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Characters / Final Fantasy Record Keeper I To VII

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Playable characters in Final Fantasy Record Keeper originating from games I through VII.

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    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 has 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: 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 not many useful ways to combine these different ability schools 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 Ultra and second LMR that allows her to perform her first action with no cast 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.
  • Elemental Powers: He specializes in Earth, Fire, and Lightning damage, with his later relics being all three on their initial damage and granting him an Elemental Infusion for whichever element his next attack deals.
  • Glass Cannon: His Awakening heavily lowers his Defense and Resistance, but in return he gets a large Attack boost and a high chance to dualcast his Monk abilities on top of the Awakening's innate dualcasting.


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."

  • Black Mage: An offensive spellcaster focused on Witch abilities.
  • Fire, Ice, Lightning: Her Soul Breaks specialize in tri-elemental damage.
  • Obvious Rule Patch: The event that added her Awakening to the game also added a Fire-elemental Witch ability, so Matoya can make full use of all three of her elements. The ability has little use otherwise, as no one who specializes in Witch skills has much use for a Fire one.


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 Double Trouble 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 refer to the fact that he considers himself a coward, but has the potential to be a great leader.
  • Magic Knight: His Attack and Magic are equally decent, and he has Black Magic 3, White Magic 4, and Support 6. However, he is mostly a physical character on account of his poor offensive spellcasting pool.
  • Playing with Fire: Fire-elemental character.
  • Support Party Member: His niche is buffing the party and debuffing enemies.


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. Later Relics transitioned her to be pure Water, making it her primary element.
  • 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 damage, 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 damage reduction is still out of place, though, and most likely exists mainly for the purpose of weakening Lightning-elemental Magicites' offense since their weakness is Earth.
  • 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.
  • Jack-of-All-Stats: As a mage. His Awakening lets him dualcast any Black Magic and gives the party a boost to MAG and MND, making him an excellent all-around spellcaster, but his lack of an Elemental infusions hurts his offensive potential, especially against Rank 6 Magicites. He's reliant on his second Glint to get infusions, demanding extra time and Soul Break gauge to stack them before he goes on the offensive.
  • 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. In the 5th year he got a second Arcane Overstrike for physical damage and a second Awakening for Celerity and Ninja, which helps him catch up his physical to his magical a bit (he's still wanting for a physical Fire attack).
  • 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.
  • Making a Splash: The 5th anniversary shifted his focus to being a Water mage with a new Sync, 6 star Glint, and LMR giving him En Water.
  • 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.
  • Ret-Canon: In a similar vein to the Warrior of Light: While Onion Knight's sprites are ambiguous, his soul breaks and certain associations make it clear that he's taking cues from his Dissidia interpretation.
  • Sixth Ranger: An interesting example: Onion Knight is a protagonist seperate of the remake quartet and it is thus very rare that both them and Onion Knight appear in the same game. Implications such as the Nemesis easter egg text and Onion Knight's Chain and Awakening Soul Breaks do suggest that they do work together, making him this.


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.
  • Casting a Shadow: He has Darkness 5, though actual use for it outside of niche moments is rare.
  • Composite Character: Luneth used to occasionally be used as a stand-in for Onion Knight prior to the latter joining the game. A remnant of this can be seen in two of Luneth's earliest Soul Breaks, Swordshower and Blade Torrent, which are actually based on Onion Knight's moves from Dissidia Final Fantasy.
  • 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.
  • Jack-of-All-Trades: He is mostly attuned to White and Summon magic, though he also has Black Magic 4. Could also count as a Mythology Gag given that the Sage in III is also proficient in those same fields.
  • 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.
  • Ninja: Her usage of throwing weapons and access to Ninja 4 suggest she was also meant to be this, at least partially, though it was dropped in favor of focusing on her Monk skills.
  • 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."

  • Combat Medic: He has several Soul Breaks to heal himself or allies while also supplementing his attacking efficiency. His second Ultra Paladin Wall heals 1,500 HP to party members in the same row as him whenever he uses a Knight ability, and his third Ultra's Brave command deals damage to an enemy and grants the party auto-healing, the two both increasing with his Brave level. 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.
  • Magic Knight: In the game's fourth year he got buffed with White Magic 5 a White Magic dualcasting Materia, and his subsequent Soul Breaks shifted to dealing hybrid damage.
  • 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 in IV and other spin-off titles, 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."

  • Drop the Hammer: His unique weapons are Hammers.
  • Out of Focus: He hasn't been seen in an event in years, and his tech goes no higher than his Ultra Soul Break, which is quite poor. Everyone else in the IV realm has at least a Glint and an Arcane Overstrike, and all but Yang and Ursula have Awakenings.
  • Shock and Awe: His element is Lightning.
  • Support Party Member: His Soul Breaks center on debuffing enemies, though unusually for the role he only has Support 4 instead of Support 5.

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. Tellingly, when Edge did get an Ultra Soul Break, it was identical to Eblan Doppelganger, just with the added effect of damaging the enemy too.
  • 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, and his Ultra Point-Blank Flame Dragon is the only Soul Break in the game that Imperils, gives him Fire Infusion and gives the party a fire-elemental damage reflecting barrier.


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.
  • Jack-of-All-Stats: Bartz's Four-Element Ensemble gimmick comes with the catch that, for much of the game's lifetime, he had no access to an elemental infusion out of his mediocre Burst Soul Breaks, limiting how powerful he could be against Rank 6 Magicite bosses who are severely resistant to attacks not backed up by an infusion. He eventually got dedicated Wind tools, but combining them with his quad-elemental Soul Breaks takes additional time and Soul Break gauge to set up. In the game's fifth year, he got elemental Awakenings and associated Glints that let him gain infusions much more reliably, but without them his damage potential suffers.
  • 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.
  • Black Sheep: Among the other Warriors of Dawn, who specialize in Earth, Xezat specializes in Lightning and Ice. Actively averted by a 4th year event focusing on the group, where Xezat's Awakening gives him a damage boost to all three elements, letting him run Earth and fit in with the other three.
  • 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. His Ultra Laws of Black and White boosts his Holy and Dark-elemental damage, and his Synchro has one Dark-elemental command that grants a boost to Dark damage, and the other command is the same for Holy.

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: To 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. When she got her Awakening, her Awoken General mode it grants works for Holy and Ice abilities, bringing solidarity to her skillset by letting her play as either a Holy Knight or an Ice Spellblade.
  • Heroes Prefer Swords: Naturally for her as a Rune Knight.
  • Holy Hand Grenade: Her primary element is Holy.
  • Reimagining the Artifact: In the era of Awakening Soul Breaks, which grant the user infinite ability charges for certain types of attacks, Celes' Runic gimmick would be useless in its previous functionality, negating magic attacks to restore her ability charges. The tweak to this mechanic for Celes' Awakening was that its Awoken Runic Blade effect grants Celes Magic Blink to negate spells cast against her, preserving the spirit of Runic as a spell-negating mechanic.
  • 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. His Royal Brotherhood Ultra meanwhile triggers the follow-up Enfeeble on usage of Poison, Lightning, or Fire-elemental abilities, and deals additional damage in whichever of those elements he used and lowers the enemy's resistance to the same.
  • 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.
  • This Looks Like a Job for Aquaman: Edgar's Awakening grants him "Change Machinery Mode", which variably grants him an Infusion for Fire, Lightning, or Poison, when using an attack in those elements, and every second attack in those elements lowers the enemy's elemental resistance to it. This makes Edgar the best Poison specialist in the game mostly by default, because most characters who specialize in Poison don't anymore.

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.
  • Blow You Away: In the game's fourth year he picked up Wind as an elemental affinity, fitting with his Celerity skillset.
  • 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 it didn't make him top-tier, it saved him from becoming a Joke Character by making him a competent non-elemental DPS.


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, including being the holder of the VI Realm Chain, and he has White Magic 4 and a healing command on his Burst to help out with healing.

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."

  • Casting a Shadow: His element is Dark.
  • 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.
  • Obvious Rule Patch: Once he began to be built as a Dark character, Setzer ran into a problem — none of his ability schools have any Dark-elemental abilities. When a later event gave him more Dark relics, it also added Dark-elemental Sharpshooter abilities to the game, so he can actually fill his designated role properly. Downplayed in that several other characters can make use of Dark Sharpshooter skills, but they were definitely added to help Setzer more than them.
  • 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: His main element.
  • 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.
  • Early Installment Weirdness: He has Darkness 5 access and his first Burst has Burst commands that grow stronger if he has Doom status, a schtick associated with the Darkness skill and its users. His later Relics never brought up Doom again and he's been consistently built as a dedicated Fire character, leaving his Darkness skillset useless and looking out of place.
  • 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 gets by far the least exposure and utility. For years the highest-level tech he received is an Ultra Soul Break that is subpar. He eventually got thrown a bone in the form of the VII Realm Chain, but little else. It wasn't until a 5th year event that he finally got an Awakening, Arcane Overstrike, and Glint, in a time when Synchro Soul Breaks and Glint+ are standard issue for many characters.
  • 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 a few 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: His main 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.
  • Playing with Fire: His secondary element is Fire.
  • Unskilled, but Strong: His damage potential is a bit lacking because (outside of his Awakened Arcane Soul Break) he has no access to any form of dualcasting or chase attacks. 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. What he loses in the number of hits he can deal each turn, he makes up for with how powerful they'll be.

Genesis Rhapsodos

  • Mechanically Unusual Fighter: Genesis breaks some trends for how Soul Breaks work. His Awakening grants him a Brave command, when previously Braves were a subset of Ultra Soul Breaks and only found on them. His Brave command has the effect of granting him a boost to his Fire-elemental damage, the first Brave command to do so.
  • Playing with Fire: His element is Fire.

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