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Characters / Final Fantasy X-2 Dresspheres

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Final Fantasy X-2's version of the Job system combines the old sphere grid with the ability to specialize in a number of classes.

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Yuna's default Job, it's good for creating chain attacks in the early game but quickly falls off in terms of relative power.
  • 11th-Hour Superpower: The gunner only specializes in Accuracy which helps late game against enemies with high evasion. Another use it has is the intended Catnip tactic which was nerfed heavily in the X-2 international edition. A third use is that when the girls gain abilities from other dressspheres later on, they will also get garment grids and accessories that allow use of those abilities on other jobs as well, which allows the gunner to use them with near perfect accuracy.
  • Armor-Piercing Attack: The Gunplay ability Cheap Shot ignores Defense. Another ability, Table-Turner, instead inflicts damage depending on the Defense score itself; the higher the score, the higher the damage.
  • Button Mashing: Trigger Happy is operated by mashing a button as quickly as possible.
  • Fashionable Asymmetry: Only the left leg is draped with cloth.
  • Guns Akimbo: Pulls out a second gun when in Trigger Happy.
  • Signature Move: Trigger Happy, a Spam Attack where the gunner unleashes a rain of bullets on enemies at a set (although it can be upgraded to last longer) time limit.

Rikku's default Job, it is a speed-based build.
  • Action Initiative: Initiative instantly grants a pre-emptive strike.
  • Dual Wielding: Does so with knives.
  • Escape Battle Technique: The Flee skill can be learned by the Thief.
  • Fragile Speedster: Their very high Agility allows them to get in a lot of turns, but don't expect them to take a lot of damage before collapsing.
  • Healing Shiv: Pilfer HP has the Drain effect. Pilfer MP does this for MP as well. Also worth noting that because of the thief's relatively small MP pool, it can easily top off and switch to another magical job.
  • Signature Move: Steal.
  • Standard Status Effects: The Thief can inflict Stop and Berserk with the Flimflam abilities Borrowed Time and Soul Swipe, respectively.
  • Who Wears Short Shorts?: All of them do, but Rikku's is the shortest.

Paine's default Job, it is a hard-hitting tank build.
  • Call-Back: When Yuna is a Warrior, she is armed with the Brotherhood sword and fights exactly like Tidus does, even using the same win pose as him.
  • Can't Catch Up: Warrior is great early on, but loses on stats and abilities by Dark Knight and Samurai. Though, the elemental sword abilities learned as a warrior are certainly a help for the other jobs.
  • Excalibur: As one of the Warrior's Swordplay abilities, it inflicts Holy-elemental damage to one enemy.
  • Magic Knight: Most of their abilities involve adding elemental damage to their attacks.
  • Signature Move: Sentinel, which turns the Warrior into a Stone Wall, and Assault, which casts Berserk, Haste and Wall on the party.
  • Stone Wall: Of a sort. It's average on offense, but it's much better on defense. Sentinel in particular is a godsend against enemies with obscene damage outputs late game.

The very first dressphere obtained in the game, it's used for buffing allies and weakening enemies.
  • Dance Battler: Sort of, the dances and songs do no direct damage but do inflict a variety of buffs, debuffs and Standard Status Effects.
  • Fatal Flaw: The Songstress relies on status magics to debilitate foes in the early game. Guess wrong and your girl is using two turns doing nothing.
  • Magikarp Power: The Songstress has very useful dances in the later parts of the game: MP Mambo (all magic spell costs drop to 0 MP), Magical Masque (complete immunity to magical attacks) and Dirty Dancing (all attacks/hits are Critical Hit). Furthermore, it's not hard to get them to use magic via a grid that automatically equips abilities learned as a black/white mage; improving their versatility in a fight.
  • Musical Assassin
  • Super Empowering
  • Support Party Member: Either buff the party or briefly inflict Standard Status Effects on the enemies.

     Black Mage 
A Job focused on offensive elemental magic. The second obtainable dressphere, this one is found on the ruins atop Mt. Gagazet.
  • Can't Catch Up: The magic is astoundingly useful for the first two, maybe three chapters but by endgame, you've got more methods of destroying enemies quicker without magic. Only learning the four tiered spells with no ultima, let alone flare, hurts the end game potential.
  • Fire, Ice, Lightning: And also Water.
  • Nice Hat
  • Non Standard Skill Learning: Flare and Ultima can only be (temporarily) accessed through Garment Grids.
  • Squishy Wizard

     White Mage 
A Job focused on defensive and healing magic. The last mandatory dressphere, found in a secret cave on Besaid Island.
  • Healing Hands
  • Healer Signs On Early: You'll pretty much trip over this Dressphere so long as you don't go out of your way to sequence break.
  • In the Hood: Yuna and Rikku. Paine has hers off.
  • Nonstandard Skill Learning: The one offensive white magic, Holy, can only be used through a couple of Garment Grids, and even then it's only temporary.
  • Signature Move: Pray, which heals the entire party for a small amount, and Vigor, which is Heal Thyself.
  • Simple, yet Awesome: Again Pray. It heals for little HP, but it always gives 1 AP upon use, so it's easy for the White Mage to learn all of her abilities quickly.

    Gun Mage 
A Job that has trick bullets for specific kinds of Fiends, and can also learn enemy skills. Obtained by finishing Tobli's request in Chapter 1 (an Escort Mission with a Hypello) or Chapter 2 (selling tickets).

A Job focused on the use of items. It is rewarded by Clasko in Chapter 2 after helping him clear the (former) Monster Arena of Fiends.
  • Difficult, but Awesome: The Mix ability allows for various amazing item potential, but the Alchemist has the worst stats (low and across the board) in the game so you may struggle a bit keeping the girl alive. Furthermore, all of its amazing Stash abilities take an absurd amount of AP to learn, with Ether and Elixir potentially being learned on the New Game+.
  • Infinite Supplies: Their Stash skills allow them to use an item without actually having it in the inventory, but they have very long charge times especially compared to just using the actual item.
  • Shoulders of Doom: Rikku especially looks like she's got Samus' Varia Suit with Too Many Belts tacked on.
  • Signature Move: Use, which uses an item without depleting your normal stocks, and Mix, Item Crafting weaponized.

     Dark Knight 
A Job that is pretty much better than the Warrior in every way. Found any time after Chapter 2 by solving a simple puzzle in Bevelle Underground.

A high-HP, high evasion Job. Obtained by saving O'aka's (formerly Rin's) Macalania Travel Agency from Fiends in Chapter 3.
  • Attack! Attack! Attack!: Has the "Berserk" command by default.
  • Brick Break: The Instinct ability Crackdown removes any and all shield magics on the target.
  • Counter Attack: Berserker will learn all three: standard counterattack, Magic Counter and Evade and Counter, helping improve its damage output.
  • Kick Chick: Rikku focuses on kicks when in this dressphere.
  • Signature Move: Aside from the Berserk command, there's Howl, which doubles the Berserker's HP (and can be stacked).
  • Standard Status Effects: Intimidate and Envenom can inflict Slow and Poison, respectively.

This Job isn't as reliable a physical fighter as the other Jobs, but they have an interesting set of tools at their disposal. Found on the floor of Kilika Temple in Chapter 3, right before the chamber where Dark Ifrit awaits.
  • Call-Back: Rikku imitates Auron's win pose.
  • Cast from Money: The "Spare Change" ability.
  • Critical Hit: The Samurai's auto-ability SOS Critical allows her to always have criticals in all attacks at low HP.
  • Heal Thyself: With the Bushido ability Clean Slate, with the added effect of removing status effects.
  • Kill Streak: The Bushido Momentum becomes stronger with the number of enemies defeated. However, it takes a LOT of kills to even see really high numbers on this move.
  • Signature Move: Spare Change and Zantetsu, a One-Hit Kill. Special note on Zantetsu. Shin-Zantetsu, another move the Samurai learns, is a generic instant death attack with all the trappings it comes with. Zantetsu, however, is Yojimbo's Zanmato in the sense of a lot of enemies will resist it, but nothing's outright immune to it.
  • Status-Buff Dispel: The Bushido ability Fingersnap undoes all buffs on a target.

     Lady Luck 
A Job class that relies entirely on the Random Number God in order to get anything accomplished. Won as first prize in Luca's Sphere Break tournament in Chapter 3.
  • Critical Hit Class: The Lady Luck, once its auto-ability is unlocked, will always land criticals.
  • Squishy Wizard: Magic Reels can allow the character to become this, being the only conventional Dressphere that has access to Flare, Holy, and Ultima.
  • The Gambler: All of its moves will require some luck to get the most damage out of them.
  • Fatal Flaw: All reels, even when manipulated, still require the full attention of the user interface and the monsters will still attack despite spinning the reels. You can be put at risk against higher leveled fiends and some can even kill the girl before the results go off.
  • Luck Manipulation Mechanic: Can learn passive support abilities to improve one's luck.
  • Signature Move: Bribe, using Gil to send an enemy running, and Tantalize, which casts Confuse on all enemies.

A Job class that uses animal companions in order to deal damage or heal the party. Given by Kimahri in Chapter 3, but only if the player answers the right responses in Chapter 2.
  • Big Ball of Violence: Each animal gains an ability that calls other animals from nowhere to create one of these.
  • Expy: Yuna's pet Kogoro is a dead ringer for Yojimbo's Daigoro, right down to the name.
  • Hello, [Insert Name Here]: an optional (and missable) quest allows the Trainers to rename their pets, but only in Chapter 5.
  • The Last of These Is Not Like the Others: Unlike the other dresspheres, the Trainer is the only dressphere aside from Mascot that gives each girl unique abilities. Yuna's does elemental magic damage, Rikku's inflicts status magics or steals and Paine's does support and Healing.
  • Master of None: You'll rarely go wrong with the trainer. However, in a game in which all of the other jobs have clearly defined roles and moves for the situations and challenges the game will throw at you, there's little of a clearly defined role for the trainer.
  • Regenerating Health: Each girl in this class will learn HP and MP stroll after a considerable amount of AP is used to learn it.

An end-game Job class that is heads and shoulders above every other class, but looks silly to wear. Given to YRP after getting Episode Complete on all regions of Spira. It can also be unlocked by winning the Youth League Cup in Fiend Arena, but such a feature is only in the International and rerelease versions.
  • Chekhov's Gun: We first have a glimpse of Mascot as Yuna's disguise in an optional event in Luca.
  • Combat Medic: Yuna's version has a set of unique healing spells and buffs, while Rikku's can access any spells she has learned in the White Mage dressphere.
  • Infinity +1 Sword: The Mascot makes the endgames much easier, but the very requisite just to unlock it is very taxing. International and later versions allowed an alternate method, but still also difficult.
  • Killer Rabbit: Who knew that full body costumes could be so deadly?
  • Lethal Joke Character: The most powerful dressphere in the game...and the characters don't have a high opinion of it.
    Yuna: I'm supposed to fight in this? ...okay...
  • Magic Knight: All three versions are both powerful physical fighters and have powerful magical abilities. Yuna is more of a Combat Medic but also has the non-elemental Moogle Beam, Rikku has a unique set of elemental magic, and Paine can access any spells she has learned in the Black Mage dressphere.
  • Secret Art
    • Yuna has Moogle Beam, a non-elemental magic Wave Motion Gun.
    • Rikku has PuPu Platter, which will Eject all enemies.
    • Paine has Cactling Gun, a physical variant of Yuna's Moogle Beam.


A new class introduced in International/HD Remaster versions. Psychics are dressed like streotypical high school children who are capable of levitating. They prefer to levitate and use very rare abilities in a fight.

  • Confusion Fu: Of a sort. The Psionics the Psychic Classes learn are varied to say the least. Ranging from Ejecting enemies from battle to making your girls invulnerable to physical attacks.
  • Fragile Speedster. They're low on defense and they're not particularly quick or nimble until a girl uses Express, which casts Haste and jacks up accuracy and Evasion by 10 levels a piece.
  • No-Sell: The class is notable for learning 'Eater' abilities of the four main elements and gravity, making them ideal against magical spamming enemies.
  • Teleportation: A move learned allows a girl to teleport behind the enemy. Use varies. IT can help a girl evade some attacks that rely on placement.
  • Time Stands Still: They can freeze Time for 10-15 seconds apiece, but most of it may be spent getting the ATB bar back up.

A new class introduced in International/HD Remaster versions. Festivalists, as may be expected from the name, are dressed for a traditional summer festival.
  • Armor-Piercing Attack: Yuna's "Piercing Magic" ability, which lets her ignore the Reflect status when casting on enemies.
  • Differently Powered Individual: Paine's Festivalist can inflict Standard Status Effects, while Yuna and Rikku both have basic Elemental Powers. How powerful Yuna's elemental spells are is RNG based affect the entire enemy party, while Rikku has a more consistent string of three consecutive attacks all targeted to a single enemy. Additionally, there's some slight variance on the defensive auto-abilities they can learn. Rikku gets Slowproof and Stopproof like as a Thief, she and Yuna both get Pointlessproof, and Paine gets Stopproof and SOS Haste. Meanwhile, Yuna eschews the speed-oriented auto-abilities of the other two instead of magic-oriented ones, like Silenceproof and the above-mentioned Piercing Magic.
  • Turns Red: Gains a number of positive status effects at critical health, including SOS Regen, and SOS Wall (which grants both Protect and Shell). Paine also gets SOS Haste.

     Floral Fallal 
Yuna's ultimate dressphere. A mandatory dressphere, obtained during the mission to filch Leblanc Syndicate uniforms in Chapter 2 (specifically, in Djose Highroad).
  • Beam Spam: Floral Fallal's ultimate ability, Great Whirl.
  • Elemental Powers: Can use a "Whirl" ability for each of the four basic elements, along with the more powerful non-elemental Flare.
  • Super Mode: Can learn abilities that allow it to triple its own max HP, and with the right Key Items is capable of learning Break HP Limit and Break Damage Limit.

     Machina Maw 
Rikku's ultimate dressphere. It is also mandatory, and also obtained in the quest to find Syndicate uniforms, except this one is in Bikanel's Desert Oasis.
  • Mini-Mecha: In particular, it takes the form of a more-literal-than-usual Chicken Walker, which Rikku pilots while riding on its back.
  • Sphere of Destruction: Machina Maw's ultimate ability, Vajra, charges up an energy sphere before firing it at all enemies.
  • Standard Status Effects: Machina Maw has an arsenal of different missiles that can inflict status ailments or debuff enemies.
  • Super Mode: Can learn abilities that allow it to triple its own max HP, and with the right Key Items is capable of learning Break HP Limit and Break Damage Limit.

     Full Throttle 
Paine's ultimate dressphere. Unlike the other two, this dressphere must be unlocked by talking to Tromell in Macalania Woods 4 times.
  • Disc-One Nuke: Comparative to its counterparts, Full Throttle can be obtained as early as finishing the 2nd story mission.
  • Elemental Powers: like the Warrior class, Full Throttle has an assortment of elemental-powered physical attacks that can do Fire, Ice, Thunder, Water, Gravity, or Holy damage. Unlike the Warrior class, however, Full Throttle's equivalent attacks don't have a charge time.
  • Field of Blades/Impaled with Extreme Prejudice: Full Throttle's ultimate ability, Sword Dance.
  • Super Mode: Can learn abilities that allow it to triple its own max HP, and with the right Key Items is capable of learning Break HP Limit and Break Damage Limit.


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