Man she knows (Hakuro Whitefang of Doma, though she doesn't say his name directly), who is himself a noble, veteran warrior.

    Xezat Matias Surgate 

Xezat Matias Surgate

https://static.tvtropes.org/pmwiki/pub/images/c1_332.png
One of the 4 Warriors of Dawn, nicknamed "Ice Xezat" for his inherent calmness. Although he is the king of the military state of Surgate, he is a humble man who values being a lone swordsman. He led a fleet of ships to the front lines to defeat the ambitious of Exdeath, and fought valiantly alongside Bartz and his allies.
Voiced by: Takayuki Sugo

With the shut-down of the game, this character was only released on the Japanese Server. It was never made available on the Global Server.

Recruited in his event, "Ice Swordsman." When first arriving to this world, he is shocked to see Gilgamesh, who he remembers as an enemy. After he reunites with Bartz and the others and learns otherwise, the appearance of a new energy crystal draws the attention of Jegran, and Xezat finds himself joining forces with Gilgamesh and the son of his old companion.

Xezat is an attacker specializing in the three elements of Fire, Ice, Lightning, utilizing a maximum BRV damage mechanic to damage foes and make them weak to all elements.
15: Ice Break
35: Fire Wave
EX: Lightning Blade
LD: Blizzard Vortex
FR: King's Maneuver (with Edgar)
BT: Four Warriors of Dawn
  • Armor-Piercing Attack: His EX-buff allows him to hit for Max BRV Damage as long as he is hitting an enemy for elemental weakness. His Burst Effect grants access to elemental weakness Rainbow Numbers to the entire party as well as causes all enemies to become weak to all eight elements, however Xezat has no way to grant the party elemental enchant. This means the player will either need to team him up with characters who can use an element or bring an enchanting LD call such as Kurasame or Lulu.
  • Combination Attack: His Burst Finisher has him attacking with the full ensemble of the Warriors of Dawn; Galuf, Dorgann, Kelger, and himself. Their attack pose is based on a dynamic piece of concept art from the legendary Yoshitaka Amano.
  • Commonality Connection: With his Force Partner, Edgar. Xezat is the king of Surgate Castle, while Edgar is the king of Figaro Castle, and both are also very talented with machines, what with Edgar being a gadgeteer using tools as weapons, and Xezat being a scholar who owns and maintains his own submarine. Edgar even compliments him as a fellow inventor.
  • Epic Flail: While his primary weapons are one-handed swords (and in one instance the Poison Axe), Xezat also has a chained mace he will pull out when using his EX or Force Attack. Interesting, the flail was shown as well in his Yoshitaka Amano concept art of the four Warriors of Dawn, but Xezat does not use it during his Burst Finisher.
  • Fire, Ice, Lightning: Although touted as an ice specialist in name and demeanor, he uses all three classic Final Fantasy elements in his kit. His EX-buff, Final Resolve, even gives him True Enchant to all three elementals simultaneously.
  • Magic Knight: Xezat's class appears based off the Mystic Knight job in FFV, which allows Black Magic to be channeled through weapon strikes. His follow-up is even called "Spellblade", which is the special ability of Mystic Knights.
  • Spam Attack: While his buff "Swordsman Xezat" is active, he will follow any of his own turns with Spellblade, a melee attack naturally using Fire, Ice, and Lightning elements.
  • The Strategist: Xezat is noted for his keen mind and comes up with the strategy to take down Jegran in his Lost Chapter, with Gilgamesh volunteering as a decoy.

    Gilgamesh 

Gilgamesh

https://static.tvtropes.org/pmwiki/pub/images/dffoo_gilgamesh.png
Alternate Skin 
Exdeath's lieutenant and a real mensch. Though he repeatedly faces off against Bartz and the others, his inborn incompetence eventually gets him banished to the Rift. Noticing his rivalry with Bartz budding into bromance, he sacrifices himself to help the heroes out of a tight spot, upholding his code of truth and justice.
Voiced by: Kazuya Nakai

Recruited in his event, "Itchin' for Greater Fights". Gilgamesh is wandering through the Interdimensional Rift when he spots a Torsion and goes through it, eager for his next adventure. He is shocked to see Bartz and Galuf as soon as he goes through it, challenging his old friends and rivals to battle. While he is the same dimension-hopping warrior from across the series, he claims that he's been to so many worlds that he doesn't really remember some of the other heroes. Nonetheless, after traveling with the party for a bit he chooses not to stay, instead giving Mog his dimensional coordinates to be summoned for battle.

Gilgamesh is a physical attacker, boosting himself with Death Claw and Kotetsu, both of which give him access to enhanced BRV and HP attacks Genji Blade and Mad Dance, with the latter turning into Ultimate Dance for one use before it reverts all of his abilities back to their standard states. His EX Ability is Hurricane, a 3-hit BRV+HP Attack that grants stacks of his newfound unique buff post-rework and also sets the target back by 1 turn.
15: Death Claw
35: Mad Dance
EX: Hurricane
LD: I suppose I misjudged!
FR: Heirloom Sword (with Onion Knight)
BT: Ultimate Illusion
  • Aloof Ally: While he does join the hero party during his Character Event and travel with everyone for a time, he quickly tells them he's a wandering swordsman and not the type to travel with a group. He does, however, provide Mog with his dimensional coordinates so that he can be called on for battle. After this he will join the group now and again, or travel with worthy warriors who look lost such as General Leo, Aranea, and Cor; but will always end up wandering off again after awhile.
  • Balance Buff: Is eventually reworked as of his Lost Chapter to have more damage on Death Claw with overflow, but also with extra utilities via various debuffs inflicted by his enhanced attacks; this includes paralysis, Melee Resist Down, Speed Down, and so forth. Though all of them save for the paralysis debuff they are rather fairly minor in terms of both duration and potency, just to make sure he's not too overpowered. His new "Hero of the Big Bridge" buff (gained whenever he uses either version of his Mad Dance or his EX ability) that can be stacked 5 times also gives him extra benefits (such as keeping his abilities, including his aforementioned Mad Dance, in their enhanced states for the buff's duration). This overall, massively remedies his setup/ramp up heavy issues.
  • Badass Long Robe: His alternate costume features his cloaked garb he wore as a bonus character/Guardian Force in FFVIII.
  • Big Damn Heroes: When Exdeath pulls the party into a Torsion from which they can't escape, he shows up to open up a way out. Before he leaves, he stresses to the party that he's their friend and they can call on him at any time.
  • Blade Spam: His skill 2 is Mad Dance, with Ultimate Mad Dance taking it further with higher potency and having Excalibur appear in his hands.
  • Blatant Lies:
    • It's clear that he knows about Galuf's demise, but when Galuf asks what's going on, Gilgamesh proclaims that they were just talking about how healthy and strong Galuf is.
    • He claims that he willingly resigned from Exdeath's service. People who've played FFV know that he was actually thrown into the Rift by Exdeath after one too many blunders.
  • Blood Knight: As a master swordsman, Gilgamesh needs very little reason to cross blades with friend or foe, he just loves to fight!
  • Commonality Connection: He claims this with Leo Christophe, of all people, as they were both commanders who wound up friends with their enemies.
  • Dual Wielding: When he uses his abilities, it activates a boosted BRV and HP Attack where he wields a second Kotetsu or Genji Blade, respectfully.
  • Evolving Attack: In two forms, pre-rework and post-rework:
    • His BRV Attack changes into Kotetsu when Death Claw is used, while his HP Attack changes to Genji Blade when Mad Dance is used. When both are active, his Mad Dance BRV+HP Attack instead turns into Ultimate (Mad) Dance, a stronger version that involves him wielding Excalibur that also deals 50% HP splash damage to other targets. However, all his skills (save for Death Claw of course) will revert back to their normal versions once Ultimate Dance has been used.
    • Post-rework fixes this by giving him a new unique framed buff whenever his Mad (Ultimate) Dance or Hurricane (his EX Ability) is used called "Hero of the Big Bridge" which can decrease enemy attack power by 10% while increasing Gilgamesh's attack power per stack. At five stacks however, not only will it enhance his critial hit rate and critical hit damage, but it also automatically turns both his BRV and HP Attacks into their enhanced versions without needing to use their respective skills (Death Claw and Mad Dance) once to activate them, and thus for the duration of the buff at 5 stacks, Gilgamesh can spam Ultimate Dance as much as he needs/wants to without them reverting his abilities back.
  • Face of a Thug: Leo thinks he's a monster at first when he meets Gilgamesh.
  • Have We Met?: In reference to his many, many cameos throughout several Final Fantasy games other than his own, Squall, Zidane, and Serah all claim Gilgamesh looks familiar, although they can't quite place him.
  • Hero Worship: Gilgamesh can't help but gush about "the wind blowing through [Cor's] hair" when Cor fights.
  • Hidden Depths: Despite persistently referring to Leo as "Little Leo," Gilgamesh is genuinely helpful in helping the general come to terms to his past loyalties and present lack of direction.
  • I Surrender, Suckers: His LD Ability callsback to the Battle at the Big Bridge against him, which he bows down onto the ground while feigning his surrender but he then leaps into the air to strike the enemy party with Jump, one of the moves he begin using from that point onwards.
  • Katanas Are Better: His 15CP and the weapon used in his enhanced BRV Attack is known as Kotetsu. Ditto for his EX Weapon, Wind Slash, and his LD Weapon, Masamune.
  • Lightning Bruiser: While his self buffs are generic, both an Attack Up and Max BRV Up on a fully decked out and awakened Gilgamesh added with his base Attack and Max BRV both being a 4/5 is nothing to sneeze at (especially with his reworked version having either any stacks of his framed buff or 5 max stacks), on top of having 5/5 base HP and average defense with 4/5 speed. His only lacking department however, is his base low Initial BRV, especially with his abilities having low BRV hit counts overall which prevent him from capping as effectively.
  • Miles Gloriosus: Gilgamesh's skills are legitimate but he heavily embroiders the tales of his battles.
  • Mythology Gag:
    • He's recognized by Squall, Zidane, and Serah, although they aren't quite sure who he is. In all three of those games, discovering him is optional (in VIII he's an optional GF, in IX discovering his identity is part of an optional sidequest, and in XIII-2 he is part of optional DLC).
    • His portrait features him holding what is presumably Excalibur, even though Gilgamesh's signature weapons are katanas. Amusingly, since Excalibur often switches between either red or blue based on the game he's in, it's also impossible to tell if he's actually holding Excalibur, or it's the pathetic knock-off version, Excalipoor. His alternate costume's artwork actually swaps the color of Exclibur from red to blue, although this also matches with his Burst Weapon (the blue Excalibur).
    • His c35 weapon, the Genji Blade, has the Kanji for "Fake" written on it, identifying it as a counterfeit. The Buster Blade Gilgamesh uses during his cameo fight in Final Fantasy XII also had this kanji on it.
    • Speaking of his appearance in FFXII, many the weapons he used in that fight were slightly off-model knock-offs of famous Final Fantasy weapons (Cloud's Buster Blade, Squall's Revolver, Zidane's Orichalcon, and Tidus's Brotherhood); earlier battles with Gilgamesh as an enemy also had him drawing character's weapons, and with the release of his LD Weapon, this ability now becomes part of his actual moveset using "...?" versions of Onion Knight's Royal Sword, Cecil's Mythgraven Blade, Cloud's Apocalypse, and Ramza's Icebrand (with weaker effects based on those character's LD Abilities).
    • All of Gilgamesh's armor are from the Genji set, the Genji Gloves, Genji Helm, and Genji Armor were all the specific pieces that could be stolen from him during his multiple encounters in the original FFV (the only piece that is missing is the Genji Shield).
    • Furthermore, he appears in Odin's World of Illusions (the only one which features unique cutscenes so far) perhaps as a reference to how the Gilgamesh Guardian Force replaces Odin in FFVIII.
    • A bonus for people who've played FFV is his claim that he made a Sudden Principled Stand against Exdeath... when really Exdeath threw him into the Void for his incompetence.
    • His Burst Attack, Ulimate Illusion, uses both references to his EX Burst from the PSP Dissidia 012 by way of making dramatic poses as he attacks, but also references to his GF attack from FFVIII where he is surrounded by his sword cache (in Opera Omnia, his c15, c35, EX, LD, and BT weapons).
  • Noble Demon: Gilgamesh is a fiend formerly in the employ of Exdeath, but has since severed all alliance with his former Master. Even though he is quick to attack, he is still on quite friendly terms with the likes of Bartz and Galuf, whom he calls his friends ... even if they are in the middle of fighting one another.
  • Noodle Incident: When sharing his backstory with Leo he glosses over much of it with "a lot of things happened" and more than once says that he was involved with something for "reasons."
  • One-Steve Limit: Discussed and averted when a few characters bring up the fact that they know a Gilgamesh in their worlds, but those couldn't possibly have any relationship whatsoever, such as the Lorican General Gilgamesh in Orience, Lion's father in Vana'Diel, or the one-armed Blademaster who faced off against Cor and Gladious in Eos.
  • Percent Damage Attack: His Death Claw as per tradition via the original ability, cuts down a percentage (20% to be exact) of the target's BRV before dealing normal melee damage. With each improvement to it (15CP passive and reworked Extend passive), the potency of the percentage damage is upped by 20% each time, making it possible to shave off 60% total with this attack compared to others of its nature.
  • Power Copying: His LD buff changes his HP attack into a random one out of 4 possible choices with a 25% chance for each of them being picked: this attack stays available until it's used, reverts back to his normal HP+ attack after use and is replaced by a different random attack on his next turn for as long as his LD buff is active. Each of them deals the same amount of BRV hits, HP dumps and splash damage, batteries him based on HP damage dealt, extends his buffs for a turn and is an instant turn, but the other effects of the attack mimic the properties of the sword-wielding character's LD ability he's currently copying: Onion Knight's weapon moves the other party members' turns after his own, Paladin Cecil's weapon heals the party and grants them HP overflow, Cloud's weapon delays all enemies by 2 turns and Ramza's weapon further batteries other party members based on HP damage dealt and launches the target.
  • Recurring Boss: Gilgamesh is fought as a boss a couple of times in Odin's World of Illusions quests and even appears in cutscenes, having wandered into the between-space.
  • Sand In My Eyes: After a conversation that hints at Galuf's death, which everyone else has forgotten, Gilgamesh claims that the sunny beachside weather is aggravating his allergies and runs off.
  • Saying Sound Effects Out Loud: He actually yells "pwing!" while fleeing an uncomfortable conversation.

    Exdeath 

Exdeath

https://static.tvtropes.org/pmwiki/pub/images/exdeathb9fa426.png
Alternate Skin 
A warlock born from the evil souls dwelling inside a single tree. He was sealed by the power of the crystals, but once that seal began to weaken, he shattered the crystals and released himself from their prison. Afterward, he sought the power of the Void and thwarted Bartz and his friends many times on their journey.
Voiced by: Naomi Kusumi

The evil warlock Exdeath makes an appearance harrowing the party in Chapter 11. Though Bartz, Faris, and Galuf all have experience dealing with him, he still manages to trick them and get away unscathed. Later makes a reappearance as the main villain of Arc 2, Chapter 2, and clashes with Golbez, and even later becomes playable through his character event, "Tree for the Void" after he fights the party again and gives them his dimensional coordinates so he can make himself stronger through their power of will.

Exdeath is an offensive character with his own unique effects. His first ability, Black Hole, reduces enemy BRV based on his Attack stat and deals HP damage while inflicting the Bud of Darkness debuff. It also grants Exdeath the buff "Incarnation of Ill Intent," which raises his own Max BRV and Attack. His second ability, Almagest, reduces all enemies' BRV, grants Exdeath BRV, and deals HP damage to all enemies based on how many stacks of Bud of Darkness they have. It also inflicts Curse, which lowers Attack, Defense, Speed, and does HP damage over time. His EX ability, Grand Cross, does similar gravity damage to all enemies in its base form.
15: Black Hole
35: Almagest
EX: Grand Cross
LD: Maelstrom
BT: Absolute Power of the Void
  • The Battle Didn't Count: Exdeath pulls this on the party after they defeat him the first time in Chapter 11, revealing the ability to create highly effective simulacra of himself or others from the Torsions, which he says are superior to Manikins.
  • Damage Over Time: He's the first character in the game with a debuff that deals HP damage to the enemy every turn; until Yda receives a rework much later that also gives her HP Poison Exdeath was the only character with such a debuff.
  • Evil Sounds Deep: Has by far the deepest and harshest voice out of any character in the game, easily topping other similar characters such as Golbez.
  • For the Evulz: He didn't actually have a reason to turn into a thorn and stick in Vivi's back. He only came out because the group happened to be talking about him while he was there.
  • Manipulative Bastard: He likes to "help" the other villains with their goals and then hijacks whatever they're doing so he can further his quest to obtain the Void, such as with Jegran's crystallized manikins, or with Kam'lanaut and Eald'narche finding Sehl'teus.
  • Mechanically Unusual Fighter: All of his attacks are gravity-based, meaning they reduce the opponent's BRV based on Exdeath's ATK and then increase his own BRV based on his ATK before doing HP damage. The fine print is that he reduces their BRV, which means his attacks are not subject to defenses, BRV damage reductions, and damage type resistances. On the other hand, it means his attacks are also unaffected by beneficial effects that increase BRV damage and stolen BRV gains, and he can't hit an enemy's weakness to boost his damage output either. The third point is that his attacks can't inflict Break, the target's BRV will be reduced to 0 at best; depending on his teammates and the enemy this can either be a benefit or a hindrance. His Burst buff also has another unique property: with it active, he deals a set amount of HP damage to all enemies every ally or enemy turn and this damage is classifed as "true HP damage", meaning that while it's unaffected by enemy auras or other effects that reduce or nullify other forms of HP damage, it also can't be increased by party buff or debuff effects that increase HP damage, or most importantly, force time.
  • Mythology Gag:
    • The illusory forest he creates is the Forest of Moore, which was where he was "born."
    • Additionally, he used an illusion to hide the true nature of his stronghold in his original game, which was dispelled by the heroes.
    • During his event, he hides himself within a splinter in Vivi like he did with Krile in his home game. He later does it with Gilgamesh when the party first encounters Astos.
    • He is trying to destroy the world's crystals in order to access the Void, just like his overall plan in the original game.
    • He gets sealed away (along with Kam'lanaut and Eald'narche) by the Warriors of Dawn, just like he did in his original game.
  • No-Sell: His EX skill can inflict the enemy with a debuff that causes them to deal 0 damage with their next HP attack and reduces their BRV to 0 after their turn.
  • One-Winged Angel: He gets his penultimate form in Act 4, Chapter 5, part 2, after shattering one of the crystals and becomes the chapter's final boss.
  • The Power of Creation: Surprisingly and ironically enough. He discovers this ability in Arc 2 Chapter 2 when manipulating the Torsions, allowing him to bend space-time and create an illusory forest. He uses it to empower himself in an attempt to send Golbez to the Void. Though other characters learn to do this later, Golbez and Exdeath were the first.
  • Sealed Evil in a Can: At the end of Act 4, Chapter 5 he gets sealed away in the Crystal of Light by the Warriors of Dawn, along with the brothers Kam'lanaut and Eald'narche. While the seal is not infallible (as Exdeath has escaped it before), the party is pretty confident they won't be hearing from them for a good while.
  • Straw Nihilist: Same as ever. However, he goes as far as to replicate his hidden thorn trick that he did on Krile in FFV, but to Vivi this time, and eavesdrops on the party while they talk about him. He reveals himself, educates them about the Void (though with the way he comes across he's almost like The Fundamentalist), and leaves without even a fight.

Introduced in Final Fantasy VI

    Terra Branford 

Terra Branford

https://static.tvtropes.org/pmwiki/pub/images/dffoo_terra.png
Alternate Skin 1 
Alternate Skin 2 
A young woman born with the gift of magic through her half-Esper blood. Robbed of her emotions, she was put under Imperial general Kefka's control until the Returners rescued and welcomed her into their resistance. Only through her journey does she find out what it means to love.
Voiced by: Yukari Fukui

Recruited in Chapter 4 of the main story after the party fights her in a Magitek armor. When she came to this world, Kefka overpowered her and put her in a Slave Crown again until the party frees her, and from then on fights for the sake of the party and for Mog's cause.

Terra specializes in continuous high magic damage with Meltdown and Meteor, buffing herself and debuffing her enemies at the same time. Her EX ability, Riot Blade, strikes a single enemy for tremendous BRV+HP damage while greatly buffing her Max BRV.
15: Meltdown
35: Meteor
EX: Riot Blade
LD: Chaos Wave
FR: Ring of Rose and Crimson (with Kuja)
Burst: Trance Ultima
  • Awesome, but Impractical: Prior to her update, both of her spells Meteor and Meltdown were chants, meaning she needed to cast them, and then wait until her next turn where the subsequent spell replaced her normal HP Attack. Not only did that remove Terra's ability to use her normal HP Attack, but doubled the amount of turns she needed to attack with her abilities, making her difficult to use. Fortunately, later updates removed Terra's need to chant for her spells, making their casting and use instantaneous in the same turn.
  • Balance Buff: Her rework on the second Lv. 70 batch in JP gives her a brand new icon-based mechanic known as Magicite: a stacking mechanic that can be charged up and expended by her abilities; the latter function greatly enhances her skills with both BRV hits before the HP damage portions, as well as extra overflow and AoE damage. Having any amount of Magicite stacks also gives her enhanced BRV and HP attacks for better longevity. Her Lv. 65 Additional Ability, Set Magicite Boost, also grants her Magicite stacks through other means than her standard skills. While her original EX weapon is still outdated, this rework greatly helps with Terra's longevity in combat issues somewhat.
  • Birds of a Feather: Her FR assist partner is Kuja. Besides the reference to Dissidia 012 where Kuja helps save her, they both have the ability to use trance. Also Kuja's home planet is named Terra.
  • Brainwashed and Crazy: When first discovered she is put under the control of the Slave Crown again, just like in her home game.
  • Cuteness Proximity: She retains her affection for moogles, cuddling Mog and going green with envy when Eiko reveals that she lives with an entire village of them. (This may be why she continues to trust Mog even after many of the others start questioning his motives.) An April Fools event extends her affection towards Mog into making him into a Joke Character summon that has the fastest charge time out of any summon, but it only mildly buffs Terra and cures her on use and only lasts for a single turn.
    • Exaggerated almost to the point of Flanderization. When the two Mogs finally get to meet, Terra can't keep her eyes off of them and freely goes back and forth between cuddling them both and Rydia says the sight is adorable.
  • Death from Above: Meteor.
  • Declaration of Protection: After Terra finds out that Locke left Celes behind, Terra promises Celes that she'll protect her in his place and that no matter what happens they'll help each other. Celes, touched, returns the sentiment.
  • "I Know You're in There Somewhere" Fight: When Mog is revealed to be possessed by the Blackened Will, she is one of the ones who is most dedicated to freeing him from its control.
  • Magic Knight: Terra uses swords, but all of her attacks are magic damage.
  • One-Woman Army: Her LD ability gives her the status "Loving Heart" for four turns, during which time she takes her turn instantly, her turns don't add to the turn count, her abilities don't consume uses, and her Magicite stacks don't decrease when she uses her abilities, and the LD itself is instant and a free turn on use. This basically means Terra gets five free turns to bombard enemies with her strongest attacks without any drawback, and on her last turn she can use her LD ability again for another four free turns. Her Burst and its buffs (which last longer to compensate for her free turns) make her even stronger, and during her Burst she can spam abilities freely as long as she had "Loving Heart" before she cast it ("Loving Heart" does wear off during her Burst, unlike most buffs). Also, "Loving Heart" includes a BRV regeneration effect based on the HP damage she deals, ensuring she can hit hard every turn she has it up without needing to deal much BRV damage. This means Terra can get almost two dozen free turns to brutalize enemies, and she can win a lot of battles by herself. The only real concern of using her like this is Lufenia bosses due to her free turns, but if Terra has the means to raise the orb count herself, that's a moot point.
  • Power Floats: As someone who specializes in magic damage, she rises from the ground when she casts Meltdown and Meteor.
  • Simplified Spellcasting: When the game first launched Terra's Meteor and Meltdown were Chants, they had to be charged and then Terra needed to wait until her next turn where her normal HP Attack would be replaced with the correct spell. Eventually through an update, Terra learns how to immediately cast her spells without having to wait for her next turn.
  • Super Mode: When using her BURST, Terra transforms into her Esper form with Trance before bombarding the enemy with Ultima.
  • Sword Beam: Her EX Ability, Riot Blade, launches several ringed beams of energy presumably from her sword, if not from her own magical aura.
  • What the Hell, Hero?: She of all people gives one to Mog after the Emperor suggests that since there are so many in their party, any one of them could join him - and Mog says that they can't be sure no one will take him up on that offer. Terra, appalled, says that Mog recruited every single one of them, and that there's no one they can't trust.

    Shadow 

Shadow

https://static.tvtropes.org/pmwiki/pub/images/dffoo_shadow.png
A ruthless assassin cloaked in darkness who some say would even kill his best friend for the right price. Although his loyalty can be sold to the highest bidder, he has been known to show concern for his comrades from time to time. He comes and goes like the wind, but he is always there for his dog, Interceptor.
Voiced by: Yoshito Yasuhara

Recruited in Chapter 5. When the party finds him, Shadow had already been in this world for some time, and is currently being paid as a mercenary by this world's Returners to join the party, though he keeps his client's identity secret at first.

Shadow is a ranged physical attacker, using thrown shuriken to deal damage through Shadow Stealth and inflicting high damage with Wild Throw. His EX ability is Shadow Fang, a 5 hit BRV + HP attack that grants him the "Intercept" buff. When active, it raises his Max BRV and reduces BRV damage taken, and triggers the Wild Fang ability to let Interceptor attack whenever Shadow evades an enemy or uses any of his skills.
15: Shadow Stealth
35: Wild Throw
EX: Shadow Fang
LD: Assassination
  • Aloof Ally: He doesn't outright join the party at first, and only does when his client pays him to. Additionally, he even gave information to Seymour in exchange for money.
  • Badass Armfold: Shadow's default pose, in battle and out of it.
  • Cannot Spit It Out: When Relm starts talking about how it would be nice to know what happened to her parents, Shadow remains visibly silent throughout the conversation.
  • Disappeared Dad: It's all but stated outright that he is Relm's father, but he keeps silent on the subject.
  • Fighting Your Friend: He fights against Celes to test her resolve and serves as a boss battle in Act 3, Chapter 2. This helps her guide the party out of the recreated Solitary Island.
  • Flash Step: Shadow Stealth involves one before he slashes his enemy.
  • Fuuma Shuriken: Shadow's weapon of choice in this world.
  • Not Your Problem: When Shadow and Kain observe Cater, Fujin, and Steiner confronting Barret which leads to a subsequent fight, Kain asks Shadow if they should interfere, but Shadow just says someone else in the party will come by eventually to deal with it. Granted, he does later tell Maria and Tifa about the situation, who both do settle things down.
  • Only in It for the Money: As usual. He'll fight for whichever side will pay him at first until Edgar hires him as a full time member of the Returners. It doesn't really come up again until everyone's split up and ends up alone in the recreated Solitary Island, where he ends up with Princess Ashe who pays him in dog food to accompany her. It's implied that Character Development is setting in, however, and he's not as fixated on this anymore.
  • Right-Hand Attack Dog: Interceptor, who appears whenever Shadow has the Intercept buff active to attack his foes whenever he uses any of his offensive skills or evades an attack.
  • Super-Reflexes: Shadow Stealth gives him a buff called Fade to Black that increases his evasion by an impressive 60% (up to 70% with Shiva and Ramuh passives). His c65 ability can turn this evasion into 100%, although only for three turns. Evasion is the cornerstone of Shadow's gimmick, as his Interceptor buff allows him to counter with his dog anytime he evades, and his LD buff gives him up to 2 free turns and ability uses in a row with its stacks maxed, which can be used to keep the evasion buff up indefinitely, which he should do as he needs to evade an attack to gain back the buff's stacks by his next turn.
  • You Didn't Ask: Shadow brushes off his failure to inform Terra that Edgar is in the world of respite by saying "I only told her what she needed to know." She's not too pleased.

    Setzer Gabbiani 

Setzer Gabbiani

https://static.tvtropes.org/pmwiki/pub/images/dffoo_setzer.png
A freewheeling gambler who built a casino aboard his ship. Long ago he aspired to create the fastest airship in the world, but he gave that dream up when he lost his friend and rival in an accident. Disheartened after losing his cherished airship during the world's destruction, his comrades convince him to rejoin their cause and once again travel the boundless canopy of the heavens.
Voiced by: Ryōtarō Okiayu

Recruited in his event, "Castles of the Sky". As one of several airship lovers, it takes him no time at all for him to bond with other like-minded members of the party.

Setzer specializes in manipulating enemies, halting their BRV accumulation with Freeze and dealing lots of BRV damage with Red Card (while also delaying an enemy's turn with its 35CP passive). His EX Ability is Prismatic Flash, a magic AoE BRV+HP Attack that grants the whole party the unique framed buff Black Jack, which increases Attack and Max BRV along with further increasing Setzer's own Attack and Max BRV.
15: Freeze Joker
35: Red Card
EX: Prismatic Flash
LD: Dive-Bomb
FR: Jackpot (with Barret)
BT: Joker's Death
  • Acceptable Breaks from Canon:
    • Red Card was originally Setzer's Desperation Attack, while Prismatic Flash and Diving Bomb are attacks from Setzer's Slots; Freeze Joker, on the other hand, is an attack original to Opera Omnia (although may be a nod to Setzer's Joker's Death attack from his slots).
    • Setzer's Burst Finisher is Joker's Death which in his original game was a One-Hit KO attack. Obviously, it cannot just take an enemy from 100 to death in DFFOO, so it instead it just a powerful attack to trigger Setzer's Burst Effect.
  • Ace Pilot: A renown pilot in his own world, he's one of the few airship enthusiasts allowed to drive the party's airship, along with Sazh.
  • An Ice Person: Freeze Joker hits every enemy at once, while also giving them the unique debuff of Freeze, which stops the enemy's ability to increase their BRV until it wears off. However, the trope only applies to the attack in both the name and visual effects, as Freeze Joker is actually a non-elemental magic attack.
  • Armor-Piercing Attack: The Fixed Dice buff granted by his LD Ability grants him and the party a chance to deal Maximum BRV Damage per hit, being represented by rainbow-colored numbers if it triggers. The chance to trigger decreases as the buff's duration decreases, starting at 70% at 7 turns or higher, 50% from 4-6 turns and going down to just 20% with just a single turn remaining. This makes him a fantastic support for characters that have very high hitcounts but low potency per hit, letting them dish out tons of damage regardless of the enemy's defenses. His Burst buff applies this effect to the party's HP damage as well, although the chance for it to trigger being lowered as the buff's duration decreases doesn't thankfully extend to it.
  • Black Comedy: When he says he's "tired of treading this earth," Yang and Laguna decide that it means he intends to commit suicide and start trying to talk him down before he cuts them off. It's played for laughs until they leave and Setzer alludes to his promise to Darril.
  • Commonality Connection:
    • He's shocked to realize that Sazh is an airship pilot as well. They quickly begin gushing about how great flying is.
    • As for his Force Partner, Barret, both tragically lost both their love interests as well as their best friends; Setzer when Darill crashed her ship and never returned, and Barret between two different people with his wife, Myrna, dying to an unspecified illness possibly caused by Shinra and his best friend Dyne when Shinra came and attacked his hometown. Both also attack using aerial proxies (Setzer with the Falcon, Barret with the Satellite), and both are or dream of being business owners with Barret owning a bar and Setzer wanting to one day convert his airship into a flying casino.
  • Critical Hit Class: With the release of his EX+, Setzer's enhanced Black Jack framed buff also greatly increases the damage he inflicts on a critical hit. When he's decked out well enough, the multipliers easily makes up for his low-base attack.
  • Death Dealer:
    • Like the series' other resident card-wielder, Ace, but unlike Ace in that his other golden weapons include dice and darts. While Ace has more raw power and magic damage, Setzer has a few more gimmicks with freeze, party battery, turn delay and more focus on ranged damage.
    • His Freeze Joker has 2-3 total uses (means 2/3 jokers in the deck) and his Red Card as of a patch has 5 base uses while the Extend version gives it 1 extra (Red Card has him throw 9 total cards which makes it 52 cards + 2 extra filler cards). Thus, he even literally comes into battle with a full standard playing card deck. This reference is unfortunately lost with his LD rework that increases his Red Card use count to 9 and lets his LD ability recover an use of it for a maximum total of 13 uses.
    • His EX Ability Prismatic Flash has him throw rainbow cards at his targets that emit rays of upward light.
  • Death from Above: His LD Ability, Dive Bomb, calls forth an aerial strike from his airship to bombard all enemies for full AOE damage. His FR Ability, Jackpot, has him combine his airship bomb strike with Barret's satellite lasers.
  • Death of a Thousand Cuts: Setzer's Red Card strikes multiple times for small amounts of damage each time, and like how it originally worked, a total of 9 cards thrown.
  • Desperation Attack: Setzer has an ability called "All In"; once he's used all of his abilities his stats increase to make up for it. It later gets reworked for it to activate with 2 uses of Freeze Joker used up instead, due to his EX ability released in mind. His playstyle following EX+ is built around this as well: on top of the buff described above, he also gains access to a BRV++ attack which deals 4 BRV hits that are followed by a HP attack if he has at least 80% of his maximum BRV that's not dependent on active buffs, and since his EX charges extremely quickly, needing only 1 ability or 2 BRV/HP attacks to do so, he can still function as a battery and a DPS even with zero ability uses remaining, meaning that his low total ability use counts don't matter much.
  • Fragile Speedster: Possesses very high base Initial BRV, Max BRV and of course, speed (all three of those stats are base 5/5), on top of his 35CP passive allowing him to delay enemy turns by 1 and already having ways to increase his turn rate. However, Setzer has average 3/5 HP, with his base Attack and Defense being the lowest at base 1/5. While he can hold A LOT of BRV, there's always much more room for firepower when it comes to him.
  • The Gambler: He's still a keen gambler and card sharp. This presents him with a problem, because the world of respite is distinctly short on pubs and casinos. In gameplay terms, his LD buff grants up to a 70% chance to hit cap BRV damage that decreases based on remaining buff duration and his BT effect grants a 70% chance for HP attacks to just do max damage that bypasses current BRV or enemy reductions (like Quina's Burst effect), as well as his Burst buff having a randomized duration between 6 and 12 turns.
  • Improbable Weapon User: As usual, though it's not improbable enough to have its own unique weapon type. Instead, he uses Throwing weapons. This mainly applies to him using Darts as his 35CP and his EX weapon, Deathstrike Darts.
  • Joke and Receive: When Setzer calles Noctis "Prince", Noct is surprised because he hadn't told anyone he was royalty. Setzer had him pegged for a Spoiled Brat and was using "prince" sarcastically, though he did have a hunch.
  • Mistaken for Suicidal: While feeling blue about not being able to fly in his airship, Setzer tells the group that he's "just tired of treading this earth". Laguna panics and thinks Setzer means to jump off a cliff with Yang trying to offer to talk to him about anything..
  • Refusal of the Call: He initially turns down Terra's request to join them again because he doesn't see anything in the world of respite worth risking his life over. He changes his mind after watching them fight and hearing what they want to accomplish when they return home.

    Sabin Rene Figaro 

Sabin Rene Figaro

https://static.tvtropes.org/pmwiki/pub/images/dffoo_sabin.png
Edgar's younger twin brother and an heir to the throne of Figaro Castle. In a fateful coin toss over the crown, he wins his freedom and sets out to train under the seasoned martial artist Duncan. Years later, after reuniting with his brother, he vows to use his newfound strength to fight against the Empire and bring peace to the world.
Voiced by: Shinshu Fuji

Recruited in his event, "The Runaway Prince". The party finds Sabin in a forest full of ghosts, and have to defeat him to free him from their control.

Sabin is an elemental attacker who does extra damage against Ghost-type enemies, causing holy damage with his Aura Cannon and area of effect wind damage with Razor Gale. His EX Ability, Phantom Rush, is a series of multi-hitting BRV+HP attacks that deal wind and holy damage while also imperiling the target to those elements, and buffs Sabin with the Inherited Techniques framed buff that grants him an Attack Up, increased overflow limit, and a wind + holy enchant on all of his attacks.
15: Aura Cannon
35: Razor Gale
EX: Phantom Rush
LD: Tiger Break
FR: Double Phantom Rush (with Eight)
BT: "Blitz" Inherited From the Master
  • Armor-Piercing Attack: Sabin's skills are notable in that they completely ignore the enemy's DEF stat when dealing damage, which makes him a great choice for dealing consistently high damage against enemies with incredibly sturdy defenses.
  • Balance Buff: Sabin eventually has his rework on Rosa's Lost Chapter, which finally extends his niche even further than just being an anti-ghost fighter via more hits, overflow, splash damage and a nasty EX ability. His prior Wind and Holy Resist Down are both rolled into a single debuff that makes them impossible to shove off with other buffs/debuffs and to even further his new debuffing niche post-Lv. 60 Awakening.
    • Sabin receives another rework with the release of his LD weapon on Gladio's Lost Chapter, giving him more HP dumps on his skills, and his LD Ability effectively grants him permanent stacks of Battle Spirit, letting him use the upgraded versions of his skills with impunity.
  • Bare-Fisted Monk: The most bizarre example in that his attacks are all considered to be magic damage, likely because Blitz attacks were calculated off his Magic stat in the original game as well.
  • Brainwashed and Crazy: Sabin is subject to this in the haunted forest, due to spectral possession.
  • Blow You Away: His second ability, Razor Gale, which hits all targets at once. The awakened/extend version gives a wind imperil debuff.
  • Charge Meter: His rework provides a new framed buff called Powers Unleashed, which is an Attack and Max BRV increase that can be stacked via his new overflowing enhanced HP Attack from his EX+ passive (massively increasing his longevity), his skills or Lv. 65 Ability. While the said buff can't increase per stack, stacking them at 4 stacks max enhances his skills and EX into + versions for one use that deplete said stacks by 2 before needing to stack them again. Because of this, Powers Unleashed is one of the few framed buffs that plays by this mechanic while normally being reserved for unique overhead icons.
  • Comically Missing the Point: He doesn't seem to understand Edgar's behavior towards the women in the party until Edgar explains that he's flirting (and getting rejected).
  • Dumb Muscle: Describes Sabin's introduction perfectly, his fellow FFVI party members explaining he's not much of a thinker, but he's an incredibly powerful martial artist nonetheless.
  • Good Cannot Comprehend Evil: While he is capable of understanding the depths of Kefka's evil, Sabin cannot understand how Eald'narche can use his brother Kam'lanaut and is in disbelief over how they cannot trust each other, saying that he could never handle the idea of Edgar betraying him.
  • In Name Only: His Venom Claws EX weapon, which has no poison infliction ability whatsoever despite its name.
  • Me's a Crowd: The impression given off by his Phantom Rush, much like the original ability. True to the source material, it is also Sabin's strongest Blitz technique, making it appropriate as his EX Ability.
  • Light 'em Up: Sabin's Aura Cannon does holy elemental damage, with the awakened/extended version giving a holy imperil debuff.
  • The Pollyanna: He shrugs off any idea of emotional distress once he's free from possession and always has an optimistic outlook on the situation.
  • Sibling Yin-Yang: With Edgar, who is The Strategist for pretty much the whole party.
  • Undying Loyalty: He'll cheerfully admit that he's not brainy enough to understand what's happening, but he'll support any plan of Edgar's no matter what.
  • Weapon of X-Slaying: He started off as a unit specialized for taking down ghost-type enemies, but he has since gone beyond that, like other characters with this trait.

    Cyan Garamonde 

Cyan Garamonde

https://static.tvtropes.org/pmwiki/pub/images/dffoo_cyan.png
A loyal samurai of Doma, ridden with guilt for failing to protect his beloved family and kingdom from Kefka. Not until he joined the Returners was he able to break away from his troubled past, unlocking his true potential as a warrior.

Recruited in Chapter 8 of the main story. Cyan is first encountered after having tried to commandeer a Magitek armor that was attacking him. However, he lost control and the party had to defeat it before they could recruit him. Cyan eagerly joins the party in order to put a stop to Kefka once again.

Cyan needs some time to buff himself and charge his attacks, but once he does he can do high damage with Bushido Fang and Bushido Dragon. His EX Ability, Tsubame Gaeshi, is a 6-Hit Defense and Buff-ignoring Melee BRV+HP attack and grants him Samurai's Pride for 6 turns. It reverts his abilities back to their Concentrate state.
15: Concentrate: Fang
35: Concentrate: Dragon
EX: Tsubame Gaeshi
LD: Bushido: Tempest
  • Armor-Piercing Attack: Has the ability to make his attacks ignore enemy defense. His LD overhead buff also lets his attacks ignore BRV damage reduction as well as long as the enemy has no active buffs.
  • Balance Buff: Cyan receives a rework on his EX debut. His Concentrate does not consume his abilities usage now, and his Bushido Fang hits incredibly hard and even removes 3 buffs from the target should he break or attack a broken target and does splash damage to other targets. His Bushido Dragon now recovers BRV after his HP hit, so he won't be broken easily. With his EX Ability, Cyan can now get BOTH his Max BRV and Speed buffs unlike before, which he could only hold one of each.
  • Charge Meter: His LD Ability introduces a Bushido Meter, that increases by 1 every time Cyan takes an action; he cannot use his powerful Bushido: Tempest attack until the meter is at 7 stacks.
  • Difficult, but Awesome: His LD Ability is incredibly powerful, but is unavailable until Cyan has seven stacks of his Bushido overhead buff (this is a callback to how Cyan's Bushido attacks worked in his home game).
  • Hidden Depths: He shows himself to be quite a romantic when the party talks about Yuna's second journey to find Tidus, much to the others' surprise.
  • Hopeless with Tech: Cyan is terrible when it comes to trying to opperate Magitek. His introduction to the party involved unintentionally attacking them because he was trying to use a Magitek Armor to fight the monsters, but he quickly lost control of the machine and caused it to rampage.
  • Meditation Powerup: Cyan has to use his Concentrate skills before he can use Bushido Fang or Dragon, which enhances his other abilities.
  • Life Drain: Bushido Dragon restores some of Cyan's HP.
  • Spam Attack: His LD ability allows him to deal 8 BRV+HP attacks with 20% splash damage in a row that ignore enemy buff effects and defense and don't consume his BRV until the last attack, but he can only use it when his LD overhead buff is at 7 stacks, he starts the battle at 5 stacks, he only gains 1 stack per action and using it drops his stacks back to 1.
  • Team Dad: One of several in the party, as a father himself. He is one of the ones to give advice to Tidus regarding his relationship with his own father.
  • Vengeance Feels Empty: Discussed when Leo appears. Although Celes and Terra are keen to recruit him into the party, they are also conscientious that Cyan may be harboring ill-feeling towards him for the Siege of Doma (although it was Kefka who committed the final atrocity, Leo commanding the lengthy siege is not glossed over). Cyan assures them that he is not going to be trapped by the past and allow anger to rule him.

    Edgar Roni Figaro 

Edgar Roni Figaro

https://static.tvtropes.org/pmwiki/pub/images/dffoo_edgar.png
Alternate Skin 
The young ruler of the desert kingdom of Figaro. For the sake of his subjects, he allied with the Gestahlian Empire, but a conflict with Kefka provides the opportunity for him to devote himself entirely to the Returners' resistance. While beloved by his people for his unpretentious nature, he is also known for being a notorious playboy.
Voiced by: Shin-ichiro Miki

Recruited in Chapter 9 of the main story. Edgar had also been in the world of Opera Omnia for some time before the game started, but aligned himself with neither Materia nor Spiritus because he didn't trust them. Instead, he formed the Returners again in this world, making it a secret network where he recruited the likes of Firion, Squall, Shadow, and Layle. He finally joins up with the party when they all decide to go confront Materia herself and ask her to tell them the truth.

Edgar specializes in doing damage against machine-type enemies with Auto Crossbow and Drill while debuffing them to further damage. His EX ability, Chainsaw, strikes an enemy multiple times and deals HP damage while giving him a unique buff that increases his overall BRV damage on targets in accordance to their total debuffs.
15: Auto Crossbow
35: Drill
EX: Chainsaw
LD: Royal Shock
FR: Chance Maker (with Jessie)
BT: Air Anchor
  • Aloof Ally: Edgar has actually been in the world of Opera Omnia for quite awhile, amassing a group of allies called The Returners which includes the likes of Shadow, Squall, and Layle. However, he remains at a distance from the party as he does not trust either of the so-called Gods of this world nor Mog. He finally makes a proper appearance in Chapter 9 very early on, but stays behind to repair the party's airship as opposed to joining them. He only relents near the very end of the chapter once he learns the party is going to meeting up with the Goddess Materia first-hand and tags along to ask some questions of his own.
  • Anchors Away: Edgar's Burst Finisher is Air Anchor, in which he uses an anchor launcher to attack the enemy. Just like in FFVI this also inflicts an additional trap follow-up after the enemy attacks.note 
  • Armor-Piercing Attack: The + versions of his skills ignore enemy defenses.
  • Attack Its Weak Point: His LD buff gives him the ability to inflict the unique Weak debuff on the enemy which imperils the enemy towards whatever type of BRV damage he attacks the enemy with (physical for Drill and Chainsaw, ranged for Auto Crossbow, magic for Royal Shock and Bioblaster).
  • Automatic Crossbows: Auto Crossbow hits every enemy on the field.
  • Big Good: With Materia and Mog's intentions unclear, it's Edgar of all people who steps into the role as leader of the Returners, allying himself and his associates with neither Materia nor Spiritus. Everyone is eager to meet him from the moment they hear he is in this world, and when he finally joins the party everyone looks forward to hearing what he has to say. By Act 2, he mostly steps out of this role in favor of the Warrior of Light since all of the Returners have joined the party anyway.
  • Birds of a Feather: Tries this with Ashe, as they're both rulers of a desert kingdom. She turns down his advances, but they still connect over The Chains of Commanding and the difficulties of defending a kingdom placed in such unforgiving terrain.
  • Chainsaw Good: Edgar's EX Ability is Chainsaw ... even though, he's actually using a handheld circular saw and not a chainsaw (in Japan this move is actually Rotation Sawtooth, or circular saw).note 
  • Chivalrous Pervert: He wastes no time flirting with women from different worlds, but doesn't push it. As he says to Sabin in Ashe's lost chapter, once he's rejected it's time to back down.
  • Damage-Increasing Debuff:
    • His LD buff allows him to inflict the Weak debuff, which causes the enemy to become imperiled to a damage-type (as opposed to the more typical elemental imperils). The type of weakness is in reaction to Edgar's attacks; his LD or Bioblaster attack imperils the enemy to Magic damage, his Auto-crossbow imperils to Ranged damage, and his Drill and EX Ability imperils to Physical melee damage. His Burst imperils both Physical and Ranged at the same time, while his Force Attack imperils for all three weapon-types at once.
    • Invoked in his Force Animation with Jessie; Edgar uses the Debilitator Tool in order to create an opening for Jessie to follow-up with her flame launcher before Edgar finishes with his chainsaw.
  • Extra Turn: Royal Shock allows for an immediate follow-up from Edgar, which is particularly useful as he can imperil a second weapon-type with Weak right away.
  • Gadgeteer Genius: Edgar owns and maintains a mechanical castle in his home world, can repair a crashed airship single-handedly, and fights using a variety of tools such as a drill and a circular saw.
  • Hidden Depths: The Intersecting Wills chapter focused on Edgar highlights this. Shelke and Llyud, both newcomers to the group, are puzzled by the different traits they hear about Edgar, and resolve to learn about him themselves. They come to the conclusion that while he is a womanizer and machinist, he is also a strong leader, a dependable ally, and even a crafty and secretive strategist.
  • Jack of All Trades: A variant. Edgar is one of the few characters capable of doing all three damage types in the game, with melee, ranged, and magic damage, and he can also imperil the enemy to all 3 of them with his LD debuff in effect. The other character who does this is Alisaie, but she has multiple types of elemental damage on top of that while Edgar is Non-Elemental.
  • King Incognito: His alternate costume is from his "Gerad" disguise in Final Fantasy VI, which was a Palette Swap of his original sprite that he used to masquerade as a leader of bandits in the World of Ruin.
  • La Résistance: Once again, Edgar leads it in this world. They aren't so much rebel fighters as dissidents against the gods.
  • Nightmare Fuel Station Attendant: Oddly, Edgar expresses a desire to tame the Eldritch Location they are in during Chapter 11 (sort of a Womb Level for the Blackened Will) and control it like Figaro Castle.
  • Poisonous Person:
    • His LD ability changes his HP attack into a limited-use attack called Bioblaster that deals full AoE damage multiple times and inflicts the enemy with the Poison debuff.
    • All of Edgar's attacks (with the exception of his Burst) inflict a unique debuff called Royal Pressure, that causes an additional Sap effect.note 
  • Secret Test: Edgar reveals in his Intersecting Wills event that he puts the new recruits to the party through a test where he accompanies them out in battle in the field to get a feel for how they fight and how best to utilize everyone's strengths. Ashe is shown to help him with this on occasion.
  • Sliding Scale of Gameplay and Story Integration: Edgar's Intersecting Wills chapter involves Lluyd and Shelke learning that Edgar works well as a party leader as he always tries to support whatever formation he is in. This plays in very closely to how his actual kit works; Weak has the potential to debuff towards weapon-types at his discretion (so if he is in a team with Ranged-users he can imperil to Ranged-, etc.), with both poison and sap he helps keep an enemy from overwhelming the party, and the fact his attacks can outright ignore defense means he is no slouch as a damage dealer. He is a well-rounded character who slots in nicely as a third-party member for whatever the team is lacking.
  • The Spymaster: Along with more overt agents like Layle and Firion, Edgar also employs Shadow and Locke to gather information—the latter of whom has been spying undetected for a very long time.
  • Take a Third Option: Up until Chapter 9 characters either sided with the Goddess Materia and her shifty Moogle to presumably 'save the world', or side with the God Spiritus to do whatever they want in order to eventually destroy the world to allow Spiritus to rebuild it as he sees fit. Edgar, leader of the Returners, decides he doesn't want to work with either deity, and instead wants to discover a way to resolve the conflict in spite of the warring gods.
  • This Is a Drill: Edgar uses Drill to wield a hand-drill to do BRV to HP Damage on an enemy.
  • Trap Master: His Burst Attack, Air Anchor, inflicts a unique debuff that will resist all incoming BRV and HP Damage, as well as trigger a powerful follow-up attack with innate HP damage up effect and greatly increased BRV and HP damage caps that always inflicts Break and ignores Defense. Its main drawbacks are that it only lasts for a single turn per per Burst Finisher use and it isn't gold-framed, making it possible to waste it entirely.
  • Two-Headed Coin: Edgar's signature two-headed coin makes an appearance during his Burst Animation.note 
  • Walking Armory: In addition to his spear or trident, Edgar carries around an automatic crossbow, a power drill, a circular saw, a toxic gas cannon, a weakness-inducing flash, and an anchor launcher on his person. As a result, Edgar is one of the few characters who can attack with physical-, ranged-, and magic-damage (his Force Attack actually utilizes all three weapon-types in a single attack).
  • Weapon of X-Slaying: Edgar specializes in taking down Machine-type enemies, dealing automatic Weakness damage to them.

    Celes Chere 

Celes Chere

https://static.tvtropes.org/pmwiki/pub/images/dffoo_celes.png
Alternate Skin 1 
Alternate Skin 2 
A gifted and specially trained military woman of the Gestahlian Empire. Imbued with magical energy at a young age, she would go on to win countless battles as an undefeated general. In time, however, she came to question the foolishness of war and rebelled against the empire. After meeting Locke, she joined the Returners in their fight against Kefka.
Voiced by: Houko Kuwashima

Recruited in her event, "Raise the Runic Blade". Celes arrives in the world of Opera Omnia surrounded by Manikins, but the party helps her fight them off and she joins them.

Celes is a tank character, negating magic damage with Runic and damaging enemies with Shine Edge. Her EX ability, Spinning Edge, is a BRV+HP attack that also gives Celes a unique framed buff known as Rune Knight, increasing her stats and granting a Magic Attack Up. Her LD ability inflicts a trap debuff on all enemies that deals BRV+HP damage after their turns and heals and batteries the party.
15: Shine Edge
35: Runic
EX: Spinning Edge
LD: Freeze Dive
FR: Change the Air (with Basch)
BT: Searching For Friends
  • An Ice Person: With her 35CP weapon passive, using Runic will turn her normal Brave Attack into an Ice-Attribute melee attack.
  • Anti-Magic: Celes is unique of all playable units so far in that she is a tank designed to protect the party against magical enemies. Runic absorbs any magic damage and converts it into BRV via the framed buff Magic Absorb. Runic Extend turns the buff into a stackable one which increases either per Runic usage or per magic attack landed on her up to 5 times to act as a Max BRV Up per stack. Her Burst effect greatly capitalizes on this by forcing the enemy's attacks to become magical, ensuring the damage is absorbed.
  • At the Opera Tonight: Her second alternate skin has her in the opera dress she wore while masquerading as Maria. The art shows her holding a bouquet of flowers, but she wields her swords as normal in game.
  • BFS: Celes wields greatswords in this game.
  • Birds of a Feather: Her Force Ability pairs her up with Basch, both of them being knights who were considered "traitors" against their empire for rebelling against them.
  • Character Name Limits: Her Runic is known fully as "Runic Blade" in the original Japanese Final Fantasy games but is shortened to just Runic in the English version due to textual limitations, and is kept that way in later appearances as tradition.
  • Draw Aggro: What her aforementioned Runic does. However, she can only do it to one target at a time, thus without her Lv. 65 additional ability, Set Target Lock All, a reckless Celes player will burn through Runic uses just trying to frequently get all enemies provoked onto her.
  • Failed a Spot Check: Celes is one of numerous characters who fail to differentiate her friends from Manikins at first. However, she is able to quickly realize her mistake.
  • Foil: In terms of gameplay she can be seen as one to Galuf; whereas Galuf is focused on tanking solely physical attacks to guard the whole party, Celes specializes in tanking solely magical attacks to provoke enemies with self-buffs.
  • "Not So Different" Remark:
    • She and Cecil both realize that they are generals who turned traitors to their tyrannical emperors/kings. Celes also realizes this about herself and Kefka, noting that if things turned out differently she could have been the one driven insane by the magitek infusion.
    • Later, when she learns Sephiroth was also experimented on as a baby and injected with cells to make him a super soldier, she makes the observation that he's just like her and Kefka, but the others deny this and say she's nothing like them because she made much different choices in her life.
  • Stone Wall:
    • Her main gimmick with Runic, where she makes herself be able to absorb magic attacks as mentioned under Anti-Magic; absorbing such attacks gives her extra BRV.
    • Stats-wise, her base Defense is indeed at the highest point via 5/5, while her HP and Initial BRV are a 4/5 (making her hard to BRV break). Her Attack, Max BRV and Speed bases however, are all average via 3/5, but her awakening and rework add much more to make her hit even harder with overflow on all her attacks, and have higher turn rate to stay on top of her foes.
  • Sword Beam: Her Shine Edge ability launches a wave of magic at her foe as an BRV+HP Attack. It adds to her defensive capabilities by also giving her an HP regen buff with her 15CP passive, also giving Celes a chance to heal passively if any raw HP damage bypasses her.
  • Will They or Won't They?: Her relationship with Locke has more or less become this. Celes herself is unsure of where they stand, especially since they both lack memories. Ashe understands where Locke is coming from, recognizing from her own experiences with Balthier that he prizes freedom.

    Relm Arrowny 

Relm Arrowny

https://static.tvtropes.org/pmwiki/pub/images/dffoo_relm_9.png
A young girl whose skill with a brush puts grownups to shame. She has the mysterious ability to bring her paintings to life. The proactive type, she goes after Strago and half-forces her way into the Returners. Though cheeky, she supports the party with both her kindness and a good scolding from time to time.
Voiced by: Aoi Yūki

Recruited in her event, "A Thousand Words." Interceptor, Shadow's dog, senses her nearby and sniffs her out. Relm is then overjoyed to be part of the party again.

Relm is unique in that her effectiveness depends on which Summon the player has equipped, giving her the ability to use every element with Sketch Summon for AoE damage. Sketch applies the aptly named "Sketch" framed debuff, allowing Relm to manipulate turn order and act immediately after an enemy. Her EX Ability, Star Prism, is a magic area of effect BRV+HP attack with overflow that can apply "Sketch" to all targets at once.
15: Sketch Summon
35: Sketch
EX: Star Prism
LD: Ulty Sketch
FR: Portrait Image Attack (with Kelger)
BT: Promised Picture
  • Art Initiates Life: Discussed in a cutscene when her fellow party members discuss her threats to "draw" them, and when Terra and Sabin come across copies of them that aren't Manikins.
  • Art Attacker: In gameplay, her ability to make her drawings come to life is mainly extended to copying the effects of the party's equipped Summon Magic, with her LD, Force and Burst Finisher abilities allowing her to paint Ultros, Kelger and the Lakshmi esper, respectively.
  • Balance Buff: Receives a rework on her Lost Chapter, which increases her damage output and allows her to apply her Sketch debuff to multiple targets at once. She gets another rework on Strago's event along with her EX+.
  • Combat Tentacles: Her LD ability involves sketching Ultros as expected from its name and attacking all enemies with his tentacles as well as giving her access to a HP replacement ability called Tentacles that deals multiple HP dumps to all enemies and batteries the party whenever she gets an extra turn from the Sketch debuff.
  • Commonality Connection: With Krile, both of them being Raised by Grandparents.
  • Cool and Unusual Punishment: As in her home game, she threatens anyone who annoys her with painting their portrait.
  • Developer's Foresight: Sketch Summon has an effect for every single summon in the game ... even the joke Summon "Mog" who was only released as an April Fool's Joke. It's effect is that it cleanses Terra of her debuffs if she is in the party, and that's it.
  • Doppelgänger Attack: For her Force Attack; Kelger comes to her aide only for Relm to draw his portrait summoning a second Kelger into battle, the two werewolves joining forces for a shortened version of a two-person Lupine Attack.
  • Elemental Powers: Relm is unique in that she is able to use every element in this game by copying the powers of one summon at a time. This includes Non-Elemental damage if the party is using Chocobo, Odin, or Bahamut, and even some light Combat Medic use should the party use Sylph. A couple Summons even have a small bonus effect; Odin grants a 50% Break chance if the enemy is not already broken (or immune to Break), and Pandemonium increases the target's chance of being launched slightly. There's even a (relatively useless) option for the Mog Summon.
  • Extra Turn: Using Sketch puts a debuff on an enemy that gives Relm a free turn after the enemy's turn. Her Burst buff allows her to extend this effect to the party members to the right of her, which also lets her grant the party up to 3 additional summon turns if the summon is used when she and the other 2 party members have their free turn available, while the party members to the left of her gain increased stats and caps from the buff to make up for the lack of extra turns. She also doesn't use up her Burst buff duration during her extra turns, which can allow it to last a longer than the default 6 turns if the enemy keeps granting her extra turns via her debuff.
  • Improbable Weapon User: Paintbrushes, just like in her own game.
  • Irony: Watching Krile and Galuf makes Relm miss Strago. In the end, Krile is the one who will lose her grandfather, while Strago survives the end of FFVI.
  • Mechanically Unusual Fighter: Relm's Sketch Extra Turn is unique in that does not count towards the normal turn count, nor the turn count for being a Friend Unit. This gets later incorporated into Relm's Burst Effect as well, as her extra turns from Sketch do not cause her Burst Duration to decrease, extending its longevity. It does still affect Force Time turns, however.
  • Mouthy Kid:
    • She browbeats her grandfather into not being an "old fuddy-duddy" and speaks rudely or bluntly about various other party members. But her words serve to shake him out of his gloom and she'll try to cheer people up when they're down.
    • She notices that Celes is upset and very openly asks if she and Locke broke up, earning her a scolding from Strago but Celes can't really say that she's wrong.
  • Unwanted Rescue: On the receiving end during Kelger's event, in which she and Jecht are joking with one another before Relm pulls out the Crocodile Tears in order to make Jecht feel bad ... which goes as well as expected. However, Kelger assumes the tears are real and jumps out of the shadows in order to "Save" Relm by sucker punching Jecht in the gut. While Relm feels bad she caused Jecht to get hurt because of her teasing, she does admire how Kelger came to her heroic rescue, and even sketches him in a very virtuous light when the group goes out to try and find him.

    Locke Cole 

Locke Cole

https://static.tvtropes.org/pmwiki/pub/images/dffoo_locke.png
Alternate Skin 1 
Alternate Skin 2 
A young man traveling the world in search of a legendary treasure. Gripped with regret for failing to protect his beloved from the empire, he joins the rebel group the Returners. Rescuing Terra proves the impetus for Locke to throw himself into defeating both the empire and Kefka.
Voiced by: Yuki Ono

Recruited in his event, "Treasure Hunting." When the party comes across a place they think is bursting with treasure only to find it empty, Sabin and Shadow start to suspect their friend Locke might have already come here. Eventually, they come across him taking a nap, only to learn that he has been in the world of Opera Omnia for quite some time, acting as Edgar's informant and delivering information about the party to the Returners before Edgar himself joined. After Edgar joined the group and his job was done, Locke took to roaming the world in an attempt to complete his original goal: find resurrection magic capable of restoring his former girlfriend. He later decides that he doesn't want to keep traveling alone, so he joins the group.

Locke is an attacker type character with some healing capabilities, stealing treasure from his foes with Sneak Slash to grant himself the unique buff Brigand's Gloves (increases his Attack, Max BRV and Speed) and attacking multiple targets with Phoenix Ray, which is capable of healing the party. Having Brigand's Gloves active also changes his standard BRV attack to Mug, which in turn changes his HP attack depending on whether he steals Genji Gloves (an extra Attack Up) or Miracle Shoes (speed up, BRV regen and decreased BRV damage taken) from his enemy; His EX Ability, Mirage Dive, is a powerful single target attack BRV+HP with overflow that grants Locke the unique "Treasure Hunter" buff that increases his Max BRV, Attack and Speed.
15: Sneak Slash
35: Phoenix Ray
EX: Mirage Dive
LD: Dagger Dance
FR: Heroic Mug (with Zidane)
Burst: Ever-Shining Magicite
  • Armor-Piercing Attack: His Burst buff allows the party to ignore enemy defense when it's active.
  • Always Save the Girl: Since he failed to save Rachel previously, he notes how he's dedicated to protecting Celes and Terra this time around. This even extends to their Dark Manikins.
  • Back Stab: His skill 1 is Sneak Slash, which deals extra damage to any enemies not targeting him.
  • Back-to-Back Badasses: Does this with Noel and Noctis in Act 2, Chapter 5's cover art. The three of them form a strong friendship as they face down Kefka.
  • Balance Buff: The unique case for Locke; he received his rework via an event rerun on the 5th chapter of Arc 2 for the JP version, even before his Lost Chapter even hit. The said rework mainly fixes up the issues with both versions of his enhanced HP Attacks (making them hit more times before dealing HP damage), and having Sneak Slash deal more BRV hits into an HP finisher on both the normal and + version, greatly fixing up his prior turn efficiency issues.
  • Big Brother Is Watching: He already knows everyone's name and personalities because he's been following them for some time as a spy for Edgar.
  • Birds of a Feather: He has a moment where he bonds with Vaan, Faris, Zidane, and Yuffie about treasure hunting, but the scene is sobered once they bring up that nothing in this world seems to have any real value. Nonetheless, Locke rallies them into action and challenges his friends to keep searching for treasure.
  • Combat Medic: Phoenix Ray heals the party in addition to doing damage, and his Burst buff instantly heals any party member that drops below 50% HP for that amount, although it doesn't protect from One Hit Kills.
  • Dual Wielding: Locke dual wields a pair of daggers, as usual.
  • Early-Bird Cameo: A Sticker Pack of Locke was released in the international version of the game months before he's actually available as a playable character.
  • The Heart: All throughout Act 2, Chapter 5, he does all he can to boost the party's morale, particularly when Noel struggles with his own doubts. Despite everything that's happening, he maintains his upbeat attitude, with the only exception of meeting his Dark Manikin, who he yells at and calls an idiot for despairing. He ends up taking his Dark Manikin's will as it dies, and its mission to protect the Dark Manikins of Celes and Terra.
  • Intangible Theft: In universe, he manages to steal Caius' dimensional coordinates so the party can summon his aid in battle and better keep track of him.
  • Lightning Bruiser: Has solid 4/5 in Attack and Max BRV with 5/5 in Initial BRV and Speed, but suffers from very low base HP with average Defense, making him a bit of a Glass Cannon as well. However, a decently decked out Locke can hit quite hard, though he's also held back by being rather turn inefficient while stealing turns very often during that time. Post-rework however, he hits harder with better BRV+HP dumps on both his enhanced HP attack(s) and both versions of Sneak Slash, making him more turn efficient overall.
  • The Lost Lenore: Rachel, although she isn't named. Once released from his spying responsibilities, Locke goes back to hunting for the "legendary relic"note  that could bring her back.
  • Luck-Based Mission: Normally, what he steals with his Mug or Lv. 65 ability can invoke this. Either you steal a pair of Genji's Gloves for 2 total attack up buffs that are framed, or you steal Miracle Shoes for only a speed increase with high turn rate (which won't add to your damage). Though with his EX+ being limit broken enough, the notable attack increase will make up for the issue of Miracle Shoes based RNG fouling up Locke's consistent damage output. His LD reduces this by giving him a BRV+ attack that always grants him Genji Glove and his lv90 rework makes Miracle Shoes more useful, and using his LD or Force ability grants him both of the buffs necessary to use the strongest version of his HP+ attack.
  • Mythology Gag: He's a spy for the Returners, just like before, and he's still looking for the Phoenix magicite (although it goes unnamed).
  • No-Sell: His lv90 rework allows the Miracle Shoes buff to nullify all BRV and HP damage done to him while it's active, and his Burst buff also makes the party immune to being broken.
  • An Odd Place to Sleep: They find him lying down in an open field, which makes Celes initially assume that he's been injured.
  • Percent Damage Attack: His Lv. 65 Ability, Item Steal, is another way to gain access to any of the steal-able items without needing to activate the Brigand's Gloves buff to enhance his BRV Attack to Mug. Item Steal also is able to reduce the target's current BRV amount by a percentage, with his lv88 passive allowing it to reduce the enemy's BRV to 0 regardless of the amount.
  • Reduced Mana Cost: Like Iroha, his LD buff grants him the ability to retain 40% of his current BRV when dealing a HP attack as well as granting him 40% more BRV when dealing BRV damage.
  • Spam Attack: His lv90 rework grants him a HP+ attack that deals 8 HP dumps worth of damage, but using it consumes his Master's Scroll and Genji Glove buffs and he needs to regain both before he can use it again. His Force rework doubles the attack's HP dump count to 16, the highest out of any character in the game, as well as making it so that the attack doesn't consume his BRV until the last HP dump.
  • This Is Something He's Got to Do Himself: Throughout Act 3, Chapter 2. Locke leaves behind all of his allies, even Celes (despite his promise to protect her), because he feels he needs to find his most important treasure, the Phoenix magicite, and he feels he needs to do it alone.
  • What the Hell, Hero?:
    • The third cutscene of his event has Balthier, Yuna, Snow, and several of the Type-0 cadets pointing out that his hunt for the relic is for his own satisfaction more than anything else, and his single-minded obsession with it would be unlikely to actually make Rachel happy.
    • He basically gets this from everyone in Act 3, Chapter 2, for leaving Celes behind alone in the recreated Solitary Island after the huge Party Scattering event at the end of Act 2. He has an obsessive need to find his lost treasure, but thanks to his missing memories he can't be sure if there's something else he's missing.
  • Video Game Stealing: His prime gimmick akin to how he works in NT, though there are only 2 total items to steal at random that will enhance his HP Attack command. This however, bars the Master Scroll (increases his overflow limit) as that item is only gained when Locke uses his EX+. His LD ability also grants him an improved version of Brigand's Glove with identical effects, double the duration and the inability to gain the normal version of the buff.

    Gau 

Gau

https://static.tvtropes.org/pmwiki/pub/images/dffoo_gau_5.png
Abandoned by his father soon after his birth. As he grew up in the Veldt surrounded by monsters, he is not so good with words, but has a friendly disposition. Encountered Sabin and the others on their journey, and joined the party after receiving some dried meat. Uses monster abilities in battle.
Voiced by: Tomo Muranaka

Recruited in his event, "Wild Child of the Veldt." As soon as the party finds Gau, he is instantly aggressive, making the party suspect that he ran into Manikins earlier encroaching on his territory. After a fight, Sabin shows up and offers Gau some food, and the boy realizes these are his friends so he joins the party.

Gau is an earth element magic attacker utilizing a Stance System and his Rage abilities. His first ability, Lifeshaver, is a 5 hit earth magic BRV+HP attack that restores his HP. After that, his BRV and HP attacks get locked into a variant of Lifeshaver for three turns thanks to his "Beast Teachings" buff. His second ability, Cat Scratch, is a 3 hit group earth magic attack that also grants "Beast Teachings," but locks his attacks into a variant of Cat Scratch instead. His EX ability, Beast Raid, is a 4 hit earth magic attack inflicted on all enemies and a single target HP attack repeated three times, which also grants the buff "Feral Youth." His LD ability acts as a mix of the first two: damage the enemy and heal/battery the party. Unlike the first two, this doesn't lock his other moves.
15: Lifeshaver
35: Cat Scratch
EX: Beast Raid
LD: Landslide
  • Attack! Attack! Attack!: Gau's skills work like this, since he gets locked into using either Lifeshaver or Cat Scratch and also counters any damage done to the party with one of those abilities, letting him do fairly consistent damage.
  • Birds of a Feather: With Guy, as both are Raised by Wolves. Gau goes out of his way to collect medicinal herbs for Guy as a surprise gift just because Guy likes to have them around in case anyone needs them.
  • Counter-Attack: He can counter to heal/battery the party (using Lifeshaver), do off-turn damage (with Cat Scratch) or do both in a smaller way (with Landslide). However, the attack must actually hit the party: if nobody in the party takes BRV or HP damage, Gau won't counter.
  • Dishing Out Dirt: Gau is one of the first characters who specializes in using this element, as all of his abilities inflict earth damage. He even has a Stone Enchant skill as his crystal level 65 additional ability. His LD ability further grants him a buff that extends the earth enchant effect to all party members.
  • Face Your Fears: In one scene, Gau is revealed to have a fear of heights when the group has to traverse a cliff to reach treasure at the bottom. Bartz can relate to this fear and makes him feel better, but Kain, Layle, and Yuffie urge him to face it. With their encouragement, he decides to face that fear, but Bartz isn't nearly as enthusiastic about it.
  • The Nicknamer: Aside from Cyan as the usual Mr. Thou, Gabranth gets dubbed "Armor."
  • The Nose Knows: As always, Gau has a keen sense of smell and realizes that the Manikins don't smell like real people.
  • Stance System: Gau's two abilities are unique in that once he uses one, he can't use his other ability for three turns. His Lifeshaver stance focuses on single target damage with some healing capabilities while Cat Scratch specializes in high area damage. His LD ability essentially combines the effect of both stances into one, first dealing BRV+HP attacks dealing full damage to all targets, followed by a second set of BRV+HP attacks that batteries and heals all party members based on total BRV damage dealt, and unlike the other 2 stances, it has no 3 turn limit and lasts for as long as the LD buff stays active. His lv90 rework removes the restriction of only letting him use only a single stance at a time, letting him combine either of his base skill stances with his LD stance to have both of their counters trigger at the same time.
  • Variant Power Copying: Gau appears as Gabranth's partner for the latter's FR ability. While Gabranth performs his own unique variant of Basch's Flame Purge, Gau glances at Gabranth and copies him move for move, and it appears as a different color as they execute the attack "Aspirations" together. And it is adorably clear that Gau looks up to him.
  • Violation of Common Sense: A minor example: unlike all other characters who naturally prefer not to get hit at all if possible, Gau is the first character who actively wants to avoid using the Shiva and Ramuh summon board passives that grant the character a 10% chance to avoid any non-guaranteed attack at specific HP thresholds because his potent counters require someone in the party to take BRV or HP damage to trigger them.
  • Wolverine Claws: Unlike in his home game where he fights unarmed with his Rages, he uses fist and claw weapons here.

    Strago Magus 

Strago Magus

https://static.tvtropes.org/pmwiki/pub/images/strago084dd6b.png
A mage from the village of Thamasa who travels with Locke to stop the Gestahlian Empire. He was separated from the group after a cataclysm destroyed the world, but regained hope after reuniting with his beloved granddaughter, Relm, and rejoined the fight against Kefka.
Voiced by: Kenichi Ogata

Recruited in his event, "Lotsa Lore." When Strago scares off some monsters with their own magic after getting lost in the woods, the party encounters him and thinks he's a monster in disguise and chase him down until Cecil, Tifa, and Relm find him and clear things up. Despite the misunderstanding, he's all too happy to join up with the party after reuniting with his granddaughter.

With his Soul Of Thamasa buff active, all of Strago's abilities trigger twice in a row. BRV 2 Death, his second ability, lets him break an enemy if their bravery is an even number. Strago acts as a classical magical damage dealer with a focus on instantly breaking the enemy and dealing defense-ignoring damage.
15: Quasar
35: BRV 2 Death
EX: Sabre Soul
LD: Grand Delta
FR: Burning 1000 Needles (with Kimahri)
BT: The Pinnacle of Blue Magic
  • Acceptable Breaks from Canon:
    • Sabre Soul is not a Lore, but Strago's Desperation Attack, therefore in the original game the Soul Of Thamasa accessory would have no effect on it.
    • While the Soul Of Thamasa accessory does allow a character access to the Dualcast command, there is no way for a character to cast three spells at once in Final Fantasy VI, Strago's Burst Effect being a DFFOO original ability.
  • Call-Back: His second ability, BRV 2 Death, is a reference to various blue mage spells in other Final Fantasy games that often have powerful effects that usually bypass Contractual Boss Immunity but only hit targets with a specific stat being divisible by a predetermined number: in this case, it instantly breaks enemies whose current BRV value is divisible by 2.note 
  • Cool Old Guy: Strago shows his chops against a behemoth that Relm paints to life, which he takes down in one hit with his magic to prove he's not just a frail old man.
  • Commonality Connection:
    • When he reveals that he traveled the world to study monsters, Lenna takes a shine to him as a Friend to All Living Things. Zack also appreciates the fact that Strago has a dream of meeting one specific monster that has eluded him all his life.
    • With his Force Partner, Kimahri; both gain access to Blue Magic through their upbringing with Strago being a descendent of the Magi and able to cast Lores, and Kimahri being a Ronso and able to use enemy attacks through his Rages. Both also take on an adopted familial role with a female party member, Strago as a grandfather to Relm, and Kimahri as a brother-figure and guardian to Yuna.
  • Extra Turn: Aside from his Burst Effect, Strago offers no party support whatsoever. However, many of his attacks can break targets and push them back. BRV 2 Death inflicts break on any target with even-numbered BRV, while Grand Delta unbreaks then re-breaks all targets, with it being done twice with Soul of Thamasa and three times over if Strago's Burst Effect is also live. His Force Attack unbreaks and re-breaks targets three times by itself, and four times total with all his FR Boards unlocked.
  • Gameplay and Story Segregation:
    • In his debut cutscene, he uses some kind of sonic spell that bats use against them, but he has no such ability in gameplay.
    • Strago mentions that there is a monster he has searched for all his life yet has always evaded him, this being a reference to the legendary monster Hidon that he hunted along with his childhood friend, Gungho. However, Strago's LD Attack is Grand Delta, a Blue Magic spell that can only have been learned from Hidon; meaning Strago must have encountered Hidon already (then again, it could be a situation that Strago simply does not remember having met Hidon since his memories may be incomplete, although still has the spell on his list).
  • Miniature Senior Citizens: His ten-year-old granddaughter is taller than him, and he's not much bigger than child characters or Papalymo and Shantotto.
  • Mistaken for an Imposter: After Selphie, Zell, and Cinque witness him using a monster ability, they assume he's a monster in disguise and chase him down despite Barret's protests. When Tifa finds out the truth, she says they should know better because they have other blue mages in the group.
  • Spam Attack:
    • His main gameplay mechanic revolves around his Soul of Thamasa buff, which lets him doublecast any of his abilities, including his EX and LD abilities. His Burst Effect turns this into a triplecast, allowing him to cast his abilities three times per use. All of these exclude his Force Attack, however.
    • His Burst Attack has him cast three different Lores in quick succession; Lv.? Holy, Aero, and Tsunami, although he does need to take a quick breather between the second and final spells.
  • Spike Shooter: For his Force Ability, in tandem with Kimahri's Nova spell Strago summons the classic Blue Magic, 1,000 Needles, to turn the enemy into a pin-cushion hitting them with a barrage of Cactaur needles enchanted with explosion magical power.

    Mog (VI) 

Mog (VI)

https://static.tvtropes.org/pmwiki/pub/images/mogccc089a.png
A warrior of the moogles living in the mines of Narshe who came to Terra and Locke's rescue. He learned to speak the human tongue from the esper Ramuh, and joined the party to fight against the empire.
Voiced by: Sumire Morohoshi

Summoned by Materia in Act 3, Chapter 2. After the group's Party Scattering, most of Mog's comrades end up in the new world in a recreation of Solitary Island. Mog has the dubious fortune of running into Ardyn first, of all people, but instead of antagonizing Mog he actually gives him the tip of guiding the party to Darill's Tomb, where the rest of the VI cast can restore their lost memories. After meeting Locke and getting left behind by him, he later runs into Fran and Penelo and joins the party.

Mog is a support party member with water and lightning damage and offensive auras, with attacks themed after his Dragoon and Dancer moveset. With his LD, he also gains healing capabilities.
15: Jump (which changes to Serial Jump after use)
35: Water Harmony
EX: Moogle Rush
LD: Moogle March
FR: Don't Get Distracted! (with Krile)
BT: Cosmic Symphony
  • Adaptation Expansion: As an optional character in VI, Mog only got dialogue when he was recruited and re-recruited in the two halves of the game (and a third time if the player recruits Umaro). Opera Omnia confirms what many players suspected about what happened to the other moogles in Narshe and delves into the effect this had on Mog as the Sole Survivor, as well as giving him and the moogle-cuddling Terra more moments of interaction.
  • Badass Adorable: A very cute and cuddly moogle warrior.
  • Bait-and-Switch: At the start of his Inherited Will chapter, Mog befriends a Wendigo that tried to attack the party, using the exact same words he used to make Umaro join the party in his own game. At the end of the chapter, the Wendigo gets possessed by dark mist, causing it to start attacking the party again. Initially it seems that Mog is sad at having lost another friend, but it quickly turns out that he's instead pissed at the Wendigo by making him look like an incompetent boss and proceeds to quickly knock it out with Serial Jump.
  • Combat Medic: Mog can cleanse the party's debuffs with El Niño, and his LD Ability Moogle March massively heals the party before dealing damage on top of being able to overheal them.
  • Cycle of Hurting: He can inflict the enemies with the Confuse debuff with his Plasma followup, although only at 50% hit rate at base. However, his Force Time increases it to 100% on top of the ability inflicting 2 turns of Confuse on its own, letting him stunlock the enemy for the entirety of Force Time.
  • Dance Battler: As usual, though it's downplayed in that only one of his Dances is carried over as an ability for Opera Omnia, with another 2 as followups to his abilities, his Burst ability being a new dance and his Force ability using the Rockslide dance result. The Burst buff further emphasizes this by letting his followup dance trigger twice in a row.
  • Evolving Attack: With his "Dragon's Horn" buff, acquired from using Jump, Mog's first ability turns into Serial Jump.
  • Freeze-Frame Bonus: When using Moogle March, extra moogles come to assist him, with various different weapons. If you look hard enough, the weapons worn by the moogles are of the same type they used to wield in their home world, although they are their Opera Omnia 1-star equivalent.
  • Gameplay and Story Segregation: Despite Mog confirming the demise of the other Moogles in his home world, they seem to be just fine when he uses his LD, which summons them for a group attack.
  • Heartbroken Badass: Mog confirms the demise of his girlfriend Molulu, hinting that he hates being alone now and that he just wants to find his friends.
  • In a Single Bound: Mog has the Jump ability, which changes to Serial Jump with the "Dragon's Horn" buff. This is a Call-Back to a popular relic combination to give to Mog, the Dragoon Boots and Dragon's Horn.
  • Making a Splash: Water Harmony is a water-elemental attack, and it makes all of his HP attacks followed up by El Niño if the party has debuffs. If not, his HP attacks are followed up with Plasma instead, which is water and lightning elemental. Moogle March and Moogle Rush also both do water damage.
  • Ridiculously Cute Critter: He's a moogle, so this is a given. Heck, the first thing Terra does upon seeing him is to glomp him!
  • Spam Attack:
    • While his Burst Effect is active, his followup attacks, Plasma or El Niño, will trigger twice after his turns.
    • His Burst Attack has him use four Dances in quick succession; Cave-in, Wind Slash, Will o' the Wisp, and Avalanche.
  • What the Hell, Hero?: He lays one on Locke for leaving Celes behind on her own when he promised to protect her. Locke tries to defend himself by saying Celes is capable of defending herself, but Mog says that doesn't matter - no one knows what could happen so he should do whatever he can to protect them anyway, speaking from the experience of losing his girlfriend Molulu.

    General Leo Cristophe 

Leo Cristophe

https://static.tvtropes.org/pmwiki/pub/images/leo7740a84_6.png
A Gestahlian general who refused Magitek infusions and climbed the ranks with his own resourcefulness. He despises contemptible conduct and as such is constantly at odds with Kefka. He has great regard for human life, whether it be friend or foe, his noble nature even acknowledged by enemy nations.
Voiced by: Masashi Sugawara

Recruited in Act 2 Chapter 8. Leo is summoned back from the dead by Spiritus and informed of everything that has happened since he died, including the events of his own world, then sent on a mission to keep Spiritus's more willful warriors in check. Leo is left reeling from learning about the loss of his home, and while he attempts to process everything he is found by Gilgamesh, who acts as a neutral voice of reason while Leo sorts through his conflicting emotions. Leo eventually decides to join the party both because their goals align with his mission and because he still wants to protect the people of his world even if his country is lost.

Leo acts as both an attacker and support. His first skill, Call for Precision Strike, inflicts a unique debuff on a single enemy at a time that causes it to be weak to ALL single-target attacks regardless of type or element, and also provides the party with HP regen and BRV battery. His second skill, Master Blade, hits for BRV+HP damage multiple times, provides significant BRV battery to the party, and will turn-delay the enemy for two turns if that enemy is under the effect of his debuff. His EX ability Shock hits all enemies for split damage, however if there is only one enemy present it becomes Shock+ and hits for extra damage.
15: Call for Precision Strike
35: Master Blade
EX: Shock
LD: Call for Ferocity
FR: Prominence Shock (with Steiner)
BT: Final Shock
  • A Day in the Limelight: Leo gets TEN story scenes devoted almost completely to him in Act 2 Chapter 8, plus several more later that he still plays a large role in even after he's out of focus. This is more than double the standard five that are given to event characters, and considerably more than even most other story characters. He even has more lines in Act 2 Chapter 8 than he does in his entire home game.
  • Affectionate Nickname: Both on the giving and receiving side. Leo refers to Gilgamesh as the overly-formal "Sir Gilgamesh" despite Gilgamesh's protests, so Gilgamesh in turn refers to Leo as the overly-informal "Little Leo" despite Leo's protests.
  • Back from the Dead: Spiritus revives Leo with all his memories intact, fills him in on all the events that occured in Final Fantasy 6 after his death, and asks him to bring his warriors back in line.
  • Badass Longcoat: Still sports his green military jacket from his home game.
  • Badass Normal: Leo explains that humans in his world can only have magic through artificial processes and he wanted to protect his country with his own strength, so refused the infusion. To go along with this, all of his abilities are melee-only, unlike in his original game where Shock dealt non-elemental magic damage.
  • Character Development: A rare departure from the Status Quo Is God that's applied to most of the rest of the characters. Leo undergoes some intense soul-searching after being brought back to life in a world where the Empire he was loyal to doesn't exist. He initially considers his existence to be meaningless without it, then slowly comes to admit that he should have done more to stand up to its crimes, and eventually comes to understand that his loyalty was to the people in the Empire he loved rather than the Empire itself as an entity.
  • Commonality Connection: Gilgamesh bonds with him over their experinces as generals working for the Big Bad 's of their respective games.
  • Damage-Increasing Debuff: Leo inflicts a debuff that causes an enemy hit with single target BRV hits to take more BRV damage.
  • Desperately Looking for a Purpose in Life: He spends most of Act 2 Chapter 8 looking for a new purpose after learning that the Gestahlian Empire was in the wrong, but eventually finds his purpose and joins the party. His lack of a purpose is even represented by his lack of a strong will (which directly correlates to strength in this world) and is thus fairly weak in battle when first encountered.
  • The Dragon: He was Emperor Gestahl's in Final Fantasy 6 along with Kefka, and in Opera Omnia Spiritus revives Leo to be his new right hand man, and bring his other warriors into line after growing tired of his warriors' crazier antics after the events of Arc 2, Chapter 7. Leo doesn't take him up on his offer as he is still distraught over the events of Final Fantasy 6, and is unsure of himself now that the Gestahlian Empire no longer exists.
  • Extra Turn: When Leo hits a target under the effects of his framed buff with his second skill they are delayed 2 turns similar to Quistis' Degenerator Whip, with his LD ability delaying the enemy 2 turns by default and his Force ability delaying them by 3 turns.
  • Heel–Face Turn: Finally gets to complete the turn he was denied in Final Fantasy VI. He indicates that even at the time of his death he never even considered joining the Returners, however after learning about what happened after his death, he regrets not doing so. Even so, he still considers joining the Returners a betrayal of the country he loves, until he comes to understand that the "country" he loves is actually its "people" and not the Empire as a political entity, and thus protecting those people and joining the Returners are not actually in conflict.
  • Late-Arrival Spoiler: Woe to anyone who recruits Leo who hasn't played Final Fantasy 6 yet. The game makes no attempt to hide the fact that Leo is Back from the Dead, and he explicitly spells out may of the late-game events that he was informed happened after his death.
  • Loved by All: All the Final Fantasy 6 characters pretty much have nothing bad to say about him (even admitting he might be too good of a person, and that the villains might try to use him because of it), and actively try to get him to join the party. Even Cyan, despite still being in pain over the loss of his family and kingdom, and not particularly thrilled about fighting along side Leo, still considers Leo a good person.
  • Loyal to the Position: Going from My Master, Right or Wrong to this trope is part of Leo's character development. He accepts that Emperor Gestahl was in the wrong, and that his new duty as general is protect what has meaning, and joins the Returners.
  • My Country, Right or Wrong: Leo's struggles with this trope are the focus of his scenes in Arc 2 Chapter 8.
  • Mythology Gag: On release, his Master Blade consisted of 4 BRV+HP attacks, a reference to the Master's Scroll in the original game which allows the user to attack 4 times, and Leo had it equipped for the brief time he was playable. With his Force rework Master Blade now deals 8 BRV+HP attacks, alluding to the common strategy of combining the Master's Scroll with the Genji Glove so characters could dual-wield and attack with each weapon 4 times, a total of 8 hits.
  • Officer and a Gentleman: General Leo is incredibly polite to everyone, and a good chunk of his dialogue is just him thanking various people, even for fighting him.
  • Resurrected for a Job: Spiritus revives Leo for the purpose of bringing his other warriors back in line in response to their increasingly uncontrollable behavior. While Leo isn't keen on taking orders from someone who isn't his Emperor, he also doesn't want to betray the one who brought him back to life, leaving him in a quandary. Leo eventually sides with Materia's warriors, but only in that their assistance would help him complete Spiritus's mission for him since they ultimately had the same goal, anyway.
  • Spam Attack: In addition to being one of the first characters with a skill with 4 HP dumps, his LD buff grants the party an unique effect where every single-target HP attack they deal is followed up by a weaker HP attack that deals 10% of that character's maximum HP damage cap in HP damage (ie. if the character can deal 150,000 HP damage per hit, each HP attack they deal makes them also deal an additional fixed 15,000 HP of damage). His Burst buff also grants him a followup that works like Noctis' and is triggered whenever someone in the party deals HP damage to an enemy with his Precision Strike debuff.
  • Support Party Member: Outside of Leo's high damage on his own, he offers powerful a auras that make the party hit harder, heals the party, his skills provide BRV battery, and has a framed debuff that makes single target attacks do more damage.
  • Sword Beam: His Shock has been reinterpreted as this: in the sprite-based games he's been in so far, the animation involves Weapon Twirling followed by a pillar of energy, but here the animation involves having him spin his sword around vertically once, stabbing it into the ground next to him and slashing upwards to shoot out a shockwave that explodes into a pillar of energy.
  • Team Killer: On his initial release in JP, Leo had a glitch that allowed him to target other team members in co-op and single mode with his HP++ attack and kill them. This was patched a few days later.
  • Trauma Button: His Burst animation involves him seeing an illusion of Kefka (which might either be entirely in his head, or Kefka projecting an illusion of himself just to troll Leo), which he then tries to desperately cut down while hitting the actual enemy behind the illusionary Kefka.
  • Wrong Side All Along: Leo's entire story revolves around his existential crisis upon learning about what his Empire and Kefka did following his death and how the Returners had been the ones to save the world from them.

    Kefka Palazzo 

Kefka Palazzo

https://static.tvtropes.org/pmwiki/pub/images/dffoo_kefka.png
Alternate Skin 
A magitek knight of the Gestahlian Empire. The magic with which he was artificially infused cost him his sanity. He committed a number of atrocities as the emperor's confidant, but forsook the emperor after gaining the power of the Warring Triad. He rules the world through fear.
Voiced by: Shigeru Chiba

The series' main Monster Clown is back and recruitable in an event (Vagaries of a Fractured Heart), though he antagonizes the party on numerous occasions throughout the main story. Kefka ends up giving his dimensional coordinates to Mog essentially out of boredom, which Mog accepts but the rest of the party has trouble with.

Kefka excels in doing magical damage and debuffing, with Trine inflicting the unique HP Attack Disable status and Light of Judgment decreasing enemy attack, defense and speed. His EX ability, Havoc Wing, is a 3 hit magic BRV+HP attack that has a moderate chance of breaking the target, and inflicts the "Sneering Clown" debuff that lowers attack, defense, speed, and Saps BRV to Kefka.
15: Trine
35: Light of Judgment
EX: Havoc Wing
LD: Hyperdrive
Burst: Forsaken
  • Death from Above: Using Light of Judgment or Havoc Wing changes his standard BRV attack to Meteor.
  • Fate Worse than Death: How the heroes describe how they handle him after Kefka creates a new Blackened Will. Saying death is too good for him they instead throw him into a Torsion that traps the mad clown between dimensions where he will have nothing to destroy and no one to torture. The only reason they don't leave him there permanently is because Spiritus considers Kefka's immense destructive power too useful to forfeit.
  • Feather Flechettes: His EX, Havoc Wing, sees the mad clown doing midair somersaults before sprouting his God of Magic angel/demon wings to stab the enemy.
  • Fluffy the Terrible: Not him, but he calls the Blackened Will he made - an Eldritch Abomination - "Willy" and "Wilbur."
  • For the Evulz: Unlike the other villains who have some sort of goal, Kefka is just here to have fun and cause chaos.
  • The Friend Nobody Likes: His attempts to be pally with Spiritus' other warriors fall flat, because they find his mindlessly destructive antics and obnoxious attitude too annoying to put up with.
  • Freudian Excuse: Celes suspects he is experimenting on hers and Terra's Dark Manikins as a reaction to being experimented on himself when he was a child.
  • Godhood Seeker: In Act 3, he seeks to usurp Spiritus as the God of Destruction.
  • Hated by All: Just like in his home game, everyone utterly LOATHES Kefka, even the other villains summoned by Spiritus.
  • Improbable Weapon User: Kefka's weapons are clown hats.
  • Light Is Not Good: As usual, his Light of Judgment takes the appearance of an angelic beam of light.
  • Mega Manning:
    • He absorbs the power of a planesgorger, reducing it to an empty shell and giving him the ability to devour dimensions as well. Which he ends up passing on to the new Blackened Will.
    • In Act 3 he does this to Spiritus himself, stealing the power of the very god who summoned him to begin his own divine transformation. Though the party defeats him, Kefka manages to survive and escape with the power intact.
  • One-Winged Angel: He takes on his God of Magic form in Act 3 Finale after stealing Spiritus's power to try and destroy the heroes.
  • Omnicidal Maniac: Once again. In Act 2 Chapter 5, he succeeds in birthing a new Blackened Will after experimenting on Dark Manikins of Celes and Terra. Even worse, he lets it loose, leaving it free to feast on other dimensions and reduce them to nothing.
  • Power Floats: Kefka is always floating during battle.
  • Spin Attack: His EX ability, Havoc Wing, has him curl into a ball and rapidly spin at his enemies.
  • Token Evil Teammate: When Kefka joins the party, everyone - even the Warrior of Light and Terra, formerly Mog's biggest supporters - decides that the Monster Clown Omnicidal Maniac is the last straw and they can no longer trust Mog's judgment for recruiting warriors and that they will follow their own path. They were willing to warily tolerate the likes of Seymour, Kuja, and even Sephiroth until then.
  • Villain Teleportation: Kefka is capable of teleporting with and without the use of Torsions.
  • Wild Card: No one is ever sure of Kefka's allegiances - he more or less does his own thing and acts as an antagonist to the party even after his recruitment event, and sometimes even to the other villains.
  • Zerg Rush: Kefka decides to try this approach upon waking up in the gods' domain in Act 3, creating a veritable army of Manikins of himself to lay waste to the area. He plans to overpower the party, Spiritus, and Materia with sheer numbers in order to defeat Spiritus and become the new God of Destruction.

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