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*** In ''Final Fantasy VI'', Fire was Terra's innately learned spells but she could learn all spells like every character, but this game makes her a pure Fire mage. Locke's only association with Fire was a connection to the Phoenix Magicite; here he's a Fire-elemental fighter and several of his Soul Breaks evoke Phoenix imagery. Strago's staring Lores were Stone and the Wind/Water-elemental Aqua Breath but he otherwise had a wide variety of Blue Magic abilities; here he's a focused Water-elemental with Wind and Earth as secondary elements. Edgar had several Tools in his game, one of the first of which was the Poison-elemental Bio Blaster, and thus he's a Poison-focused character here with a secondary focus on Fire and Lightning. Sabin had multiple elemental Blitz commands, but he's tied more heavily to the Fire element due to the Rising Phoenix Blitz, probably because it's one players get a lot of use out of in his home game.[[note]]Oddly, another Blitz of his is Razor Gale, which was Wind elemental; here it's a non-elemental Soul Break.[[/note]]

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*** In ''Final Fantasy VI'', Fire was Terra's innately learned spells but she could learn all spells like every character, but this game makes her a pure Fire mage.mage (unit her shift towards Wind), most likely because one of the last spells she could learn from leveling up was Meltdown. Locke's only association with Fire was a connection to the Phoenix Magicite; here he's a Fire-elemental fighter and several of his Soul Breaks evoke Phoenix imagery. Strago's staring Lores were Stone and the Wind/Water-elemental Aqua Breath but he otherwise had a wide variety of Blue Magic abilities; here he's a focused Water-elemental with Wind and Earth as secondary elements. Edgar had several Tools in his game, one of the first of which was the Poison-elemental Bio Blaster, and thus he's a Poison-focused character here with a secondary focus on Fire and Lightning. Sabin had multiple elemental Blitz commands, but he's tied more heavily to the Fire element due to the Rising Phoenix Blitz, probably because it's one players get a lot of use out of in his home game.[[note]]Oddly, another Blitz of his is Razor Gale, which was Wind elemental; here it's a non-elemental Soul Break.[[/note]]
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* SoLastSeason: A good number of Hero Abilities are essentially reworked versions of the character's old Soul Breaks that they can now use freely and might even be more powerful than the old Soul Break version, although generally missing various effects associated with it.

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** Beatrix's and Paine's Hero Abilities do a single target holy and water attack respectively that can break the damage cap. While not as flashy as other Hero Abilities, these are a huge help against endgame holy weak and water weak bosses that stack savage levels as it's guaranteed to break their highest savage level under a chain compared to multi hit abilities.

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** Beatrix's and Paine's Any Hero Abilities do a single target holy and water attack respectively that only deal one hit but can break the damage cap. While They may not deal as flashy as other many hits and damage with most Hero Abilities, these are a huge help against endgame holy weak and water weak bosses that stack savage levels as it's guaranteed to Abilities paired with cap break their highest savage level under soulbreaks, but the high multiplier of the single hit abilities paired with a chain compared to multi hit abilities.will guarantee that it will break a boss with savage mode, even at savage mode level 3.
** Any Hero Ability that imperils a target's elemental weakness. They're only for 5 seconds, but by that time the character with the Hero ability will use it again. Combined with a dualcast awakening, the imperils will add up.
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** Several metagame-level bosses slip into this, like the higher-ranked Magicites and Torments. Their AI script is 100% scripted and dependent on their HP thresholds, and they may have attacks to increase their resistance to a certain type of elemental damage or deal a fixed amount of damage to the party. And with bosses that increase their elemental resistance, they usually do so by 2 or more levels, which overwrites the typical 20% weakness; since a character is no longer hitting their weakness and doing neutral damage, they will gain less Soul Break gauge. With abilities that have a random chance to trigger an Imperil effect, and Legend Materia that have a random chance to trigger a dualcast effect, a follow-up attack, etc., triggering them at the right time can severely swing the tide of battle. This began to be downplayed as the game moved into its 6th year, with new Legend Materia that have a guaranteed chance to trigger (with more restrictions on how often) and Hero Abilities that have a guaranteed Imperil effect with a lower duration than normal, making battles more consistent.
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** '''Job/[[DubNameChange Core]]:''' [[MightyGlacier Warrior]], [[StoneWall Knight]], Monk, RedMage, BlackMage, Magus, WhiteMage, Devout, [[SummonMagic Summoner]], [[EverythingsBetterWithSamurai Samurai]], Dragoon, [[CastFromHP Dark Knight]], [[MagicKnight Spellblade]], Viking, Berserker, [[ArcherArchetype Ranger]], [[FragileSpeedster Thief]], [[MagicMusic Bard]], Ninja, Gladiator

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** '''Job/[[DubNameChange Core]]:''' [[MightyGlacier Warrior]], [[StoneWall Knight]], Monk, RedMage, BlackMage, Magus, WhiteMage, Devout, [[SummonMagic Summoner]], [[EverythingsBetterWithSamurai Samurai]], Dragoon, [[CastFromHP [[CastFromHitPoints Dark Knight]], [[MagicKnight Spellblade]], Viking, Berserker, [[ArcherArchetype Ranger]], [[FragileSpeedster Thief]], [[MagicMusic Bard]], Ninja, Gladiator
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->'''Note:''' Characters in italics are, as of August 2020, available only in Japan.

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->'''Note:''' Characters in italics are, as of August 2020, February 2021, available only in Japan.



* '''[[VideoGame/FinalFantasyXV XV]]:''' Noctis Lucis Caelum, Gladiolus Amicitia, Iris Amicitia, Prompto Argentum, Aranea Highwind, Ignis Scientia, Cor Leonis, Lunafreya Nox Fleuret, ''Ardyn Izunia''

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* '''[[VideoGame/FinalFantasyXV XV]]:''' Noctis Lucis Caelum, Gladiolus Amicitia, Iris Amicitia, Prompto Argentum, Aranea Highwind, Ignis Scientia, Cor Leonis, Lunafreya Nox Fleuret, ''Ardyn Izunia''Ardyn Izunia

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* PlayingThePlayer: The Record Dungeon in Chapter 5 for the Gogo fight is set up like this: your entire party is equiped with a number of strong fire-elemental abilities and Soul Breaks, but all the enemies you fight before the boss are immune to them, one of them counters all physical attacks by Berserking your party and the only way to beat Gogo is to do nothing, meaning you never get to actually use any of the said abilities and Soul Breaks on any of the enemies.


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* RedHerring: The Record Dungeon in Chapter 5 for the Gogo fight is set up like this: your entire party is equiped with a number of strong fire-elemental abilities and Soul Breaks, but all the enemies you fight before the boss are immune to them, one of them counters all physical attacks by Berserking your party and the only way to beat Gogo is to do nothing, meaning you never get to actually use any of the said abilities and Soul Breaks on any of the enemies.
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** '''Limit Break Overstrike:''' An even stronger variation of Arcane Overstrikes, these instead utilize an actual Limit Break bar that appears on top of the screen when someone in the party has one equiped: the bar fills up over time instead of filling up from using abilities or taking damage, taking roughly 25 ingame seconds to fill up fully, and using a Limit Break Overstrike will consume all of it. All Limit Break Overstrikes ignore the respective enemy defensive stat and in case of physical [=LBOs=], have a 100% critical hit rate, and all of them hit at least 4 times at minimum if they cover multiple elements and 5 times if they only cover a single element, although some of the later Limit Breaks can reduce the hit count to as low as 3 if they both hit multiple elements and provide another effect other than just damage. However, despite their defense-ignoring capabilities, their power can be highly variable and the amount of damage they do if used without first honing them or without sufficient Limit Break bars can be underwhelming. Only a single [=LBO=] can be equiped per party, it can only be used once per battle, and when a party member is in the middle of casting one, the other party members cheer for them, much like in VideoGame/FinalFantasyXIV where this style of Limit Break is taken from.

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** '''Limit Break Overstrike:''' An even stronger variation of Arcane Overstrikes, these instead utilize an actual Limit Break bar that appears on top of the screen when someone in the party has one equiped: the bar fills up over time instead of filling up from using abilities or taking damage, taking roughly 25 ingame seconds to fill up fully, and using a Limit Break Overstrike will consume all of it. All Limit Break Overstrikes ignore the respective enemy defensive stat and in case of physical [=LBOs=], have a 100% critical hit rate, and all of them hit at least 4 times at minimum if they cover multiple elements and 5 times if they only cover a single element, although some of the later Limit Breaks can reduce the hit count to as low as 3 if they both hit multiple elements and provide another effect other than just damage. However, despite their defense-ignoring capabilities, their power can be highly variable and the amount of damage they do if used without first honing them or without sufficient Limit Break bars can be underwhelming. Only a single [=LBO=] can be equiped per party, it They can only be used once per battle, battle per character, and when a party member is in the middle of casting casts one, the other party members cheer for them, much like in VideoGame/FinalFantasyXIV where this style of Limit Break is taken from.

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** '''Limit Break Overstrike:''' An even stronger variation of Arcane Overstrikes, these instead utilize an actual Limit Break bar that appears on top of the screen when someone in the party has one equiped: the bar fills up over time instead of filling up from using abilities or taking damage, taking roughly 25 ingame seconds to fill up fully, and using a Limit Break Overstrike will consume all of it. All Limit Break Overstrikes ignore the respective enemy defensive stat and in case of physical [=LBOs=], have a 100% critical hit rate, and all of them hit at least 4 times at minimum if they cover multiple elements and 5 times if they only cover a single element. However, despite their defense-ignoring capabilities, their power can be highly variable and the amount of damage they do if used without first honing them or without sufficient Limit Break bars can be underwhelming. Only a single [=LBO=] can be equiped per party, it can only be used once per battle, and when a party member is in the middle of casting one, the other party members cheer for them, much like in VideoGame/FinalFantasyXIV where this style of Limit Break is taken from.

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** '''Limit Break Overstrike:''' An even stronger variation of Arcane Overstrikes, these instead utilize an actual Limit Break bar that appears on top of the screen when someone in the party has one equiped: the bar fills up over time instead of filling up from using abilities or taking damage, taking roughly 25 ingame seconds to fill up fully, and using a Limit Break Overstrike will consume all of it. All Limit Break Overstrikes ignore the respective enemy defensive stat and in case of physical [=LBOs=], have a 100% critical hit rate, and all of them hit at least 4 times at minimum if they cover multiple elements and 5 times if they only cover a single element.element, although some of the later Limit Breaks can reduce the hit count to as low as 3 if they both hit multiple elements and provide another effect other than just damage. However, despite their defense-ignoring capabilities, their power can be highly variable and the amount of damage they do if used without first honing them or without sufficient Limit Break bars can be underwhelming. Only a single [=LBO=] can be equiped per party, it can only be used once per battle, and when a party member is in the middle of casting one, the other party members cheer for them, much like in VideoGame/FinalFantasyXIV where this style of Limit Break is taken from.


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** '''Arcane Dyad:''' Another variant of Arcane Overstrikes, they, like their name implies, essentially function like 2 Soul Breaks in one and provide more functionality than just "lots of damage all at once": the first use of one essentially functions like a Glint+ and costs no SB bar to use, providing the character a stacking En-Element, an increase of their damage cap and a status with no time limit that keeps track of number of attacks used or total damage inflicted. The second use takes 3 SB bars to use and essentially works like a 20+1 hit version of an Arcane Overstrike, but with each hit having up to double the potency of normal Arcane Overstrike hits and the weaker hits being able to deal up to 29999 damage each, both of these being determined by dealing enough damage or attacks after using the first part of the Arcane Dyad.
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** Most Soul Breaks are this now. Ones to note are Assault Rush (Zack), Element of Treachery (Balthier), and various other 8-hit [=SBs=]. Most damage-dealing single-target [=USBs=] and some more recent [=BSBs=] deal at least 10 hits by default, with some of them doing up to 12, 15, 17 or 18 hits, and the multihit variety [=AOSBs=] always deal 21 hits in total.

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** Most Soul Breaks are this now. Ones to note are Assault Rush (Zack), Element of Treachery (Balthier), and various other 8-hit [=SBs=]. Most damage-dealing single-target [=USBs=] and some more recent [=BSBs=] deal at least 10 hits by default, with some of them doing up to 12, 15, 17 or 18 hits, all damage-type Awakenings and Syncs deal 15 hits by default and the multihit variety [=AOSBs=] always deal 21 hits in total.
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*** '''Brave Ultra Soul Break:''' Similar in power to normal Ultra Soul Breaks but instead of an EX Mode, they instead allow the character to enter Brave Mode, which changes their Attack command to a Brave command which can be powered up by using abilities belonging to a specific school in 3 levels, the effects of which ranging from powerful single attacks that can break the damage cap, a large number of weaker attacks that also have a special effect, a party heal with a special effect to a variation of any of the above.
** '''Chain Soul Break:''' Applies a timed "chain" effect to offensive skills of a certain element to multiply their damage for each successive hit. These come in 3 main varieties: the first type deals damage on their own and gives some sort of party-wide support effect as well as a 20% boost to all damage of that element and the ones that don't give any supporting effects, deal twice the number of initial number of hits, while the second type trades the extra hits and damage for a strong party ATK/MAG buff, a 50% boost to all damage of that element and a higher max chain count of 150 compared to 99 of the older types of chains. There's also a third type of Chain Soul Break that's not as much of a direct upgrade to the second type of chain: they only have a max chain count of 99 like the first type of chains, but they retain the second type's ATK/MAG boost and larger base boost to elemental damage and in exchange for the lower max chain count, they cast instantly and also provide the party an additional 20% increase to the damage of that element, allowing the party to potentially deal more damage at lower chain counts but also having lower maximum overall damage during the chain.

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*** '''Brave Ultra Soul Break:''' Similar in power to normal Ultra Soul Breaks but instead of an EX Mode, they instead allow the character to enter Brave Mode, which changes their Attack command to a Brave command which can be powered up by using abilities belonging to a specific school in 3 levels, the effects of which ranging from powerful single attacks that can break the damage cap, a large number of weaker attacks that also have a special effect, a party heal with a special effect to a variation of any of the above.
above. Some Awakening Soul Breaks described below also possess a Brave Mode and these are generally set up so that a level 0 ability has an unique effect that other levels don't, mostly because due to the innate doublecast that most Awakening modes have by default will automatically follow a level 3 Brave command with a level 0 one.
** '''Chain Soul Break:''' Applies a timed "chain" effect to offensive skills of a certain element to multiply their damage for each successive hit. These come in 3 main varieties: the first type deals damage on their own and gives some sort of party-wide support effect as well as a 20% boost to all damage of that element and the ones that don't give any supporting effects, deal twice the number of initial number of hits, while the second type trades the extra hits and damage for a strong party ATK/MAG buff, a 50% boost to all damage of that element and a higher max chain count of 150 compared to 99 of the older types of chains. There's also a third type of Chain Soul Break that's not as much of a direct upgrade to the second type of chain: they only have a max chain count of 99 like the first type of chains, but they retain the second type's ATK/MAG boost and larger base boost to elemental damage and in exchange for the lower max chain count, they cast instantly and also provide the party an additional 20% increase to the damage of that element, allowing the party to potentially deal more damage at lower chain counts but also having lower maximum overall damage during the chain. In addition to elemental Chains, there are also Realm Chains which have largely identical hitcounts and base damage boosts and instead of working off elemental damage, they instead boost all damage of characters belonging to that realm and the entry effect also either grants the party an Attack and Magic buff and Haste or an ATK/MAG/DEF/RES buff to counter Dreambreakers' perioidical Full Break and the removal of cast time for a turn.

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** Scott and Hilda were an OfficialCouple; Scott has an Ultra Soul Break that gives him a Fire infusion, but only if Hilda is in the party. Gordon, Scott's brother who is implied will marry Hilda in his stead, has an additional effect on his Awakening if either Scott or Hilda are in the party and alive.



** Cloud is a Wind-elemental fighter whose Soul Breaks infuse him with Wind, and his USB "Ultra Cross Slash" grants him 100% critical hit rate. Zack is a Wind-elemental fighter whose Soul Breaks lower the enemy's resistance to Wind, and his CSB "Lucky Stars" boosts the Attack, Wind-elemental damage, and critical hit damage of allies. Together they two form a perfect combo with Zack's Soul Breaks acting to maximize Cloud's damage output.

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** Cloud is a Wind-elemental fighter whose Soul Breaks infuse him with Wind, and his USB "Ultra Cross Slash" grants him 100% critical hit rate. Zack is a Wind-elemental fighter whose Soul Breaks lower the enemy's resistance to Wind, and his CSB "Lucky Stars" boosts the Attack, Wind-elemental damage, and critical hit damage of allies. Together they two form a perfect combo with Zack's Soul Breaks acting to maximize Cloud's damage output. Angeal joined in later with dual-elemental Wind/Holy Soul Breaks that grant the party defensive buffs.



** Serah and Snow are both Ice-elemental characters, Serah a mage while Snow is a warrior.
*** Bonus points to this couple for each of them having their own Chain Soul Break.
** Tyro and Elarra are starting to become one: Tyro has an Ultra Soul Break that increases the party's critical hit rate up to 100% with repeated use of Support abilities, while Elarra's second Soul Break is one of the rare few that boosts the party's critical hit damage and is only such Soul Break found on a dedicated healer.

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** Serah Serah, Snow, and Snow Noel are both Ice-elemental characters, Serah a mage while Snow is and Noel are a warrior.
*** Bonus points to this couple for each of them having their own Chain Soul Break.
warriors.
** Tyro and Elarra are starting to become one: Tyro has an became one with their fourth and second Ultra Soul Break that increases Breaks, respectively: Tyro's boosts the party's critical hit rate up to 100% with repeated use of more and more as he uses Support abilities, while Elarra's second Soul Break is one of the rare few that boosts the party's critical hit damage and is only such Soul Break found on a dedicated healer.damage.
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* AbortedArc: None of the games represented by the Realm Dungeons have actually been adapted all the way to the end, despite several of their sequels being added, and given that it's been several years since most of them were updated, it seems likely they just won't ever be finished.

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* AbortedArc: None Many of the games represented by that make up the Realm Dungeons have actually been adapted all stop just short of including the way to the end, despite several FinalBoss of their sequels being added, respective titles, and given sat that it's been several years since most way for years. It wasn't until the game's sixth year that some of them were updated, it seems likely they just won't ever be finished.finally got around to finishing the title.
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* '''[[VideoGame/FinalFantasyXIV XIV]]:''' Y'shtola Rhul, Thancred Waters, Papalymo Totolymo, Yda Hext, Minfilia Warde, Alphinaud Leveilleur, Cid nan Garlond, Haurchefant Greystone, Estinien Wyrmblood, Ysayle Dangoulain, ''Alisaie Leveilleur''

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* '''[[VideoGame/FinalFantasyXIV XIV]]:''' Y'shtola Rhul, Thancred Waters, Papalymo Totolymo, Yda Hext, Minfilia Warde, Alphinaud Leveilleur, Cid nan Garlond, Haurchefant Greystone, Estinien Wyrmblood, Ysayle Dangoulain, ''Alisaie Leveilleur''Alisaie Leveilleur
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** In the game's early days, Full Charge was a powerful ability due to hitting four times for heavy damage, and Crystals to craft and hone Omega Drive were rare. That isn't a problem now so Full Charge has been completely forgotten in favor of Omega Drive, and even Omega Drive isn't that impressive on characters that aren't Cloud.

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** In the game's early days, Full Charge was a powerful ability due to hitting four times for heavy damage, and Crystals to craft and hone Omega Drive were rare. That isn't a problem now so Full Charge has been completely forgotten in favor of Omega Drive, and even Omega Drive isn't that impressive on characters that aren't Cloud.these days, to the point it had to be {{Balance Buff}}ed to act like Lifesiphon (charging the Soul Break gauge more than usual).
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** '''Limit Break Overstrike:''' An even stronger variation of Arcane Overstrikes, these instead utilize an actual Limit Break bar that appears on top of the screen when someone in the party has one equiped: the bar fills up over time instead of filling up from using abilities or taking damage, taking roughly 25 ingame seconds to fill up fully, and using a Limit Break Overstrike will consume all of it. All Limit Break Overstrikes ignore the respective enemy defensive stat and in case of physical [=LBOs=], have a 100% critical hit rate, and all of them hit at least 4 times at minimum for magical [=LBOs=], with physical [=LBOs=] generally hitting 5 times. However, despite their defense-ignoring capabilities, their power can be highly variable and the amount of damage they do if used without first honing them or without sufficient Limit Break bars can be underwhelming. Only a single [=LBO=] can be equiped per party, it can only be used once per battle, and when a party member is in the middle of casting one, the other party members cheer for them, much like in VideoGame/FinalFantasyXIV where this style of Limit Break is taken from.

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** '''Limit Break Overstrike:''' An even stronger variation of Arcane Overstrikes, these instead utilize an actual Limit Break bar that appears on top of the screen when someone in the party has one equiped: the bar fills up over time instead of filling up from using abilities or taking damage, taking roughly 25 ingame seconds to fill up fully, and using a Limit Break Overstrike will consume all of it. All Limit Break Overstrikes ignore the respective enemy defensive stat and in case of physical [=LBOs=], have a 100% critical hit rate, and all of them hit at least 4 times at minimum for magical [=LBOs=], with physical [=LBOs=] generally hitting if they cover multiple elements and 5 times.times if they only cover a single element. However, despite their defense-ignoring capabilities, their power can be highly variable and the amount of damage they do if used without first honing them or without sufficient Limit Break bars can be underwhelming. Only a single [=LBO=] can be equiped per party, it can only be used once per battle, and when a party member is in the middle of casting one, the other party members cheer for them, much like in VideoGame/FinalFantasyXIV where this style of Limit Break is taken from.
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** '''Limit Break Overstrike:''' An even stronger variation of Arcane Overstrikes, these instead utilize an actual Limit Break bar that appears on top of the screen when someone in the party has one equiped: the bar fills up over time instead of filling up from using abilities or taking damage, taking roughly 30 ingame seconds to fill up fully, and using a Limit Break Overstrike will consume all of it. All Limit Break Overstrikes ignore the respective enemy defensive stat and in case of physical [=LBOs=], have a 100% critical hit rate, and all of them hit at least 4 times at minimum for magical [=LBOs=], with physical [=LBOs=] generally hitting 5 times. However, despite their defense-ignoring capabilities, their power can be highly variable and the amount of damage they do if used without first honing them or without sufficient Limit Break bars can be underwhelming. Only a single [=LBO=] can be equiped per party, it can only be used once per battle, and when a party member is in the middle of casting one, the other party members cheer for them, much like in VideoGame/FinalFantasyXIV where this style of Limit Break is taken from.

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** '''Limit Break Overstrike:''' An even stronger variation of Arcane Overstrikes, these instead utilize an actual Limit Break bar that appears on top of the screen when someone in the party has one equiped: the bar fills up over time instead of filling up from using abilities or taking damage, taking roughly 30 25 ingame seconds to fill up fully, and using a Limit Break Overstrike will consume all of it. All Limit Break Overstrikes ignore the respective enemy defensive stat and in case of physical [=LBOs=], have a 100% critical hit rate, and all of them hit at least 4 times at minimum for magical [=LBOs=], with physical [=LBOs=] generally hitting 5 times. However, despite their defense-ignoring capabilities, their power can be highly variable and the amount of damage they do if used without first honing them or without sufficient Limit Break bars can be underwhelming. Only a single [=LBO=] can be equiped per party, it can only be used once per battle, and when a party member is in the middle of casting one, the other party members cheer for them, much like in VideoGame/FinalFantasyXIV where this style of Limit Break is taken from.
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* AllThereInTheManual: Many Soul Breaks grant the user a SuperMode, and very rarely is it explained in the Soul Break text what that Super Mode actually ''does''. Fortunately, the manual is in-game, though awful to navigate due to the game's massive cast of characters meaning the list is ''very'' long to scroll through.

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* GuideDangIt: Certain bosses get "out of reach" from melee attacks, and can only be hit with magic or ranged physical abilities. It's not easy, though, to figure out which physical abilities are ranged without common sense or TrialAndErrorGameplay.
** A far more common example of this is (de)buff stacking: there are a ridiculous amount of buffs that stack in somewhat logical but arbitrary ways, but the game never mentions this at any point: basically, each (de)buff has its own internal ID, and as long as 2 buffs have their own unique ID, they can stack. What makes this counterintuitive is that instead of always wanting the (de)buffs that affect the largest number of different stats, you instead want as many (de)buffs that affect as many combinations of stats as possible, making (de)buffs that affect rare stat combinations the best overall.

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* GuideDangIt: GuideDangIt:
**
Certain bosses get "out of reach" from melee attacks, and can only be hit with magic or ranged physical abilities. It's not easy, though, to figure out which physical abilities are ranged without common sense or TrialAndErrorGameplay.
** A far more common example of The mechanics behind how buffs and debuffs work are never explained. Any buff or debuff that affects a specific few stats will overwrite a previous buff or debuff affecting the same stats (with a few exceptions, like the Bard's abilities). For example, an ability that lowers Attack and Magic will overwrite a buff to Attack and Magic, and will stack with a second buff that boosts Attack and Defense. Understanding this mechanic is (de)buff stacking: there are critical to properly countering enemies that buff themselves or debuff the party; you need to be able to buff/debuff the same stats they do.
*** Many Soul Breaks have effects worded like "raise the user's Attack
a ridiculous large amount, and Defense and Resistance a moderate amount". This kind of wording taken with knowledge of buff/debuff mechanics would make you think "so the Soul Break buffs Attack, and also Defense and Resistance." You would be wrong: a Soul Break like this raises Attack, Defense, and Resistance all as one buff, and all the same amount of buffs for that stack matter.
** Infamously, many buffing/debuffing abilities
in somewhat logical but arbitrary ways, but the game have horribly vague wording, like "increases Fire damage a large amount/a significant amount/a significantly greater amount". The game never mentions this at any point: basically, explains the potency of these kinds of effects in a manner that can be understood how they compare to each (de)buff has its own internal ID, and as long as 2 buffs have their own unique ID, they can stack. What makes this counterintuitive is that instead of always wanting the (de)buffs that affect the largest number of different stats, you instead want as many (de)buffs that affect as many combinations of stats as possible, making (de)buffs that affect rare stat combinations the best overall.other.
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** '''Limit Break Overstrike:''' An even stronger variation of Arcane Overstrikes, these instead utilize an actual Limit Break bar that appears on top of the screen when someone in the party has one equiped: the bar fills up over time instead of filling up from using abilities or taking damage, taking roughly 30 ingame seconds to fill up fully, and using a Limit Break Overstrike will consume all of it. All Limit Break Overstrikes ignore the respective enemy defensive stat and in case of physical LBOs, have a 100% critical hit rate, and all of them hit at least 4 times at minimum for magical LBOs, with physical LBOs generally hitting 5 times. However, despite their defense-ignoring capabilities, their power can be highly variable and the amount of damage they do if used without first honing them or without sufficient Limit Break bars can be underwhelming. Only a single LBO can be equiped per party, it can only be cast once per battle, and when a party member is in the middle of casting one, the other party members cheer for them, much like in VideoGame/FinalFantasyXIV where this style of Limit Break is taken from.

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** '''Limit Break Overstrike:''' An even stronger variation of Arcane Overstrikes, these instead utilize an actual Limit Break bar that appears on top of the screen when someone in the party has one equiped: the bar fills up over time instead of filling up from using abilities or taking damage, taking roughly 30 ingame seconds to fill up fully, and using a Limit Break Overstrike will consume all of it. All Limit Break Overstrikes ignore the respective enemy defensive stat and in case of physical LBOs, [=LBOs=], have a 100% critical hit rate, and all of them hit at least 4 times at minimum for magical LBOs, [=LBOs=], with physical LBOs [=LBOs=] generally hitting 5 times. However, despite their defense-ignoring capabilities, their power can be highly variable and the amount of damage they do if used without first honing them or without sufficient Limit Break bars can be underwhelming. Only a single LBO [=LBO=] can be equiped per party, it can only be cast used once per battle, and when a party member is in the middle of casting one, the other party members cheer for them, much like in VideoGame/FinalFantasyXIV where this style of Limit Break is taken from.

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** '''Limit Break Overstrike:''' An even stronger variation of Arcane Overstrikes, these instead utilize an actual Limit Break bar that appears on top of the screen when someone in the party has one equiped: the bar fills up over time instead of filling up from using abilities or taking damage, taking roughly 30 ingame seconds to fill up fully, and using a Limit Break Overstrike will consume all of it. All Limit Break Overstrikes ignore the respective enemy defensive stat and in case of physical LBOs, have a 100% critical hit rate, and all of them hit at least 4 times at minimum for magical LBOs, with physical LBOs generally hitting 5 times. However, despite their defense-ignoring capabilities, their power can be highly variable and the amount of damage they do if used without first honing them or without sufficient Limit Break bars can be underwhelming. Only a single LBO can be equiped per party, it can only be cast once per battle, and when a party member is in the middle of casting one, the other party members cheer for them, much like in VideoGame/FinalFantasyXIV where this style of Limit Break is taken from.
** '''Limit Break Glint:''' Glints that use the Limit Break bar instead of Soul Break to perform, they take a single segment of the Limit Break bar to use and unlike normal Glints that only affect the user, they can provide similar effects to the entire party, such as granting everyone an Elemental Infusion.



* VancianMagic: Except for [[LimitBreak Soul Breaks]], the game uses this system for all special abilities, magic included.

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* VancianMagic: Except for [[LimitBreak Soul Breaks]], the The game uses this system for all special abilities, magic included.included. While most weaker types of Soul Breaks can be used an unlimited number of times as long as you have the sufficient Soul Break gauge for them, all Soul Breaks from Arcane Overstrike onward have an use limit, which is generally 3 times per battle for normal Glints and only once per battle for anything stronger than that. However, all Awakening Soul Breaks gain a second use per battle once they've been honed to maximum rank via either getting more copies of the relic that contains them or using Lenses to buy Hone Scrolls to rank them up.

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** Some Cid Missions or fights in general are difficult enough that unconventional strategies are encouraged. A very common example in second year of the game's history was to look at the list of {{Magic Knight}}s, find someone with ''any'' magic access even if their natural stat was terrible, and then turn them into a mage since LinearWarriorsQuadraticWizards holds true at low-Relic/buff play. Darkness physical units turned into magical ones using Cid Raines' Burst Soul Break as a Roaming Warrior were very common.

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** Some Cid Missions or fights in general are difficult enough that unconventional strategies are encouraged. A very common example in second year of the game's history was to look at the list of {{Magic Knight}}s, find someone with ''any'' magic access even if their natural stat was terrible, and then turn them into a mage since LinearWarriorsQuadraticWizards holds true at low-Relic/buff play. Darkness physical units turned into magical ones using Cid Raines' Burst Soul Break as a Roaming Warrior were very common.common.
** Early in the game's lifespan, Shield was widely seen as an undesirable status because it only blocked one hit no matter how powerful it was, and other anti-damage effects (damage absorption barriers, damage-reduction barriers, Blink effects, just healing off the damage, etc.) were seen as more efficient. In higher-tier play, bosses began getting attacks that could not be avoided by Blink effects and were powerful enough to overwhelm absorption and reduction barriers, and this is especially problematic if the attack inflicts a dangerous status ailment (in which case it usually ignores resistance or immunity to that status ailment). Against such bosses Shield is actually a viable strategy to defend the party, because attacks that ignore Blink and/or status resistance ''don't'' ignore Shield.
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** Even the Core generics aren't immune: the Thief in Core and the ''VideoGame/FinalFantasyI'' Thief are separate characters with the same "name".
** Though not really a legacy name, the names of [[VideoGame/FinalFantasyX Rikku]] and [[Franchise/KingdomHearts Riku]] are almost identical.

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** Even the Core generics aren't immune: the The Thief in Core Classes and the ''VideoGame/FinalFantasyI'' Thief are separate characters with the same "name".
** Though not really a legacy name, Thrown out the window with Record Board abilities, ''many'' of which share the same names of [[VideoGame/FinalFantasyX Rikku]] and [[Franchise/KingdomHearts Riku]] are almost identical.as Soul Breaks the character has, even though they may have entirely different effects.
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** Dark Knight Cecil and Paladin Cecil as separate characters. They were released simultaneously in the first FFIV event, one of the first limited-time events ever. Since then characters who undergo class changes or significant ability and appearance changes (Kain, Yuna, Rydia, Lightning) have their alternate outfits added as Wardrobe Records, and their abilities expanded or ignored. Cecil's Dark Knight and Paladin forms have grown to both be perfectly viable party members, and he's the only character to have two different incarnations as separate party members.

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** ''Record Keeper'' splits the two versions of Cecil into two distinct characters, Dark Knight Cecil and Paladin Cecil as separate characters. They were released simultaneously in Cecil. For some reason, he is the first FFIV event, only one of the first limited-time events ever. Since then characters who undergo class changes or significant ability and appearance changes (Kain, Yuna, Rydia, Lightning) to have their alternate outfits this distinction, as any character with multiple forms or abilities just becomes a CompositeCharacter or has some abilities ignored outright, while alt forms are added as Wardrobe Records, and their abilities expanded or ignored. Cecil's Dark Knight and Paladin forms have grown to Records. What's even weirder is that future ''Final Fantasy'' mobile games ''kept'' this distinction, with Cecil being split up in both be perfectly viable party members, ''Brave Exvius'' and he's the only character to have two different incarnations ''Opera Omnia'' as separate party members.well.
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*** '''Glint+''' or '''Superglint''': An upgraded form of Glints with no immediately obvious distinction to the existing type other than the fact that they come from rarity 6* equipment and that their Soul Break type icon is blue instead of green like regular Glints: they generally have a similar effect to a Glint that character might already have, but they cost no SB gauge to cast and can only be used once per battle.

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*** '''Glint+''' or '''Superglint''': An upgraded form of Glints with no immediately obvious distinction to the existing type other than the fact that they come from rarity 6* equipment and that their Soul Break type icon is blue instead of green like regular Glints: they generally have a similar effect to a Glint that character might already have, but they cost no SB gauge to cast and can only be used once per battle. Some common unique effects Glint+es have that normal Glints don't are casting Protectga, Shellga and Hastega on the party at the same time for healer-type characters and granting the character 2 Soul Break bars for characters who possess at least a second-tier Chain Soul Break.



** '''Awakening Soul Break:''' One of the strongest types of Soul Break, they put the character into Awakened mode after use, which has the general effect of giving them a boost to their main element or school, increasing their damage cap, giving the character infinite ability uses for its duration and in most cases, letting them doublecast the effected abilities automatically. They also have other character-specific effects, usually consisting of followup attacks after a set number of ability uses. Like Arcane Overstrikes, can only be used once per battle, although they only require the default amount of 2 SB bars to use.

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** '''Awakening Soul Break:''' One of the strongest types of Soul Break, Breaks, they put the character into Awakened mode after use, which has the general effect of giving them a boost to their main element or school, increasing their damage cap, giving the character infinite ability uses for its duration and in most cases, letting them doublecast the effected abilities automatically. They also have other character-specific effects, usually consisting of followup attacks after a set number of ability uses. Like Arcane Overstrikes, can only be used once per battle, although they only require the default amount of 2 SB bars to use.
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** Similar to Cloud, Cidolfus Orlandeau. He lacks an elemental infusion, but his Ultra Soul Break and Awakening Soul Break give him a 100% critical hit rate.

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** Similar to Cloud, Cidolfus Orlandeau. He lacks Until he gained his Sync, he lacked an elemental infusion, but his Ultra Soul Break and Awakening Soul Break give him a 100% critical hit rate.
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->'''Note:''' Characters in italics are, as of June 2020, available only in Japan.

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->'''Note:''' Characters in italics are, as of June August 2020, available only in Japan.



** '''VideoGame/FinalFantasyBraveExvius:''' ''Rain'', ''Lasswell'', ''Fina''

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** '''VideoGame/FinalFantasyBraveExvius:''' ''Rain'', ''Lasswell'', ''Fina''Rain, Lasswell, Fina
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The playable cast spans the entire ''Final Fantasy'' franchise, around 200 currently, each with their own equipment draw, ability pool, and Soul Breaks with associated Relics.

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The playable cast spans the entire ''Final Fantasy'' franchise, around 200 currently, which stands at 240 at the Global version as of June 2020, with an additional five yet to be released outside Japan, for a grand total of ''245'', each with their own equipment draw, ability pool, and Soul Breaks with associated Relics.



->'''Note:''' Characters in italics are, as of April 2019, available only in Japan.
-->Character count as of April 2019: ''[[LoadsAndLoadsOfCharacters 236]]''

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->'''Note:''' Characters in italics are, as of April 2019, June 2020, available only in Japan.
-->Character count as of April 2019: ''[[LoadsAndLoadsOfCharacters 236]]''



** '''[[OriginalGeneration Record Keepers]]:''' Tyro, Elarra, [[spoiler:[[PromotedToPlayable Dr. Mog]]]], Biggs, Wedge

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** '''[[OriginalGeneration Record Keepers]]:''' Tyro, Elarra, [[spoiler:[[PromotedToPlayable Dr. Mog]]]], Mog, Biggs, Wedge



* '''[[VideoGame/FinalFantasyXV XV]]:''' Noctis Lucis Caelum, Gladiolus Amicitia, Iris Amicitia, Prompto Argentum, Aranea Highwind, Ignis Scientia, Cor Leonis, Lunafreya Nox Fleuret

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* '''[[VideoGame/FinalFantasyXV XV]]:''' Noctis Lucis Caelum, Gladiolus Amicitia, Iris Amicitia, Prompto Argentum, Aranea Highwind, Ignis Scientia, Cor Leonis, Lunafreya Nox FleuretFleuret, ''Ardyn Izunia''



* '''Beyond'''

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* '''Beyond''''''"Beyond"'''
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** Beatrix's and Paine's Hero Abilities do a single target holy and water attack respectively that can break the damage cap. While not as flashy as other Hero Abilities, these are a huge help against endgame holy weak and water weak bosses that stack savage levels as it's guaranteed to break their highest savage level under a chain compared to multi hit abilities.

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