Characters page for Dissidia Final Fantasy: Opera Omnia, with characters from Final Fantasy I through Final Fantasy VII.
Return to the main Character page here.
Introduced in Final Fantasy I
Warrior of Light
The first playable character who finds himself drawn into the world of Opera Omnia with no memory of who he was beforehand, other than being struck down by the knight Garland. He meets Mog, Vivi, and Rem upon waking, setting out on a journey with them to close the Torsions. He is primarily a defensive character, excelling at covering his allies with Shining Shield, providing the unique Shield buff that absorbs a large amount of BRV damage dealt to the target. Throw Buckler strikes foes and forces them to attack the Warrior for some time afterwards, while also protecting himself with a Shining Shield. His EX Ability, Shining Wave, causes him to lob a wave of light at the target that heals him and his allies while also dealing BRV damage that scales off of the current shield amounts on his allies.
- Amnesiac Hero: The Warrior has no memories of who he is before coming to the world of Opera Omnia, and it seems he is the only one who suffers from this. They learn later that most of Materia's chosen have some degree of memory loss, which may have been self-inflicted. The Warrior, however, had his memories robbed when Garland defeated him. He regains them after the interlude—including the memory of his original journey back in Final Fantasy I.
- Balance Buff: Post-rework with his Lv. 70 Awakening batch in JP, he gets several buffs to increase his longevity and make his attacks more effective, such as a unique buff called "Light's Will" (a party-wide aura that grants Attack up, Max BRV Up and BRV Regen), a brand new potent crystal level 54 passive that's an 80% increase to Max BRV and Defense when buffed, extra hits with overflow to Throw Buckler Extend and especially a party-wide shield + BRV battery into HP Attack on Shining Shield Extend.
- Barrier Warrior: He is able to create a barrier over himself or a party member (and later the whole team) with his Shining Shield ability based on his initial BRV amount, which soaks up BRV damage until either it's overwhelmed or its total turn duration passes.
- Birds of a Feather: When the Type-0 cast have an emotional crisis over being forgotten after death, the Warrior assures them that the consequences of their actions will still reverberate and be meaningful, even if their names are forgotten; he considers the Cosmic Retcon of his journey to have been worth it.
- Combat Medic: With his EX Ability, he gains the ability to heal.
- Draw Aggro: Throw Buckler allows the Warrior to throw his shield to gain the enemy's attention, focusing it on himself.
- Knightly Sword and Shield: Though his equippable weapons are swords, he is always wielding his shield and uses them in conjunction for both of his attacks.
- The Leader: While most characters get a Day in the Limelight and contribute to making decisions, the Warrior of Light is the one that everyone ultimately defers to for leadership, fitting his status as representative of the Dissidia franchise and the hero of the first Final Fantasy game.
- Light The Way: Has quotes pertaining to light, his name is Warrior of Light, his Shining Shield is a light-based attack, his reworked enhanced BRV and HP Attack is also light-based, and even his EX.
- O.O.C. Is Serious Business: The Warrior of Light is as implacable as ever, unquestioningly taking up the mission, steadfastly supporting his allies, and not even sweating when walking around a desert in full armor. But when he learns that the "light" he bears may be the very threat to the world that he's trying to protect, he is visibly shocked. It is also one of the only times he ever expresses uncertainty and a desire to learn more for his own sake rather than for protecting others.
- Stone Wall:
- The Warrior functions in battle mostly as a tank with 4/5 in base HP amount and 5/5 in base Defense, able to protect himself and the party from most forms of bravery damage, as well as being able to heal them with his EX. However, he suffers from having average attack (3/5) added with middling base ability potencies, low speed (2/5) and low Max BRV (2/5).
- With his new crystal level 54 passive (which gives an 80% increase to both Max BRV and Defense, making his Max BRV on par with others and making his shield-provokes less risky so his own shield can stay durable just fine (most invisible buff passives normally range from 10-to-40%). Added with other changes from his rework, he is able to cover his weaknesses and become one of the most versatile tank units possible, despite still lacking in shaving consistency.
- Throwing Your Shield Always Works: His Throw Buckler ability throws his shield from his arm to do damage and Draw Aggro.
- Voiced by: Kouji Ishii
When playable, Garland focuses dealing area of effect damage with Round Edge and single target damage with Soul of Chaos, all while using both skills to stack up his unique framed buff with the same latter name to enhance both. His EX Ability is Disaster of Chaos, a continuous set of BRV+HP Attacks that grants him the unique framed buff Soul of Discord, increasing his Attack and Max BRV Overflow limit while allowing his attacks for the duration of the buff to delay enemy targets' turns.
- Blood Knight: Garland cares little for others' schemes; all he wants to do is fight. He even calls the fact that the world in Opera Omnia exists for respite from battle absurd. His Blood Knight tendencies even send parts of this game's events in motion - before the game began, when all of the warriors were resting from the endless cycles of battle, Garland invaded the world to continue the fighting, clashing with the Warrior of Light who wanted to let his allies rest. When Garland defeated him, he took the Warrior of Light's memories, continuing the cycle again.
- Early-Bird Cameo: While his first proper appearance is in Chapter 8, he appears in the opening of the game as well as the Warrior of Light's last memory before waking up and the game beginning.
- Everything Is Better With Spinning: His skill 1, Round Edge, which he often used as a boss. The playable version instead actually turns it into an AoE BRV Attack leading into a single target HP damage finisher.
- Innocent Innuendo: He suspects Vayne is in contact with Materia's heroes, but he phrases it by asking if he is intimate with one of them.
Introduced in Final Fantasy II
Recruited in Chapter 5 of the main story. When he first came to this world, he joined up with the Returners and worked with them to close the Torsions, having been part of a similar group in his home world. He joins up with the party at the behest of the Returners' leader. His abilities allow him to restore HP and BRV to himself and the party with Blood Sword and Seize Attack. His EX Ability, Weaponmaster, assaults all foes with his arsenal of weaponry for a BRV+HP attack with 100% undivided damage. In addition, Firion's abilities are all empowered when he stays above certain thresholds of HP.
- All-Loving Hero: Firion declares that he trusts everyone, joined Edgar's resistance before actually meeting him, believes that they can talk any wavering party member back to the right side, openly admires the more experienced warriors that join them (such as Auron), and instantly takes a liking to every princess they meet. No wonder Wakka calls him "pure."
- Flower Motifs: Roses, of course. His presence is first signaled when the party finds a wild rose by a closed Torsion, and they find him later placing another one as a signal for his Returner allies. His crystal level 50 skill is also titled "Where the Wild Roses Bloom".
- Glass Cannon: Has 4/5 in Attack, Initial BRV, Speed and Max BRV, but suffers greatly in the defense and HP category. However, he also doubles later as a solid Jack-of-All-Stats post-rework who can deal damage, sustain, deal 100% HP damage to all targets in multi-target fights and battery the whole party up while having decent turn efficiency.
- Heroes Prefer Swords: While his previous characterizations portray him as a Multi-Melee Master, he exclusively uses swords here likely due to polygonal limitations on his model. He does have other weapons on his character model and art, though. On the other hand, his EX ability, Weaponmaster, implies usage of other weapons for the attack.
- La Résistance: He's the first character who is part of the Returners, a group of heroes Edgar recruits to investigate the world's mysteries without pledging loyalty to either god.
- Life Drain: His first ability Blood Weapon strikes the enemy and absorbs damage dealt as HP recovery, which helps so due to his Glass Cannon nature. He later gains the ability to restore party BRV with it as well via Blood Weapon Extend via the excess HP heal.
- Multi-Ranged Master: Perhaps to incorporate his usage of several weapons, his Seize Attack ability counts as a ranged attack. Also doubles as another BRV battery option via the Extend version, and the rework finally turns it into a BRV+HP move with overflow.
Recruited in her event, "The Beautiful Archeress". She is fleeing from monsters and enemy forces when she comes across a field of wild roses, which heartens her to continue on and she eventually reunites with Firion and joins the party. Maria wields a bow in battle and specializes in area of effect damage and healing with Proper Shot and Arrow Rain. Her EX ability, Explosive Bow, is a potent single target physical attack that deals splash damage to other enemies and inflicts a unique Explosion debuff that saps enemy BRV.
- Always Accurate Attack: Proper Shot.
- Birds of a Feather: She sympathizes with Cecil's brother issues, having a few of her own.
- Flower Motif: As another member of the Wild Rose rebellion. She's inspired not to give up fighting when she stumbles into a clearing full of wild roses, and her crystal level 50 skill is "Flower of the Rebellion".
- Hair Flip: Her victory pose has her doing this.
- Having a Blast: Her EX ability, Explosive Bow.
- The Heart: Noted in her bio and shown in Barret's event in particular, where she is the first person to try to defuse the situation between Cater, Steiner, Fujin, and Barret.
- Improbable Aiming Skills: Arrow Rain has her do a backflip and striking multiple foes.
- Lady of War: Opera Omnia gives her this characterization, as she maintains an air of poise and grace on the battlefield. One of her abilities is even called "Proper Shot."
- Like Brother and Sister: In Maria's event, Firion and Maria bond with Vaan and Penelo when they all realize they come from similar backgrounds, with an Evil Empire destroying their homes and taking their parents. Both Firion and Vaan make note of the fact that they grew up Happily Adopted by Maria and Penelo's families, forming this kind of relationship with them.
- Silk Hiding Steel: In a Lost Chapter cutscene, she suggests that they can deal with an impassable wall by turning the airship cannons on it, managing to shock even Auron. Even after Celes talks everyone else out of it, Maria is obviously disappointed.
- Stuff Blowing Up: Related to the above, she is quick to suggest using explosives to clear a path for them, to Cater's delight. Combined with her EX ability, it seems to tie into her role as a member of the rebel army.
Known fully as Leonhart, and recruited in his event, "Power is Everything". At first, he seems to be under the Emperor's Mind Control, and the Emperor sics him on the party. Once the party battles him and frees him, he is still hesitant to join due to the possibility that he may turn on them again. However, they manage to convince him to join them so they can look after him and he can help protect his friends. Leon specializes in varied-AoE dark elemental damage with Dark Slash and Dark Bind, the latter of which also allows him to heal himself. Either ability can grant him the unique framed buff Dark Knight that can stack up to 3 times to increase his Attack and Max BRV per stack. His EX Ability is Dark Stream, a dark-magic AoE BRV+HP Attack with undivided 100% HP damage. However, having the Dark Knight buff and being above 80% HP turns it into Dark Stream+, where it instead grants the Dark Knight's Pride framed buff for 4 turns which is an aura buff that both enchants all enemy target's non-elemental attacks into dealing dark elemental damage, while also allowing Leon and his allies to absorb such attacks to gain BRV for the buff's duration.
- Black Knight:
- Final Fantasy's original Dark Knight, he was a puppet of the Emperor before Firion and the rest of the party break him free of it. Even afterwards, Leon fully admits his lust for power and the very real threat he poses should he turn on the party someday.
- Doubles as the name of his framed-buff via the name "Dark Knight", which uniquely can be stacked faster solely on the amount of HP damage any skill of his does based on his Max BRV amount; the higher the amount, the more stacks it can gain in one go (from less than 75% which only gives 1 stack to 100% and beyond which gives all 3 max stacks at once). Without his 35CP passive however, only Dark Slash can gain stacks as opposed to Dark Bind.
- Brainwashed and Crazy: At first by the Emperor, until the party manages to Beat the Curse Out of Him.
- Casting a Shadow: Both of his abilities do dark elemental damage. Post-EX weapon, he can even force his enemy's non-elemental attacks to do the same, and have the whole party and himself absorb that damage for BRV.
- Foil: To Dark Knight Cecil and Seifer. Gameplay-wise, to Firion:
- His comparison to Seifer is brought up in the story by Seifer himself. Both of them were "knights" used by the villain, and both desired more power to protect those important to them. However, Leon doubts himself afterward while Seifer continues on ahead without looking back to the mistakes he made in the past.
- While it is not brought up, Cecil and Leon both have similarities to each other, appropriate for being the series' first Dark Knights. Cecil was manipulated by a king who he thought was good, but turned against him early on in his journey and never had high ambitions. Leon, on the other hand, allowed himself to be manipulated by the Emperor, who he knew was evil, so he could gain the power to overthrow him and use that power to protect his friends. Their foil extends to gameplay as well - while Dark Knight Cecil drains his own HP to empower his attacks, which also get stronger the weaker he is, Leon heals himself and the party with his Life Drain abilities.
- Firion and Leon both can deal battery-based damage with Leon healing the whole party up and being dark elemental with either AoE or splash damage with a debuff attached to it, while Firion is non-elemental and focusing on single targets on both skills (as well as having ranged damage mixed in with melee instead with Leon having magic to supplement his melee damage). Both of them also have a group-wide 100% HP damaging EX that can also become a + version when they're at 80% of their HP or higher.
- Life Drain:
- Dark Bind restores health to himself and the party by draining HP from his foes. Via his 35CP passive, it also increases its chance to inflict Sap.
- His Dark Knight's Pride framed buff both enchants the enemies' non-elemental attacks into dark, and also allows them to be absorbed by the whole party for BRV. This effectively trivializes a majority of non-elemental fights.
- More Than Mind Control: Leon admits that part of the reason the Emperor was able to so easily control him was because of his personal lust for power. He even warns the party that his desire for power still exists and that he may very well turn on them someday for it.
- The Southpaw: Like in his home game, Leon is left-handed.
- Voiced by: Ken'yuu Horiuchi
The main villain of Final Fantasy II. Like in past Dissidia games, his goal is to once again use this world and its connection to the others to conquer them all. He first appears in Chapter 9, though is not yet playable in the global version of the game.
When playable via recruiting him in his event however, he focuses on intense damage per turn due to dealing continuous area of effect BRV+HP damage on both his two skills, Beckoning Blast & Flare Combo, and Thunder Crest & Stygian Swell, added with leaving behind traps that function as unique framed debuffs that activate a few turns later with their own BRV+HP attacks. His EX Ability, Dreary Cell & Starfall, is an AoE magic overflowing BRV+HP attack that leaves behind traps and also two framed debuffs: first is Dreary Cell which lowers the targets' defense, and second is Starfall which is another BRV+HP damage trap.
- Card-Carrying Villain: After his attempt to recruit allies from Mog's party fails, the Emperor generously "offers" to conquer them and make them his slaves.
- Death of a Thousand Cuts:
- His playable version's traps when setup with his abilities' prior BRV+HP damage DPT allows him to deal continuous damage in a single turn, though without proper setup, artifacts, and other status buffs, the Emperor normally wouldn't be hitting that hard on each BRV hit due to potency being not as high.
- All of his AoE HP damage portions are split HP damage, meaning he requires notable setup to be able to reach BRV thresholds to exceed his technical HP damage caps, especially during a well-timed summon. Thus, while he can excel in reaching his standard Max BRV overflow caps in multi-target fights, he'll be hindered by split HP damage calculation as compensation.
- Foreshadowing: Firion wonders if he will meet his own foe in the very chapter that the Emperor first appears.
- Multiversal Conqueror: This is the Emperor's goal once again. He plans to use the Torsions to open up pathways to everyone else's worlds and conquer them all.
- Power Floats: He is one of the magic-oriented characters who is always floating in battle, and sometimes outside of it.
- Everyone Calls Him "Barkeep": As usual, they call him "Emperor", even though his rarely known real name is Mateus which Depending on the Writer, may not even be his actual name.
- Trap Master:
- Akin to his gimmick in all the other Dissidia games, he does this for his attacks. However, the traps are basically unique attacks that only do damage after a set amount of turns (indicated with a framed debuff counter on his target). They can be obviated with debuff cures like Esuna.
- However, with his playable version, while this gives him insane damage per turn that his boss version can't ever match, he is effectively useless when pitted against any bosses with complete debuff immunity to even framed debuffs.
- Summon Bigger Fish: The Emperor calls forth an Atlas from Final Fantasy XIII-2 as the final boss of Chapter 9.
Introduced in Final Fantasy III
Once again, the Onion Knight returns to represent the four Warriors of Light from FFIII. First recruited in Chapter 4, he is hesitant to trust Mog at first since everyone seems to be accepting his words at face value. He later relents, though warns the party to remain cautious and ask questions since they know so little about this new world.
The Onion Knight is a speedy attacker who barrages foes with his Blizzard Combo and Multi Hit abilities. Repeated usage of these skills provides him with Sage and Ninja buffs to further empower his physical and magical offense, and stack with each successive cast allowing AoE damage with Blizzard Combo or BRV overflow with Multi Hit. Onion Knight has two different EX abilities depending on if he has his Ninja or Sage buff; he uses Blade Torrent by default or if he has Ninja, or Meteorite with Sage, both of which do six hits in physical and magic damage and then finish off with a HP attack, respectively.
- An Ice Person: His first ability, Blizzard Combo, is his only magical ability (until his Sage mode EX, Meteorite) and ice elemental. His later Lv. 65 Addditional Ability is even an Ice Enchant All (also provided even by his EX+ framed-buff), along with him being the second character next to Palom with an EX ability (via his EX+) to inflict a rare Ice Resist Down debuff.
- Back Stab: One of his crystal passives makes him inflict more BRV damage to any targets not locked onto him, likely adding to his Ninja class.
- Balance Buff: Post-rework, all versions of his abilities no matter the stacked buff level, eventually become standard BRV+HP attacks with no need for their prior conditionals, massively increasing his damage efficiency and longevity in fights per turn. On top of that, he also gains further enhanced BRV Attacks respective of his skill/buff used (much like the changes to his EX), and his EX+ giving him his much needed HP Attack+.
- Blade Spam: Multi-Hit, his second ability, is a series of quick sword strikes. His Ninja EX ability, Blade Torrent, qualifies as well.
- Fragile Speedster: Much like how he played in the original Dissidia games, Onion Knight is a 3/5 in speed with decent turn rate and speed increases, but with a high base in Initial BRV (4/5) and Max BRV (5/5). However, his Atttack is average at best with 3/5, and poor 2/5 HP and 1/5 Defense.
- No Name Given: Unlike the Warrior of Light, whose lack of a name can be excused by his lack of memories, the Onion Knight's lack of a name is never given attention, and some characters even refer to him by his title only.
- The Smart Guy: In the main story, his analytical nature causes him to be one of the first people to doubt Mog's words, and he often encourages the others to think for themselves.
- Status Buff: His EX+ can give him the unique framed buff "Power of the Forbidden Land", which not only grants him the aforementioned Ice Enchant (but only to himself unlike his Lv. 65 additional ability), but also grants him and the party increased max BRV overflow limit (which makes up for Meteorite Extend's up to 120% Max BRV Overflow while Blade Torrent has 180% at max). Overall when combined with his Ice Resist Down, this makes Onion Knight another powerful Support Party Member with nasty offensive capabilities that has great longevity.
The Cloud of Darkness
The Onion Knight's adversary and the Big Bad of FFIII. As a manifestation of imbalance, it appears whenever the balance between light and dark shifts too far to one side. First appears in Chapter 7, and is not yet playable.
- Above Good and Evil: Unlike Kefka, Kuja, and Seymour, who are held accountable for their evil actions by the party, the Cloud of Darkness is less a "villain" in the traditional sense and more of a force of nature. The Onion Knight even says it is neither human nor monster, but instead the Anthropomorphic Personification of the destructive effects of the imbalance between Light and Darkness, intending to return the imbalanced world to absolute nothing.
- No Gender: As usual, though it takes the form of a woman.
- Power Floats: As usual, it is never shown walking.
Introduced in Final Fantasy IV
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, and 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.
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.
- 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.
- 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 damage with his ability Darkness.
- Combat Medic: His Paladin form turns him into one with Holy Flame.
- 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.
- 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.
- Not So Different:
- With Celes, as they are both generals who defected from a tyrannical empire. He can't help but compliment her on her bravery.
- 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).
Rosa Joanna Farrell
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.
- Auto-Revive: With her Great Bow's passive equipped, using her Pray command will grant the party five turns of the [Reraise] buff, which will automatically revive an ally if they are KOed, making her the only person who can currently do this.
- 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.
- 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.
- 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.
- Holy Hand Grenade: Divine Blast is a magical BRV Attack which calls divine power from the heavens ... although it is not actually of the Holy element.
- Just Friends: With Kain Highwind, as she is part of an Official Couple with Cecil.
- 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 Lilsette; 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.
- The Straight and Arrow Path: Her weapons are all bows, and being a White Mage she most certainly is a paragon of morality.
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. Edge is an attacker character with his ability Shock, and also has the ability to tank through evading enemy attacks with Smoke Bomb.
- Dual Wielding: Naturally dual wields daggers, as one of the series' first ninja.
- 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.
- Shock and Awe: His first ability, Shock, naturally.
- Smoke Out: His second ability Smoke Bomb allows him to evade enemy attacks.
Yang Fang Leiden
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.
- 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.
- 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.
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 5-hit BRV+HP attack that also launches the enemy.
- The Atoner: The fact that Cecil's last memories of him are betrayal stirs up Kain's guilt.
- 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.
- 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.
- Having a Blast: His Gungnir, which causes an explosion upon contact of the target. The 35CP passive has Kain give hismelf 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.
- 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).
- Launcher Move: His EX ability, Fang & Claw.
- 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.
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, 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.
- Amnesiac Hero: One of the few cases in the whole cast where this is entirely averted, 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.
- Child Mage: He's a young Black Mage who is shown to get along well with the other child Black Mage, Vivi.
- 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 with each use.
- 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.
- 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.
- Voiced by: Rie Kugimiya
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.
- 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.
- 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.
- Not So Different: 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.
- Whip It Good: Though she is capable of using daggers, rods, and whips in her home game, she is restricted to using whips here.
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.
- 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 Torisons may release a power that will render him Brainwashed and Crazy again.
- 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.
- Big Brother Instinct: Generally expresses concern for Cecil and his lack of memories whenever he shows up.
- 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.
- 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.
- 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.
- 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.
- Instant Awesome: Just Add Dragons!: His weapon of choice are Dragons!
- Magic Knight: Golbez's ability attacks are all combination Physical and Magical BRV Attacks, occasionally followed by an addition Physical Attack by his dragon.
- 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.
Introduced in Final Fantasy V
Recruited at the end of Chapter 3 after he appears from a Torsion. Bartz specializes in dealing massive 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.)
- 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).
- 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
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, protecting his allies with Cover and Blade Block.
- Adult Fear: He is deeply upset when he's forced to fight and destroy a manikin of Krile, though fortunately the real Krile arrives immediately after. In a later scene, he admits that her behavior does sometimes worry him, but he's still proud that he raised such a courageous granddaughter.
- 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.
- 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.
- Composite Character: Like other members of the FFV crew, Galuf uses signature abilities of different classes in his moveset. He has Blade Block, which is similar to the Samurai's Shirahadori in effect, and Cover, a Knight skill.
- Counter Attack: Galuf specializes in this, countering attacks that he evades with Blade Block.
- 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.
- Katanas Are Just Better: Galuf wields katanas over every other weapon choice in his home game.
- Late-Arrival Spoiler: Although it seems none of the cast 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.
- Playing Sick: He fakes his old amnesia returning in order to get out of conversations he doesn't want to have.
- 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 Blade Block active.
- 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.
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.
- Adaptational Personality Change: Faris' abrasive qualities are toned down considerably for this game. Her Vitriolic Best Buds relationship with Galuf is absent, and she's far less reluctant to express open friendship and sentimental feelings than she is in her home game (even after her Character Development there, it's 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- Knife Nut: She uses daggers in this game, while in her home game she had access to any weapon depending on her job.
- 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: First with Steiner, since he wishes to avoid her at first until realizing she worries about her crew like he worries about her knights, and then with Lightning, in that they are both overprotective of their younger sisters.
- Summon Bigger Fish: Her EX Ability has her summon Syldra, Faris's childhood friend who is also a giant sea dragon.
Krile Mayer Baldesion
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.
- 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.
- 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.
- 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).
- 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.
- 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.
- 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.
- 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.
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.
- 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).
- 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 Intial 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.
- 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.
- 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 sister to a pirate like Faris.
- Spam Attack: Rapid Fire.
- 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.)
- Summon Magic: Her EX ability, Brave Phoenix, summons Phoenix for area of effect damage.
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.
- 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.
- 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.
- Blood Knight: As a master swordsman, Gilgamesh needs very little reason to cross blades with friend or foe, he just loves to fight!
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- Noble Demon: Gilgamesh is a fiend formally 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.
- 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.
- 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.
- The Southpaw: Gilgamesh fights left-handed.
- 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. He is not yet playable in either version of the game.
- Mythology Gag:
- The illusory forest he creates is strongly implied to resemble 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.
- 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.
Introduced in Final Fantasy VI
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.
- 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.
- 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.)
- Death from Above: Meteor.
- "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.
- 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 launches 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.
- 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.
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.
- 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.
- 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.
- You Didn't Ask: Shadow brushes off his failure to inform Terra that Edgar is in the world by saying "I only told her what she needed to know." She's not too pleased.
Recruited in his event. 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.
- 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.
- 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.
- His EX Ability Prismatic Flash has him throw rainbow cards at his targets that emit rays of upward light.
- 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.
- 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.
- 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.
Sabin Rene Figaro
Recruited in his event. 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.
- 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.
- Bare-Fisted Monk: The most bizarre example in that his attacks are all considered to be magic damage, likely since trying to program qi/ki-based attacks into the code wouldn't be as easy.
- 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.
- 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/extend 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.
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.
- Armor-Piercing Attack: Has the ability to make his attacks ignore enemy defense.
- Instant Awesome: Just Add Dragons!: Bushido Dragon launches a spectral dragon at his foes.
- 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.
- 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.
Edgar Roni Figaro
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.
- 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.
- Automatic Crossbows: Auto Crossbow hits every enemy on the field, and when buffed can also inflict Sap status.
- 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.
- 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.
- Blade on a Stick: Edgar's Weapon of Choice in this game is spears, and his EX Weapon is a trident.
- 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).
- 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.
- 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.
- La Résistance: Once again, Edgar leads it in this world.
- 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.
- 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.
- Walking Armory: In addition to his spear or trident, Edgar carries around an automatic crossbow, a power drill, and a circular saw on his person. Even though this may sound like a lot, this only about half the tools Edgar normally carries around back in his own world.
- Weapon of X-Slaying: Edgar specializes in taking down Machine-type enemies.
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 5-hit BRV+HP attack that also gives Celes a unique framed buff known as Rune Knight, increasing her stats and granting a Magic Attack Up.
- 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.
- BFS: Celes wields greatswords in this game.
- 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: She and Cecil both realize that they are generals who turned traitor 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.
- 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.
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.
- 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. In gameplay, her ability is extended only to copying the effects of the party's equipped Summon Magic.
- 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.
- Birds of a Feather: With Krile, both of them being Raised by Grandparents.
- 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.
- Extra Turn: Using Sketch puts a debuff on an enemy that gives Relm a free turn after the enemy's turn.
- 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.
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.
- Back Stab: His skill 1 is Sneak Slash, which deals extra damage to any enemies not targeting him.
- 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.
- Combat Medic: Phoenix Ray heals the party in addition to doing damage.
- 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.
- 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.
- Mythology Gag: He's a spy for the Returners, just like before.
- 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.
- Name's the Same: Oddly enough, both Locke and Setzer can utilize the Miracle Shoes in this game; the former can steal the item off of a target solely based on RNG, while the latter has it as a later 90CP armor to equip.
- 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.
- Video Game Stealing: His prime gimmick akin to how he works in NT, though there are only 2 total items to steal out of 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+.
- Voiced by: Tomo Muranaka
The series' main Monster Clown is back and recruitable in an event, though he antagonizes the party on numerous occasions throughout the main story beforehand. 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.
- Death from Above: Using Light of Judgment or Havoc Wing changes his standard BRV attack to Meteor.
- 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.
- 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.
- Power Floats: Kefka is always floating during battle.
- 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.
Introduced in Final Fantasy VII
Recruited in Chapter 1 of the main story. Cloud is discovered as the fledgling party is on the path to close their first Torsion, joining the group after Tifa asks him to. While aloof as always, he is nonetheless dedicated to the party's cause. Cloud is a versatile high damage swordsman, dealing a potential single turn disabling Paralyze with Cross Slash, and launching enemies with Finishing Touch. His EX ability, Meteorain, does massive BRV+HP damage to all targets, and grants him the unique framed Mako buff, which increases his Max BRV and grants him BRV Regen.
- Balance Buff: One of the most notable reworks due to the fact that Cloud suffered greatly from being one of the first Lv. 60 awakened characters. As a result, both of his skills not only have increased potencies, but now have a self-BRV-gain/battery based on his attack on top of overflow, especially for his Cross Slash Extend having only 2 BRV hits beforehand. His crystal level 54 and 58 passives also become updated to standard invisible buff passives, as his prior ones were very situational, niche, and quite subpar.
- Birds of a Feather: Actually sympathizes with Faris over the Wholesome Crossdresser thing and assures her that there's no need to hide who she is among this group. (Granted, his stint in a dress was much less permanent than being raised as a man.)
- Critical Hit Class: One of the earliest characters who solely focuses a lot on critical hits; his passives either increase his crit damage, makes him remove a buff off of a target with a critical hit landed (his Warrior of Illusions 15CP passive), and he even gets a rare crit rate up buff from his 35CP passive as well. Taken further once his EX+ was released, along with his Lv. 65 Additional Ability, Critical Crush.
- Death from Above: Meteor Rain.
- Disc-One Nuke: Using the code that comes packaged with first-run copies of Dissidia Final Fantasy NT awards you with a free Buster Sword ver. NT weapon for Cloud, which grants a slight boost to two of Cloud's core Skills. Even if you don't draw something else for him with the free Gems handed out by clearing Chapter 1, the fact that you can start him with a strong weapon easily makes him a party mainstay in early game. Thus, unlike most party members, Cloud has one of the few with the most amount of gold weapon passives in the game.
- Glass Cannon: While he hits pretty decently and harder as he gets more changes while having a hefty amount of Max BRV at 4/5 (along with having currently, 2-3 different hefty Max BRV Up buffs he can give himself), one of Cloud's glaring weaknesses is his average Speed at 3/5, meaning his turn rate isn't going to be as decent on its own without specific party-wide buffs, making him a Mighty Glacier as well. That, and his HP and Defense on its own are pretty poor.
- Launcher Move: Finishing Touch launches enemies into the air. Its 35CP passive gives Cloud three hefty self-buffs in the form of a Max BRV Up, Physical Attack Up, and Crit Rate Up. His new crystal level 58 passive gives him invisible buff boosts whenever he launches his target, also enforcing his focus on this.
- Mr. Exposition: His friends from home actually name this as one of his talents and task him with explaining things to Cait Sith. Rather than using a fade-to-black as usual, Cloud's narration becomes a "the story so far" recap, complete with the art stills from the game's original opening titles.
- Three Strike Combo: His iconic Cross-Slash, which even has a chance to paralyze the target for one turn. The chances increase further with his 15CP passive, and when his reworked Cross Slash Extend is powered up to its + version.
- Wolverine Publicity: The app icon tends to feature his portrait more often than not, and the majority of the "Novice" missions are about powering him up.
Recruited in Chapter 1. Tifa joins the party early on in their journey, and her caring attitude combined with her levelheadedness keeps them all focused on the mission. Tifa specializes in combating skeleton-type enemies with Beat Rush and buffing her offensive power with Battle Cry. Her EX ability, Dolphin Blow, is a hard-hitting single target attack with BRV overflow that initiates a launch sequence, also granting her a unique buff called Fever Time that further increases her damage output.
- Balance Buff: Receives a notable one on Barret's Lost Chapter, where her skill 1 now functions as a standard overflowing BRV+HP with its conditional removed, and now gains more effective enhanced BRV and HP attacks. This overall greatly solves Tifa's issues with longevity and makes her more effective against nearly any type of enemy (as she was plagued with being one of the earlier designed characters).
- Critical Hit Class: Her unique buff Fever Time doubles as both a Critial Hit Rate Up and a Critical Damage Up, which greatly increases her damage output (post-rework especially).
- Fragile Speedster: Has a 4/5 in Attack, Speed and Max BRV along with a 3/5 in Initial BRV, but a poor 2/5 HP and Defense. Nonetheless, she has some of the hardest hitting power in the game vs. skeletons along with her Zangan Way buff giving her increased turn rate that allows her to steal turns very effectively.
- Kiai: The literal name of her Battle Cry in Japanese. With her 35CP, it grants her some solid buffs, including a unique framed buff called Zangan Way (raises Attack and lowers action delay).
- Launcher Move: Her EX ability, Dolphin Blow. It becomes Dolphin Blow Combo when the EX+ version is fully max limit-broken, where she'll do her Beat Rush into an HP attack beforehand to delay the target, then finish with the Dolphin Blow itself. Each HP damage portion also converts 50% of HP damage done into BRV.
- Only Sane Man: At times. As mentioned, she often has to remind everyone that they have a mission to accomplish, but she isn't so serious all of the time. She often also tells the others to mind their manners when they encounter a new party member who might be seen as "unusual" or if someone like Vaan asks inappropriate questions about a woman's age.
- The Reliable One: As always. She strikes a careful balance between easygoing and keeping everyone focused on the mission when need be.
- Spam Attack: Her signature Beat Rush, which also inflicts an Attack Down debuff. Her enhanced BRV Attack post-rework even reuses its animation.
- Shoryuken: Again, her EX, Dolphin Blow.
- Team Mom: She's usually the first to scold someone if they're being rude to another party member for whatever reason.
Recruited in Chapter 3 of the main story after trying to steal the party's gear. After they chase her down and Tifa gives her a good scolding, she joins the party. Yuffie is able to steal an enemy's BRV with Snatch and return debuffs to her enemies with "I don't need this."
- Butt-Monkey: Yuffie in particular is a common butt of jokes and others' snark. Community-wise before her rework due to her 35CP weapon and Lv. 60 Awakening, Yuffie was also the center of several memes due to being a very niche character to make use of in certain fights.
- Improbable Weapon User: Though she uses Throwing weapons, some of her special weapons can be a bit weird, such as her fan or paper crane. Otherwise, she's shown in art with her Cross Shuriken.
- Hero Worship: When she meets Shadow, and later Faris, Yuffie gushes over how cool they are.
- Hypocritical Humor: When she finds an already-looted mansion, she complains about thieves and scolds Sabin and Shadow for having a thief as a friend when they suggest it's Locke.
- Intangible Theft: Yuffie can steal BRV with Snatch (which everyone else more or less does with a standard BRV attack, she can just copy the enemy's current BRV value). The trope is oddly reversed with her second ability "I don't need this," which lets her return debuffs she and the party are currently inflicted with to enemies.
- Not Me This Time: When the party comes across bombs with face scribbles on them, everyone is quick to blame Yuffie for the prank, to her frustration. It isn't until they meet Palom that they realize she isn't the culprit.
- Not So Different:
- The party compares her to Cater, in that they can both be annoying tomboys, which annoys them both at first and they start fighting until they realize they do have a lot in common and put a positive spin on it, becoming friends.
- Steiner compares her to Palom in that they're both mischievous pranksters, which just infuriates Yuffie.
Recruited in Chapter 7 of the main story. Vincent is first encountered as an enemy, working with Kefka for unknown reasons and summoned by Spiritus rather than Materia. After a few more encounters and even fights against him, Vincent joins up to help the party and atone for his mistakes. Vincent deals high magic damage and debuffs enemies with Deadly Beast Flare and Livewire Shot, channeling the power of his Limit Break transformations in his home game rather than transforming into them here. His EX Ability, Nightmare Shot, is an AoE BRV+HP Attack with 150% Max BRV Overflow that grants two traits; first is the unique framed debuff Nightmare (a BRV sap effect that also lowers target defense), second is the unique framed buff to Vincent known as Implanted Power (raises his Max BRV and increases damage to targets based on number of debuffs they have).
- Nice Job Breaking It, Hero!: Vincent opens a Torsion to allow the party to escape having to fight Kefka and Cloud of Darkness simultaneously ... only for Kefka and CoD to simply follow the heroes and attack them anyway. Vincent feels so bad for screwing up that he joins the party after previously being so vehemently against it.
- Kick Them While They Are Down: Vincent is primarily an enabler with his niche yet powerful debuffs, allowing him to hit high numbers. Post-rework with his EX+ weapon being one of the first ones in the history of the game, he at least has better longevity and increased BRV hits + overflow to add to his issues of helping his longevity. Against anything that can counter his debuffs however, Vincent's numbers will falter.
- Playing with Fire: Deadly Beast Flare, which damages enemies and gives the party a fire enchant Status Buff and lowers enemy resistances with a fire imperil.
- Shock and Awe: Livewire Shot, which does the same as Deadly Beast Flare but with lightning damage.
- You Shall Not Pass!: While it does lead to his Nice Job Breaking It, Hero!, Vincent does attempt to hold off the likes of Kefka and Cloud of Darkness on his own. He doesn't succeed, but to survive fighting against two forces of mass destruction like them is something worth noting.
Recruited in her event. Aerith is encountered being pursued by the likes of Kefka and Kuja, who want her in their clutches because she is an Ancient. When the party rescues her, she still tries to escape in order to not endanger the party, but she eventually relents and joins. Aerith is able to heal and buff the party with Healing Wind and Prayer of the Cetra.
- Damsel in Distress: Aerith is introduced this way in her event, being pursued by both Kefka and Kuja and Kefka's Magitek armors for her status as one of the Ancients. As an Ancient who can communicate with the Planet, questions are raised as to why they want her even though she isn't on her home world anymore. It turns out being an Ancient lets her sense the location of the Torsions.
- The Medic: Notable for being the first person in the game able to revive fallen allies with Prayer of the Cetra.
- Unexplained Recovery: In-universe, Aerith wonders how she could possibly be alive, well aware that Sephiroth should have killed her. This leads her to believe that she was Resurrected for a Job, and keeps quiet about it to the rest of the party, though Vincent and Sephiroth seem to remember.
Recruited in his event. The party finds Cid scavenging for spare parts to build an airship, but he immediately joins them upon learning of different worlds and the possibility that he could travel to one of them. Cid is capable of damaging opponents with Hyper Jump and Dragon Dive, which upon use allow him to use upgraded BRV and HP attacks.
- Blow You Away: Primarily deals wind damage with much of his kit.
- Jumped at the Call: Cid Highwind joins the party without even being asked once he learns that there are other worlds and that Squall and Irvine have been to space before he has. When Irvine tells him that people can live on a space station in his world, Cid immediately expresses a desire to see their world.
- Life Drain: After using Dragon Dive, he is able to restore his own HP by damaging opponents with his Dragon ability.
Recruited in his event, "Right Arm With a Mission." Barret finds himself lost and loses his temper snapping at the adventuring party, being fought before being recuited since some of the people who don't know him assume he's an enemy. Barret fights with the machine gun on his arm while buffing up the whole party at once, making use of Big Shot to attack a single enemy and Grenade Bomb for area of effect damage; the latter grants an aura party-wide buff known as AVALANCHE that can be stacked up to 5 times (increases party Attack and Max BRV per stack). His EX Ability is Satellite, which randomly attacks the enemy party 15 times before splitting HP damage. It also grants the unique buff "Beam" which allows the the beams to continue firing down at enemies every time Barret uses an HP attack (save for during a launch/chase).
- Angry Black Man: He's not happy to find himself lost in the world of Opera Omnia, and the first people he runs into are a group of Hot-Blooded warriors (Cater, Fujin, and Steiner) who immediately mistrust him, which turns his attempt to ask for information into a yelling match that doesn't end until they get into a fight. Tifa arrives once they're through and explains who he is.
- Arm Cannon: Barret's weapons are specialized machine gun arms, which only he can use. They are capable of firing bullets, energy blasts, and grenades.
- Artistic License Gun Safety: Invoked when Cater calls Barret out after he yells at them while gesticulating with his gun arm, pointing out on how dangerous that is.
- Energy Ball: His classic Big Shot (Heavy Shot in Japanese) Limit Break shows Barret charging a large ball of fiery plasma which he fires at the enemy. The attack animation actually uses the exact same effects as it did in the original Final Fantasy VII game, and it grants a Physical Attack Up to each party member.
- Gatling Good: All of Barret's arm cannons are gatling/machine guns.
- Going Through the Motions: Dramatically thrusting out one's right hand is a stock animation for all characters, but it gets Barret into trouble because his is a gun.
- Grenade Launcher: One of Barret's attacks is Grenade Bomb, which hits all enemies for area of effect BRV+HP damage and grants the unique buff [AVALANCHE].
- Hair-Trigger Temper: One of Barret's defining traits, after realizing he's lost he loses his temper, then proceeds to get even angrier when the adventuring party mistakes him for an enemy due to his demeanor and gun arm. When Tifa finally vouches for him, she points out Barret's penchant for losing his composure.
- Heroic Build: Barret is quite top-heavy when it comes to his build; after fighting the adventuring party and calling Sabin a "Bear" Cater is quick to point out both the muscle men in fact look like bears.
- Heroic Self-Deprecation: After Edgar and Snow compliment Barret's heroic vigor, Barret is quick to dismiss the compliments saying he's done nothing to deserve them. This is immediately proceeded by him insinuating his signature gun-arm acts as a reminder to the time he failed to save a friend.
- I'm Standing Right Here: After Tifa confirms Barret is a friend of theirs, she talks about his bad temper, causing Barret to have this exact reaction since he's only standing a couple feet away.
- Kill Sat: His EX ability, where he even forms a targeting reticle during the animation.
- My Greatest Failure: After Palom, Edgar, and Snow compliment Barret's gun-arm, he explains he doesn't see it that way. For him it's a grim reminder of the time he couldn't protect someone (the time he couldn't save his best friend Dyne, Marlene's father).
- Not So Different: Sazh invokes this trope by name after learning that Barret's concerned about his daughter Marlene, since he himself is worried for his son Dajh.
- Papa Wolf: One of the first things he asks about once he's calmed down is the whereabouts of Marlene, afraid for her safety.
The party comes across Cait Sith in the Interlude chapter of the main story, spotting him exchanging information with Vayne. While some are hesitant to let him join and judge him at first because of that, and bewildered by the fact that a talking stuffed moogle joined Cloud's party in his world, Cloud and Tifa insist that he is trustworthy. Cait Sith is an offensive support character, attacking multiple targets with Toy Soldier to buff his own physical attack, while granting party-wide buffs with Moogle Dance (with one unique framed buff in particular granted being Cheerful Gift, an Attack Up + HP and BRV Regen); both his abilities also gain enhanced versions the more buffs are applied to across the entire party. His EX Ability, Dice, is an area of effect overflowing BRV+HP Attack, but the numbers on the 5 dice themselves dictate the overall potency of the BRV hits; it also grants the framed unique buff Dice that raises the party's Initial BRV and grants them BRV regeneration.
- Balance Buff: Via the 6th Lv. 70 Awakening Batch in JP that introduced his EX+ with Balthier's, Cait Sith gains buffs on his Toy Soldier Extend which no longer needs to hit its 100% of Max BRV and beyond HP conditional (as it does its HP Attack animation no matter what) along with Moogle Dance Extend having increased base uses allowing him to buff the party more often. His BRV Attack+ buffed by Cheerful Gift also now does 2-hits (making it shave more effectively on its own), and his EX+ covering his lack of an HP Attack+.
- Combat Medic: Cheerful Gift also heals the target party member's BRV and HP via regen.
- Easily Forgiven: After everyone learns that he was sharing intelligence with Vayne, Cloud just asks that he only work with them from now on, and they all accept Cait Sith's assurance that he will; Cait Sith realizes that Vayne listened in on him while he was with the heroes and proves the said assurance by calling his deal with Vayne off in his face.
- The Gambler: Much like in his home game, though only reserved for his EX Ability. However, instead of it being a Death-or-Glory Attack, the only RNG to worry about is the potency of the attack via the indicator on the 5 dice; either the attack hits very hard or lacks in firepower.
- Improbable Weapon User: Just like in his home game, megaphones. For his EX weapon, it's a trumpet instead.
- The Mole: Cloud and Vincent vouch for his skills to be able to infiltrate enemey territory to gather information. At around the start of the Interlude, he remains in contact with Vayne even after being accepted into the party, via a communicator hidden in his body. However, he swears off the connection right in Vayne's face after he shows up with Garland, because he doesn't want to destroy the world like they do while also realizing he was duped by Vayne eavesdropping on him during a vital moment.
- Status Buff: Moogle Dance grants Cheerful Gift to the party, which restores HP, BRV, and raises attack. Both his Toy Soldier and Moogle Dance get enhanced to + versions when the party has a total of 3 buffs on them or more, allowing him to stack on tons of other offensive buffs to the party. His EX+ when limit broken a few notches also allows Cait and the whole party to end up with these buffs right off the bat when a quest starts.
- Support Party Member: Due to his aforementioned Moogle Dance, and with his BRV Attack+ (enhanced by Cheerful Gift) turns Cait Sith into a powerful BRV battery. Cait Sith himself rocks an impressive 5/5 Max BRV stat with a 4/5 in Attack and Initial BRV, and an average 3/5 Speed and HP stat (but with 2/5 Defense). Despite his numbers, his Toy Soldier pre-rework was his main source of shaving and damage while being plagued with fairly average potencies, meaning Cait Sith would need to be decked out with plenty of attack artifacts if one needed to maximize damage on him.
- What Happened to the Mouse?: Cait Sith's presence implies that Reeve is around somewhere with a remote control, but so far he hasn't appeared in the flesh... though this sparks the debates again about how autonomous Cait Sith is. However, when Barret sees him, he begins to ask a question about Cait Sith that is highly implied to be about Reeve, but Cait Sith simply tells him not to worry about it.
Recruited in his event. Though the party fought Sephiroth previously, they encounter him again and everyone gets surrounded by Manikins soon after. He joins the party to help them fight the Manikins and so he can learn more about Mog's motives, though like the other villains he doesn't travel with them and only wishes to be called upon for use in battle.
Sephiroth is capable of massive melee damage with Fervent Blow and Octaslash, the latter of which also debuffs enemies and raises his own speed with his unique indefinitely lasting and stackable Jenova buff. His EX Ability, Black Materia, is an 100% area of effect HP damage attack that gains its BRV via absorbing the enemy targets' BRV before unleashing the attack, and grants a unique stackable buff Reunion which increases his Max BRV with BRV regen based on the stacks (up to a total of 5); using his Black Materia also gives him a single free use skill cost on his next turn.
- Aloof Ally: He only volunteers his dimensional coordinates to Mog to be summoned just so he can find out what Mog's deal is.
- Artifact of Doom: For his EX Ability he wields the Black Materia to summon a Meteor.
- BFS: Wields his famous 7-9 ft long katanas, easily giving him the longest weapons in the game.
- Blade Spam: Both of his abilities result in this.
- Blunt "Yes": When Kefka asks if he's too annoying for the others to even talk to, Sephiroth just tells him yes and walks away.
- Calling Card: Should he be felled in combat, he'll teleport away and leave behind his signature katana.
- Colony Drop: Summons Meteor as part of his EX Ability, Black Materia.
- Enemy Mine: Sephiroth joins the party for this reason as they face off against several Manikins.
- Feather Motif: During his intro or if he is defeated and is forced to teleport away, Sephiroth will spread his one wing and leave behind a few black feathers.
- HP to 1: Invoked in reference to his home game; Sephiroth has an enemy exclusive ability called Heartless Angel which lowers the entire party's Brave to 1, as opposed to HP (even when they have 0 BRV, it will still bring them to 1 BRV). His EX Ability Black Materia, which can be used by the player, sets all enemy BRV to 0 (though unlike the boss version, it can deal undivided HP damage to all foes).
- Katanas Are Just Better: His signature weapons are great katanas.
- Mighty Glacier: Sephiroth is powerful, with 5/5 in both Attack and Max BRV with 4/5 in Initial BRV and Defense, along with decent BRV damage potencies. However, he is literally the slowest character in the game until he builds up Jenova stacks. Even then, it comes fairly average at best as the Jenova buff subtly slows down enemies. Not to mention, his base HP is also a 1/5, meaning he can be prone to getting one-shotted by vicious bosses that can store a huge amount of BRV, making his EX ability practically a necessity against any enemy targets with too high of a defense.
- Screw This, I'm Out of Here!: Should he be felled in combat Sephiroth won't faint like everyone else, but instead uses the last of his power to teleport away, leaving his katana as a villainous Calling Card. He can, however, still be revived through healing abilities and return to the fight.
- Sword Beam: His Fervent Blow and standard HP attack both do this. His BRV Attack+ enhanced from his Jenova buff when awakened reuses the same Fervent Blow animation, as Fervent Blow Extend turns into a double BRV+HP Attack sequence. He eventually also has extra hits and overflow on his HP Attack+ from his EX+ weapon passive, practically making all of his sword beams hit multiple times.
- Token Evil Teammate: He is no less genocidal as he usually is.
Recruited in his event when the party encounters him during a relentless rainstorm. Cloud and Tifa are shocked to see him, even a little unnerved, but they don't say why - hinting that they remember he should be dead. Nonetheless, they are happy to see him, and he brings unending cheer to the party. Zack is an offensive tank type character, damaging enemies and provoking them with Chain Slash and using Rush Assault to damage enemies further, especially if they are targeting him where they gain increased BRV damage potency. His EX Ability, Apocalypse, is an AoE overflowing BRV+HP attack that deals magic damage, but also both provokes all enemies it hits while also granting Zack the unique buff known as BRV Barrier for 4 turns; BRV Barrier is a shield that will negate all BRV damage done to Zack as long as it is below 150% of his current Initial BRV amount.
- Barrier Warrior: Only via his EX Ability's unique buff, and only applied to himself on top of his aggro mechanic. The shield is actually potent enough to actually completely negate damage below 150% of Zack's current Initial BRV (compare to Warrior of Light's shields which will decrease their durability from any attack that lands on them), though if the damage is high enough to bypass the value, it'll damage Zack normally. The downside of it is that it's still possible to dispel the shield through other means, or should a powerful attack manage to inflict a BRV break on Zack. It also lasts a short duration for around 4 turns without the use of Rush Assault Extend to increase its duration before another EX recast pops up.
- Draw Aggro: Chain Slash forces the attacked enemy to target him, while his EX ability does this to all targets at once (which makes his job much easier as opposed to needing to provoke targets one by one). Zack specializes in attacking enemies that are targeting him, in that his damage gets boosted under that condition.
- Lightning Bruiser: Once again, Zack is considered an offensive tank, and along with all of the generic and framed buffs he is capable of giving himself he is capable of hitting enemies hard with a high turn rate (via his unique Turn Rate Up/Low Action Delay buff from Chain Slash). He rocks a base 4/5 in Attack and Speed with 5/5 in HP and Defense. However, he suffers from a poor Initial BRV of 2/5 (important considering his BRV Barrier's form of scaling) and a Max BRV base of 1/5. Even then, Zack has no self attack up buffs meaning he'll greatly benefit from supports that can enhance his damage.
- Mythology Gag: Zack's reveal trailer has him and a knocked out Cloud facing Manikins of Laguna and King in a Battle in the Rain, simulating the battle in his death scene in Crisis Core.
- The Pollyanna: Zack. He guides the group through unrelenting rain, telling the party to keep their heads up, and insists that the sun will come out, and is proven right shortly after. He even has a positive influence on Cloud, getting him to pump his fist into the air and give a motivational "Move out!" to the rest of the party, to the shock of the others.
- Sword and Fist: Rush Assault includes punches and kicks along with a sword slash, though his Weapon of Choice is a BFS.
- Unexplained Recovery: From Cloud and Tifa's point of view, but as Zack himself seems to have no memory of his death it is more likely that he comes from a time before it happens.