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Characters / Final Fantasy Record Keeper

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Character sheet for Final Fantasy Record Keeper.

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Synergy: Core
Class: Keeper

The titular Record Keeper, Tyro is an apprentice to Dr. Mog, in charge of watching over and preserving historical records of great adventures kept in paintings. When a mysterious force begins corrupting the Records, Tyro is tasked by Dr. Mog to enter the record paintings to restore them.

  • Awesome, but Impractical His Arbiter's Apocrypha Overstrike Soul Break and his Fantasy Unbound Ultra Soul Break. The first deals Overstrike damage and boosts the party's ATK/DEF/MAG/RES, and the latter is a 17-hit attack that raises the party's ATK/DEF/MAG/RES/MND and casts Haste on them. Their animations are also pretty awesome, Arbiter's Apocrypha depicting Tyro summoning a gigantic BFS to impale the enemy, and Fantasy Unbound has him call on the main heroes of the game's seventeen main realms to attack the enemy in rapid succession. The problem is that the multipliers on them are just pathetic — Arbiter's Apocrypha has a 9.0 multiplier, the lowest of any Overstrike in the game, and Fantasy Unbound has a multiplier of 0.37, also very low. Combined with Tyro's pitiful stats so that even when equipped with the best armor in the game he'll barely have 600 ATK, and you have two Soul Breaks that deal less damage to enemies than normal abilities.
  • Black Cloak: His first Wardrobe Record is an Organization XIII coat.
  • BFS:
    • Judgement Grimoire calls down an oversized pike to drop down on the enemy. Its upgraded Super Soul Break variant, Last Judgement Grimoire, summons three oversized pikes to hit the target.
    • The Arbiter's Apocrypha Overstrike Soul Break has him summoning a gigantic sword several times his size from his tome, then impaling the target with it from above.
    • His AOSB Link of Light has him calling the Warrior of Light and performing a Combination Attack with a huge blade.
  • Blood Knight: Due to his line of work and the events of the Gauntlet of Warriors, Tyro fears becoming one of those, as he has no interest on fighting as a sport.
  • Blow You Away: Cyclone Grimoire summons a magical twister to hit the enemy party. Curiously, it deals Non-Elemental Magic Damage instead of Wind Magic Damage.
  • Crutch Character: Zigzagged. Early on his ability to use any ability and equipment lets him slip into any role you need in a time where you have limited characters, abilities, and equipment. Then you expand your options on all three fronts and he becomes less desirable due to his terrible stats. Then you dip into his Record Spheres to start patching up his stat problem a little and grab his defensive buffing Soul Breaks, like Sentinel's Grimoire, Divine Veil Grimoire, and Keeper's Tome, and he returns to be useful as a dedicated support character.
  • Determinator: By the fifth island in the Record Dungeons, he's grown to accept the tragedies that occur in history for the sake of preserving them and in his own words has learned "how to stand strong from the heroes I meet in the paintings", contrasting with Biggs and Wedge who have just finished their first two Realms' worth of corrupted paintings and are shaken by the events within.
  • Fantastic Nuke: Tyro triggers one by complete accident at the end of Chapter 1 when he alters an important scene in the Final Fantasy IV realm. Dr. Mog was not happy with this.
  • Forced to Watch: Tyro is constantly subjected to this, especially because he knows this is how things are supposed to happen in the Realms' histories despite how unfair they are. Tyro forces himself into desentization to the point that he has the least reaction of the four Archives/Arcanium members present at Tietra's death. He also refuses to tell Elarra and the others about what will happen because he knows they'll try to interfere.
  • Hello, [Insert Name Here]: His default and canonical name is Tyro, but the player can input any name they want and he'll be called that in cutscenes.
  • In the Hood: His "Black-Robed Keeper" Wardrobe Record, based on the Black Cloaks from Kingdom Hearts.
  • Jack-of-All-Stats: Tyro has all-around fair stats and can equip every item and equipment piece in the game except Keyblades, giving him unparalleled versatility.
  • Locked Out of the Loop: Tyro resorts to this on Elarra, Biggs and Wedge due to knowing how story will turn out on the Realms. He doesn't let them in on Tietra or Josef's deaths on purpose, knowing they'll try to stop it (and in fact, Biggs tries to help Josef stop the boulder that kills him).
  • Luckily, My Shield Will Protect Me: His famous Sentinel's Grimoire Soul Break calls down a shield to drop in from the sky and buff the party. Its upgraded Ultra Soul Break counterpart, Divine Veil Grimoire, calls upon a much larger, more ornate shield.
  • Master of None: The trade-off to his versatility is that his stats are pitiful.
  • Me's a Crowd: Stormlance Grimoire causes magical clones of Tyro to appear to fire several bolts of lightning to rain down upon foes.
  • Meaningful Name: His Japanese name is "Deshi", a word meaning "pupil". His English name Tyro is a medieval Latin word meaning "recruit".
  • Mechanically Unusual Fighter: Most characters with Record Dives have six job classes representing their basic gameplay style, with the first three jobs working to unlock the next three, which on some characters leads into their Legend Sphere. Tyro, as the Jack-of-All-Stats, has twelve job classes in his Record Dive, with the first six unlocking the next five, and then two of those five unlock the twelfth, which leads into his Legend Sphere.
  • Seen It All: Due to having studied the story of every Realm he visits, Tyro already knows what's going to happen on any Record Paintings he enters, and reacts accordingly. Well, after a bit of Character Development.
  • Shaped Like Itself: Most of the weapons that teach him Soul Breaks share their names with those Soul Breaks. The book that teaches him Sentinel Grimoire? Sentinel Grimoire. And so forth.
  • She Is Not My Girlfriend: Tyro is constantly teased at having a crush on Elarra, to which he constantly denies.
  • Ship Tease: His friendship with Elarra is more than platonic. Aerith lampshades this in a Record Dungeon when she mistakes Elarra for his girlfriend, and notes Tyro is blushing as he denies the idea.
  • Spotting the Thread: Chapter 5 was basically made for Tyro to use this trope:
    • When Biggs and Wedge tells that the Shadowsmith has a "foresight" ability "like Tyro's", Tyro finally notices the Shadowsmith always seems to know what will happen in every place Tyro enters.
    • Thanks to Basch telling about Gabranth to Vaan in the Barheim Passage, Tyro manages to connect the dots on Dr. Mog's attitude back in Chapter 3.
  • Support Party Member: Thanks to his awful stats, Tyro isn't much for attacking, but he has many Soul Breaks that grant fantastic buffs to the party.
  • Throw the Book at Them: His unique weapons are all books of some sort.
  • Weak, but Skilled: His stats are below average, but being able to wield literally anything makes him the game's best utility character, period. He can be a back-up healer, buff the party, debuff enemies, and more.
  • Wide-Eyed Idealist: Definitely, as Tyro can't just stand by and watch injustice happen, at least at first. He's contrasted by Shadowsmith and his Jade-Colored Glasses in this.
  • Zerg Rush: The Fantasy Unbound Ultra Soul Break involves Tyro summoning the Hero Records of each Realm's main character, all of whom then proceed to rush the enemy party simultaneously.

    Dr. Mog

The head of the Royal Archives and Tyro's teacher, Dr. Mog trusts Tyro to enter the paintings, but is sometimes able to help him from afar.

  • Berserk Button: Any situation that reminds him of what happened at his homeland. Especially Memory Bursts like the one Tyro accidentally caused.
  • Big Good: As the head of the Royal Archives, Tyro's mentor, and overall commander of the protagonists.
  • Dark and Troubled Past: Dr. Mog comes from an island of Moogles who once attempted to alter Records in hopes of obtaining the magic they held. The alteration of the Records resulted in a massive discharge of magical energy called a Memory Burst, which killed Dr. Mog's family and turned the entire island into an inhospitable wasteland. It's stated the Royal Arcanium was involved in the incident, which explains the Jurisdiction Friction between it and the Archives.
  • Fake Defector: This is how Dr. Mog manages to keep Tyro and Elarra out of the loop until he finally confirms Shadowsmith is not one of the good guys. He's doing his very own investigation separate from them, as shown at the end of Chapter 4.
  • Fire, Ice, Lightning: His Soul Breaks as a playable character are these elements along with Holy for good measure.
  • Guest-Star Party Member: He is offered as a Roaming Warrior in many event and high-level dungeons that otherwise lock Roaming Warriors out.
  • The Mentor: Tyro's teacher and superior who tells him all he knows.
  • Master of All: Unlike Elarra, who has many skills but gravitates toward White Magic and Songs, Dr. Mog operates on Black and White Magic, and has the tools to use both very efficiently. As a bonus, he can also use Support abilities to charge his Soul Break gauge quickly or entrust to another character, a rarity among DPS characters.
  • Mr. Exposition: He's in charging of informing Tyro and the player what's happening in the story.
  • New Powers as the Plot Demands: Special event dungeons that have him as the player's Roaming Warrior can have him do whatever the battle mechanics say he can do, whether it be stopping time, granting numerous buffs and healing them, allowing everyone in the realm to chain their attacks together or switching the enemy you're currently fighting.
  • Promoted to Playable: The 4th Anniversary event sees him join the playable roster After he finally manages to expose the Shadowsmith's game.
  • Red Mage: He has access to Black Magic, White Magic, and Summon up to 5*, letting him wield an impressive arsenal of spells, both offensive and defensive. One of his Legend Materias gives him a chance to dualcast Black Magic or Summon abilities, another does the same for White Magic. His Level 99 Record Materia boosts the power of both Black and White spells by 20%, and his USB has 2 different chases depending on whether he's using Black Magic, Summon or White Magic, with former 2 dealing extra damage and the latter healing the party.

Synergy: Core
Class: Woman of Mystery

A young girl dressed in keeper robes who was sealed in the Magicite section of the archives. Restoring the Magicite Records frees her to help Tyro and Dr. Mog.

  • Barrier Maiden: Implied — there's something held back by the Magicite, and freeing Elarra and restoring the Magicite seems to be weakening its seal.
  • Berserk Button: Badmouthing her friends is a nice way to prompt her into action. Getting them in danger? She'll go into overdrive and muster powers even she doesn't know she has to aid them.
  • Big Damn Heroes:
    • Elarra pulls this thrice over the course of the 4* portion of the Magicite Dawn, every time protecting Tyro and the Shadowsmith from a powerful attack from the Mysterious Entity. Every time she did this, the seal keeping her bound to the Magicites weakened until she could finally leave the place.
    • As told below, the 2018 Halloween event has Elarra mustering courage and performing one of these on the direst possible hour.
  • Combat Medic: Elarra is not fully fit for combat, but she can dish high-level summoning on her own, and the same stat that allows her to efficiently heal her party also allows her to hurt enemies with White Magic. Combine this with her native Dualcast Legend Materia, and she packs some punch on her own.
  • Gameplay and Story Integration: In the 2018 Halloween event, it's shown that Elarra is terrified of ghosts. Bringing her to any battle in that event will prompt her to scram out of the scene and leaving your party undermanned. She gets over it in the exact last fight of the event, against a souped-up version of the Phantom Train, when she sees Tyro in danger and musters the courage to provide assistance, at least from afar as a Roaming Warrior.
  • Gameplay and Story Segregation: You can unlock Elarra as a playable character and view her in story sequences even if you haven't begun to complete Magicite Dungeons, where Dr. Mog and Tyro first see her, and in-story they need to restore the Magicite records to free her. You can also summon her as a Roaming Warrior in Magicite Dungeons even if she's in the party; this is explained by Dr. Mog by the fact that Tyro's own exploits in the Magicite Records have themselves become record paintings, allowing for the re-creation of those events.
  • Guest-Star Party Member:
    • Magicite Dungeons let you call her as a Roaming Warrior.
    • The last fight of the 2018 Halloween event against the Phantom Train has her taking over the Roaming Warrior slot to help the party when all seems lost.
  • He Is Not My Boyfriend: One such moment happens in Chapter 4, on the Final Fantasy XIII part, as Vanille notes how Elarra's concerned for Tyro's condition and she tries to brush it off.
  • Job System: Her Aid as a Roaming Warrior in the Magicite records have jobs as something of a theme, with each one containing the name of a profession that fits with the effect of the soul break. The one that increases the party's defenses is Fabula Guardian, the one that makes the party more powerful is Fabula Raider, the one that heals the party is Fabula Priestess, and the one that causes a single massive hit of damage is Fabula Mage.
  • Laser-Guided Amnesia: She has no memories at first, unsealing the Magicite restores them bit by bit. It's also a concern of hers, as shown in the first Final Fantasy I section of the Record Dungeons.
  • Magic Music: She can use all of the Bard abilities, and her Soul Breaks have a distinct musical theme.
  • Pink Means Feminine: She wears pink keeper robes, while everyone else who wears the robes wears blue.
  • Sealed Good in a Can: She was sealed away by the power of the Magicite records to keep Dark Odin at bay.
  • Summon Magic: Another thing Elarra can do very well, meshing with the fact she was found guarding a pocket dimension's worth of Magicites.
  • Support Party Member: She has 5* on White Magic, Bard and Dancer, making her a supportive healer. Her first LMR helps Elarra work as a Bard by chasing such abilities with a Medica, and her Awakening can work off of Bard abilities just as well as it works from White Magic.
  • Technical Pacifist: While Elarra will fight for what's right, she has no taste for fighting, as shown in the "Gauntlet of Heroes".
  • White Mage: She's best used as a dedicated healer, and when she was introduced she got one of the best healing Soul Breaks in the game, until other White Mages began to Power Creep up on her (mostly by copying her). That said, she still dominates the top of the hill, to the point she's the third White Mage, after Lenna and Y'shtola, to get an Awakening Soul Breaknote .
  • White Magician Girl: One of the most powerful of the game, with the throne still not taken by anyone else.

    The Shadowsmith 
A member of the Royal Arcanium, the adventures of the Keepers at the Royal Archives draw their attention and he's sent in to investigate.

  • Dark Is Not Evil: He wears red and black robes and is called "Shadowsmith", but he's a seemingly heroic figure. Then it turns out he's up to something nefarious after all.
  • Everyone Calls Him "Barkeep": Unlike most of the other Original Generation characters, the Shadowsmith always referred to by his title, which is used like a name for him.
  • The Heavy: He's behind the Realm Dungeons, purposefully using corrupted paintings to achieve some end, but it's vague if he's the overarcing cause of the records being corrupted in the first place.
  • Jade-Colored Glasses: He offers an enormous contrast to Tyro's Wide-Eyed Idealist tendencies.
  • Jurisdiction Friction: The Archives and the Arcanium don't get along, and neither do Dr. Mog and the Shadowsmith, though they grow out of it.
  • Mr. Exposition: Like Dr. Mog, he explains a lot of plot developments. Goes to the point that Biggs and Wedge call this his "foresight" ability, which makes Tyro notice how he always know how things will pan out wherever the Keeper goes...
  • Reasonable Authority Figure: Fills this role after Dr. Mog departs from the party, offering supportive advice for Tyro and Elarra and keeping Biggs and Wedge's complaints in check. Behind everyone's back, he's planning to contact the same bad guys Tyro and Elarra are chasing, even manipulating Biggs and Wedge to help him.
  • Walking Spoiler: He's one of the game's main antagonists.
  • What the Hell, Hero?: Delivers a potent one at Biggs when he continuously badmouths Tyro and Elarra for taking his credit on the Corrupted Records case. He didn't need to drag Wedge along, but still.

A subordinate of the Shadowsmith for the Royal Arcanium and the older guy of a pair with Wedge. Tends to carry a tough guy persona and initially distrusts and derides Tyro and Elarra when they first meet, but comes to prove himself a great ally as they work together.

  • Berserk Button:
    • To Biggs, any act that's Harmful to Minors will prompt him into going juggernaut.
    • People like Argath Thadalfus are prone to ignite his ire to a point nothing can stop him anymore.
  • The Berserker: The most prone into going on unstoppable bouts of fury and determination among Tyro's friends.
  • The Big Guy: Biggs is this to the Arcanium, and later to Tyro's party as a whole.
  • Blood Knight: Exaggerated in the Gauntlet of Warriors event. Biggs, who already has a competitive and combative streak, gets caught up in the battle fervor from the memories of so many warriors, and he starts blindly charging a direction (away from the coliseum) to attack supposed pretenders to his battle-throne.
  • Casanova Wannabe: Biggs won't miss a single chance to flaunt any of the girls, especially Aerith, which forces Wedge to always intervene.
  • Cowardly Lion: Biggs puts up a "tough guy" façade, but the right amount of pressure will crack him up in fear. He also thinks himself much below the caliber of heroes like Cloud and Reno.
  • Dishing Out Dirt: Biggs' main element as an Earth Knight.
  • Early-Bird Cameo: He and Wedge are first shown on the Pharos of Ridorana event in the Autumn Fest, giving their report after doing recon on the tower for the Shadowsmith. It helps that the very event is canonically between Chapters 3 and 4 of the Record Dungeons.
  • Genre Blind: Biggs is this big time. For an example, on the Sector 6 playground scene from Final Fantasy VII, he wants to butt in Cloud and Aerith's conversation, and Wedge has to pull him out and warn him "he'd be a third wheel".
  • Heroes Prefer Swords: Biggs, as per his skill sets.
  • Jerk with a Heart of Gold: It's fairly obvious to everyone, especially with the Shadowsmith's reassurances, that Biggs is not nearly as abrasive as he seems. Notably, while he undersells Tyro and Elarra's achievements and insults Dr. Mog, he's never outright mean to the children; if anything, he seems angry that they're put into danger and poor mentorship.
  • Knight in Shining Armor: Has shades of this in his behavior, to the point he understands Steiner's POV about protecting Garnet at all costs.
  • Legacy Character: He and Wedge continue the proud tradition of Final Fantasy characters bearing the names of the famous Star Wars characters.
  • No One Left Behind: It says a lot when Biggs just refuses to let Josef take the casuality of his fated death by being crushed by a boulder and tries to help Josef divert such boulder.
  • Noodle Incident: In the Wall Market Record Dungeon, where the group is gathering materials to turn Cloud into a Wholesome Crossdresser, Biggs goes off on his own. When he returns with an item, he is obviously shaken up and refuses to talk about what happened, implying he encountered the strangeness that is the Honey Bee Inn.
  • One Steve Limit: Averted. His and Wedge's first foray into the Record Dungeons in the Final Fantasy VII Realm leads to Tifa and Barret pointing out that they're actually the second pair of Biggs and Wedge to join AVALANCHE.
  • Plucky Comic Relief: Biggs manages to be that as well, due to being not too brilliant a living being.
  • Promoted to Playable: After Shadowsmith starts showing his true colors, Biggs and Wedge change sides and join the Archives. They become playable at the same time as Dr. Mog.
    • In the Record Dungeons, however, you get a sample of them as early as Chapter 5, and they level along with Tyro and Elarra.
  • Rude Hero, Nice Sidekick: Biggs is The Big Guy Rude Hero.
  • Small Name, Big Ego: Biggs is very much into taking credit for the smallest deeds (which always results in arguments with P'soon), and is not happy when Tyro and Elarra arrive on the islands to solve the Corrupted Records and the Shadowsmith favors the keepers over him and Wedge.
  • Straight Man: To Wedge's Wise Guy.
  • Those Two Guys: He and Wedge definitely form such a pair and are never seen apart from one another.
  • Undying Loyalty: No matter how bad they have it against Tyro and Elarra, Biggs and Wedge will follow the Shadowsmith's orders to aid them, no questions asked. That changes when the Shadowsmith reveals his true cards and they decide to switch sides and help Tyro.

A subordinate of the Shadowsmith for the Royal Arcanium and the kid sidekick to Biggs. Has a much friendlier persona and is more accepting of Tyro and Elarra than Wedge initially is, but is still lacking the trust due to their mentor. As he sees Tyro's own determination to go through the Record Dungeons, Wedge starts to gain admiration for his feats.

  • Black Mage: Wedge's main story function, contrasting Biggs' Knight in Shining Armor tendencies.
  • Blow You Away: Wedge's main elemental field.
  • Butt-Monkey: Wedge is this big-time, as he's constantly associated with Biggs' antics without ever doing anything.
  • Cowardly Lion: Both Biggs and Wedge think themselves very below the caliber of certain heroes like Cloud and Reno. This won't stop any of them from posing as tough guys in front of Tyro and Elarra.
  • Early-Bird Cameo: He and Biggs are first shown on the Pharos of Ridorana event in the Autumn Fest, giving their report after doing recon on the tower for the Shadowsmith. It helps that the very event is canonically between Chapters 3 and 4 of the Record Dungeons.
  • Fragile Speedster: Wedge is a maximum contrast to Biggs, an Earth Knight, in that he's a Wind Thief/Black Mage. Due to relying on speed and wits rather than strength, this also means his defenses are quite bad.
  • Knife Nut: His unique weapons are mainly daggers.
  • Legacy Character: He and Biggs continue the proud tradition of Final Fantasy characters bearing the names of the famous Star Wars characters.
  • Loose Lips / Idiotic Partner Confession: Wedge spilled the one information that indicates something is off about the Shadowsmith: He's trying to communicate with a Magicite not unlike Dark Odin.
    • I'll Never Tell You What I'm Telling You!: ...Which leads to Wedge also spilling that he was ordered to design the item that would allow him to make contact: a robe not unlike what the Mysterious Figure wears.
  • Magic Knight: He has 6* access to Celerity, Thief and Black Magic schools, allowing him to deal either physical or magical wind damage, and his Glint and Ultra both deal hybrid damage with the latter boosting either his Attack or Magic depending on which is higher.
  • One Steve Limit: Averted. Their first foray into the Record Dungeons in the Final Fantasy VII Realm leads to Tifa and Barret pointing out that they're actually the second pair of Biggs and Wedge to join AVALANCHE.
  • Promoted to Playable: After the Shadowsmith starts showing his true colors, Biggs and Wedge change sides and join the Archives. They become playable at the same time as Dr. Mog.
    • In the Record Dungeons, however, you get a sample of them as early as Chapter 5, and they level along with Tyro and Elarra.
  • Rude Hero, Nice Sidekick: Wedge is The Smart Guy Nice Sidekick to Biggs' Rude Hero.
  • Straight Man and Wise Guy: Biggs and Wedge respectively fulfill this trope, with Wedge frequently sighing at Biggs' antics. Wedge even says conventional-but-inconvenient advice such as recommending that Cloud go to a hospital when he passes out, causing Barrett to angrily note that there's none around.
  • Those Two Guys: Definitely. Never seen away from each other, and Wedge will always take the blame along with Biggs, regardless of agreeing with him or not.
  • Undying Loyalty: No matter how bad they have it against Tyro and Elarra, they will follow the Shadowsmith's orders to aid them, no questions asked. That changes when the Shadowsmith reveals his true cards and they decide to switch sides and help Tyro.


An engineer at the Archives. He's in charge of weapon and ability upgrading, and pilots the Airship the party uses to travel the world.

  • Berserk Button: You better not mess with his Airship.
    Cid: I saw you load something onto the Airship before we left. What was it?
    Wedge: Oh, that? That's our little secret!
    Biggs: Let's just say it's something the Airship was missing.
    Cid: Something missing on MY Airship? You've got some nerve.
  • Doesn't Like Guns: Cid refuses to outfit his Airship with weapons, saying it's against his policy. And when Biggs and Wedge smuggle one into it, he gets livid.
  • Gadgeteer Genius: As expected from a Final Fantasy Cid, he's responsible for the main machines that Tyro and friends use, including the airship, which is powered by Magicite.
  • Legacy Character: It wouldn't be Final Fantasy without a Cid in there somewhere.
  • Leitmotif: He basically steals "Hey, Cid!" from his Final Fantasy IV counterpart, as it plays by default in the upgrade menus.
  • Only Sane Man: Most of the time he's this to basically everyone, and keeps his head straight among the craziness Tyro and Elarra tend to face.

    The Magicites 
Powerful records of summonstones sealed in the archives, their power has begun to grow wild and so Tyro and his allies must fight to contain them.

  • Anti-Magic: Many Magicites grant the party some sort of defensive buff against a paritcular element, such as raising their damage resistance, granting them a damage-absorbing barrier to absorb hits, or lowering the enemy's elemental attack power.
  • Ascended Extra: Most Magicite are summons or prominent bosses from other Final Fantasy titles. And then there's the Hydra, an early game normal enemy from Final Fantasy V and not a particularly notable or powerful one either.
  • Blow You Away: The Wind Magicites: Fenrir, Tiamat, Syldra, and Typhon.
  • Casting a Shadow: The Dark Magicites: Shadow Dragon, Hades, Deathgaze, and Ark.
  • Complacent Gaming Syndrome: invoked Forcibly averted by Rank 5 Magicites. Unlike Rank 3 and Rank 4, there are two Magicites for each element, one is highly resistant to physical damage and the other is highly resistance to magical damage. While it is possible to beat them with the opposite damage type, it's extremely difficult, and you're intended to form two different parties to face each.
  • Composite Character: Fenrir is based on its VI design and has its Howling Moon as a support move, but its Wind affinity and Withering Winds offensive move is taken from the IX version of Fenrir.
  • Crippling Overspecialization: Since Wind-elemental mages are few in Record Keeper, Golem's defensive measures are mostly to defend it against physical fighters. Face it with a team of mages and it'll waste turns trying defensive buffs that won't affect them.
  • Difficulty Spike: Each new tier of Magicites represents a considerable jump in power from the previous.
  • Dishing Out Dirt: The Earth Magicites: Golem, Midgardsomr, Hecatoncheir, and Adamantoise.
  • Elemental Powers: They embody the game's elements, save for Poison.
  • Elemental Rock–Paper–Scissors: Holy and Dark have a mutual weakness to the other, and the other six are weak to each other in the order of Fire > Ice > Wind > Earth > Lightning > Water > Fire.
  • Fire, Ice, Lightning: In addition to Water, Bismarck also uses the tier one and two spells in these elements.
  • Holy Hand Grenade: The Holy Magicites: Holy Dragon, Siren, Lakshmi, and Madeen.
  • An Ice Person: The Ice Magicites: Sealion, Isgebind, Mateus, and Manticore.
  • Lightning Bruiser: One of the main reasons why Syldra is so hated: she deals massive amounts of damage, most of her attacks have lower cast times than normal, her Enraged mode further speeds her up and she's one of the few endgame enemies where dispelling her Haste has enough of a noticeable effect to her speed where you can't afford to ignore it.
  • Making a Splash: The Water Magicites: Bismarck, Kraken, Famfrit, and Geosgaeno.
  • Mechanically Unusual Fighter: Deathgaze opens the battle by inflicting Doom on the party, and most of its attacks reduce the party's Doom timers. Its attacks aren't very strong compared to other Rank 5 Magicites and it's possible to defeat it without bringing a dedicated healer and defensive buffs don't affect its damage output at all. The real problem is that Deathgaze isn't trying to kill you by depleting your HP, it's going to kill you by rapidly whittling the party's Doom timers to 0.
  • Mythology Gag
    • Many of them still reuse gimmicks from their original incarnation — the Mist Dragon will still turn into Mist to avoid attacks, Liquid Flame will change between different forms, Typhon uses Snort to remove party members from battle, and so forth.
    • For those who had a limited movepool in their original incarnation, they got expanded with other moves from the same game, or else with moves still associated with them. Bismarck uses a Fire, Ice, Lightning attack pattern because its Esper in VI taught those spells. Golem uses Earth Shaker and Cave-In as its main offensive attacks because those attacks were also in Final Fantasy V. Quetzacoatl uses Wind attacks because in VIII its T-Refine ability to extract Thunder magic from items also encompassed Wind. Phoenix uses Flare Star, Fireball, Meltdown, and various other fire-themed attacks from VI. Lakshmi uses moves used by Chadarnook, the boss in VI that possessed a painting of Lakshmi.
  • Playing with Fire: The Fire Magicites: Liquid Flame, Marilith, Phoenix, and Belias.
  • Poisonous Person: Averted, Poison is the one element with no Magicite to represent it; Dark gets its Standard Status Effects gimmick instead.
  • One Steve Limit: Averted, some of the Magicites already existed in the game as Summon abilities before being added as Summonstones, such as Mist Dragon, Syldra, and Madeen.
  • Shock and Awe: The Lightning Magicites: Hydra, Ixion, Quetzacoatl, and Behemoth King.
  • Summon Magic: They provide access to the game's method of this, and most of them were Summons in other games.
  • Square Peg, Round Trope: Several of them don't really fit the elemental affinity assigned to them when compared to their original incarnations, or have only a vague connection to the element. Siren is particularly head-tilting in this, as not only has it never been associated with the Holy element in the Final Fantasy series in any incarnation, but the Magicite Siren uses its design from Final Fantasy V, which was an undead enemy and in most games those are weak to Holy.
  • Stone Wall: Adamantoise has extremely high defenses, can temporarily boost them further to a massive degree and his Enraged mode further halves all the damage he takes while it's active, making for an extremely timeconsuming fight.
  • Support Party Member: Equipping Magicites grants the party passive stat bonuses, and they can be called into battle to periodically attack enemies.
  • Takes One to Kill One: While not enforced, one way to reliably break the Enraged Mode of a Magicite is to summon another Magicite against them — all Rank 5 Magicites can break the damage cap with their entry move and one of their three normal attacks, and as Level 99 the damage-breaking move is the only one they'll use.
  • Timed Mission: The rewards for defeating a Magicite boss depend on how fast you kill them, with the most loot being given out for beating them in under thirty seconds. If you don't care about that, though, you can take as long as you like.
  • Trope Codifier: The Rank 6 Magicites are the typical iconic Final Fantasy summons of their element — so far Titan and Ramuh have been revealed.
  • Unstoppable Rage: The Enraged mechanic of Rank 5 Magicites — after taking a certain amount of damage or a number of turns pass, they become Enraged and gain a stat buff of some sort. Hitting them with an Overstrike attack is the only way to break them out of it, but it only buys you a reprieve before it triggers again. Depending on the Magicite in question, their Enraged mode can either actively make them easier to kill by increasing the damage they take or make them a huge pain in the ass to defeat by massively increasing their defense, making it that much harder to actually deal the necessary 5-digit amount of damage to them.
  • You Kill It, You Bought It: Defeating one earns you the Magicite summonstone to call them into battle.

    Dark Odin 
"To those who awaken the records... doom awaits."

A mysterious evil presence sealed deep in the Royal Archives by the power of the Magicite Records. It is eventually discovered to be an incarnation of Odin, trying to command the Magicite into breaking free from the records and into Tyro's world.

  • All Your Powers Combined: As the Final Boss of the Magicite story arc, it embodies all of the game's elements, even Poison.
  • Amazing Technicolor Battlefield: Odin's realm is presented as a swirling spacial vortex of colors.
  • Anti-Magic: He can banish any currently active Magicite you have.
  • Disc-One Final Boss: It's presented as a possible cause of the corruption of the paintings throughout the Archives, but it isn't, and worse enemies than him loom on the horizon.
  • Doomy Dooms of Doom: "To those who awaken the records... doom awaits."
  • Evolving Attack: Zantetsuken gets stronger the angrier Odin gets.
  • Glowing Eyes of Doom: Cutscenes show it in shadows with its eyes glowing red.
  • In the Hood: It first appears before the party as a cloaked figure.
  • Leaking Can of Evil: It's sealed by the power of the Magicite, but it can still influence things and work to free itself.
  • No Fair Cheating: Odin initializes one of his elemental attack patterns once the player attacks him with an elemental move, up until then he does nothing. You can get a free turn to set up buffs and the like, but don't try to exploit his inaction any further; come the 5 second mark if he hasn't been sent into one of his attack patterns yet, he'll insult you and cast Savage Warp to remove the party from the battle.
  • No-Sell: At level three Enraged, Savage Zantetsuken ignores anything you may try to use to survive it, including damaging characters in the air from a Jump attack and characters under the Invulnerable status.
  • Signature Move: Of course he has Zantetsuken.
  • Unstoppable Rage: Like the Rank 5 Magicites, Odin can enter an Enraged Mode. Unlike them, his rage can grow up to three levels, and Overstrike damage just knocks him down a level.
  • Wham Line: When the player completes the first pair of Rarity 5 Magicite records, the Shadowsmith reveals that his research has turned up the being's identity.
    "Our foe... is Odin.

    Dark Entity II 
Another evil presence at large in the world discovered by the Royal Archives and the Arcanium as they start exploring the world.


Realm Characters

    Final Fantasy / Mobius Final Fantasy 

Warrior of Light

Role: Warrior of Light

"A warrior blessed by the crystals and chosen to stand against the powers of darkness. After rescuing Sarah, the princess of Cornelia, from the evil knight Garland, he sets out on a journey to save the world."

  • Heroes Prefer Swords: Naturally for him.
  • Holy Hand Grenade: His element is Holy.
  • Prestige Class: His default Soul Break Class Change boosts his ATK, DEF, MAG, and RES by 30% for 25 seconds.
  • Recursive Adaptation: He's based on the Dissidia Warrior of Light in appearance, attacks, and skillset, where Dissidia had already used him as a stand-in for all four Warriors of Light from Final Fantasy.
  • Red Is Heroic: His "Classic Red" Wardrobe Record recolors his armor and hair red, like the original Final Fantasy Fighter.
  • Shield Bash: Several of his Soul Breaks involve him using his shield to attack.


Role: Warrior of Chaos

"A former, proud knight of Cornelia, Garland kidnapped Sarah when she did not return his affections. Though the Warriors of Light defeated him, Garland escaped two thousand years back through time, becoming the source of an evil that threatened to envelop the world."

  • An Axe to Grind: Some of his Soul Break weapons are huge axes he likes to use.
  • Casting a Shadow: His element is Dark.
  • Morph Weapon: He retains his shapeshifting sword from Dissidia.
  • Theme Naming: A lot of his attacks allude to his transformation into Chaos: Discord Incarnate, Glimpse of Chaos, Scion of Malice, Dark Rebirth, etc.


Role: Princess

"The princess of Cornelia, Sarah was kidnapped by Garland and hidden away in the Chaos Shrine until the Warriors of Light came to her rescue."

  • Holy Hand Grenade: What limited offensive Soul Breaks she have deal Holy damage.
  • Magic Music: Several of her Soul Breaks allude to her gifting the Lute to the Warriors of Light via this trope; Ballad of Corneria, Age-Old Hymn, Ballad of Light, and Ancient Lute.
  • White Magician Girl: She's a healing and buffing character.


Role: Blank

"Wol is a "Blank," one of the young men who wash ashore the strange land of Palamecia without any memory of their past. Through his travels, he learns a great deal about himself as much as the secrets behind the laws and the great prophecy that rule over Palamecia."

  • Dishing Out Dirt: Initially with no fixed element, he settled up with Earth.
  • Jack-of-All-Stats/Master of None: An unusual case in the game in that this is invoked via abilities, not stats. Wol has a massive ability pool; Combat 3, Support 4, Celerity 4, Dragoon 3, Monk 4, Thief 4, Samurai 4, Sharpshooter 5, and Heavy Physical 5. However, his inability to access the top-tier Rarity 5 and 6 abilities in those schools severely limits him, and there's limited practical ways to combine these different ability classes anyway.
  • Support Party Member: The FFI event that came with its corresponding Neo Torment gave Wol his Legend Dive, which is a Haste + Instacast 3. Combined with his access to Support 5*, which he gained a few weeks prior, it makes Wol the third Entrust Bot in the game after Shelke and Morrow. Wol also gains in the same event a second Burst Soul Break that works like Ramza's Battle Cry on entry, but acts like a set of Heavy abilities on its commands.


Role: Spirit

"A spirit fabled to haunt the mountains of Palamecia. Legends say that Echoes guide travelers who listen to them toward troves of fantastic treasure. Though traditionally only a disembodied voice, Wol is somehow able to see her physical form."

  • Support Party Member: Not as effective as Wol, but she has access to a varied pool of buffs and debuffs. She's also an efficient Party Starter with her second Ultra and a LMR that allows her to perform her first action with no charging time.
  • The Red Mage: She has a mix of Soul Breaks to heal and buff the party, and damage and debuff enemies.
  • Theme Naming: Many of her Soul Breaks bear the "Gift" suffix.


Role: Master

"A warrior blessed by the Crystals to stand against the forces of darkness. The master was once an ordinary monk, a fighter who favors his bare fists above any weapon, until he was raised to the class of master after returning from the Citadel of Trials and presenting Bahamut with proof of his courage."

  • Bare-Fisted Monk: He's the evolution of the class.
  • Critical Hit Class: His Soul Breaks variably boost critical hit chance and damage, reflecting the Rarity 5 Monk skills that have innately higher critical hit rates.
  • Non-Elemental: He has no elemental affinity for his Soul Breaks, though his Arcane Overstrike is Earth/Fire/Lightning.


Role: Witch

"An eccentric witch who lives in a cave in the company of her talking brooms. Matoya can brew most any potion imaginable, but her eyes have failed her, and she relies on a crystal eye to see."


Role: Azure Witch

"A heretic known as the Azure Witch. Meia uses her innate beauty and mystical powers to manipulate the Blanks, as she plots her revenge against the world of Palamecia."

Thief (I)

Role: Thief

"One of the jobs chosen by the Crystals to stand against the powers of darkness as a Warrior of Light. The thief employs natural dexterity and uncanny luck to battle his way to victory."

    Final Fantasy II 


Role: Rebel Soldier

"A young orphan taken in by Maria's parents along with his friend Guy. A natural leader, Firion rises quickly as a warrior for the Rebels."

  • Characterization Marches On: He began as a dedicated Holy character, but being that he had no Holy commands to make use of his Holy Soul Breaks with, he later diversified into Fire/Ice/Holy Soul Breaks to go with his Samurai skillset, and his Brave Mode powers up on Samurai abilities. Then he got a Balance Buff to have Knight 5, and now can run all three elements.
  • Heroes Prefer Swords: His main Soul Break weapons are swords.
  • Holy Hand Grenade: His initial element was Holy before he diversified.
  • Playing with Fire/An Ice Person: His secondary elements besides Holy are Fire and Ice.
  • Something About a Rose: Several of his Soul Breaks contain the word "Rose" in them in reference to the Wild Rose Rebellion.
  • Spam Attack: His Fervid Blazer Soul Break increases his attack speed more and more with each attack, while his Burst Weaponsmaster starts at one hit and increases with each use, up to eight.
  • Useless Useful Spell: His early Soul Breaks grant him Infused Holy, but Firion has no physical Holy attacks to make use of it. A fourth-year event gave him a long-overdue buff to have Knight 5, allowing him to get proper use of his Holy affinity.


Role: Rebel Warrior

"A young woman who seems bold and independent, yet fears losing those around her. Maria and her brother Leon were separated when the Palamecian Empire attacked their hometown, and she worries after him constantly."

  • Black Mage: Offensive spellcasting is her niche.
  • Colony Drop: Meteor XVI and Meteor Swarm LXIV.
  • Dishing Out Dirt: Her element is Earth.
  • Serial Escalation: Her Earth Soul Breaks double in numeral as she gets better ones. She began with Meteor XVI. Then came Kerplode XXXII and Magma XXXII. Then she got Meteor Shower LXIV.


Role: Rebel Soldier

"A young man taken in by Maria and Leon's family. Guy's imposing figure belies his gentle and somewhat naive nature. Before moving to his adopted home, Guy was raised by wolves, leaving him with only rudimentary speaking skills, but giving him the innate ability to communicate with beasts."


Role: Dark Knight

"A young man separated from his family and friends during the Palamecian Empire's attack on his hometown. Seduced by the power of the empire, he becomes a dark knight in its service."


Role: Court White Wizard

"A white wizard from the mystic land of Mysidia, Minwu faithfully served the royal family of Fynn. But after the kingdom of Fynn fell, he put his talents to use as a member of the rebels."

  • Combat Medic: As with any White Mage, he has an array of healing Soul Breaks, but he also has offensive Soul Breaks that let him help out with attacking too.
  • Holy Hand Grenade: His offensive Soul Breaks are Holy, including a Burst directly named Holy XVI.
  • White Mage: One of the iconic ones for the series, he specializes in healing Soul Breaks.


Role: Kashuan Prince

"The younger prince of Kashuan. Long haunted by his abandonment of his realm and older brother, whom he left to die at the Empire's hands, he eventually gained the courage to fight and take on the mantle of his royal birth."

  • Cowardly Lion: Several of his Soul Breaks reference he considers himself a coward, but has potential to be a great leader.
  • Magic Knight: Played with. His Attack and Magic are equally decent, but his early Soul Breaks were all magical and he has no physical abilities. He later got physical Soul Breaks including a Burst, letting him put his Attack to use with them, but he still has an easier time playing as a mage than a warrior due to having Black Magic 5, but no physical abilities other than Support.
  • Playing with Fire: Fire-elemental character.


Role: Pirate Captain

"A pirate captain working out of the town of Paloom, Leila has a pirate's tongue, but her heart is true. Her natural protective instincts prevent her from standing by while others are beset by trouble."

  • Elemental Powers: She has a truly impressive array of them thanks to her Pirate's Cloud Soul Break, which lets her dualcast Thief and Sharpshooter abilities. This lets Leila be effective with Wind, Poison, and Fire attacks through the Thief school; Water, Ice, and Fire via Sharpshooter; and she still has her innate Poison Soul Breaks.
  • Making a Splash: Her secondary element is Water.
  • Poisonous Person: Her primary element is Poison.
  • Shock and Awe: Her default Soul Break is Thunder II, though she otherwise has no Lightning affinity.

Ricard Highwind

Role: Dragoon

"A proud dragoon who fights hand in glove with his trusted wyvern mount. Ricard travels in search of the fabled Ultima Tome, powerful magic he means to wield against the empire that destroyed his homeland of Deist."

  • Blade on a Stick: As a Dragoon, it's natural that spears compose his main Soul Break weapons.
  • Blow You Away: His element is Wind.
  • Dragon Knight: The first Dragoon of the series.
  • In a Single Bound: Naturally, he specializes in Jump attacks.
  • The Power of Friendship: His Super Soul Break Highwind Secrets gets stronger depending on how many party members are able to use Dragoon abilities, and his Ultra Soul Break Winged Roar grants Dragoons in the same row as Ricard no air time on their next Jump attack after Ricard uses a Dragoon ability.


Role: Rebel Agent

"A rebel agent who lived in the cold northern village of Salamand. Firion and his party came to Josef's aid after imperial forces took his daughter hostage, and in gratitude he joined them."

  • An Ice Person: His specialty is Ice.
  • Heroic Sacrifice: Many of his Soul Breaks reference his famous one. Infamously, one of his Unique Soul Breaks Noble Sacrifice raises the party's Attack, but KO's Josef.
  • Support Party Member: All of his Soul Breaks, even the offensive ones, grant some sort of benefit to allies, variably casting a status buff on them, raising their stats, or healing them.


Role: Kashuan Prince

"First Prince of the Kingdom of Kashuan, and Gordon's older brother. Scott meets Firion at a pub in the town of Fynn, where he had taken refuge after suffering a grievous wound."

  • Battle Couple: His relationship with Hilda is referenced with his Ring of Love and Undying Flames Soul Breaks; the latter grants him Infused Fire, but only is Hilda is in the party and alive.
  • Magic Knight: Invoked but defied. His profile directly calls him "Physical/Magic Hybrid", but his Magic stat is poor, on-par with most physical characters, and his spellcasting pool is limited to Black Magic 3 andd White Magic 4, making his magical proficiency an Informed Attribute. At least he can carry a support spell if you need it.
  • Playing with Fire: His element is Fire.
  • Spellblade: His best proficiency is the Spellblade school, enforced by his Fire affinity.


Role: Princess of Fynn

"Crown princess of the Kingdom of Fynn, which has fallen to the Palamecian Empire. In her wounded father's stead, Hilda leads a rebellion against the Empire from a base in Altair. "

  • Magic Music: She can use Bard abilities, and one of her Legend Materia has a chance to heal the party when using a Bard ability. All of her Record Materia in some way are based on the Bard school or the Instrument equipment type.
  • White Mage: Dedicated healing character.

The Emperor

Role: Emperor of Palamecia

"The leader of Palamecia, a militaristic empire bent on world domination. The Emperor has an insatiable lust for power, and he wields terrible magic to summon demons to do his bidding. The armies of Palamecia have brought countless kingdoms under his rule."

  • Blow You Away: His tertiary element is Wind.
  • Casting a Shadow: He can use the Darkness ability school and he has Dark as a secondary element on most of his Soul Breaks.
  • Dishing Out Dirt: His primary element is Earth.
  • Elemental Powers: Infamously, he has several — one of his Bursts is Wind focused while the second is Earth focused, he has a Glint that lowers an enemy's Lightning resistance, and several of his Soul Breaks bear Darkness as a secondary element. Eventually his Awakening just threw up his hands and gave him a tri-elemental boost to Wind, Earth, and Dark abilities — his Lightning is still out of place, though.
  • Something About a Rose: His Ultra Soul Break is called Repentence Thorns and lets him use the follow-up attack Anguished Rose, symbolically twisting the sigil of the Wild Rose Rebellion into something dark to serve him.
  • Took a Level in Badass: The Emperor's split elemental focus throughout the game's run made it difficult for him to put together an effective kit since he had myriad tools in three different elements. Then his Awakening decided to go for the gusto and function as a tri-elemental Awakening; now the Emperor's singular elemental tools serve to focus his Awakening in a particular direction, or not, as he needs it.

    Final Fantasy III 

Onion Knight

Role: Onion Knight

"Chosen by the Wind Crystal to become a Warrior of Light when he wandered into the Altar Cave, whereupon he set out from his village on a quest to save the world. Though the Onion Knight's abilities were meager at the outset, he finally gained the power to stand against the source of the world's unrest itself."

  • Foil: Eventually became one to Bartz. They both have a quad-elemental focus, but Bartz is a physical fighter using Spellblades, while the Onion Knight is a magical fighter using Black Magic.
  • Four-Element Ensemble: Starting with his third Ultra Soul Break Sage Unleashed, his later Relics focus on the series' traditional Fire-Water-Wind-Earth theme.
  • Glass Cannon: At Level 99 with his Legend Sphere complete, he has Attack, Magic, and Mind stats among the higher tiers of the game. His HP is mediocre, though, and his Defense and Resistance are pitiful.
  • Magic Knight: His stats and ability pool let him function perfectly well as either physical fighter, offensive spellcaster, or supportive spellcaster. His small pool of elemental physical skills means he has more versatility in a spellcasting role, and later relics focus more heavily on his spellcasting potential, but he's still great in the physical elements he does have.
  • Magikarp Power: In two ways.
    • Reflecting how the Onion Knight class worked in III, his stats are pitiful until he hits Level 90, then they increase dramatically each level until he's a powerhouse at Level 99.
    • His ability pool access is limited to just Rarity 3, but his Record Spheres let him unlock access to Rank 5 of them.
  • Mechanically Unusual Fighter: Like Tyro, Onion Knight's dive has twelve jobs, with six of them unlocking his Legend Dive. To unlock each 4* sphere, however, you need Onion Knight Motes, which you must buy on the Gysahl Shop, and the upper ones give him access to 5* on many ability schools. His Legend Dive itself is also unusual; rather than a weak LM in the middle and a strong LM in the end, Onion Knight has his two Legend Materias at the end, giving Dualcast for both Black Magic and Celerity.


Role: Warrior of Light

"A young man raised by Elder Topapa in the hinterlands village of Ur. The Wind Crystal chose him to be a Warrior of Light destined to save the world. He has a strong sense of justice, and he won't back down to anyone."

  • Blow You Away: His element is Wind.
  • Dragon Knight: Played with. His Wind element and Dragoon Empowered Sphere nudge players to building him as a Dragoon, but it wasn't until late in the game's fourth year when he got his Awakening that he received any Relics dedicated to Dragoon abilities. Otherwise all his tools have been generic Wind tech, and because he also has Celerity 5 and Spellblade 4 (5 through Record Spheres), Luneth has plenty of ways to utilize Wind attacks without needing to focus on being a Dragoon.


Role: Warrior of Light

"A shy young man who grew up with Luneth, Arc is discerning and intelligent, and can often be found with his head buried in a book. Considerate and kind, he strives hard to live up to his destiny as a Warrior of Light."

  • The Artifact: Arc has a Water theme to him, tying into Luneth as Wind, Refia as Fire, and Ingus as Earth, to fit the Four-Element Ensemble that Final Fantasy III used for its Crystals. However, Arc's ability pool means he isn't very good with Water-elemental attacks, so in gameplay he plays as White Mage who can be either supportive or offensive, and happens to have Water as a secondary element to his offensive Soul Breaks. He eventually got an Ultra to reinforce his Water theme via Summon skills.
  • Combat Medic: His White Magic and Summon proficiencies make him capable in two offensive elements as well as a good healer.
  • Holy Hand Grenade: His primary element is Holy.
  • Making a Splash: His Soul Breaks have a Water theme, even when they're not offensive, and when they are it's his secondary element after Holy.
  • White Magician Girl: Defies the convention; Among the four DS orphans, Refia, the sole female party member, is a physical brawler, and Arc is the healer.


Role: Warrior of Light

"A young woman raised by a blacksmith in Kazus. As she travels the land as a Warrior of Light, she seeks to find her true self. Her opposition to the powers of darkness is beyond question, and though she seldom lets it show, she has a caring heart."

  • Action Girl: She's a Monk archetype, beating enemies up with her bare hands.
  • Bare-Fisted Monk: She has the stats and ability pool of a Monk.
  • Critical Hit Class: Her Soul Breaks and Legend Materia variably boost critical hit rate, critical hit damage, or trigger on a critical hit to buff her. This is aided by her Monk abilities, several of which come with an innate higher critical hit rate.
  • Early Installment Weirdness: In the game's early days her unique weapons were Throwing weapons, extending to her Record Materia of which she has two that boost physical damage when the user has a Throwing weapon equipped. Her later unique weapons were Fists to better tie into her Monk theme.
  • Playing with Fire: Her element is Fire.
  • Precision-Guided Boomerang: As stated above, some of her unique relics are throwing stars and the like.


Role: Warrior of Light

"A noble warrior in service of the King of Sasune. Ingus joined Luneth and his party in hopes of finding Princess Sara, and eventually was chosen as one of the Warriors of Light. His faith in his companions is his greatest weapon in the struggle against the darkness."


Role: Amnesiac

"A mysterious man who appeared one day in the village of Canaan. Desch joined Luneth in hopes of discovering his forgotten destiny. His flamboyance and charm belie his wisdom."

  • Heroic Sacrifice: His invoking of the trope in III is referenced with his Selfless Spirit Soul Break, which damages Desch in exchange for buffing the party.
  • Magic Knight: Downplayed but still apt. His Soul Breaks are all magical and his Magic stat is very high, letting him get great usage out of his Black Magic 5 skillset. However, he also has Machinist 5 and his Attack isn't terrible, so he can function as a physical character too; he'll just be a subpar one.
  • Shock and Awe: His element is Lightning.

Aria Benett

Role: Priestess

"A Maiden of Water who serves the Water Crystal. Aria remained in a deep sleep until woken by the Warriors of Light, whom she accompanies to the Water Crystal to fulfill her calling."

  • Anti-Magic: Aria's Soul Breaks have a strong theme of shielding the party against Fire-elemental damage. Her Burst Maiden of Water raises the party's Fire resistance, and her Ultra Seaborne Encounter grants each party member a barrier that absorbs up to their max HP in Fire damage. Her Legend Materia gives her resistance to Fire attacks.
  • Crippling Overspecialization: Against enemies that use Fire, Aria is one of the best White Mages you could ask for. Against anything else, her focus on nullifying Fire means she's just another mediocre White Mage in a game with dozens of them.
  • White Mage: Focuses on healing the party.

The Cloud of Darkness

Role: Voidbringer

"An entity that appears when the balance between light and darkness is broken. An incarnation of nihility, its only purpose is to return the worlds of light and darkness to the Void."

  • Casting a Shadow: Naturally, her element is Dark.
  • Shock and Awe: She has Lightning as an off-element.
  • Why Am I Ticking?: Her Burst Soul Break 0-Form Particle Beam casts Doom on the party. This is a good thing, in the right party build — there are many Darkness abilities that get a power boost when the user is under Doom status, the trick is getting them inflicted with it.
  • Yin-Yang Bomb: Her early Soul Breaks were Dark and Holy, but the latter was dropped later.

    Final Fantasy IV / The After Years 

Cecil Harvey (Dark Knight)

Role: Dark Knight

"Captain of the Red Wings, Cecil was an elite Dark Knight who suffered under King Baron's misguided rule until his sense of righteousness led him on the path to becoming a Paladin."

  • Black Knight: Obviously.
  • Casting a Shadow: His element is Dark.
  • Cast from Hit Points: Several of his Soul Breaks damage Cecil. The zenith of this is his Ultra Endless Darkness, which damages him for 99% of his current HP, but in return grants him a barrier that absorbs damage equal to 100% of his max HP.
  • Divergent Character Evolution: With his Dark Knight and Paladin forms treated as separate characters, they play entirely differently but are still viable.

Cecil Harvey (Paladin)

Role: Paladin

"Captain of the Red Wings, Cecil was an elite Dark Knight who suffered under King Baron's misguided rule until his sense of righteousness led him on the path to becoming a Paladin."

  • Accidentally Correct Writing: The Global release of the event that added Cecil's Brave USB to the game erroneously stated that his Brave command dealt magical damage, and this was corrected a couple days later. This was a few months before Cecil got a Balance Buff to have White Magic 5 with a dualcast Materia; ironically, a magical Brave USB would not be out of the question for him.
  • Combat Medic: His second Ultra Paladin Wall heals 1,500 HP to party members in the same row as him whenever he uses a Knight ability. He also has several Soul Breaks to grant himself or allies auto-healing as they take damage, with his first ultra Sacred Cross granting him 6,000 points in reserve HP, and his third Ultra's Brave command granting everyone up to 4,000 points of reserve HP on top of dealing physical holy damage. He eventually got buffed to have White Magic 5, and given a Legend Materia to dualcast White Magic.
  • Divergent Character Evolution: As his Paladin form is treated as a separate version from his Dark Knight self.
  • Holy Hand Grenade: His element is Holy.
  • Knight in Shining Armor: His main ability school is Knight, allowing him to do many functions of the job.
  • Taking the Bullet: His Soul Breaks have a theme of Cecil defending allies, either by healing them, buffing their Defense and/or Resistance, or redirecting damaging attacks to him.

Kain Highwind

Role: Dragoon

"Kain is the gifted captain of an elite airship squad, the Baron Dragoons. He is also Cecil's friend and rival—a rivalry that turns real when Golbez manipulates Kain to stand against his old companions."

  • Brainwashed and Crazy: Referenced by his Record Materia Brainwash, which boosts Attack and Defense but he starts each battle Confused.
  • In a Single Bound: As a Dragoon he specializes in Jump attacks. His second Legend Materia Soaring Dragoon goves him an increasing Attack boost as he uses more and more Jump attacks.
  • Shock and Awe: His element is Lightning.


Role: Summoner

"A girl from Mist, the village of the summoners, Rydia loses her mother when King Baron sets fire to her hometown. Though at first she mistrusts Cecil for his role in causing the disaster, she eventually warms to him."

  • Demoted to Extra: Her Mist Dragon is typically identified as her iconic Eidolon, but here she's more closely associated with Leviathan and Titan.
  • Dishing Out Dirt: Her second element is Earth, thanks to her association with Titan.
  • Holy Hand Grenade: Her third element is Holy, meshing into the theme of the Mist Dragon and Asura.
  • Making a Splash: Her primary element is Water, because of her story connection to Leviathan.
  • Plot Relevant Ageup: She appears in her child form by default, and her adult form is available as a Wardrobe Record.
  • Summon Magic: Her specialty, with a Legend Dive that gives her Dualcast for abilities of this type.
  • Whip It Good: As opposed to most mages with Rods and Staves, most of Rydia's unique weapons are Whips, and she has two Record Materia that boost her stats when equipped with a Whip.

Rosa Joanna Farrel

Role: White Mage

"The childhood friend of Cecil and Kain. Rosa harbors romantic feelings for Cecil, whom she endeavors to protect by becoming a white mage and fighting at his side."

  • Anti-Magic: Rosa's Soul Breaks have a theme of granting allies a barrier that blocks one magic attack.
  • Useless Useful Spell: In reference to her archery proficiency in IV, Rosa can use Sharpshooter abilities, her unique weapons are Bows, and she has Record Materia that raise her Mind when she equips a Bow. The catch is that unlike IV, Rosa's Attack is as good as you'd expect of a traditional White Mage (read: terrible), so she has no business attacking.
  • White Magician Girl: One of the IV realm's designated healers (and the other is also a female).

Edward Chris Von Muir

Role: Damcyan Prince

"The Crown Prince of Damcyan, rulers of a desert kingdom that thrives on trade. Edward would rather sing about battle than take part in it, for which some name him a coward. In his travels with Cecil, the courage within him begins to shine through."

  • Holy Hand Grenade: His element is Holy. Solidified as he got the Magic-buffing second generation Chain Soul Break of that element.
  • Magic Music: He's a Bard, so naturally he uses this as his gimmick.
  • Support Party Member: He's got Support 5 and Bard 5 as his only skills, cementing him in this role. He also has many Soul Breaks to buff the party.

Yang Fang Leiden

Role: Monk

"The leader of the monks who defend the eastern kingdom of Fabul, Yang is a polite, humble warrior who lends his considerable strength to Cecil's party."


Role: Black Mage

"One of the twin mages of Mysidia, hailed as a magical prodigy. The younger twin and black mage, Palom shows no restraint, indulging himself in his every whim."

  • Black Mage: One of the best offensive mages in the game in terms of raw stats.
  • Crippling Overspecialization: Played with. His only ability school is Black Magic, so he has absolutely no use in parties that don't need a mage. However, his Ultra Soul Break gives him Ability Double for Black Magic, which lets him be decently effective even if he can't exploit his Lightning affinity.
  • Plot-Relevant Age-Up: His adult clothing from The After Years is available as a Wardrobe Record.
  • Shock and Awe: His element is Lightning.
  • Squishy Wizard: He has one of the best Magic stats in the game, but his HP and Defense are pathetic.


Role: White Mage

"Though young, the fate of her village, Mysidia, rests on the shoulders of this prodigal twin. The white mage Porom is the elder twin, and she carries herself with much more maturity than her little brother Palom."

  • Plot-Relevant Age-Up: Her adult clothes from The After Years are available as a Wardrobe Record.
  • White Magician Girl: The IV realm's secondary healer.
  • Why Won't You Die?: Her second Ultra Pure White Magic heals targets and grants them Last Stand and Reraise, effectively meaning they have to die three times before they stay dead.


Role: Sage

"A great magician known as Tellah the Sage for his mastery of the magic arts. In his old age, Tellah has forgotten many of the spells he once knew, but he is no less a sage now than ever he was."

  • Colony Drop: In reference to his character arc and iconic Last Stand in his original game, several of his Soul Breaks invoke the imagery of Meteor.
  • Deadly Upgrade: His Sage's Resolve USB does this in honor of his last moments against Golbez. It gives Tellah Earth Infusion, Magical Quickcast 2, and the Dire Meteor status, which causes him to automatically Dualcast Black Magic for 15 seconds, and has the Legendary Black Magic Finisher, which does Overflow damage and finally kills Tellah.
  • Dishing Out Dirt: His main element is Earth.
  • Flanderization: In his original game, Tellah was a master of White and Black Magic; he only has White Magic 4 here and is firmly cemented as an offensive mage. Oddly he does have a great Mind stat on-par with the White Mages of the game, but he can't make much use of it.
  • Squishy Wizard: He ain't any more durable here than in IV, with terrible HP and Defense and mediocre Resistance.

Cid Pollendina (IV)

Role: Engineer

"Master engineer of the Kingdom of Baron. Cid has a protective nature that earns him the trust of those around him, and he takes special interest in watching over Cecil. Cid harbors a deep love for the airships he helped create, and it maddens him when the king of Baron begins to use them as weapons of war."

Edward "Edge" Geraldine

Role: Eblan Prince

"Prince of Eblan, realm of the ninja. Edge always has a joke at the ready, but his lightheartedness does not diminish his iron will or ability to see any decision through to the end. Charismatic and regal, he's adored by his subjects."

  • Boring Yet Practical: Edge is famous for his Eblan Doppelganger Soul Break, which casts instantly to bestow Blink, Haste, and Last Stand on the party, all extremely useful buffs. The thing is, it's only a Super Soul Break, yet its effects are so useful even in top-level content that it's been called a Ultra Soul Break in disguise, or "USB0" for short.
  • Making a Splash: Water is his main elemental field currently.
  • Playing with Fire: His Inferno Super Soul Break uses Fire for its element.
  • Shock and Awe: Some of his Soul Breaks can mix Lightning among its elements.


Role: Lunarian

"A Lunarian tasked with watching over the Lunar Sleep. When Fusoya witnesses the tragedy unfolding on the world below, he joins Cecil and his allies in their struggle. He is a powerful mage who wields a variety of spells."


Role: Magus

"A mysterious man clad in black armor who took command of the Red Wings after Cecil renounced the Kingdom of Baron. Golbez commands the four Archfiends, and is a powerful magus unto himself."

  • Black Mage: He has both Black Magic 5 and Darkness 5.
  • Casting a Shadow: Dark is his primary element.
  • Magic Knight: While they're not up to snuff with dedicated attackers, Golbez's HP, Attack, and Defense are decent, and he has Knight 5 too. His unique weapons are a mix of Axes and Rods, and he can equip Heavy Armor and Helmets.


Role: Elemental Archfiend

"A man cloaked in crimson, leader of Golbez's four Archfiends. Rubicante is a noble foe who shuns deception, sincerely believing that the only good fight is a fair fight. A master of fire, his Inferno attack is particularly deadly."

  • Black Mage: He's an offensive spellcaster.
  • Combat Medic: In reference to his healing of the party before their fights in IV, he not only has Black Magic 5 and Darkness 5, but White Magic 5 too, and his default Soul Breal revives and heals an ally.
  • Playing with Fire: Befitting of the Archfiend of Fire, Rubicante is all about Fire damage. One of his Burst commands gives him a chance to counter attacks with a Fire spell, he can Imperil Fire, infuse himself with Fire, and give the party a fire-elemental damage reflecting barrier. His second Ultra Point-Blank Flame Dragon is the only Soul Break in the game that both Imperils and Infuses Fire.


Role: Elemental Archfiend

"It's not hard to see why this scantily clad adversary stands out amongst the Four Fiends. A haughty creature, she tends to look down on all others as beneath her concern."

Ceodore Harvey

Role: Red Wing

"Ceodore is the son of Cecil and Rosa, and prince of the kingdom of Baron. Though struggling with the enormous expectations placed upon him, he brushes Rosa's protests aside and states his desire to join the Red Wings airship squad."

  • Combat Medic: Ceodore's Soul Breaks have a supportive slant to this trope. His Burst Soul Break heals allies on use, and then his two Burst commands each damage an enemy, and one heals an ally and the other casts Esuna on an ally. His Legend Materia gives him a chance to heal the party a bit when using Knight abilities.
  • Holy Hand Grenade: Inherited from his father's abilities, indeed.


Role: Fabul Princess

"Yang's only daughter, sole princess of Fabul. Ursula is every bit her father's daughter, dexterous and powerful. Her father's reluctance to train her as a monk is a source of frequent friction between them."

    Final Fantasy V 

Bartz Klauser

Role: Wanderer

"A young man who's short on words, but always ready to help a friend in need. His father's dying wish was for him to travel the world, and now Bartz is every bit the adventurer his father had hoped."

  • Blow You Away: Downplayed. His element in his home game is Wind, and he picks up a few more dedicated Wind tools than he does for his other three elements, but he's more about his quad-elemental damage than just the Wind part.
  • Four-Element Ensemble: He specializes in the Fire-Water-Earth-Wind theme, having a Burst Soul Break focused in one element each, as well as a fifth that grants him two Burst commands that are dual-elemental, covering two elements each. His higher-tier Soul Breaks deal quad-elemental damage and have support effects centering on these four elements.
  • Spam Attack: It comes to a point that one of his Fan Nicknames is "Bartzspam"; he has a Legend Materia for dualcasting Spellblade abilities and one for triplecasting them, and they can stack, letting him get off four attacks with one ability usage. His Ultra Chosen Traveller randomly follows up Spellblade abilities in his four elements with two or eight extra hits of the same, and his Awakened Arcane Soul Break grants him automatic dualcasts that can stack with his Materia, and a second follow-up attack that can trigger alongside his Ultra's. With a bit of luck and both his Ultra and Awakened Arcane active, it's possible for Bartz to deal dozens of hits with one attack.
  • Spell Blade: He is the Spell Blade user, able to deal outstanding damage in all of the four elements he specializes in. A full set of description for his tools can be found at the Game Breaker page.

Lenna Charlotte Tycoon

Role: Princess of Tycoon

"The kind-hearted princess of Tycoon. After her father set out to learn why the winds had died, she grew worried and followed after him—a journey that would lead her to meet Bartz. She is a loyal companion, who would gladly sacrifice herself for others."

  • Making a Splash: Downplayed heavily. While her elemental affinity in V was Water, it wasn't until the 4th year in the game that she got some Soul Break that references this, and it was only through a healing Soul Break that boosts the party's Water resistance.
  • White Magician Girl: The V realm's primary dedicated healer.

Faris Scherwiz

Role: Pirate Captain

"A pirate captain beloved by the rank and file who serve under her command. Faris has a pirate's swagger, but she always has her friends' best interests at heart. She learns that she and Lenna both wear the same pendant, which leads her to discover her true origins."

  • Blow You Away: Her primary element is Wind.
  • King of Thieves: Technically, no, but many of her Soul Breaks play how she's both a captain of pirates and a princess of a kingdom. Taken to its logical extreme with Pirate Princess, where Faris commands pirates and royal guards to attack enemies together, switching between her pirate garb and her princess gown in the animation.
  • Playing with Fire: Her secondary element is Fire.
  • Support Party Member: She focuses on debuffing enemies and lowering their Wind resistance.

Galuf Halm Baldesion

Role: Amnesiac Warrior

"A seasoned warrior who's lost almost all memory of the past. In fact, he was one of the four Warriors of Dawn who sealed away the dreaded Exdeath. Still animated by a drive to protect the Crystals, he joins Bartz's party on their journey."

Krile Mayer Baldesion

Role: Princess of Bal

"A young woman raised by her grandfather, Galuf, whom she holds in the highest of esteem. Krile is sensitive and kind, and she has an uncanny ability to speak with moogles, wind drakes, and all manner of creatures."

  • Dishing Out Dirt: Her secondary element is Earth.
  • Gameplay and Story Integration: Initially her element was Fire and Galuf's was Earth. A fourth-year V event gave them each access to the other's element, a reference to the original game where Galuf passed all of his combat abilities to Krile.
  • Playing with Fire: Her primary element is Fire.
  • Squishy Wizard: Great magical prowess, terrible defenses and HP.

Dorgann Klauser

Role: Dawn Warrior

"One of the four Warriors of Dawn who came from another world and imprisoned the sorcerer Exdeath. Remaining behind to ensure the sorcerer did not escape, he met a woman, Stella, and with her had a child, Bartz."

Xezat Matias Surgate

Role: King of Surgate

"The lord of Surgate Castle, and one of the four Warriors of Dawn. Xezat is not only a skilled swordsman, but also a clever tactician."

  • An Ice Person: His main element is Ice.
  • Mana Potion: His main gimmick is that his kit lets him restore ability charges. His Ultra restores an ability charge to all allies, and one of his Legend Materia gives him a chance to regain an ability charge when he uses an Ice-elemental attack.
  • Shock and Awe: His secondary element is Lightning.
  • Spell Blade: His main ability school.

Kelger Vlondett

Role: Werewolf Tribe Leader

"One of the four Warriors of Dawn, and leader of Quelb, a town inhabited by werewolves. Though Kelger's age finally takes its toll on him, his sense of justice and hatred of evil are undiminished."


Role: Guard Captain

"The captain of Exdeath's guard. Gilgamesh is deeply loyal to his master, but even as a foe there is little animosity to be found in him. He feels a strong sense of rivalry with Bartz, whom he challenges again and again on his travels."

  • Blade on a Stick: His signature Naginata is one of his relics, bearing his Overstrike Soul Break.
  • Mythology Gag:
    • His Burst Gilgamesh Morphing Time deals eight hits, a reference to his eight arms he gets in his transformed mode.
    • His Legend Materia boosts his stats and casts Protect, Shell, and Haste on him when he gets low on HP; a signature trait of his is feigning defeat while buffing himself and then making a comeback. His Level 99 Record Materia lets anyone begin the battle with Protect, Shell, and Haste.
  • Playing with Fire: His element is Fire, of which he also has a Chain Soul Break.
  • Theme Naming: His default Soul Break is Morphing Time! and his Burst is Gilgamesh Morphing Time!. His second Burst, which is part of his Fire kit, is called Gilgamesh Scorching Time!


Role: Dark Warlock

"A dark warlock who gains control of the Void and plots to use its power to take over the world. Though he was sealed away by the four Warriors of Dawn, one by one he destroys the crystals that bind him."

  • Casting a Shadow: His main element is Dark, though as covered under Yin-Yang Bomb, he's not too shabby at Holy either.
  • Evil Sorcerer: It's basically his title.
  • Mana Potion: He's one of the two main Runic characters in the game, letting him negate and absorb enemy magic attacks to restore his ability charges.
  • Squishy Wizard: High Magic, pitiful HP and defenses.
  • Theme Naming: Several of his Soul Breaks have the same name as an earlier Soul Break he had with the "Neo" prefix added, in reference to Neo Exdeath.
  • Yin-Yang Bomb: He has access to the full school of both Black and White Magic, and his Soul Breaks deal Holy and Dark damage. One of his Ultras is called Laws of Black and White and acts to boost his Holy and Dark-elemental damage.

Famed Mimic Gogo (V)

Role: Mimic

"The self-styled "famed mimic" who dwells in the sunken Tower of Walse. He battles Bartz and his allies to keep them from gaining the Crystal shard that has fallen into his possession."

  • Ascended Extra: He was a boss fought in a minor, optional sidequest; here he gets to be a playable character.
  • Making a Splash: His element is Water.
  • Power Copying: His Mimic powers let him copy the attacks of allies.

    Final Fantasy VI 

Terra Branford

Role: Magitek Elite

"A girl born with magical powers that were once thought lost to the world, Terra helps the Returners, acting as a bridge between the world of humans and espers."

  • Blow You Away: A 4th year Dissidia event gives her Wind as a secondary element.
  • Cute Monster Girl: She assumes her Esper form when her Trance-type Materia is activated, and in the animations of several of her Soul Breaks.
  • Heroes Prefer Swords: A curious example in that she's a mage, so her Soul Break swords are all wired to offer her high MAG rather than ATK.
  • Magic Knight: Downplayed compared to her original game, but more prominent than in other spin-offs. She has no physical abilities and her Attack and Defense are subpar, but she's able to equip the heavier gear like Heavy Armor, Helms, and Shields, that other Mages can't, and her unique weapons are Swords that boost Magic.
  • Magic Staff: She also has rods among her unique relics.
  • Playing with Fire: Naturally, Terra's primary specialty is Fire.
  • You Gotta Have Blue Hair: Terra's iconic green locks are her default outfit; her Amano/Dissidia design with the flowered cape and blonde hair is available as a Wardrobe Record.

Locke Cole

Role: Adventurer

"A young member of the Returners. Saving Terra started him down the path to overthrow the Empire, and ultimately Kefka himself."

  • Foil: The Terra. The two form the primary fire-elemental fighters of the VI realm, but Terra is a mage who focuses on raw power by stacking buffs and boosting her stats, while Locke is a fighter who focuses on maximizing DPS with attacks that trigger follow-up attacks or lower the enemy's Fire resistance.
  • Knife Nut: Many of his unique weapons are Daggers.
  • The Phoenix: A visual motif used for many of his Soul Breaks, mirroring his connection to the Esper in his game.
  • Precision-Guided Boomerang: Locke has some Thrown weapons among his Unique relics, including his Awakening.
  • Playing with Fire: Fire is his main element.

Celes Chere

Role: Rune Knight

"An imperial Magitek Knight who was once one of the Empire's top generals. She objected to the barbaric methods the Empire had adopted, for which she was branded a traitor and sentenced to death, before being saved by Locke."

  • An Ice Person: She has Ice as a secondary element.
  • Anti-Magic: With Exdeath, she's the other "Runic" user of the game, which lets her negate enemy magic to restore her ability charges.
  • The Artifact: Her default Soul Break Spinning Edge was made Wind-elemental for some reason; for it, a few of Celes' Soul Break have Wind in them, even though she doesn't use Wind in her kit outside of these instances.
  • Blow You Away: Wind is worked into a couple of her Soul Breaks.
  • Early Installment Weirdness: Celes spent the first few years of the game struggling to find a character build to fit into. Her ability pool and a Holy-infusing Soul Break nudged her to a Knight build, but all of her Materia nudged her into being a generalist Spellblade user. While she eventually got an Ultra Soul Break that boosts her Spellblade abilites, she still lacked for an element to use them with. It wasn't until the game's 4th Anniversary event came that she got an Infused Ice Soul Break, as well as an Ice Chain, which begs the question of why she didn't get it sooner because Ice has always been Celes' elemental affinity in most other appearances.
  • Heroes Prefer Swords: Naturally for her as a Rune Knight.
  • Holy Hand Grenade: Her primary element is Holy.
  • Spell Blade: Her main ability school.

Edgar Roni Figaro

Role: Machinist

"The King of Figaro. Edgar breaks his alliance with the Gestahlian Empire and joins the Returners in their fight for freedom."

  • Automatic Crossbow: His iconic Trope Namer Tool appears as his default Soul Break, dealing ranged damage to all enemies.
  • Gadgeteer Genius: Many of his Tools from VI feature as either equipment pieces or in his Soul Break animations.
  • Improbable Weapon User: Becomes a champion of it with his Arcane Overstrike, where he weaponizes his castle, having it burrow underground and emerge from beneath enemies to deal Overflow damage.
  • Lightning/Fire Juxtaposition: As Poison was phased out of the metagame, Edgar shifted to have a three-way focus on Poison, Lightning, and Fire. His Trifecta Drill Burst deals tri-elemental damage and has two Burst commands; one is Poison/Fire and lowers the target's Fire resistance, the other is the same for Poison/Lightning.
  • Mechanically Unusual Fighter: A minor instance. His Overstrike Armageddon Blast is the only Overstrike Soul Break in the game to hit all enemies.
  • Poisonous Person: His main element is Poison.

Sabin Rene Figaro

Role: Monk

"Edgar's twin brother. When Sabin learns that Figaro has broken its alliance with the Gestahlian Empire, he goes to fight at his brother's side."

  • Bare-Fisted Monk: Monk specialist.
  • Evolving Attack: His Perdition's Phoenix Burst deals between seven and ten hits, depending on his Attack stats, and his first Burst command boosts his Attack and Defense more and more the more Sabin uses it.
  • The Phoenix: He keeps his Rising Phoenix Blitz from VI as a Soul Break, and it's why his element is Fire and the Phoenix is used in several of his other Soul Breaks.
  • Playing with Fire: His main element is Fire.

Cyan Garamonde

Role: Samurai

"A samurai sworn to defend Doma, an eastern land whose royal castle was decimated by Kefka's treachery. Cyan joined the Returners to avenge the deaths of his liege and his beloved wife and child."

  • Crippling Overspecialization: Cyan can only do Combat and Samurai, but he can do those very efficiently, having an Ultra with Ability Double and a dualcast LM2.
  • Critical Hit Class: His Ultra boosts his critical hit damage while his Burst boosts the party's critical hit rate.
  • Katanas Are Just Better: As a Samurai, he obviously has katanas in his Soul Break arsenal.
  • Playing with Fire: His element is Fire.
  • Theme Naming: His Soul Breaks almost universally are named "Bushido <attack>", his unique skill in VI.


Role: Assassin

"A cold and calculating assassin whose loyalties are for sale to the highest bidder. Shadow wanders the darkness, secretly longing for his own death."


Role: Feral Boy

"A mischievous young boy raised by beasts. Though Gau has difficulty expressing himself with words, he has no trouble communicating his thoughts through wild gesticulations.."

  • The Berserker: Keeping with his Rage mechanics from VI, several of his Soul Breaks send him into an uncontrollable state where he'll use a random attack each turn.
  • Boring Yet Practical: He only has two ability schools, Combat and Celerity. But backed by his Ultra, it's all he needs to be effective.
  • Fandom Nod: In VI, three of the more popular Rages for Gau among fans were the Stray Cat, Aspiran, and Behemoth, who gave him Cat Scratch, Gigavolt, and Meteor, all good attacks. Here, the Stray Cat is Gau's basic Rage Soul Break and his Record Materia gives his Attack a chance to become Cat Scratch, Gigavolt Rage is his Unique, and Meteor Rage is his Super.
  • Took a Level in Badass: For most of his run in Record Keeper Gau was considered useless due to his Rage mechanics that made him uncontrollable Just how bad, you ask? , and he lacked the ability pool to be useful without Soul Breaks. Then he got his Ultra Savory Treat, which gives him a 100% critical hit rate and lets him automatically dualcast Combat and Celerity abilities. While he's not a top-tier fighter, the Ultra made Gau a competent non-elemenetal DPS and saved him from becoming a Joke Character.


Role: Moogle

"A moogle warrior who dwells deep in the Narshe Mines. Moogles are good-natured creatures with a fondness for dance, but that doesn't stop Mog from fiercely defending Terra from her pursuers."

  • Blade on a Stick: Coming from his game, Mog has spears among his unique weapons.
  • Dance Battler: As always. His Soul Breaks are themed after his VI Dances, and his Materia focus on Dance abilities.
  • Fandom Nod: Mog was popular to use as a makeshift Dragoon in VI, as only he and Edgar can use Spears, and the Jump command dealt more damage when the user had a Spear equipped. Here, Mog naturally has Dragoon 2 and gets Dragoon 5 through his Record Spheres.
  • Support Party Member: His skillset and Soul Breaks cement him as a buffing/debuffing character, and he has White Magic 4 and a healing command on his Burst to help out with healing. In fact, he is now the holder of the VI Realm Chain.

Setzer Gabbiani

Role: Gambler

"Proud owner of the airship Blackjack. After the death of his friend and long-time rival Darill he abandoned his dream of possessing the fastest airship in the world. Instead, he built a casino aboard the Blackjack, where he wiles away the hours gambling."

  • Death Dealer: He attacks by throwing playing cards and other gamlbing paraphernalia at enemies. In fact, some of his early relics were on a type of weapon as unique to him as Blitzballs are to Tidus and Wakka.
  • Early Installment Weirdness: One of his first Soul Breaks was attached to the Darts weapon, classified as Gambling Gear. This is the only Gambling weapon in the game; all of Setzer's other weapons since have been classified as Throwing.
  • Support Party Member: He's a dedicated debuffing character, and the way debuffs work in this game combined with his array of debuffing Soul Breaks allows Setzer to stack debuffs very effectively.

Strago Magus

Role: Blue Mage

"An old mage who raised the orphan Relm as though she were his own granddaughter. After encountering Terra and Locke, Strago learns of the dire threat to the world and throws himself into the fight to save it. Though age has left his body frail, the magic he wields is as potent as ever."

  • Making a Splash: Water is his main element.
  • Mythology Gag: Strago's start Lores in VI were the Water/Wind elemental Aqua Breath, and Stone (which was actually non-elemental). Here Water is his main element with Wind and Earth as secondary elements.
  • Squishy Wizard: His magical power is great, but he has the physical durability you'd expect from a seventy year-old man.

Relm Arrowny

Role: Pictomancer

"A young girl with artistic ability far surpassing her years. Relm has a surprisingly sharp tongue, but at times her inner warmth breaks through. She and Strago, whom she loves like a grandfather, set out on a journey to defeat Kefka."

  • Mythology Gag: One of her Soul Breaks sketches Ultros to blast enemies with ink, a reference to her introductory battle in VI where she does exactly that. Another of her Soul Breaks sketches Lakshmi, the Esper she was apparently trying to paint in VI when the Chadarnook attacked.
  • White Magician Girl: The VI realm's only dedicated healer.

Gogo (VI)

Role: Mimic

"A mimic shrouded in mystery whose age, gender, and origin are unknown. A practiced practitioner of the mimic arts, Gogo joins Celes and the others on their quest to save the world, and mimics those in the party."

  • Magic Knight: He's got equally good Attack and Magic, his Mind is also pretty high, and he can use Rank 5 Combat, Black Magic, and White Magic skills. His Soul Breaks deal hybrid damage (variably physical or magical depending on which stat is higher), and his Brave Soul Break powers up from Combat and Black Magic commands.
  • Power Copying: He specializes in copying the attacks of other party members.


Role: Yeti

"A yeti who lived a quiet life in a mountain cave near the coal mining town of Narshe. Though prone to violent outbursts, Umaro has a soft spot for bone carvings, and for some reason he obeys Mog's every command."

  • An Ice Person: His element is Ice, naturally.
  • The Berserker: His Green Cherry Soul Break makes him uncontrollable and he automatically attacks for three turns.
  • Mythology Gag: His Green Cherry Soul Break is named for the item he eats when fought as a boss in VI that grants him stat buffs, and the four attacks he uses in Green Cherry mode reference the four attacks he has as a party member in VI.

Leo Christophe

Role: Gestahlian General

"A soldier of the Gestahlian Empire, Leo was one of the few to refuse a Magitek infusion, rising to the rank of general on his own. Not just a military man, Leo proves to be a kind soul, helping Terra understand her humanity. Respected by his soldiers and enemies alike."

Kefka Palazzo

Role: Mage

"A mage of the Gestahlian Empire. Kefka sets out to capture Terra and the espers, nearly destroying the entire world in the process."

  • Casting a Shadow: His second received element is Dark, though it's become his primary element.
  • Characterization Marches On: Began as a Poison-elemental mage, but as Poison was phased out of the metagame he shifted to Dark.
  • Mad God: His insanity and godhood are referenced in many of his Soul Break and Materia names, most directly his third Record Materia God of Ruin.
  • Musical Assassin: He has Bard 5 and Dancer 4, and his first Burst is called Symphony of Madness.
  • Poisonous Person: His initial element was Poison, but it's been phased out in favor of Dark.

    Compilation of Final Fantasy VII 

Cloud Strife


"An ex-SOLDIER whose true memories have been lost, Cloud joins the rebel group AVALANCHE's fight against the Shinra Company in an attempt to save the planet, and discover more about his own identity."

  • Blow You Away: His primary dedicated element is Wind.
  • Boring Yet Practical: His second Record Materia Mako Might lets the user begin a battle with two Soul Break charges. Straightforward, yes. Used in countless party builds for all types of battles? Very much yes.
  • Casting a Shadow: His secondary element is Darkness.
  • Mechanically Unusual Fighter: The Kingdom Hearts event gave him his bandaged Buster Sword and tattered cloak from that series, and from Tactics he gets his Materia Blade. This makes Cloud the only character to have unique equipment from realms outside his own.
  • Spell Blade: The main way he uses his Wind element is via Spellblade abilities.
  • Super Strength: Cloud has, bar none, the highest damage output of any character in the game, thanks solely to his Ultra Cross Slash that uncaps his damage for physical attacks. With the right party to support him, Cloud can deal tens of thousands of damage every turn with normal abilities, and his Soul Breaks will deal hundreds of thousands. It wasn't until the game's fourth year when Awakened Arcane Soul Breaks came out that other characters began to be able to rival Cloud's damage output.
  • Unskilled, but Strong: Before he expanded his Wind options, Cloud strategies could be summed up as "Fire off Ultra Cross Slash and use Omega Drive over and over"Explanation . Simple and dull, but the buffs from Ultra Cross Slash were so effective that it was all Cloud needed to pull his weight. This strategy eventually fell off due to Power Creep, but by that time Cloud had his new Wind toys and was able to stay relevant with their help, though Ultra Cross Slash is still key to accessing his full potential.

Barret Wallace


"Leader of the anti-Shinra resistance group AVALANCHE. He lost his right arm, his hometown, and even his wife to Shinra's deception, and he wanted nothing more than revenge. But as time passed, he broke free of his blind hatred."

  • Artificial Limbs: His unique weapons are Gun Arms, and he's the only character who can use them (except for Tyro, who can equip everything).
  • More Dakka: Several of his Soul Breaks have a high hit count, and his Legend Materia Vermin Exterminator gives him a chance to follow up Machinist abilities with another seven hits of damage.
  • Playing with Fire: While he isn't dedicated in it, lacking an Infusion or Imperil, several of his Soul Breaks are Fire-elemental, as is his Legend Materia follow-up attack.
  • Support Party Member: He's a dedicated debuffing character.

Tifa Lockheart


"A member of AVALANCHE and Cloud's childhood friend, Tifa is a skilled martial artist. Though shy, she harbors feelings for Cloud."

  • Bare-Fisted Monk: Another Monk fighter.
  • Dishing Out Dirt: Her element is Earth.
  • Theme Naming: Several of her Soul Breaks have "Meteor" in their names; Meteor Crusher, Meteor Strike, Meteodrive, and Meteor Combo. This is thanks to VII where Meteor Strike and Meteodrive were two of her Limit techniques.

Aerith Gainsborough

Role: Flower Girl

"Descendant of the ancient Cetra, a race of beings possessing the ability to speak with and nurture the planet, Aerith is a determined optimist who embarks on a journey to discover her own destiny."

  • The Chosen One: Several of her Soul Breaks reference her Cetra heritage.
  • Summon Magic: She has Summon 5, so she has a bit of offensive utility.
  • Support Party Member: She's particularly notable for her Ultra Soul Break Innocent Cure, which casts instantly to heal the party, give them Last Stand, and reduce the charge time of physical attacks for three turns.
  • White Magician Girl: The VII realm's only dedicated healer, and one of the best in the whole game with her Innocent Cure USB.


Role: Specimen

"One of the last members of his race, Red XIII was used as a guinea pig in Shinra experiments. His fierce appearance is at odds with his caring, and at times cowardly, nature. His desire to protect the planet helps him overcome his fears."

  • Characterization Marches On: He began as a physical support character, but later got buffed to have higher Magic and full access to Black Magic, and received relics to make him an Earth-elemental mage.
  • Dishing Out Dirt: His element is Earth.
  • Jack-of-All-Stats: He has decent Attack and Defense with his good Magic and HP, he can use Black Magic 4 (5 through his Record Spheres) and Support 5, as well as Combat 3, and has both offensive magic Soul Breaks and supportive buffing and debuffing ones.
  • Useless Useful Spell: He has access to White Magic 1, which gives him access to a wide variety of useful spells like Vox, Poisona, Blindna, and Slow. His Combat 3 access at least lets him use Break skills; his White Magic affinity is entirely useless.

Yuffie Kisaragi

Role: Materia Hunter

"A young ninja who thinks highly of herself and isn't shy about letting everyone know it. Yuffie seeks to restore her hometown of Wutai to its glory days before it fell to Shinra, and she always has her eye out for a new piece of materia."

  • Breakout Character: She's become one of the VII realm's most supported characters and one of the best Water DPS characters in the game.
  • Dishing Out Dirt: The second Kingdom Hearts event gave her Earth as a second element.
  • Flanderization: Wutai's guardian deity is Leviathan in VII, so Yuffie is made a dedicated Water character here, despite access to a variety of Limit commands in her home game.
  • Making a Splash: Her main element is Water.
  • Theme Naming: "Freewheeling" is used in her later relics, such as Freewheeling Reflection, Freewheeling Gauntlet, and Freewheeling Bloodfest.
  • Spam Attack: Freewheeling Gauntlet lets her follow up Water commands with another four, six, or eight attacks, depending on her stacks of Image. Along with the associated Ninja commands that deal more hits depending on Image, and at max potential Yuffie can deal fifteen attacks a turn. She's also one of the characters with the twenty-one hit versions of Arcane Soul Breaks.

Vincent Valentine

Role: Materia Hunter

"A gunslinger who slept in a coffin in the Shinra Mansion for many years, Vincent is one of the few who knows Sephiroth's true origin. Vincent has been surgically altered, giving him eternal youth and the ability to change into a variety of beasts."

  • Animal Motifs: Dogs and wolves. Cerberus is one of his unique weapons, the name is used in several of his Soul Breaks, and the wolf-like Galian Beast is his Super Mode used for his Trance and in some of his Soul Break animations.
  • Casting a Shadow: He can use Darkness 5 abilities.
  • Flanderization: As noted in his character description, Vincent is able to transform into different monsters in VII, and had four total. But Galian Beast was his default one and the only one he could use in his Dirge of Cerberus spinoff (aside from Chaos as an 11th-Hour Superpower), so it's his sole transformation here, and the fact that Galian Beast's main attack was Beast Flare is why Vincent is a Fire-focused character.
  • Glass Cannon: Good Attack and Magic and offensive potential in both, mediocre HP and sub-par Defense and Resistance.
  • Magic Knight: His Attack and Magic are both high, he has Black Magic 5, Sharpshooter 5, and Machinist 5 for a good array of Fire skills both physical and magical, and many of his Soul Breaks deal hybrid damage where they count as physical or magical depending on which of his stats is higher. He's overall better as a mage, but works just fine as a physical character.
  • Playing with Fire: His main element is Fire.
  • Turns Red: He's one of the characters with a "Trance" Legend Materia, which triggers at critical HP to transform him into the Galian Beast, healing him and lowering the casting time of his actions.

Cid Highwind (VII)

Role: Pilot

"A legendary pilot in Shinra's space program. Cid was chosen to be their first astronaut, but the program was canceled. He chose to remain in Rocket Town, biding his time, and still harboring his dreams of space."

  • Blow You Away: His element is Wind.
  • In a Single Bound: Dragoon specialist.
  • Out of Focus: Out of all the core cast of VII, Cid has by far the least exposure and utility. He's a Wind-elemental Dragoon in a game with several others who are much better at it, and the highest-level tech he's received is an Ultra Soul Break that is subpar. He eventually got thrown a bone in the form of the VII Realm Chain.
  • Useless Useful Spell: He has access to Machinist 5, but nothing in his kit gives him any amount of utility to gain from it.

Cait Sith

Role: Fortuneteller

"A mechanical black cat with a penchant for fortune telling, Cait Sith joins Cloud under the pretext of seeing what his predictions for the party mean."

  • Support Party Member: He specializes in buffing the party and debuffing enemies. This is highlighted by his Ultra Danger Dice, which casts Protect, Shell, and Haste on the party, and lowers the ATK, DEF, MAG, and RES of enemies. He also has a couple of healing options to help out the party's White Mage.

Zack Fair


"A loyal and kind-hearted SOLDIER 1st Class, Zack was Aerith's first love and a close friend of Cloud. Zack comes to Cloud's aid when he succumbs to intense Mako poisoning."

  • Bash Brothers: With Cloud. While Cloud supplies the pure power, Zack provides the support needed to maximize his potential, and together the two can make short work of anything weak to Wind. Zack's Wind Chain boosts the party's critical hit damage (which Cloud can make great use of with Ultra Cross Slash giving him a 100% critical hit rate), and his Soul Breaks and skillset lend him to lowering the enemy's Wind resistance and dealing multiple hits of Wind damage, which both work to boost Cloud's Wind damage.
  • Blow You Away: His element is Wind.
  • Super Speed: His Legend Materia lets him begin battles with Haste and removes the charge time from his first three actions, his specialized ability pool is in Celerity (which execute quickly), his Burst commands have reduced charge time, and his Ultra Climhazzard Xeno reduces the charge time of his next action when he uses a Wind attack. When his Ultra is combined with Wind-elemental Celerity abilities, Zack will execute attacks ridiculously fast.
  • Support Party Member: By virtue of the Bash Brothers trope with Cloud. Zack's damage output alone is fine but isn't anything spectacular, but he's really good at increasing Cloud's damage output to more than make up his own deficiency.
  • Theme Naming: Save for his third Record Materia, all of his Materia, both Record and Legend, bear the name "SOLDIER" in them.

Angeal Hewley


"A SOLDIER 1st Class, widely liked for his generous personality. Angeal is able to befriend people like Sephiroth, who consciously push others away, and impresses Zack with his straight-shooting nature and pride in his work. The Buster Sword given him by his parents is a symbol to him of that pride."

  • Bash Brothers: Downplayed but apt to a degree; his Wind affinity lets him join Cloud and Zack in beating on enemies, contributing in his own way with defensive buffs for the party.
  • Blow You Away: Wind specialist.
  • Holy Hand Grenade: His secondary element is Holy.
  • Support Party Member: He focuses in defending the party by boosting their Defense and Resistance and granting them damage-negating barriers.
  • Theme Naming: "Pride" is used in several of his tools, and he otherwise has tools themed after the Seven Deadly Sins, as he did in Crisis Core as Angeal Penance.

Shelke Rui

Role: Tsviet

"A member of the Tsviets, the elite of the elite warriors of Deepground, Shinra's "dark secret." In addition to her considerable prowess in battle, she can dive into the Worldwide Network to extract critical information."

  • Boring Yet Practical: She's one of only two (soon to be three as Wol will get his set with the FFI Torment Bait) characters to have access to Support 5* along with one of the "Haste + Instant Cast 3" Legend Materias, which makes her one of the best Entrust users in the game, because she can rapidly charge up Soul Break gauge and grant it to an ally. Shelke is one of the few characters to be viable in high-level battles even if the player has no Relics for her; she's just that good at what she does.
  • Breakout Character: Who would expect Shelke, of all characters, to not only become playable, to be one of the best Entrust characters in the game?
  • Shock and Awe: Her damaging Soul Breaks are focused on Lightning.
  • Support Party Member: Her Support access makes her focused on debuffing enemies, though as described above, she's most famous for using Wrath and Entrust to charge the party's Soul Break gauges.

Rufus Shinra

Role: President of Shinra

"The ambitious son of the president of the Shinra Company, who follows in his father's footsteps to lead the organization. Rufus seeks to gain control of the Promised Land, while Cloud and his friends do their best to stop him."

  • Casting a Shadow: His element is Dark.
  • Foil: Similar to Cloud and Zack being Bash Brothers where Zack can support Cloud in battle, Rufus is built to have a similar relationship with Sephiroth, specializing in lowering the enemy's Dark resistance to boost Sephiroth's damage output.
  • Jack-of-All-Stats: He has White Magic 4, Support 4, Combat 4, Sharpshooter 6, and Darkness 5, which gives him a wide variety of offensive and supportive skills.


Role: Turk

"A young man with fiery red hair. Reno comes across as irresponsible, and even lazy, but in fact he takes his work with the Turks more seriously than most. He makes a point of never mixing business with pleasure."

  • Magic Knight: His Attack and Magic are both high and he has Black Magic 5, Celerity 5, and Machinist 5 for Lightning attacks in both physical and magical varieties. His first few Soul Breaks were magical, but then his Burst was physical, and then he got his two Ultras which were hybrid attacks.
  • Shock and Awe: His element is Lightning.
  • Spam Attack: His first Burst command in his Burst Turk Triad starts at one hit and deals an additional hit with every usage, climbing to eight hits.


Role: Turk

"The inseparable ally of Reno, his fellow Turk. Rude is the quiet one of the pair, and he doesn't like talking in front of others. A consummate professional, his position with Shinra means he often finds himself at odds with Cloud."

  • Combat Medic: He has White Magic 4, which gives him access to some critical supportive White Magic abilities and lower-tier curative spells. His Burst includes a healing command.
  • Dishing Out Dirt: His element is Earth.
  • Magic Knight: Just like his associate Reno, Rude's Attack and Magic are both high, and his access to Black Magic 5 and Monk 5 let him use Earth attacks from either magical or physical ability pools. His Burst Soul Break deals hybrid damage and its damaging Burst ability deals the same.


Role: Turk

"The newest member of the Turks, appointed after Reno was injured fighting AVALANCHE in Midgar. Elena has a bad habit of spilling important secrets, but she makes up for it with unrivaled dedication to her task, often in stark contrast to her less disciplined "superiors." "



"Once a member of SOLDIER and well-respected hero of Shinra, Sephiroth changed when he learned he was himself an experimental construct. He plots to destroy the planet out of his deep hatred for humanity."

  • Casting a Shadow: Naturally, his element is Darkness.
  • Department of Redundancy Department: His coat, gloves, and pants all appear as separate relics for him, and his belt is a separate accessory. The "Genji Glove (VII)" is not part of his outfit, but is styled to look like it is.
  • Unskilled, but Strong: His DPS lacks because (outside of his Awakened Arcane Soul Break) he has no access to any form of dualcasting or chase attacks, and he's limited to four hits a turn through his Darkness skillset unless he uses one of his Bursts. However, he has many powerful Soul Breaks that deal multiple hits and give him great stat buffs, and his second Ultra uncaps his damage when using Darkness abilities. While he can't deal as many hits as other characters, the hits he does land will be very powerful.

    Final Fantasy VIII 

Squall Leonheart

Role: SeeD

"A natural born warrior who wields a gunblade on the field of battle. Stubborn to a fault, Squall can come off as brusque and standoffish, but there's no doubting his skill."

  • Animal Motifs: Lions, just like in VIII; lions and words associated with them provide Theme Naming for many of his tools.
  • An Ice Person: His main element is Ice.
  • Playing with Fire: His secondary element is Fire.
  • Spam Attack: His Burst Steely Blade has a Burst command that charges up his Junction level up to three levels, which his second Burst command dealing up to seven hits with three stacks. He later got Revolver Drive as a third Burst, which is identical to Steely Blade, just Fire-elemental instead of Ice.
  • Spell Blade: His specialty ability school.
  • Stylistic Suck: For several of his weapon, the icon takes the blade of a Gunblade used by Lightning in XIII and edits onto one of the Gunblade handles from VIII; but this is how Gunblades were designed in VIII, so this is true to the source material.
  • Theme Naming: "Blast" and "Blasting" are used in several of his Soul Breaks. Later "Fated" and "Revolver" became more common, and work as a way to designate his Soul Breaks: "Blast" and "Blasting" ones are Ice-elemental, "Fated" and "Revolver" ones are Fire-elemental.

Rinoa Heartilly

Role: Resistance Fighter

"Rebelling against her father, a powerful figure in the Galbadian military, Rinoa joined the Timber resistance group known as the Forest Owls. She met Squall at the SeeD graduation party and fell in love."

  • Black Mage: With Black Magic 5, Summon 5, and Witch 6 under her belt, she's packing a lot of offensive spells.
  • Dishing Out Dirt: One of the few Earth mages in the game.
  • An Ice Person: Her main element is Ice.
  • Sword and Sorcerer: She's the Sorceress to Squall's sword, with their common focus on Ice cementing them as a powerful team fighting together.
  • Theme Naming: "Angel Wing" is used for most of her Limit Breaks.
  • Useless Useful Spell: She has Support 3, Celerity 2, and Sharpshooter 6, and she has no use for any of them, as her Attack is terrible. The best they provide her is some status attacks from Support, but with Black Magic 5 she can equip spells that inflict those statuses.

Quistis Trepe

Role: SeeD

"An exceptionally talented young woman who became SeeD in fewer years than anyone before her. As Squall's assigned instructor, Quistis feels a personal responsibility for him."

  • Master of None: Her base skillset is Black Magic 4, White Magic 2, and Support 4; she needs her Record Spheres to get Black Magic 5 and White Magic 4.
  • Poisonous Person: Her specialized element, such as it is, is Poison.
  • Support Party Member: As Poison was phased out of the player's arsenal, Quistis became a buffing character.
  • Whip It Good: She uses Whips as her Relic weapons.

Zell Dincht

Role: SeeD

"A SeeD candidate studying at Balamb Garden. Zell is known as a hot-headed young man who lets passion guide his actions, with reason taking a back seat. Though small in stature, his relentless physical training has turned him into a true dynamo."

Selphie Tilmitt

Role: SeeD

"A SeeD cadet who transferred from Trabia Garden. Unabashed, and with a ready smile, Selphie is the life of any party."

  • Dance Battler: To the point DeNA forgets she's FFVIII's only White Mage.
  • Mechanically Unusual Fighter: Her Awakening has an opener move similar to Lenna's, but instead of keeping itself on White Magic, it gives Selphie Awoken Dancer, which follows her dance with damage protection on par with the Dance ability's rank.
  • White Magician Girl: The VIII realm's sole healer.

Irvine Kinneas

Role: Sharpshooter

"An expert sniper who took part in the plot to assassinate Edea. Irvine is a consummate ladies' man who acts as though he doesn't have a care in the world, but it's nothing more than show."

  • The Gunslinger: His Relics are Guns and his specialty is Sharpshooter abilities, and he can get Machinist 4 through his Record Spheres.
  • Playing with Fire: His element is Fire.
  • Support Party Member: He specializes in debuffing enemies, and he was one of the first two characters (with Steiner) to get a Realm Chain.
  • Useless Useful Spell:
    • He has Black Magic 1 and White Magic 2, which just gives him access to status inflicting and healing spells. Even if the player needed to inflict status ailments, Irvine has Support 5, which includes the "Status Buster" attacks that do the same thing.
    • His Combat 3 ranking doesn't give him anything noteworthy but the Break abilities, but his Support 5 access encompasses superior versions of those abilities in that school.

Laguna Loire

Role: Journalist

"A person with a connection to Squall, who views Laguna through mysterious dreams. Though Laguna was once no more than a clumsy Galbadian soldier, before long he becomes a crucial player in events that will determine the fate of the world."

  • The Gunslinger: His Relics are Guns and his specialty is Machinist abilities.
  • An Ice Person: Ice specialist.
  • Shock and Awe: His secondary element is Lightning, though he only has one Soul Break for it.

Kiros Seagill

Role: Galbadian Soldier

"A soldier who teamed up with Laguna and Ward when they were in the Galbadian army. Though constantly dumbfounded by Laguna's behavior, Kiros has resolved to stick with him to the bitter end."

  • Casting a Shadow: Darkness is mostly his primary element; at least, unlike his secondary element, he can use corresponding abilities in the same element.
  • An Ice Person: His other element is Ice.
  • Master of None: He has Combat 4, Support 4, Celerity 5, and Ninja 5, which gives him a wide variety of elemental attacks, but he lacks any tools to get much usage out of any of them.
  • Support Party Member: He focuses on debuffing enemies.

Ward Zabac

Role: Galbadian Soldier

"A Galbadian soldier who, along with Kiros, was part of a team led by Laguna. Ward loses the ability to speak after being wounded in battle, but still manages to make himself understood through sheer affability and charm."

  • Dishing Out Dirt: His element is Earth.
  • Evolving Attack: His first Burst command executes faster and faster the more he uses it, up to five times.
  • In a Single Bound: A Dragoon fighter.
  • Mechanically Unusual Fighter: He's an Earth-elemental Dragoon, when most Dragoons are Wind or Lightning. This unfortunately works against him, as the Dragoon ability school has no Earth abilities, and he has less utility in the Dragoon school than others.
  • Took a Level in Badass: He got Heavy Combat 5 when that ability school was added to the game, which gives him Earth-elemental abilities to use when previously he had none.

Seifer Almasy

Role: SeeD Candidate

"A SeeD candidate with uncanny abilities, Seifer's recklessness and unwillingness to follow orders prevented him from passing the SeeD exam. He harbors a fierce rivalry with Squall, his fellow gunblade-wielding SeeD candidate."

  • Casting a Shadow: His main element is Dark.
  • Evil Counterpart: To Squall. Seifer's Gunblades are Ace Custom verisons of Squall's Gunblades, modified to use the handle of his Hyperion and possessing variant blades of the ones Squall uses, such as Seifer's Revolver using his cross emblem instead of Squall's Griever, or his Twin Lance being dark blue and teal instead of grey and red. Seifer's second Ultra is Knight of Destiny, paralleling Squall's Ultra Lion of Destiny, and the animations are mirrors of each other, including using stills of their duel from VIII's opening FMV.
  • Playing with Fire: His second element is Fire, but for most of the game's run he couldn't use it properly, as none of his ability pools include physical Fire abilities. The 4th year Summer Fest buffed him to have Samurai access and he got an Awakening that lets him run Fire sets competently.
  • Stance System: His Awakening automatically changes his elemental infusion between Dark and Fire to match the last damaging ability he used in one of those elements.
  • Theme Naming: His Gunblades that are modified versions of Squall's are prefixed "Almasy" to denote them as being for Seifer's use.
  • The Unchosen One: As noted in his profile, Seifer was never made a full SeeD, but he still plays a critical part in the Sorceress War.


Role: Disciplinary Committee

"A silver-haired woman who forms part of the Balamb Garden Disciplinary Committee. Fujin is known for her direct and terse manner of speaking. She adores Seifer, blindly following his every decision."

  • Blow You Away: Her element is Wind, and she's one of the few dedicated Wind mages in the game.
  • Theme Naming: Keeping with her unique attacks in VIII, and Fujin's distinctive speech patterns, many of her Soul Breaks have single word names.


Role: Disciplinary Committee

"A large, imposing man who forms part of the Balamb Garden Disciplinary Committee. Raijin claims that he and Fujin are part of Seifer's "posse," and his only real friends. Despite Raijin's rough outward appearance, he isn't a bad guy, and even though he often finds himself opposing Squall and his squad, he doesn't harbor any ill will against them."

Edea Kramer

Role: Sorceress

"A bewitching sorceress who wielded vast magic powers to bring Galbadia under her control. She harbors a deep-seated hatred of SeeD, and she works tirelessly to see them destroyed."


Role: Sorceress

"A sorceress from the distant future whose wrath knows no bounds. She means to exploit sorceresses from the past in order to compress time itself."

  • The Archmage: Fitting for the most powerful Sorceress in all of time. With Black Magic 5, White Magic 5, Summon 5, Witch 5, and Darkness 5, Ultimecia has access to pretty much every magical attack in the entire game; the only ones she's missing out on are the handful of magical Ninja skills.
  • Blow You Away: Her element is Wind.
  • Evil Sorceress: The iconic one for Final Fantasy.
  • Irony: The Witch ability school has no Wind-elemental abilities in it, so Ultimecia, the most powerful Sorceress/Witch who ever lived, has no usage for those abilities and will get more utility out of generic Black Magic spells.

    Final Fantasy IX 

Zidane Tribal

Role: Tantalus Player

"A member of Tantalus, a traveling troupe of entertainers who moonlight as a band of thieves. Zidane is virtuous at heart, and he knows how to entertain a crowd, but he does have a weakness for the ladies."

  • Blow You Away: His main element is Wind, and he's one of the standout characters in his element, rivalled only by Cloud and Bartz.
  • Double Weapon: Many of his unique weapons are his dual-bladed thief daggers from IX, classified as Swords.
  • Fragile Speedster: Zidane may be the fastest character in the game thanks to his Trance, period. It not only increases his already very high SPD stat, it makes every Thief attack he launches cast instantly, which contributes to his absurd shenanigans with his Ultras and Awakening, as shown in the Game Breaker section.

Garnet Til Alexandros

Role: Summoner

"The beautiful princess of Alexandria. Though Garnet is refined and elegant, she lacks worldly experience, and on occasion she can even be selfish. Her time spent with Zidane kindles the spark of change within her."

  • Flanderization: In her home game, Garnet was a White Mage/Summoner hybrid with a leaning to the latter, and had a wide variety of Eidolons where Ramuh was just the first one she learned to use in-story. Here she's a pure dedicated Lightning Summoner. She has Leviathan and Alexander through her earlier Relics, but now is focused on Ramuh.
  • Shock and Awe: A Lightning Summoner, mainly.
  • Summon Magic: Her skillset centers on Ramuh as her partner to channel lightning through.
  • Useless Useful Spell: She has Support 2, which gives her a handful of status skills that she has no real usage for.

Vivi Ornitier

Role: Black Mage

"A young black mage who is timid and unsure of himself. As he travels with Zidane, Vivi learns that he was the prototype of a series of black mages created as weapons, and he struggles to come to terms with the truth of his identity."

  • Black Mage: Black Magic is everything he can use, and everything he needs to use.
  • Crippling Overspecialization: Like Palom, Vivi has access only to Black Magic, and equally, he has an Ultra Soul Break which gives him Ability Double. What makes Vivi more dangerous at this is that he can also enter Trance for a 50% chance at Dualcasting Black Magic, giving him a reliable triplecast source.
  • Playing with Fire: Vivi's main element is Fire, but he can work with basically any element his Black Magic allows him to.
  • Spam Attack: His Trance gives him a 50% chance to dualcast when it's active, and his Ultra gives him a guaranteed dualcast at the cost of an extra ability charge.
  • Squishy Wizard: As per specialized Black Mage rule.

Adelbert Steiner

Role: Knight Captain

"Captain of the Knights of Pluto, an order that serves Alexandria's Queen Brahne, Steiner has sworn to serve House Alexandros. Stubborn to a fault and set in his ways, Steiner's every act is in service to the royal family."

  • Fire, Ice, Lightning: His focus is in these three elements, through with a moderate leaning to Fire over the others. His Ultra Enlightened Blade has a unique effect where whenever an attack in one of these three elements is used on an ally, Steiner automatically gains an elemental infusion for the same element.
  • Spell Blade: His specialty school. His Trance gives him a boost to all elemental damage he inflicts, letting him be decently effective even in off-elemental attacks.

Freya Crescent

Role: Dragoon

"One of the finest dragon knights of Burmecia, Freya left in search of her lost love, who set out on a journey around the world and was never heard from again. She was forbidden ever to return to her homeland."

  • Blade on a Stick: Her spears and lances from IX make up most of her Relics.
  • Blow You Away: Her element is Wind.
  • Boring, but Practical: Her Trance triggers three additional hits on an enemy when she uses a Jump attack, and one of her Materia gives her a chance to trigger two extra hits and regain an ability charge when using a Dragoon ability. Nothing fancy, but with Dragoons being on the slow side for DPS, it can help a lot.
  • Dragon Knight: Aside from the usual connotations of being a Dragoon, the word "Dragon" is used for Theme Naming in her kit.
  • In a Single Bound: Dragoon specialist, of course.

Quina Quen

Role: Gastronomist

"A young member of the mysterious qu, a race who devote themselves to the pursuit of gastronomical ingredients and rare delicacies. Quina joins Zidane in high hopes of being led to succulent delights along the path to culinary enlightenment."

Eiko Carol

Role: Summoner

"One of the last descendants of the legendary summoners. Eiko is wise beyond her six years, and she'll talk anyone's ear off given half the chance."

  • Flanderization: Like Garnet, Eiko was a Summoner/White Mage hybrid in Final Fantasy IX. Here she's pure White Mage, though unlike Garnet, Eiko can use the full range of White Magic and Summoning abilities.
  • White Mage: The IX realm's dedicated healer.

Amarant Coral

Role: Pugilist

"An accomplished—and thus highly feared—bounty hunter. Amarant is a skilled fighter, and his thick mane of red hair has led many to call him the Flaming Amarant."


Role: Tantalus Player

"A member of the theater troupe Tantalus, Marcus's rough exterior belies the kind and resourceful young man he truly is."


Role: Paladin

"Famed Alexandrian general, veteran of a hundred battles, and hailed as the greatest warrior of the continent. With her blade, Save the Queen, in hand, Beatrix defends crown and kingdom, a vision of beauty both on and off the battlefield."

  • Breakout Character: She's one of the most prominent IX characters in this game, with several events focused around her, and she has more Relics to her name than some of the main playable cast.
  • Holy Hand Grenade: Her element is Holy.
  • Something About a Rose: In reference to her musical theme "Rose of May", several of her tools include the word in their name and roses feature in some of her Soul Break animations.
  • Theme Naming: Roses and "Seiken", her IX unique ability.


Role: Angel of Death

"An Angel of Death sent from Terra to Gaia. It is said he harbors dreams of world domination."

  • The Archmage: Black Magic 5, White Magic 5, and Darkness 5 make up his ability pool.
  • Casting a Shadow: His element is Darkness.
  • Flanderization: Most of his attacks are based on Dissidia Final Fantasy, where Kuja's attacks were all variants of Flare, Holy, or were Pure Energy. Here he's strictly a Dark-elemental fighter due to his status as a villain, with Fire and Holy featuring in none of his Soul Breaks.
  • Musical Assassin: True to form, many of his attacks evoke musical terminology in their naming.
  • Why Am I Ticking?: In reference to his short life span in IX, some of his Soul Breaks center on the Doom status.

    Final Fantasy X / X-2 


Role: Guardian

"Son of the legendary blitzball player Jecht, Tidus is a blitzball ace in his own right. While generally upbeat and gung-ho, he has a sentimental side as well."

  • Making a Splash: Naturally, his primary element is Water.
  • Lightning Bruiser: Many of his Soul Breaks grant him access to some form of Quickcast or Instantcast, he has a high Attack stat, he has a Water Chain Soul Break, his specialty Sharpshooter abilities deal multiple hits and he has a Legend Materia to dualcast them, and his first Ultra Day to Remember gives him a six-hit chase attack when he uses a Water attack. Tidus needs a lot of Soul Break gauge to put it all together, but once he can get momentum going he's one of the game's best Water fighters.
  • Useless Useful Spell: His Record Spheres give him access to Spellblade 3, but he has absolutely no usage for them because his Sharpshooter abilities are superior in every way.


Role: Guardian

"The legendary Guardian who once protected Yuna's father, High Summoner Braska, on his pilgrimage. Though he knows the truth behind Sin, he does not reveal it to Yuna and her party, instead leading them on a journey to discover it themselves."


Role: Guardian

"The legendary Guardian who once protected Yuna's father, High Summoner Braska, on his pilgrimage. Though he knows the truth behind Sin, he does not reveal it to Yuna and her party, instead leading them on a journey to discover it themselves."

  • Combat Medic: She's primarily a White Mage, but has offensive utility as a Summoner too. She has two Relic Materia, one to dualcast White Magic and one to dualcast Summon, and her Legend Sphere Materia boosts her Magic in relation to her Mind.
  • Blow You Away: Via her connection to Valefor, her secondary offensive element is Wind.
  • Holy Hand Grenade: Her main element is Holy.
  • This Looks Like a Job for Aquaman: Her Glint gives the party a barrier that absorbs Holy damage equal to 50% of their HP, and just happened to be added on the banner that came shortly after the Final Fantasy X Torment dungeon was released, where the boss prominently uses Holy attacks.


Role: Guardian

"A young man who, together with his childhood friend Lulu, joins Yuna's traveling party as her guardian. A blitzball player and coach, Wakka has a ready smile and a caring disposition."


Role: Guardian

"A black mage, and one of Yuna's Guardians. With the help of her childhood friend, Wakka, Lulu protects Yuna on her pilgrimage."

  • Black Mage: Naturally, this is her specialty.
  • Ice Magic Is Water: Her main element is Ice with Water as an off-element. Her second Ultra is actually named Blizzard & Water Fury.
  • Lady of Black Magic: Several of her options identify her as a cold but beautiful woman.


Role: Guardian

"Yuna's Guardian and most trusted ally, Kimahri is a young member of the Ronso tribe. The Ronso take great pride in the horns on their foreheads, which makes Kimahri's broken horn a source of shame and dishonor he struggles to overcome."


Role: Guardian

"A cheerful and outgoing Al Bhed who also happens to be Yuna's cousin. She becomes Yuna's Guardian, struggling to find a way to help Yuna fulfill her pilgrimage without having to sacrifice her life."

  • Making a Splash: Her main element is Water.
  • Master of All: Her skillset includes Support 3, Celerity 5, Thief 5, Bard 4, Dancer 5, Machinist 5, and Sharpshooter 6, giving her an absurdly large pool of skills in many areas of combat.
    • Master of None: On the flipside however, she has too little focus in any of them to be efficient with them. Her main element being Water, she'd want to focus on Sharpshooter, because none of her other offensive movepools contain Water abilities. However, her Record Dive contains boosts for Thief and Machinist moves, and her Legend Materia center on Celerity and Machinist abilities. In short, nothing in Rikku's kit supports her Water element beyond her Soul Breaks themselves, and none of her Soul Breaks give her much utility to get out of using non-Water-elemental attacks. It's the main reason why she's commonly relegated to the status of Support Party Member.
  • Support Party Member: While she does have offensive options, she more focuses on buffing the party and debuffing enemies; her Ultra Hyper Mighty G is considered a gold-standard buffing Soul Break, and she holds both a Water Chain and the X Realm Chain.
  • Wolverine Claws: Her weapons are her clawed gauntlets from X.


Role: Gullwing

"The most aloof member of the Gullwings, Paine keeps her more boisterous companions focused and on the task. As she travels Spira with her friends, she seeks to learn the truth about an incident from her past."


Role: Summoner

"The High Summoner who vanquished Sin ten years ago. Lord Braska believed in the importance of peace, and he passed on his cheerful approach to life and his strength of will to his daughter, Yuna."

  • Lightning/Fire Juxtaposition: His main elements, via Ifrit and Ixion. He leans slightly more to Fire though, with his only infusion Soul Breaks being for Fire.
  • Summon Magic: His specialty ability school.


Role: Guardian

"The defining blitzball player of his era, Jecht disappeared ten years ago. He has a hard time showing affection, which led to a rift between him and his son, Tidus."

  • Arc Welding: Sin's Talon, his second-best unique weapon from Dissidia Final Fantasy, features here as his previously unnamed black sword. Accordingly, Sin's Fang, his ultimate weapon in Dissidia, is a variant of the same sword with white swirls on it, which is how it appears when Jecht is in his Final Aeon form.
  • Bare-Fisted Monk: Monk is his second ability school to go with his Fire affinity.
  • BFS: His giant black sword features as one of his relics.
  • Casting a Shadow: His main element is Dark.
  • Playing with Fire: His secondary element is Fire.
  • Shaped Like Itself: His "Blitz King" Relic contains the Soul Break of the same name.
  • Theme Naming: True to form, most of his Soul Breaks are named "Jecht <Attack>", sometimes with the added prefix "Ultimate".


Role: Summoner

"The leader of the Guado and a young maester of Yevon. Though Seymour enjoys the support of the people of Spira, he secretly intends to "release" them from suffering by bringing them death."

  • Casting a Shadow: His element is Dark.
  • Summon Magic: He can use Summon 5, and one of his Record Materia has a chance to turn the attack command into a random Summon ability.

    Final Fantasy XI 


Role: Lady of Legend

"A noblewoman who commands the most powerful of black magics with ease. Known for her short temper, Shantotto wilts and withers mandragora sprouts beneath her fiery glare."

  • Fire, Ice, Lightning: Her Soul Breaks mostly deal tri-elemental damage, with Lightning being her primary focus.
  • Squishy Wizard: Great magical potential, not impressive on the HP and defense front.
  • Spam Attack: Her Ultra lets her automatically dualcast Witch abilities and she has a Legend Materia to potentially triplecast them.
  • Useless Useful Spell: She has Monk 4 in her ability pool. Aside from the fact her Attack is awful, none of the Monk 4 commands are any good and provide no utility for her.


Role: Mythril Musketeer

"The only woman in the Mythril Musketeers, Ayame joined as its youngest member, and the only samurai in the Musketeers' ranks. Though young, she carries herself with confidence, and is often entrusted to carry out critical missions."

  • An Ice Person: Ice is her specialty
  • Critical Hit Class: Her Ultra grants her Retaliate status and buffs her critical hit damage, which works perfectly with Samurai abilities that have increased critical hit rate when the user has Retaliate.
  • Samurai: Her main ability school, with which most of her Soul Breaks and Materia synergize.
  • Spell Blade: She can also use the full roster of Spellblades.


Role: Temple Knight

"Captain of the San d'Oria Temple Knights. Though she lost her left eye in a tournament bout against Prince Trion, she gained a reputation as a skilled swordswoman of San d'Oria."

  • Holy Hand Grenade: Her element is Holy.
  • Magic Knight: Has Knight 5 and can have White Magic 4 through Record Spheres.
  • Support Party Member: She's more geared to supporting the party than attacking. She has two Ultras, and both center on granting the party buffs and don't do much for her offense. Her other tools rely on defending allies with buffs or redirecting attacks.


Role: Abhorred

"Prishe is the leader of a patrol at the Tavnazian Safehold. Her body underwent a strange transformation when she was baptized at the cathedral, and she has been referred to as "that detestable child" by the people of Tavnazia ever since."


Role: Agent

"Lion is daughter-in-law to Gilgamesh, the leader of Norg. While exploring the surrounding lands, she comes across a group of adventurers, and teams up with them to prevent the resurrection of the Shadow Lord."

  • Glass Cannon: She has decent Attack and her Celerity, Ninja, and Thief schools all execute faster than normal abilities, but she has mediocre HP and defenses.
  • Support Party Member: Her niche is debuffing enemies.


Role: Court Puppeteer

"A palace puppetmaster who serves Empress Nashmeira II. Known for the great skill with which she plies her trade, this innocent and pure-hearted girl has taken to naming her automatons, whom she treats as friends."


Role: Dark Knight

"Second-in-command of the Mythril Musketeers, and master of the way of the Dark Knight. Once a soldier who helped defeat the Shadow Lord, Zeid now roams the land battling kindred forces."


Role: Dancer

"A stunning dancer in Troupe Mayakov, a renowned dancing troupe of the Crystal War era. Though Lilisette is their newest member, she quickly distinguishes herself as one of its top draws."

  • Combat Medic: Her Burst debuffs enemies and grants allies an auto-healing barrier, and it includes a party-healing Burst command. Her Legend Materia Renowned Grace gives her a chance to heal allies a bit when using Dance commands.
  • Dance Battler: Her skillset and Soul Break animations convey this.
  • Ms. Fanservice: Her bio and the names of her Soul Breaks and Materia emphasize her status as a beautiful dancer.
  • Shock and Awe: Her element is Lightning.
  • Support Party Member: She relies more on debuffing enemies than doing damage herself.

    Final Fantasy XII 


Role: Aspiring Sky Pirate

"An orphan from the slums of Lowtown who dreams of becoming a sky pirate. Vaan remains upbeat in the face of adversity, and he often serves as the de facto leader of the other orphans who live on the streets."


Role: Sky Pirate

"A sky pirate who boasts his airship, the Strahl, is the fastest in all Ivalice. Balthier prizes freedom above all else, swearing allegiance to neither king nor kingdom. A true and steady ally, he is the quintessential pirate with a heart of gold."

  • The Gunslinger: His main relics are guns and he specializes in Machinist abilities.
  • Playing with Fire: The Leading Man's primary element is Fire, being an efficient Imperiler with his Record Dive.


Role: Sky Pirate

"One of the viera, a mysterious race that dwells among the trees. Fran turned her back on the Wood and her people to see the wider world. Now she travels Ivalice with her sky pirate partner Balthier, with whom she shares a deep and powerful bond."

  • An Ice Person: This has become her primary element with time, starting with her Soul Breaks primarily doing Ice damage or causing Imperil Ice, and culminating with Fran eventually getting the Ice Minichain.
  • Balance Buff: When she got her Awakening, she got buffed to have Machinist 5, allowing her to use its multi-hitting and imperiling abilities to great effect.
  • Shock and Awe: Another element she uses, despite her ability pool not possessing access to the element.
  • Support Party Member: The main one for XII. She can debuff the enemy's stats and lower their Lightning and Ice resistances.

Ashelia "Ashe" B'nargin Dalmasca

Role: Dalmascan Princess

"Princess of the fallen Kingdom of Dalmasca, Ashe has an unwavering sense of justice and an iron will. She set out in search of a devastating power to help restore her kingdom and take vengeance upon the Empire, but during her travels with Balthier she begins to have second thoughts."

  • Black Mage: Her main role.
  • Magic Knight: Like Terra, she's mainly an offensive magic user that can equip swords and heavy armor.
  • Shock and Awe: Her Primary element is Lightning, and she excels enough at it to rival Terra's Fire capabilities.

Basch Von Ronsenburg

Role: Former Dalmascan Captain

"A brave captain who never strays from the knight's true path. An Archadian plot in its war with Rabanastre two years prior saw Basch blamed for the assassination of King Raminas, but throughout it all he has remained devoted to Princess Ashe."

  • Casting a Shadow: His Overstrike Soul Break, Rightous Steel has Dark as a secondary element.
  • Holy Hand Grenade: His Primary element is Holy.
  • Playing with Fire: His first Ultra Soul Break, Clash of Light and Flame has Fire as a secondary element.
  • Support Party Member: Several of his Soul Breaks focus on buffing the party to compensate for his low damage output.


Role: Dancer

"A cheerful young girl who dreams of becoming a dancer. Penelo and Vaan have been friends since childhood, and she does her best to keep him out of trouble as they journey through Ivalice."

  • Combat Medic: She originally started as this as her first few Soul Breaks did damage to enemies, but focused on being a dedicated healer later on instead.
  • Dance Battler: Has 5* Dancer and her Legend Materia Dreams Of The Dance has a chance to heal the party when using dance abilities.
  • Holy Hand Grenade: Her Primary Element with her offensive Soul Breaks.

Larsa Ferrinas Solidor

Role: Emperor-in-Waiting

"The fourth son of Emperor Gramis, and potential heir to the imperial throne. Though but twelve years of age, Larsa's grasp of politics and military strategy are uncanny. He has an earnest wish for peace, and he seeks to right the wrongs of the Empire, which sets him at odds with his beloved brother Vayne."

  • Standard Status Effects: His niche is blocking them — Larsa's Soul Breaks have a recurring theme of casting Esuna on the party to cure their status ailments, granting the Astra status to block status ailments, or even doing both.
  • Support Party Member: Has access to 6* Support, allowing him to debuff the enemy or just use Wrath for fueling his Soul Breaks.
  • White Mage: The second one of XII.


Role: Judge Magister

"A magister in charge of the judges of the Archadian Empire, Gabranth proves a powerful adversary to Vaan and the other rebels."

Vayne Carudas Solidor

Role: Consul of Rabanastre

"The third son of the Archadian emperor, and likely candidate to succeed the throne. Vayne plots to begin a war with the Rozarrian Empire, and thereby end the smaller conflicts raging throughout Ivalice. Though cold and calculating, he holds true affection for his younger brother, Larsa."

  • Bare-Fisted Monk: Can equip fist weapons and a few of his relics are gloves.
  • Casting a Shadow: His Primary element is Dark.
  • Glass Cannon: He has the stats and ability pool to be a great Magic Knight, with high Attack and Magic, and an ability pool consisting of Darkness 5, Black Magic 5, Monk 5, and Combat 5, to give him a wide range of magical and physical blows. But Vayne's Defense, Resistance, and HP are very poor; his brother Larsa, a designated White Mage, is about equal to Vayne on all three fronts.
  • Magic Knight: He's a Physical and Magical Hybrid with his Soul Breaks doing Physical or Magical damage based on whether his Attack or Magic stat is higher respectively, and boosts his Attack and Magic Stat by 5 when mastered.


Role: Dalmascan Soldier

"Reks is Vaan's elder brother by two years. He harbors no love of bloodshed, but he willingly joins the Order of the Knights of Dalmasca to defend his homeland in time of war. Reks acquits himself bravely in battle, but he is soon caught up as an unwitting pawn in an imperial plot to assassinate the king."

    Final Fantasy XIII trilogy 


Role: Pulse l'Cie

"A former member of the Guardian Corps, a peacekeeping force in Cocoon. Lightning cuts her ties with the Corps and rebels against the Sanctum to save her beloved sister who has been branded l'Cie."

  • Boring Yet Practical: Her Record Materia Thunderstroke gives her basic Attack command no charge time, a simple but effective way for boosting DPS when auto-battling normal enemies.
  • Gameplay and Story Segregation: Her Gunblades, with one exception, are all classified as Swords in this game, and don't count as long-ranged weapons.
  • Glass Cannon: She has good Attack, access to Quickcast and Instantcast effects, and really hurts in her designated elements, but her defenses and HP are subpar.
  • Holy Hand Grenade: A 4th year Dissidia event gives her Holy as a secondary element, along with buffing her to have Knight 5 access.
  • Knight in Shining Armor: She has her XIII-2 valkyrie armor as a Relic, with a Palette Swap serving as a second Relic, and she can wear the armor as a Wardrobe Record.
  • Shock and Awe: Of course her main element is Lightning.
  • Super Speed: Her first Ultra gives her Quickcast every time she uses a Lightning-elemental ability, she has access to the Celerity ability school that executes faster than other abilities, and her Legend Materia lets her begin the battle with Haste and three charges of Instantcast.
  • Useless Useful Spell: She has access to the Sharpshooter ability school, which is normally pretty good, but she has no tools to capitalize on Sharpshooter abilities and the elements of the school (Fire, Ice, Water) are ones she doesn't specialize in.

Snow Villiers

Role: Pulse l'Cie

"Serah's fiance. Though thoughtless at times, and a bit rough around the edges, he has a positive outlook that wins him many friends. He remains determined to help Serah no matter the odds."

  • An Ice Person: His main element is Ice.
  • Bare-Fisted Monk: His specialty is the Monk school.
  • Battle Couple: He and Serah are both ice specialists, so they can fight on a team together with great synergy.
  • Mythology Gag: In XIII, all of Snow's "weapons" were actually emblems he wore on the back of his coat to boost his strength. Here the same principal is used when designing his Relics, just with the change that the emblems are being applied to Snow's glove instead (likely for balance purposes, so that he can have actual weapons as his Relics).
  • Support Party Member: Keeping with his Sentinel role in XIII, many of Snow's Soul Breaks buff the party, usually in a defensive manner. He's also a holder of one of the game's Ice Chains.

Sazh Katzroy

Role: Pulse l'Cie

"A skilled airship pilot with a talkative streak. Sazh is drawn into battle with the Pulse fal'Cie to save his son Dajh, who has been branded l'Cie."

  • Animal Companion: Sazh's sprite includes a tiny three-pixel image of the Chocobo Chick popping up from his afro, and the bird gets to come out and interact with him in his Soul Break animations.
  • The Gunslinger: His Relic weapons are all firearms, and he has Machinist 5 and Sharpshooter 5.
  • Magic Knight: Downplayed, he has Black Magic 3 and White Magic 3, but unless you're desperate to bring Dispel and no one else has room to hold it, they don't afford Sazh any notable utility.
  • Support Party Member: Sazh's niche is granting the party an array of status buffs; only one of his Soul Breaks actually deals damage at all.

Hope Estheim

Role: Pulse l'Cie

"An ordinary, if somewhat sensitive, young boy. Hope and his mother were caught up in the Purge while sightseeing; Hope survived, his mother did not. He began to harbor a hatred against Snow, whose actions had inadvertently led to his mother's death."

  • Flanderization: In XIII, Hope was a Red Mage whose main roles were Ravager, Medic, and Synergist, specializing him in offensive, healing, and supportive magic. Here he's firmly established as an offensive summoner who can only use White Magic up to 4 and has no Support access at all.
  • Holy Hand Grenade: His element is Holy.
  • Mechanically Unusual Fighter: Holy spellcasters in Record Keeper tend to be White Mages, but Hope is a Summoner. This actually works to his detriment; his inability to access the top-tier White Magic commands, which include Holy spells, limits what he can do in his specialized element to a handful of Holy-elemental summons.
  • Precision-Guided Boomerang: His boomerangs are his Relic weapons.
  • Summon Magic: His Holy association is thanks to Alexander, who appears in most of Hope's Soul Break animations, and Summons is how he can access Holy attacks.
  • Useless Useful Spell: He has Sharpshooter 5, and as a Holy-elemental mage he has about the same business using anything from that school as Yuna does.

Oerba Die Vanille

Role: Pulse l'Cie

"A young woman who remains carefree and innocent, despite being a Pulse l'Cie. Her bright personality gives no hint of the dark resolve that lies within."

  • Flanderization: Flipped from Hope, in XIII Vanille was a spellcaster who mostly leaned to debuffing enemies as a Saboteur, but she was also a passable Medic and Ravager. This game places her solely as a healer, with a handful of ways to debuff enemies that are more afterthoughts than something she can focus in.
  • White Magician Girl: She's a female and the XIII realm's healer. Presumably, this trope is why Vanille was Flanderized into a healing role instead of Hope.

Oerba Yun Fang

Role: Pulse l'Cie

"A fierce woman with a feral beauty. Though quarrelsome and aggressive, Fang will do anything to protect the ones she loves, and would gladly lay down her own life to protect her childhood friend Vanille."

Serah Farron

Role: Time Traveler

"Unlike Lightning, her older sister, something about Serah invites the protection of others, though she is perfectly capable of standing up for herself. Her curiosity proves to be her undoing, leading her to be branded a Pulse l'Cie."

  • An Ice Person: She's an Ice spellcaster.
  • Sibling Yin-Yang: Lightning is a physical Lightning attacker, Serah is a magical Ice attacker. This is enforced by some of their Soul Breaks; Serah's Burst Eternity Unpromised and Ultra Etro Arrow are copies of Lightning's Focused Bolts and Army of One, just working for Ice instead of Lightning and boosting Magic instead of Attack.

Noel Kreiss

Role: Shadow Hunter

"A young man from the distant future. Noel joins Serah on her quest, in hopes he can steer the world away from its impending doom."

  • An Ice Person: Another Ice specialist.
  • Foil: To Snow. They're both Ice attackers, which invites synergy with Serah, but Snow focuses on buffing and protecting the party, while Noel's niche is debuffing enemies.
  • Multi-Melee Master: His Sharpshooter 5 access is the main way he uses Ice skills, but he also has Combat 5, Celerity 4, and Thief 4 (5 through Record Spheres), giving him a fair variety of options in supportive abilities.

Cid Raines

Role: Cavalry Commander

"Commander of the Sanctum's elite Wide-area Response Brigade, also known as the Cavalry. A prominent member of the Sanctum, Cid comes to doubt his government's blind allegiance to the fal'Cie, and the fear of Pulse they foment. He enlists the help of Fang and other Pulse l'Cie to plot the overthrow of the Sanctum."

  • Boring Yet Practical: Cid's Burst Metamorphose boosts the party's Magic, and its Burst commands lower Cid's Defense in exchange for a Magic boost, and deal four hits and cause his next magical attack to cast instantly, allowing Cid to chain the command into itself or recast his Burst immediately. Even though it's just a Burst Soul Break, it's considered one of the best in the game, and until Power Creep left it behind, it was enough to make Cid viable without the need for other tech options.
  • Mechanically Unusual Fighter: His Relic weapons are all Claws, but they boost Magic more than Attack. While Claw-wielders who can function as mages aren't unheard of in Record Keeper, Raines is the only mage to have Claws as his main weapon.
  • One-Winged Angel: Most of his Soul Breaks depict him transforming into his boss form from XIII.
  • Spam Attack: One of his Ultras gives him Ability Double for Dark-elemental attacks, another lets him follow up Dark and Holy with a combo. Coupled with his dualcasting Legend Materia, Cid can deal some respectable DPS.
  • Yin-Yang Bomb: He specializes in dual-elemental Holy and Dark Soul Breaks. However, he has no Holy abilities outside of his Burst, and later Relics transitioned him into a dedicated Dark character who can use Holy as an off-element.

Jihl Nabaat

Role: PSICOM Colonel

"An officer in the Sanctum's secretive PSICOM military force. Outwardly Nabaat appears warm and kind, but beneath the friendly exterior beats a cold and ruthless heart. She will not hesitate to use others to further her own goals."

  • Casting a Shadow: Her element is Dark.
  • Foil: To Cid Raines. Together the two represent XIII's villainous characters, and they're both Dark-elemental mages. But where Raines focuses on damage output, Jihl focuses on lowering the enemy's resistance to Dark.
  • Support Party Member: Jihl's damage output is mediocre on her own, but she's very good at lowering the enemy's Dark resistance and doing it quickly, which makes her very effective at supporting a team of Dark attackers. Her Brave Ultra Soul Break enforces this; it raises the party's Dark-elemental damage, and instead of doing Overstrike damage like most Brave commands do, her Brave deals multiple hits and (at Level 3) lower the target's Dark resistance by four levels.

    Final Fantasy XIV 

Y'shtola Rhul

Role: Scion of the Seventh Dawn

"A Miqo'te conjurer belonging to the Seekers of the Sun, Y'shtola is a powerful mage well versed in ancient languages and lore. An aura of mystery surrounds her, but there is no concealing the fact that she is a most uncommon adventurer."

  • Balance Buff: When the mechanics to Brave Modes were given a tweak, Y'shtola benefited perhaps the most of any character. Secret of the Lily heals the party and reduces casting time of their spells for three turns, but as with most Brave Soul Breaks, its Brave command wasn't worth spending three turns charging up for. The balance adjustment to allow Brave mode to start at Level 2 meant it only takes Y'shtola one more turn to charge it fully, which she'll do quickly thanks to the reduced casting time, and at Level 3 her Brave command is an instant-cast party heal that grants Last Stand. Just like that, Y'shtola became a frontrunner healer for mage teams, and essentially the magical version of Aerith in that regard.
  • Boring Yet Practical: In the game's early days, Y'shtola was a standout White Mage thanks to her Soul Break kit including a copy of Tyro's Sentinel's Grimoire, another that grants the party Shell, Protect, and Regen, and her Burst gave the party a damage-absorbing barrier and included an instant-cast healing ability. Power Creep has rendered most of these tools irrelevant in the metagame, but she remains an effective healer thanks to other tools she's gotten.
  • White Magician Girl: The XIV realm's dedicated healer.

Thancred Waters

Role: Scion of the Seventh Dawn

"A Hyur rogue belonging to the Scions of the Seventh Dawn. Though Thancred may well prefer wooing women to waging war, he's blindingly fast with a dagger, and one look at him leaves no doubt: this is no ordinary cutpurse."

  • Characterization Marches On: He began as a Wind/Poison fighter and expressed it via his Thief skills, but then got Fire and Earth tools to use as a Ninja.
  • Dishing Out Dirt: His main element.
  • Master of None: He has lots of tools to work with, but mediocre stats, lack of elemental infusion, and lack of synergy in his Soul Breaks, means he isn't very effective with them.
  • Playing with Fire: His secondary element.
  • Poisonous Person: Poison is his tertiary element.

Yda Hext

Role: Scion of the Seventh Dawn

"A Hyur pugilist belonging to the Scions of the Seventh Dawn, Yda causes trouble wherever she and her partner, Papalymo, go. A master of the martial arts."

Papalymo Totolymo

Role: Scion of the Seventh Dawn

"A Lalafell thaumaturge belonging to the Scions of the Seventh Dawn, Papalymo may look cute, but he has a sharp tongue, which gets him into frequent disagreements with Yda. Possesses deep working knowledge of aetherology."

  • Early Installment Weirdness: One of her Super Soul Breaks, Enochian Blizzaja, is Ice-elemental, including an elemental infusion for Ice. Once her Burst came out she was solidifed as a dedicated Fire mage for future relics.
  • Playing with Fire: Fire user.

Alphinaud Leveilleur

Role: Scion of the Seventh Dawn

"An Elezen youth, and grandson of the sage Louisoix, Alphinaud was instrumental in defending Eorzea during the Seventh Umbral Era. Brilliant enough to be accepted to the Studium in Sharlayan despite his youth, he became a central member of the Scions of the Seventh Dawn."

  • The Archmage: He has Black Magic 4 and White Magic 4 and can boost both to 5 through Record Spheres, letting him wield a wide array of spells.
  • Blow You Away: Wind specialist, and one of a handful of Wind mages in the game. He even got one of the magical Wind Chains.
  • Summon Magic: His main skillset, and one of the standout users of Summon magic in the game.
  • Throw the Book at Them: His relic weapons are Books.

Minfilia Warde

Role: Scion of the Seventh Dawn

"Once head of the Path of the Twelve, later becoming leader of the Scions of the Seventh Dawn. After her father died in an accident, she was gifted with the Echo, the power to see into a person's past. Driven to save Eorzea from the lingering chaos of the Seventh Umbral Era, she searches for heroes with the strength to lead her people."

  • Combat Medic: Her Attack and Mind are both decent, and she can use White Magic 5 and Knight 5, letting her be a back-up healer or an offensive fighter.
  • Holy Hand Grenade: Her element is Holy.
  • Master of None: Despite her versatile and useful skillset, her lack of an elemental infusion, damaging Soul Breaks, and mediocre stats mean she isn't very good at being mage or fighter.
  • Support Party Member: She relies more on supporting the party than attacking herself.

Cid Garlond (XIV)

Role: Machinist

"A master of magitek engineering, Cid opposed the ruthless expansion of his native Garlean Empire and sought refuge in Eorzea. He founded the Garlond Ironworks, and arriving in Eorzea brought with him a wealth of magitek knowledge."

Lady Iceheart

Role: Machinist

"Known as Lady Iceheart, Ysayle leads a group of heretics who oppose Ishgard. She possesses the Echo, and can summon Shiva to use her body as a vessel."

  • An Ice Person: Her specialty is Ice.
  • The Archmage: She has Black Magic 5, Summon 5, and Witch 5, which gives her no shortage of ways to express her ice affinity.
  • The Red Baron: Keeps it from her home game.

Haurchefant Greystone

Role: The Silver Fuller

"A knight of the noble House Fortemps and commander presiding over Camp Dragonhead. Haurchefant actively welcomes mercenaries and adventurers into the camp, and he seeks to shepherd his homeland of Ishgard through the trying times it faces."

  • Draw Aggro: His Ultra Soul Break Live to Serve lets him intercept attacks on allies.
  • Holy Hand Grenade: His element is Holy.
  • Stone Wall: His Ultra Soul Break not only lets him take hits for allies, but it boosts Defense, Resistance, and Mind, gives him 6000 HP in autohealing, and any attack he intercepts has its damage reduced. All together, Haurchefant will take a lot of hits to bring down.
  • Support Party Member: His niche is buffing, healing, and defending the party.

Estinien Wyrmblood

Role: Azure Dragoon

"The current Azure Dragoon of Ishgard. Driven by his desire for revenge against the great wyrm Nidhogg that robbed him of home and family, Estinien wields the Eye of the beast to fight with all the might of a dragon."

    Final Fantasy XV 

Noctis Lucis Caellum

Role: Lucian Prince

"Heir apparent to the Lucian throne, known to those close to him as Noct. His tale begins as he sets out from the crown city in order to wed Lunafreya of House Fleuret. He fights alongside his allies wielding spectral weapons that only those of his royal lineage can conjure."

  • All Your Powers Combined: Noctis' elements are based on his friends' elements: Earth for Gladiolus, Fire for Ignis, and Lightning for Prompto.
  • Balance Buff: While he was decent at his non-elemental role, the metagame is defined by elemental teams, so Noctis didn't make much of an impression. The 2019 June Festival gave him his Awakening, making him a potent DPS in three elements, and he was given Samurai and Heavy Combat access to make full usage of them.
  • Critical Hit Class: Until he got his Awakening, this is how Noctis got by, with his Critical Link Arcane being non-elemental but having a 100% critical hit rate to make up for inability to get a boost from hitting weaknesses. His Awakening gives him 100% Critical, and his second Glint, Warp Factor, increases the damage of critical hits by 50%.
  • Multi-Melee Master: Noctis' relics are all over the place. While his swords compose his Super, two Ultras and an Overstrike, he has a shuriken for his second Arcane, and a pair of daggers for his Awakening, among other relics he has access to. As for abilities, he has Combat 5, Celerity 5, Dragoon 5, Machinist 4, Samurai 5, and Heavy Combat 5.
  • Non-Elemental: Before he got his Awakening, Noctis' niche was non-elemental damage, and in lieu of being able to pick on an enemy's elemental weaknesses, he relied on buffing himself to boost his damage output.

Gladiolus Amicitia

Role: Royal Bodyguard

"The eldest son of the Amicitia family, whose members have long served in the Crownsguard. They train in martial arts from a young age to fulfill their duties to the royal family. Gladiolus is more than an attendant to Prince Noctis—they are true friends. And as friends, Gladiolus isn't afraid to give Noctis an earful when he deserves it."

  • BFS: Has some of these for his relics.
  • Dishing Out Dirt: His main element, which he can utilize both as a Knight and through Heavy Combat.

Prompto Argentum

Role: Photographer

"A commoner without any ties to the royal family, Prompto becomes fast friends with Noctis at high school. A dabbler in photography, he goes to great lengths to capture important moments during their road trip."

  • The Gunslinger: Par for the course for a Machinist.
  • Shock and Awe: Lightning-elemental debuffer.
  • Support Party Member: Compared to other Machinists, Prompto's utility is mainly debuffing his enemies by providing Imperil Lightning via Spark/Plasma Offering or his Ultra Trigger Happy, or being a Chainer with Custom Starshell to provide extra damage output to everyone with Lightning-elemental attacks.

Ignis Scientia

Role: Hand of the King

"Noctis's official advisor, and one of his best friends. A studious young man, he spares no effort to ensure that he can one day support Noctis as an expert tactician."

  • Critical Hit Class: His Burst Stalwart Cook has its first Burst command change effects depending on how many stacks of "Ingredients" status Ognis has. At 3 stacks it grants a party member 100% critical hit rate, and at 2 stacks it gives +50% critical hit damage.
  • Fire, Ice, Lightning: His Super and his Burst commands deal tri-elemental damage, but his Ultra and his Legend Materia focus him on Fire mostly.
  • Game Gourmet: His specialty, expressed through his Burst.
  • Knife Nut: His main weapons are daggers.
  • Multi-Melee Master: Iggy has a truly impressive array of skills: Black Magic 4, Combat 4, Support 5, Dragoon 3, Thief 5, and Sharpshooter 5.
  • Support Party Member: The main one for XV, and one of the most sought for thanks to his Burst Soul Break. He also has a huge movepool to bring in many supportive abilities the player may need.

Iris Amicitia

Role: Refugee

"A member of the Amicitia family, Iris is eight years younger than her older brother, Gladiolus. She, too, has been friends with Noctis since they were young, and over the years she has developed romantic feelings for him."

Aranea Highwind

Role: Airborne Trooper

"Captain of an airborne unit in the army of the Empire of Niflheim. Born and bred a soldier, Aranea honed her skills as a mercenary before joining the military. She is known for her mastery of the dragoon fighting style, using these techniques when she faces off against Noctis."

Cor Leonis

  • Critical Hit Class: Cor's Awakening gives him +50% critical hit damage and Retaliate status, which synergizes perfectly with numerous Samurai abilities that have increased critical hit rate if the user has Retaliate status.
  • Everything's Better with Samurai: His focus is on the Samurai ability school.
  • Playing with Fire: His primary element.

    Final Fantasy Tactics series 

Ramza Beoulve

Role: Squire

"The youngest son of House Beoulve, a distinguished military family. Ramza assisted his friend Delita in defeating the Corpse Brigade, a band of notorious rogues, but an incident led him to renounce his family name and take up arms as a sellsword."

  • Heroes Prefer Swords: As a Knight he of course uses swords.
  • Holy Hand Grenade: His main elemental field as a Knight.
  • Support Party Member: Ramza is one of the most versatile supporters in the game, with a ridiculous variety of party-buffing Soul Breaks. While he's most famous for Shout and Battle Cry to give the party Haste and an ATK boost, he can also heal them and cast Protect on them, give them a buff to critical hit damage and a damage absorbing barrier, and give them an ATK/DEF/MAG boost and remove the cast time from their next action. He also got one of the second wave Holy Chains for physical teams. For pretty much any team focused on the Tactics realm, or just Holy-elemental teams in general, odds are high Ramza will be on it.

Agrias Oaks

Role: Holy Knight

"A loyal knight of the Lionsguard, the personal guard of the royal family. Upon the king's death, Agrias is dispatched to protect Princess Ovelia from the danger that stalks her at every turn."

  • Holy Hand Grenade: She's one of the game's main Holy debuffers, with Soul Breaks and Materia that focus on lowering the enemy's Holy resistance.

Delita Heiral

Role: Squire

"Ramza's childhood friend Delita lost his parents at a young age, and, together with his younger sister Tietra, was taken in by House Beoulve. He and Ramza later had a bitter falling out."

  • Fire, Ice, Lightning: Many of Delita's Soul Breaks make use of his capabilities as a Spellblade to work damage from Fire, Ice or Lightning and give a boost to those via bonus to weakness exploits.
  • Holy Hand Grenade: One of his four elements is Holy, with Knight making good use of this.
  • Spell Blade: His main school of abilities, with Knight as a second.

Ovelia Atkascha

Role: Princess

"Half-sister to Ondoria III, Ovelia was sent to live with Duke Larg after the birth of Prince Orinus."

Mustadio Bunansa

Role: Machinist

"A youth who works in the mines of the Clockwork City of Goug, Mustadio is the son of famed weaponsmith Besrudio. Knows how to handle a gun."

  • The Gunslinger: Typical of Machinists.
  • Out of Focus: He hasn't been given any new tools since his Ultra (which isn't very good), and the limited Relics he has don't give him much utility in the late metagame.
  • Playing with Fire: His primary element is Fire.
  • Support Party Member: His Soul Breaks focus on debuffing the enemy, while his Record Materia give his attacks chances to inflict status ailments.

Cidolfus Orlandeau

Role: Sword Saint

"The leader of the Order of the Southern Sky, who serve Duke Goltanna, the ruler of Zeltennia. Known as the Thunder God, a nigh-invincible warrior in battle, who opposes the War of the Lions knowing it will only bring suffering to the people. An old friend of Barbaneth, Ramza's father, and has known Ramza since he was young."

  • Casting a Shadow: His secondary element, having physical Darkness attacks as an ability basis.
  • Flash Step: What his Overstrike basically is: a very fast and powerful single slash.
  • Holy Hand Grenade: His main element, attributed to Knight abilities.
  • Lightning Bruiser: His schtick is the unique status "Thunder God's Might" that cuts the execution time of all commands to 1/3rd, and his Ultra and Awakening Soul Breaks give him 100% critical hit chance. This means Cid moves fast and strikes hard.
  • Multi-Melee Master: His ability pool includes Rank 5 in Combat, Celerity, Spellblade, Knight, Samurai, and Darkness.
  • Names to Run Away from Really Fast: Every Soul Break under his name has references to his reputation, both in Ivalice, and in your hands: Sword Saint, Thunder God, and so on.
  • Purposely Overpowered: His debuting event had him join you already at Level 50 (the level cap at the time), when other characters begin at Level 1.
  • Shock and Awe: His tertiary element is Lightning, but it's been phased out of his later Relics for the next trope.
  • Yin-Yang Bomb: His later Soul Breaks combine Holy and Dark and boost his aptitude with them.

Goffard Gaffgarion

Role: Fell Knight

"A mercenary hired by the Order of the Northern Sky to escort Princess Ovelia. Gaffgarion was once a general in the Order of the Eastern Sky, but he was driven from the order following the end of the Fifty Years' War. There's no work he won't take for the right price, and his steely resolve ensures he gets the job done."

  • Black Knight: He's a Fell Knight who uses Darkness abilities.
  • Black Sheep: His Darkness affinity means he doesn't synergize well with the rest of the Tactics realm, who mostly consist of Holy fighters.
  • Casting a Shadow: His element.
  • Life Drain: Many of his tools include ways for him to heal himself when attacking.

Rapha Galthena

Role: Skyseer

"Sister to Marach, Rapha is a Skyseer who wields the sky magic passed down through her people. Though a former member of the Khamja guild of assassins, after learning that her and her brother's protector Grand Duke Barrington was responsible for wiping out their village, she seeks refuge with Ramza's party."

  • Out of Focus: He hasn't gotten any Relics since his Ultra, and with the game having several other Lightning mages with many more tools, Rapha is rather lacklustre.
  • Shock and Awe: His main element, expressed through Black Magic.
  • Useless Useful Spell: He has Ninja 4, but nothing in that school is of any benefit to him.

Marach Galthena

Role: Netherseer

"Brother to Rapha, Marach is a Netherseer who commands the nether magic passed down through his people. While he knows the truth of his village's destruction, he still feels indebted to Grand Duke Barrington, and stands against Ramza and the others."

  • Out of Focus: Just like his brother, Marach hasn't gotten any new Relics since he got his Ultra.
  • Shock and Awe: Also just like his brother.

Meliadoul Tengille

Role: Divine Knight

"A Knight Templar like her brother Isilud, who met a violent end at Riovanes Castle. Meliadoul mistakenly believes Ramza to be responsible for her brother's death, and pursues him doggedly, seeking revenge. Her faith in Ramza is restored when she learns the truth of the Lucavi, and she goes on to fight at his side."

  • Dishing Out Dirt: Her main element is Earth and she focuses on lowering the enemy's resistance to the element.
  • Holy Hand Grenade: She has Holy as a secondary element.
  • Out of Focus: Another Tactics character the devs forgot. She at least has a niche as a dedicated Earth debuffer if the player needs one.

Alma Beoulve

Role: Cleric

"The youngest child of House Beoulve. Alma is the full-sister of Ramza Beoulve, and half-sister of Dycedarg and Zalbaag Beoulve. She is cheerful and energetic, and she counts Ovelia and Tietra among her close friends."

Orran Durai

Role: Astrologer

"The adopted son of Thunder God Cid, Orran went on to serve at his father's side. His life takes a dramatic turn after he meets Ramza and Delita."

Marche Raiduju

Role: Young Adventurer

"A kind boy with a strong sense of justice who moved to the town of St. Ivalice. After being drawn into the strange world of Ivalice, Marche and his clan set out on an adventure to find a way home."

  • Holy Hand Grenade: Another Holy knight.
  • My Friends... and Zoidberg: He and Montblance are from Tactics Advance, which naming aside is an entirely different universe from Tactics.
  • Support Party Member: Most notable in this for his Ultra Divine Combo, which grants him an EX Mode that, when he uses a Knight ability, makes all allies in the same row as him execute physical commands faster on their next turn. This buff is also granted to Marche himself, letting him give physical parties a continuous cycle of speedy attacks and making him ridiculously good at increasing the party's DPS, especially in Holy teams where he can pull his own weight too. He otherwise has several Soul Breaks to buff and heal the party.
  • Theme Naming: Most of his Soul Breaks are "<X> Combo", and the EX Mode he gains from his Ultra is Speed Combo.


Role: Moogle Mage

"An affable young moogle whose clumsiness has led him to take up the practice of magic. Montblanc invites Marche to join his clan in a bid to help him find his way home."

    Final Fantasy Type-0 


Role: Agito Cadet

"A star pupil with a cool demeanor, Ace can be reckless, and anger sometimes gets the best of him. He wields magic cards in battle, and as his name would suggest, he is one of the most capable members of Class Zero."

  • Death Dealer: His playing card weapons return as Relics and feature in many of his Soul Break animations.
  • Playing with Fire: His element.
  • Spam Attack: His first Ultra Jackpot Triad has Ace follow up attacks with one, two, or thirteen extra hits, while his second Ultra Firaga BOM gives him a chase that deals two or eight hits.
  • Theme Naming: Many of his tools reference his playing card theme: Cut Cards, Wild Card, Trump Card, the Blind Stud follow-up attack, Top Card mode, etc.
  • Violation of Common Sense: Several of Ace's tools make it beneficial for him to be in the front row, when his long-ranged Relics and magical combat would incline one to keep him in the back.


Role: Agito Cadet

"A reserved young woman, Deuce is thoughtful and considerate. But that doesn't stop her from standing up for what she believes in, and her friends respect her for that."

  • Magic Music: Her Soul Breaks have this theme, her Relics are Instruments, and she has full aptitude in the Bard school.
  • White Magician Girl: Type-0's dedicated healer.


Role: Agito Cadet

"A brave young woman who charges into battle without hesitation, never doubting that she will emerge victorious. Cater has had an affinity for magic since she was young, and she wields a powerful magicite pistol that fires enchanted shots."

  • Fire, Ice, Lightning: Her elemental focus.
  • The Gunslinger: She's a generalist Machinist; her Ultra Triple Charged Shot boosts the power of all Machinist skills by 30%, and every other attack in her three elements she follows it up with an Imperil debuff.
  • Mage Marksman: Uses her magicite pistol to shoot enemies.


Role: Agito Cadet

"Cinque walks and talks to the beat of her own drum. She appears ostensibly oblivious at first glance, but her words can be surprisingly perceptive, and she has no qualms about hurting others in the course of a mission."

  • Cycle of Hurting: Her Legend Materia Burgeoning Strength gives her a chance to get a stack of Heavy Charge whenever using Heavy Combat skills, and her Ultra Whirling Mace gives her an extra rank of Heavy Charge whenever she gains one. With both, it's possible for Cinque to unleash a fully powered Heavy Combat skill on enemies and then get her charge right back to do it again next turn.
  • Dishing Out Dirt: Her element.
  • Drop the Hammer: Her maces from Type-0 are her Relic weapons, classified as Hammers.
  • Glacier Waif: A young schoolgirl who wields a massive mace as her weapon.
  • This Looks Like a Job for Aquaman: Cinque's debut event added the Stone Press ability to the game, the first normal ability that could break the damage cap. It also coincided with the addition of Rank 5 Lightning Magicites — bosses who are weak to Earth and snap out of their Unstoppable Rage when hit with an attack that breaks the damage cap. Anyone fortunate enough to get Cinque's Relics on her debut banner was going to have a leg up fighting Quetzacotl.


Role: Agito Cadet

"A quiet cadet who wields a whipblade, a versatile weapon with aspects of both its namesakes. Seven is unusually perceptive, and can quickly size up any situation or person. Though she appears cold and distant, she's actually quite nurturing, earning her the admiration of her classmates."

  • Casting a Shadow: Dark is her element.
  • Dark Is Not Evil: Foul-mouthed, wields a sycthe, and is a Dark specialist, but she's on the hero team.
  • Evolving Attack: Her Ultra Dark Nebula gives her Malice Mode, which raises her critical hit rate and attack speed with every use of Darkness abilities; at Level 3 she attacks three times as fast with a 75% critical rate.
  • Sinister Scythe: Her preferred weapon.


Role: Agito Cadet

"A warrior who wields a massive scythe that feeds on hatred. Foul-mouthed and with a dry sense of humor, Sice won't rest until the job is done. She has a rigid sense of right and wrong, and her strong will means she isn't easily swayed by others."


Role: Agito Cadet

"An athletic young man with a strong sense of justice. Eight despises weapons that trivialize the lives they take, instead opting to fight with his own fists and feet. He never misses a chance to improve his physical prowess, carrying out his training with quiet determination."

  • Bare-Fisted Monk: His specializing ability school.
  • An Ice Person: Ice attacker.
  • Mechanically Unusual Fighter: His Burst abilities for his Burst Soul Break; the first grants him Blink and the other has a 100% critical hit rate if the user has Blink. Manipulation of this status is typically something that Ninja characters have. For that matter, Eight doesn't have any Ninja aptitude otherwise.


Role: Agito Cadet

"A young man who's always ready for a fight. Nine has a short temper, but once he makes a friend, he sticks with them through thick and thin."


Role: Agito Cadet

"A laid-back student with a glib tongue who avoids subjects of a serious nature. Jack's ever-present smile masks a more stoic side, and he has become adept at acting the clown to lighten the mood. He can wield a blade with deadly force."

  • Dangerous Forbidden Technique: He's one of the "Armiger"-type Soul Break users, with his Ultra Deliverance damaging him for 99% of his current HP, but in exchange he gets a damage barrier equal to his max HP, an ATK buff, reduced charging time for Samurai abilities, and automatic dualcasting of them.
  • Katanas Are Just Better: His Relic weapons.
  • Playing with Fire: His element.
  • Turns Red: Has a "Trance" Legend Materia that gives him Retaliate and a 75% critical hit rate when he falls to critical health.


Role: Agito Cadet

"A gifted young woman who is both wise and level-headed. Queen's tendency to be blunt and commanding causes her peers to tease her with the nickname of "class leader," and sometimes her dedication to duty can be mistaken for callousness. In the heat of battle, she loses her usual calm when the situation grows dire."

  • Casting a Shadow: Her secondary element is Dark. However, with no Darkness or Heavy Combat aptitude, she can't make much use of it outside of Soul Breaks.
  • Glass Cannon: Her Legend Materia Savage Heart triggers at low HP to fully heal her and reduce the charge time of her actions, but it also gives her a large ATK boost and a large RES debuff, making her very powerful but very vulnerable.
  • Shock and Awe: Her main element is Lightning.
  • Spell Blade: Her Ultra Divine Judgment Blade nudges her toward using them with a reduction to Spellblade casting time, but later Relics have a general Lightning theme so she can use her Celerity skillset too.


Role: Agito Cadet

"A young man of few words who hates wasting breath or bullets. King prefers to jump into action rather than waiting for a drawn-out exchange of ideas."

  • Foil: To Cater, as the two gun users and Machinist specialists of the Realm. King's Ultra Endless Waltz gives him automatic dualcasting for Machinist abilities, while Cater's Ultra Triple Charged Shot gives her a damage boost for Machinist abilities and lets her lower the enemy's resistance to whatever element she's using in them. Both strategies are perfectly viable for boosting DPS, but they go about it in different ways.
  • Guns Akimbo: Retains his affinity for dual pistols.
  • The Gunslinger: Machinist specialist.
  • Playing with Fire: His Burst has Fire as a secondary element.
  • Shock and Awe: Lightning is his main element.

Rem Tokimiya

Role: Agito Cadet

"A young woman admitted to Class Zero along with Machina. Rem is kind to everyone she meets, but she has an incurable childhood illness she hides from even her closest friends."

  • Casting a Shadow: Dark is her secondary element.
  • Combat Medic: Downplayed. While all White Mages in Record Keeper can fit this trope by bringing Holy attacks into battle, Rem is specifically built as an offensive mage who just happens to have White Magic as her school of specialty. This means that instead of being a dedicated healer who can double as support attacker, Rem is a dedicated healer who can double as a support healer.
  • Knife Nut: Her Relics are daggers. This actually makes them very valuable for general gameplay, as every character can equip Daggers and Rem's Daggers boost Mind as their main stat, so anyone who needs a high Mind stat but can't equip Staves or Rods will want to grab one of Rem's weapons.
  • Holy Hand Grenade: Her main element is Holy.
  • Playing with Fire: Her tertiary element, expressed through her Overstrike and Legend Materia follow-up attack.
  • Red Mage: She's packing Black Magic 5, White Magic 5, Summon 5, and Celerity 4.

Machina Kunagiri

Role: Agito Cadet

"One of the star pupils of Class Second. An earnest and energetic young man, Machina is the childhood friend of Rem, who was admitted to Class Zero along with him."

  • Dishing Out Dirt: His main element.
  • Mechanically Unusual Fighter: An unfortunate instance of it working against him. Machina holds an "Armiger"-type Soul Break, where it grants him a damage-absorbing barrier and he gets stat bonuses as long as it's up. However, Machina is unique among characters who have this gimmick in that he doesn't get a damage-absorbing barrier, but a shield that takes two hits for him before breaking. This means that Machina has a lot more trouble maintaining his shield than Armiger characters who use barriers, as it'll fall faster and can't be recharged by overwriting it with another barrier.
  • Spell Blade: His combat school of focus.
  • This Is a Drill: Her unique swords retain their drill theming.

    Kingdom Hearts 


Role: Keyblade Master

"A fourteen-year-old boy who faces ordinary teenage troubles, but always keeps a cheerful outlook on life. At times Sora can be naïve, but his underlying sense of justice serves him well."

  • Fire, Ice, Lightning: Sora specializes in tri-elemental damage. His Soul Breaks all deal damage in these elements, he has a Glint for each of them, and he uniquely has three Legend Materia at the end of his grid, each one begin battle with Haste and an Elemental Infusion for one of the three elements.
  • Improbable Weapon User: His weapons are Keyblades, of course.
  • Magic Knight: He has White Magic 4 and Black Magic 3, letting him bring support spells into battle.
  • Mechanically Unusual Fighter: Sora has three Legend Materia at the end of his Legend Spheres, not just one. Further, they're each one to grant him Haste and an Elemental Infusion for one of his three elements, unusual in that most Legend Materia that grant an Elemental Infusion are on Relics and not in Legend Spheres.
  • Moveset Clone: Downplayed but still applicable; just like Bartz Sora is a multi-elemental Spellblade specialist, and many of his Soul Breaks are similar to Bartz's. His Burst meanwhile is a copy of Squall's Steely Blade. Appropriately, between the two of them Bartz and Sora cover six of the game's nine elements, so they compliment each other well.
  • Spell Blade: Rivals Bartz as one of the best Spellbladers in the game.


Role: Chosen

"A fifteen-year-old boy mature beyond his years. Riku is cool and collected, but not afraid to speak his mind. He has an insatiable curiosity, and he feels there's much more to experience beyond the small world he knows."

  • Casting a Shadow: Of course his element is Dark.
  • Dark Is Not Evil: Riku's moveset largely consists of using dark powers to fight his enemies, but he's a heroic character and on Sora's side.
  • Multi-Melee Master: He's got Combat 5, Celerity 5, and Darkness 5, giving him plenty of physical options outside just Darkness.
  • Playing with Fire: Several of his attacks, either in Soul Breaks or chase attacks, are variants of Dark Firaga.


Role: Key of Destiny

"A young boy who lives in Twilight Town and is a skilled skateboarder. With just a few days left of summer vacation, Roxas meets Sora—someone he's supposedly never met before. For Roxas, seeing Sora and his friends on their adventure is like seeing something from a half-remembered dream."

  • Casting a Shadow: His secondary element is Dark.
  • Foil: To Cid Raines. They both specialize in dual Holy/Dark damage, but Raines is a mage who leans more to the Dark element, while Roxas is a physical fighter who leans more to Holy.
  • Holy Hand Grenade: His specialized element is Holy.
  • Magic Knight: He has Black Magic 3 and White Magic 4 along with physical movepools.
  • Moveset Clone: In a case of Gameplay and Story Integration, his ability pool is identical to Sora's, just swapping Spellblade for Knight and Darkness.
  • Yin-Yang Bomb: He has both Holy and Dark attacks and his Soul Breaks deal damage in both elements. However, he's most leaning to Holy via elemental infusions and his Awakening, which triggers for Knight commands.


Role: Flurry of Dancing Flames

"A young man with fiery red hair. Axel has a unique fighting style that employs fire and chakrams, pursuing his prey with an ever-changing variety of attacks."

  • Adaptational Badass: Inverted — while he's learned to wield a Keyblade in the Kingdom Hearts series, here in Record Keeper Axel has no ability to equip them. Justified as he's based on his Kingdom Hearts II incarnation rather than his Somebody, Lea.
  • Blow You Away: His secondary element is Wind.
  • Deadly Disc: His chakrams are his unique weapons.
  • Magic Knight: He's a hybrid fighter, with his Soul Breaks being physical or magical depending if his Attack or Magic is higher. His movepool consists of Black Magic, Ninja, Celerity, and Sharpshooter.
  • Mechanically Unusual Fighter: Not only is Axel a hybrid character, but he's a dual-elemental hybrid; most hybrid characters only focus in one element.
  • Playing with Fire: Naturally, his main element is Fire.

    "Beyond" (miscellanious spin-offs) 


Role: Grymoire Wanderer

"Lann's twin sister, Reynn is a capable young woman with a vibrant personality. Like Lann, Reynn is able to tame Mirages using the mysterious power she possesses."

  • Black Mage: She has Black Magic 5, Summon 5, and Witch 4 to attack with.
  • An Ice Person: Her main element is Ice.
  • Summon Magic: While she has other ways to attack, her Soul Breaks have a theme of her calling Summons to attack.


Role: Grymoire Wanderer

"The twin brother of Reynn, Lann is a lively youth who sets off on an adventure through the land of Grymoire in search of his lost memory."


Role: Navigator

"Lann and Reynn's trusty Mirage navigator, who is definitely not a bunny rabbit. Tama is a trusted friend who provides all sorts of information to aid their journey."

  • Combat Medic: She's a mix of offensive and healing abilities. Her Burst Petal Pummel damages enemies and grants the party a damage-reflecting barrier, but her Burst commands are healing.

Enna Kros

Role: The Creator

"Despite her casual, even carefree, demeanor, Enna Kros is in fact the creator of Grymoire and other "Realms of Fantasy." Though she would never lie, she guards her secrets closely, and it seems she knows more about Lann and Reynn's past than she's willing to let on."

  • The Archmage: Fittingly for a God, she has Rank 5 aptitude in Black Magic, White Magic, Summon, and Witch. She's primarily an offensive mage though.
  • Dishing Out Dirt: Earth is her element.
  • Must Have Caffeine: Her coffee appreciation is reference with the name of her Ultra Break Time and the Sweet Coffee follow-up attack it grants her.
  • Physical God: Referenced in her profile and her Soul Breaks and Materia.


Role: Novice Adventurer

"A good-natured boy who lives on the island of Navos in the center of the world. He greatly admires Wrieg, a seasoned, free-spirited adventurer, and dreams of one day going on adventures of his own."

  • Master of None: He has Combat 4, Support 5, Celerity 5, and Spellblade 4 (5 through Record Spheres), but lacks the stats to be efficient at attacking.
  • Non-Elemental: He has no specific elemental affinity.
  • Support Party Member: He's a dedicated debuffer.


Role: Future Girl

"A girl from a future that was destroyed by a mysterious meteorite. Though she survived the impact, the meteorite still left a mark on her by robbing her of her memories, and even now she struggles to express her emotions. However, in time she forges new connections and rediscovers who she is."


Role: Adventurer

"A kind-hearted man who Morrow looks up to like a big brother. However, there's more to this adventurer from Westa than meets the eye."

  • Dishing Out Dirt: Earth is his element.
  • Mechanically Unusual Fighter: Much like Ward, he's an Earth-elemental Dragoon when Dragoons have no Earth abilities. He fortunately has Heavy Combat to put his Earth infusion Burst to use with, but his Super specifically benefits his Jump attacks.



Example of: