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Final Fantasy X-2's version of the Job System combines the old Sphere Grid with the ability to switch between a number of classes.


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    Gunner 
https://static.tvtropes.org/pmwiki/pub/images/ffx_2_gunner_group.png

Rikku's gift to Yuna, and Yuna's default job. It's the best at generating chain combos, but falls short on offensive power.


  • Always Accurate Attack: Later in the game, you find Grids and accessories that add other Dressphere skills on top of Gunner, which allows her 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.
  • Awesome, but Impractical: Gunplay has the upside of charging instantly, just like a melee attack, but many of them are situational, and the Gunner's dismal MP means you can't use them freely.
  • Boring, but Practical:
    • She has a versatile skillset. High-Defense target? Cheap shot/Tableturner. Immune to melee attacks? Enchanted Shot. Vulnerable to Gravity? Quarter Pounder. None of the above? Burst Shot/Scatterburst. There's always something for a Gunner to do in a fight.
    • Potshot (single-target) and Scattershot (multi-target) have the highest base damage of all her abilities. Base damage is the part of an attack which stays the same throughout a game.
    • Gunner is a good choice against Dark Shiva, since Shiva (like in the prequel) has some decent evasion.
    • Gunner with First Strike (start battles with full ATB) using Scattershot/Scatterburst is the fastest way to clear most random encounters, even in the Via Infinito.
  • Button Mashing: Trigger Happy. The player has to mash R1 to unleash a volley of wimpy shots until a timer runs out.
  • Critical Hit Class: Burst Shot is a guaranteed critical hit on single targets. It costs less than Scatterburst and is preferable for bosses.
  • Cycle of Hurting: Sometimes she can stunlock an enemy with Trigger Happy. She can also combo with other Dresspheres during their 'queued' attacks, since she can act without waiting.
  • Fashionable Asymmetry: Since Yuna's outfit is a tribute to Tidus, only the left leg is draped in cloth.
  • Five Rounds Rapid: Trigger Happy. It's most useful in the early game for earning extra AP and inflating a Chain combo, but you'll find yourself doing 0 or 1 damage per shot until your stats improve.
  • Guns Akimbo: Pulls out a second gun when in Trigger Happy.
  • Hand Cannon: Yuna and Paine carry slide pistols the size of their heads. Rikku has a more modest-sized gun.
  • I Call It "Vera": The Gunner's twin pistols are named the Tiny Bees.
  • Improbable Aiming Skills: The Gunner is the first ranged job you get and only dominates in Accuracy.
  • Jack-of-All-Stats: Most of her stats are decent, with her specialty being Accuracy. Which helps in the late game against enemies with high Evasion.
  • Long-Range Fighter: X-2 did away with enemies that require projectiles or magic to hit, so ranged attacks like Wakka's aren't as necessary, but birds and hornets are still evasive little buggers.
  • Mage Marksman: In conjunction with Gunplay, the "Tiny Bees" can fire semi-auto or enchanted shots.
  • More Dakka: Trigger Happy: Spam Attack where the gunner unleashes a rain of bullets in a set time limit. It can be upgraded to last longer. Scatterburst is effective when facing three or more enemies, but you're still limited by Gunner's MP pool.
  • Never Bring A Knife To A Gunfight: Her Gunplay requires no charge time, and the animation is extremely fast, so she can attack more often than other Dresspheres. She can stun a melee attacker if you hit them in mid-attack, but unless it's a kill shot, the attack won't be canceled outright.
  • Not the Intended Use: Obtaining the Cat Nip accessory (all attacks deal 9,999 damage when user's HP is critical) was way easier than winning the Mascot Dressphere, and in the vanilla version, it steamrolled right over the Via Infinito bosses when paired with Trigger Happy, one of the first moves she learns in Chapter 1. Cat Nip has been nerfed into the ground in later editions.
    • Cactling Gun (Mascot Paine) hit for 99,999 damage easily if she chained it from Trigger Happy.
    • In Chapters 1-3, it's possible to win the Hopeless Boss Fight against Angra Mainyu: the simplest way was to start a New Game+ and use the Cat Nip accessory, along with a turbo controller. This did not affect Angra Mainyu's presence in later Chapters, but it left kill spoils every time.
  • Suspiciously Similar Substitute: This Dressphere is most similar to the Ranger from III/V and the Hunter from Tactics Advance.
  • Trick Bullet: Her Gunplay has varied effects, from a guaranteed Critical, a Fixed Damage Attack, an Armor-Piercing Attack, and so on.

    Thief 
https://static.tvtropes.org/pmwiki/pub/images/ffx2_thief.jpg

Rikku's default job. It is a speed-based build with the ability to Steal.


  • Action Initiative: Initiative instantly grants a pre-emptive strike.
  • Added Alliterative Appeal: Soul Swipe, which inflicts Berserk status.
  • Boring, but Practical:
    • Borrowed Time (inflicts Stop) is great in the Fiend Arena, and in general.
    • This Dressphere is equipped on Rikku by default (Bare) if the player selects her at the beginning of Last Mission, and she is the best choice in the beginning. Thief is not only one of the fastest Dresspheres, but also has the most balanced stats, along with useful skills and auto-abilities.
  • Crutch Character:
    • Money is tight, and the equipment she Steals from bosses will keep YRP on or ahead of the curve.
    • The Thief inherits the Flee command from Tidus, which is useful in the early game when you don't have Encounter Repellent.
  • Dual Wielding: Don't let the Strength stat mislead you. With innate double strike, the Thief can dish out respectable damage and contribute to combos.
  • Fragile Speedster: Very high Agility allows her to get in a lot of turns, but don't expect her to take some punishment without collapsing. First Strike and Initiative are very useful for containing and eliminating targets before they can act.
  • Gathering Steam: Thief is hard to get AP for until you get the Garment Grids that bestow Mug or Steal Gil. Her AP gains will be limited because she can only Steal most things once per fiend.
  • Impossible Thief: In addition to loot, you can also steal opponents' time (Borrowed Time) and souls (Soul Swipe)!
  • Knife Nut: The Thief wields a pair of enormous daggers with circular, chakram-like handles.
  • Life Drain: She can also sap HP. But it's not as exploitable as...
  • Mana Drain: Your MP when you switch jobs is converted based on percentages. So a small amount of MP stolen as a Thief can turn into a big pool of MP for a mage.
  • Random Drop Booster: If she decides to go for Master Thief early, she can use it on as many bosses as possible and steal rare items.
  • Walking Swimsuit Scene: Each of the girls wears a thong bikini and a miniskirt or shorts.

    Warrior 
https://static.tvtropes.org/pmwiki/pub/images/ffx2_warrior.jpg

Paine's default job. Ostensibly a hard-hitting tank build.


  • The Berserker: Assault is a party-wide buff. It forces everybody to focus strictly on high-damage hits, by way of casting Berserk, Haste, Protect and Shell.
  • Boring, but Practical: Warrior is a bottom-tier Dressphere. Her stats are a poor man's Dark Knight, her active abilities are outmoded in Chapter 3, and she has poor auto-abilities. However, her Break abilities work on almost everything; even in Chapter 5, a lot of bosses are affected by at least one Break. The main reason to dig her up again is to cast Sentinel.
  • Composite Character: Warrior is a cross between Auron from X and the trusty Mystic Knight (Sorcerer in the PS1 translation) from V.
  • Crutch Character: She's one of the best Dresspheres in the first 3 Chapters based on her stats. The problem with exporting Swordplay is that while her Break abilities may work, they need to be stacked, meaning the process is too slow. Against weaker foes, they'll be dead before the Breaks actually become useful; against stronger foes, you'll be dead before they take effect.
  • Defend Command: She's average on offense, but much better on defense.
    • Assault casts Shell and Protect on the party in addition to Berserk and Haste.
    • Sentinel is the only thing which makes this Dressphere worthwhile. It's a powerful move which neuters oncoming melee attacks, reducing them to -1 HP damage. It's a godsend against enemies with obscene damage outputs in the late game. Her shield drops once the turn is over.
  • Excalibur: As one of the Warrior's Swordplay abilities, it inflicts Holy damage to one enemy. Excalibur has the base damage of all of her attacks.
  • Mighty Glacier: Warrior has dismal speed (there's now the Chain mechanic to consider), and the charge times for most of her abilities are just not worth it.
  • Moveset Clone: When Yuna is a Warrior, she is armed with the iconic Brotherhood sword and fights exactly like Tidus does, even using the same win pose as him. Yuna also moves differently when casting: Her casting pose is the one Tidus used when activating his Overdrives.
  • Nerf: The Break abilities, like most status effects, have been severely nerfed in X-2. They do damage now, and they can be stacked, but the effect is small. And it's hard to forget that Armor Break reduced Defense to 0 in the prequel. Now it's only useful for shortening boss fights. Furthermore, armored enemies are gone from X-2.
  • Red Is Heroic: Yuna and Rikku wear red, in keeping the traditional depiction of a Final Fantasy Warrior class.
  • Reverse Grip: Paine wins this one for her reverse sword grip.
  • Spell Blade: Most of her Swordplay involves adding elemental damage to her attacks. Swordplay overrides elemental "Strikes" (via Grids or accessories), so the damage doesn't stack.
  • Useless Useful Spell: Elemental damage sounds nice against Flans and Elementals...but both of those fiends have huge physical defenses.
  • Weak to Magic: Warrior has pathetic Magic Defense.

    Songstress 
https://static.tvtropes.org/pmwiki/pub/images/ffx2_songstress.jpg

The very first Dressphere obtained in the game. The Songstress relies on status effects to buff allies and debilitate foes in the early game.


  • Added Alliterative Appeal: Darkness Dance, Samba of Silence, Sleepy Shuffle, MP Mambo, Magical Masque, Carnival Cancan, Dirty Dancing, and Perfect Pitch.
  • Anti-Magic: It's only available at the end of Chapter 5, but Magical Masque makes you impervious to magic attacks for the duration. Situational, yes, but insanely useful when called for; it can turn Warrior, Berserker, etc. into formidable adversaries, as it circumvents their low Magic Defense.
  • Awesome, but Impractical: Most battles in X-2 are very fast-paced. Random enemies either die too quickly for Dances to be very effective or are immune to many of them.
  • Composite Character: The Songstress acts as a combination of Time Mage, Dancer, and Bard; support classes with little means of self-defense.
  • Critical Hit Class: Dirty Dancing ensures that every hit on an enemy is Critical.
  • Crutch Character:
    • Dances are iffy. Dirty Dancing is useful if you have agile attackers or are using something like Trigger Happy, but overall it isn't worth sacrificing a character for. Neither is Jitterbug, or Carnival Cancan, or even MP mambo. All of them leave you with only 2 active party members.
    • Her Songs can crush randoms, but lose their efficacy against enemies that are immune to status ailments. Random mobs in general can be killed very quickly with other Dresspheres, and the Songstress can become a burden in boss fights.
    • Songs, despite having the advantage of being AoE, can all be replicated in other ways by Dresspheres that generally have better overall utility. And she has putrid stats, making her a liability in combat.
  • Cycle of Hurting:
    • The Songstress is best-used to shut down enemy mobs with Dance. Sleepy Shuffle lasts even if you physically attack an enemy. She starts out with decent Agility, and the Highroad Winds Grid ensures that she will act immediately at the start of battle.
    • You can start a new Dance with another Songstress before the first Dance has finished so that there's no gap in the effect.
  • Disc-One Nuke: If you can obtain Sleepy Shuffle (temporarily casts Sleep on all enemies) or Brakedance (casts Slow on all enemies) early enough, she can practically break the game for much of the first three Chapters.
  • Healing Shiv: Slow status can be good for Songstresses, as the slowed-down ATB meter means that dance effects will last longer. There's even an accessory, Shmooth Shailing, which grants Ribbon status on top of Slow, ensuring that the only way to shut down a Songstress is through damage or status ailments. The game hints at this by rewarding the accessory via a Rhythm Game involving the Songstress Dressphere. Practically every other Dressphere would be at a major disadvantage if they had to deal with permanent Slow, making this accessory otherwise-worthless. Combine that with Admantite, and your Songstress is an invincible spellcaster.Adamantite lowers Agility, which further extends Dance duration.
  • Instrument of Murder: The Songstress clubs enemies with her microphone when Berserked or using Mug. Even if you use them, she does miserable damage.
  • Last Disc Magic: The Songstress learns two very powerful abilities near the end of the game, which negates how useful they are. At the same time you can learn MP Mambo (0 MP cost for spells), you also have access to a half MP and zero MP accessory, so dedicating one party member to buff the other two isn't as good a deal. Magical Masque (immunity to spells) is useful against casters, but equipment can fill the same role.
  • Let's Dance: The girls will sometimes taunt the enemy before Dancing. "Don't make me dance alone."
  • Lethal Joke Character: At first glance, the Songstress is limited, but with the right setup, she's a powerful support character and can even hold her own. Horrible stats, but:
    • Boost her speed for quick and powerful buffs. Songs can be stacked for tremendous gains, including Matador's Song for godlike Evasion.
    • Songstress can Dance the MP Mambo while the others fire off their best moves to clear late-game randoms quickly.
    • It's not hard to get her to use magic via a Grid which equips abilities learned as a Black/White mage, increasing her versatility in a fight.
    • A Songtress on the Samurai's Honor Grid (won by recalibrating all of the lightning towers perfectly) gives her Samurai abilities. She can easily wreck some of the game's toughest enemies in this state.
    • Shmooth Sailing endows her with +30 Defense and Magic Defense, giving her more survivability. Stacking it with Crystal gloves or an Oath Veil will make her incredibly tough, and a consumable Stamina Tablet (doubles max HP) renders her nigh-unkillable.
  • Magic Idol Singer: The origin of the Dressphere and Yuna's singing also have major plot relevance.
  • Magic Music: The value of a Songstress depends on your play style. If you like buffs, debuffs and status effects, you will keep Songstress close at hand.
  • The Power of Rock: As her 'weapon' indicates, she sings her enemies into submission. Her Songs and Dances do no direct damage, but they inflict a variety of buffs, debuffs and status ailments.
  • Sensual Spandex: Paine has a distracting camel toe as a Songstress.
  • Squishy Wizard:
    • No standout qualities. The Songstress places last in Strength and Accuracy, but that's misleading: like a number of jobs, she doesn't have a standard "Attack" command, so those stats won't come into play unless she gets Berserked. (Her abysmal defense will, though.) Her low HP, Defense, and Evasion make her a liability in direct combat. You will heavily rely on her being able to inflict statuses early on, because if she gets hit, she's in big trouble. Perhaps the 2nd worst stats in the game, next to the Alchemist.
    • For the record, a Songstress can heal by means of Carnival Cancan, which restores 25% of the party's original HP alongside doubling their max HP. It's a horrible, grossly-inefficient way to heal, but it heals nonetheless.
  • Stone Wall: The buffs stack, so when used by multiple girls, you can render your team nigh-invincible. If one girl Sings Matador's song and another Dances the Magical Masque, you have a very-sturdy defensive setup, but you are still vulnerable to non-avoidable attacks. The real detriment to these buffs is their temporary nature, as well as preventing one or more of your characters from multitasking.
  • Theme Tune Cameo: Each girl sings a scat rendition of her theme song when using the Sing command.
  • Time Master: Jitterbug casts Haste on the party for its duration, while Slow Dance and Brakedance inflict Slow and Stop on all enemies, respectively.
  • Useless Useful Spell: The stat-up songs take forever to reach their fullest effect.

    Black Mage 
https://static.tvtropes.org/pmwiki/pub/images/ffx2_blackmage.jpg

The latest incarnation of the iconic Black Mage. Her offensive magic is unparalleled. The second obtainable dressphere, this one is found on the ruins atop Mt. Gagazet.


  • Balance Buff: At least X-2 lets you multi-target spells again, so the Black Mage can clear out a whole field of enemies at once. Now she can take advantage of combo chains in addition to elemental weaknesses and rack up big damage.
  • Boring, but Practical: If you opt for offensive accessories, Fire Breath (Gun Mage) takes a nosedive whereas Firaga doesn't take as much of a hit. Moreover, Blue Bullets always have a long charge time, such that enemies will be able to get in their melee attack beforehand. Black Magic is fast enough that she can fire it off and potentially kill enemies before their first action.
  • Crippling Overspecialization: Nobody really benefits from mixing Black magic with another job.
  • Crutch Character: Black Magic does a ridiculous amount of damage in the first two or three Chapters. Casting "-ga" magic, even if they're just on loan from the elemental Grids, wrecks fiends to a far greater degree than other options YRP have at the time. But she only learns the tiered elemental spells with no Non-Elemental ones, like the more powerful Flare or Ultima. For most random fights, just attacking is better if for no other reason than there's no charge time. By endgame, you'll have faster methods to destroy enemies, with or without magic. Equipping a Black Tome makes it faster, but you find them too late in the game. So the conclusion is, Black Mage can be useful, but everyone else is better.
  • Cycle of Hurting: Black Magic Lv. 3 is twice as fast as normal, and she can accelerate that by equipping a Wring, which also casts Auto-Haste. Two Black Mages with this setup will ensure that an enemy almost never gets a turn. This strategy was used to defeat the bonus boss Trema in the vanilla version, but it won't work on him now. Still, it's incredibly overpowered and can be done as early as Chapter 2.
  • Difficult, but Awesome:
    • If they're serious about using her, YRP will prioritize shortening her charge times. A Black Mage with Black Magic Lv. 3 and a Wring (further halves casting time) will have no charge time for her spells. A White Mage can only reduce her charge time by 90%.
    • With Minerva's Plate equipped, she will lay waste to everything in her path until Chapter 5. There is no Dualcast in this game, but she can still equip a Soul of Thamasa to double her Magic power and really shine.
    • Later on, when she gets Grids that offer Flare and Ultima, Black Mage casts them like no other. With Black Mage mastered and Minerva's Plate or Black Tome equipped, two Black Mages can cast Ultima with almost no casting time. (The effects won't stack, so wearing Minerva's Plate with a Black Tome is a waste of a slot.) Throw in MP Mambo and they can spam Ultimas for free.
  • Hot Witch: Conical hats and attention paid to navels and cleavage.
  • Mana Drain: The other benefit of the Black Mage job is unlimited spellcasting, particularly vs. bosses and their deep MP pools. MP Absorb is free and 100% accurate, so Osmose away.
  • Moveset Clone: Both White and Black Mages get Yuna's rods/staves from X.
  • Nerf:
    • Black Magic has no way to replenish Mana, and Gun Mage does it better with Absorb.
    • Not having Drain, Osmose, Flare, and Ultima is what really kills her. The most powerful Black Magics aren't even available from the job itself, but has to be unlocked temporarily in battle through Garment Grid gates. There really isn't any place for Flare and Ultima to shine, anyway.
  • Squishy Wizard: Unlike Lulu, she doesn't even get a physical attack (unless you include countering)!
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    White Mage 
https://static.tvtropes.org/pmwiki/pub/images/ffx2_whitemage.jpg

White Mage, like the Warrior, Thief and Black Mage, is one of the oldest classes in Final Fantasy. She focuses on healing and support spells. The last mandatory Dressphere, found in a secret cave on Besaid Island.


  • After-Combat Recovery: Free healing is never unwelcome (Pray), but the real benefit is that these abilities will still activate if you were charging them before you kill the final enemy.
  • Barrier Warrior: The Reflect strategy (bounce multi-target spells off of your party and onto enemies) still works, and it's mainly useful on single targets like bosses; though it can work very well on regular mobs, too.
  • Boring, but Practical: White Mage is great when equipped on enemies you capture. It may reduce their HP by 20%, but it also gives them the Vigor ability, which restores some HP for free—and is downright broken in the hands of damage-dealers.
  • Crutch Character: Once you get Alchemist, White Mage can take a vacation.
  • Healer Signs On Early: You'll trip over this Dressphere so long as you don't go out of your way to sequence break. White Magic is moderately useful at this stage, mainly to conserve items.
  • Magikarp Power:
    • Super-short casting time with White Tome and she gets another turn immediately after a spell is cast, instead of having a cool-down period like Alchemist does after using an item. And with a Grid with Auto-Life, she can spam it near-instantly. Unlike Black Mage, she's only competing with items, Alchemists, and Trainers.
    • Unlike the Alchemist, White Mage can survive Heaven's Cataract, though neither can survive Chac's melee attack.
    • A White Mage at Lv. 99 has a natural Magic Defense of 194. That's an insane value. With an Oath Veil equipped, she has innate 254 Magic Defense and can survive whatever a Black Elemental throws at her, including Ultima. And with some Luck or Evasion, she can dodge most melee attacks.
    • White Mage used to be a strong candidate for Cat Nip with Holy, before Cat Nip got nerfed.
  • Moveset Clone: See Black Mage, above. Yuna gets her Celestial and default weapons from X, respectively.
  • Nerf: Just as Black Mage ought to learn Flare, White Mage ought to have included Holy. As for Auto-Life? You depended on it when you couldn't use Aeons and the oncoming attack was too powerful. It's in X-2, yeah, but it's so gated that it's practically inaccessible, and can only be used on one target at a time for 97 MP a pop.
  • Squishy Wizard: Low HP, and you don't even get a Fight command.

    Gun Mage 
https://static.tvtropes.org/pmwiki/pub/images/ffx2_gunmage.jpg

A job which carries trick bullets for different kinds of Fiends. She's also the resident Blue Mage, and thus is able to learn enemy-exclusive moves. Rewarded for completing jobs for Tobli in Chapter 1 (an Escort Mission with a Hypello) or Chapter 2 (selling tickets).


  • Balance Buff: White Wind recovers roughly 40% of max HP and cures most status effects. While it doesn't multi-target heal anymore, it's stupidly cheap for what it does (Esuna and Cure).
  • Boring, but Practical: Black Magic will often run into hurdles that bring it on par with Fire Breath:
    • The main takeaway is that Fire Breath dramatically increases in damage the more levels and accessories you dump into her, whereas Firaga gains relatively little.
    • There's a ton of value in Fire Breath not splitting damage between targets. Fire Breath is more useful than Reflected Firaga vs. multiple enemies, i.e. most random battles.
  • Cleavage Window: Each girl gets a cleavage window when dressed as a Gun Mage.
  • Damage-Increasing Debuff: Heaven's Cataract (non-elemental damage to all targets) will lay waste to most enemies. It's only slightly-weaker than Fire Breath, and the debuffs it adds will help with finishing the enemy off.
  • The Dragon Slayer: The Drake Slayer quadruples damage against Drake enemies.
  • Enemy Scan: Automatically comes with the Scan ability, and it can be upgraded if you have the AP to burn.
  • Elite Tweak:
    • Wring is clearly meant for Black Magic since it prevents the wearer from casting White, but it's more useful for boosting Blue Bullets. The hypothetical combo of Wring and Minerva's Plate allows her to hit 255 Magic and cut her casting time in half.
    • She has even-faster casting time with a White Tome: her next turn starts immediately after the spell is cast, instead of having a cool-down period like the Alchemist does after using Stash.
  • Fashionable Asymmetry: Like the Gunner, the Gun Mage only wears half a skirt.
  • Last Disc Magic: The last Blue Bullet, Annihilator, costs 48 MP and does 24,000 damage to all enemies when the damage cap is lifted. Annihilator uses the same formula as Black Magic, it's just strong as hell and ignores Magic Defense. Without any improvement at all, it will still easily do 9,999 damage, whereas with Black Magic you need a maxed-out Magic stat and a Soul of Thamasa to do 9,999 damage with "-ga" spells.
  • Last Lousy Point: The Gun Mage will almost always be the last mastered dressphere on the ability screen because its Blue Bullets count toward its percentage.
  • Life Drain: Absorb steals HP and MP at the same time. It's cheap, and you can learn it in Chapter 1.
  • Long-Range Fighter: There's definitely something to be said for the minimal AP investment needed for Blue Bullets: just point and click.
  • Mage Marksman: These are decent skills if you teach them in the right order. For instance, Mech Destroyer is good against the robot boss in Kilika at the end of Chapter 1. The charge time is worth the quadruple multiplier, and the Hunters are dirt-cheap to cast, especially considering how much Mana the Gun Mage has to play with.
  • Mana Drain: Absorb allows you to use Hunter abilities with wild abandon.
  • Nerf:
    • Bad Breath: all of these statuses have been nerfed, so this spell is disproportionate to its MP cost
    • Blaster: no longer kills an enemy. Now it just acts as Demi, and the larger fiends resist it.
    • Mighty Guard: all this does is cast Shell and Protect. Underwhelming compared to the prequel version.
  • One-Hit Kill: Stone Breath Petrifies enemies. A useful win button, when it works.
  • Percent Damage Attack: Coeurl's Blaster and Queen Coeurl's Death Blast reduce a target's HP to 1. The Gun Mage can learn Blaster from either of these two abilities. However, the Blue Bullet version removes 90% of the target's health. Still useful.
  • Power Copying: Powerful, but a lot of her Blue Bullets are locked behind bosses.
  • Slap-on-the-Wrist Nuke: The Wring is found in the same place your Gun Mage can learn Heaven's Cataract for the first time. Heaven's Cataract just destroys everything, and then you get to Chapter 5 and Annihilator does the same thing in the end-game. She can still learn Supernova (Kimahri's ultimate Rage) from Ultima Weapon, but the higher cost and low damage makes it a rare casting choice. Still cool to look at from time to time.
  • Squishy Wizard: Gun Mage starts out with low health.
  • Video Game Perversity Potential: If you upgrade the Scan ability twice, you can peek under YRP's skirts. Ability Points well-spent.

    Alchemist 
https://static.tvtropes.org/pmwiki/pub/images/ffx2_alchemist.jpg

An Al Bhed-themed job. Awarded by Clasko in Chapter 2 after helping him clear out the (former) Monster Arena in the Calm Lands.


  • Alchemy Is Magic: Mix results in strong attacks, regardless of her stats. She also has auto-abilities that a) double the potency of healing items b) and shortens the usage time of non-Stash items by 80%.
  • BFG: Wields the largest firearms out of all the X/X-2 characters, apart from Gippal.
  • Combat Medic: Alchemist is a healing class which does not depend on MP. The Stash ability provides free healing just like Pray does, only it's more potent. Remedy and Dispel Tonic round out the White Magic skillset with buffs and debuffs. Too bad she's too much of a hindrance in a straight fight.
  • Elite Tweak: The Alchemist is overpowered in her ability to keep you going indefinitely. She is very useful in Via Infinito: with accessories that boost Agility, she can use items (not Stash items) very quickly, and the Chemist skill means that a Mega Potion will multi-heal everyone for 4,000 HP.
  • Gathering Steam: All of her amazing Stash abilities take an absurd amount of AP to learn, with Ether and Elixir potentially being learned in the New Game+. Her restorative abilities are indeed superior, but that's pointless if she dies before you can use them.
  • Infinite Supplies: Their Stash abilities allow them to use healing items without consuming any actual stock, but they come with lengthy charge times.
  • Item Amplifier:
    • If you use Alchemist for offensive purposes, then you're going to rely on Mix. Mix can combine different items to generate practical effects that you wouldn't normally see. It's also one of the few uses for all that Vendor Trash now that custom equipment has gone the way of the Aeon.
    • Upgrading Stash also improves the potency of Potions, Ethers and Elixirs.
  • Item Caddy: Stash allows her to manufacture a particular item without depleting its stock in the item inventory, or even having said item in the inventory to begin with. The catch is that the charge time varies depending on the item.
  • Long-Range Fighter: White Mage with a gun.
  • Necessary Drawback: If you were thinking of using their Stash abilities as a substitute for stocking up on items, guess again, becuase those abilities come with significiant charge times.
  • Nerf: Mix, previously a Limit Break, is available on every turn after obtaining the Dressphere. Most of the combos that made Mix a game-breaker in X are omitted. Final Wall is Hyper Mighty G without Auto-Life. The exception is Miracle Drink, an Invincibility Powerup in X-2. It causes a different effect from Miracle Drink in X (higher critical hit chance). Granted, you have to beat the Via Infinito before you can find the items needed for it.
  • Ray Gun: The Alchemist wields a high-tech gun which isn't seen anywhere else.
  • Shoot the Medic First: Apart from Stash, she has no defensive capabilities whatsoever. Not a whole lot of attack power and magically weak. She has the worst stats in the game, so you may struggle a bit keeping the girl alive. Pretty damn annoying when 3 out of 4 enemies kill the Alchemist in one hit, though! Hard to think of an enemy in the Via Infinito besides Lacerta which doesn't do that.
  • Shoulders of Doom: Rikku in particular looks like she's found Samus' Varia Suit.
  • Too Many Belts: It's Square Enix, they have to work it in somewhere.

    Dark Knight 
https://static.tvtropes.org/pmwiki/pub/images/ffx2_darkknight.jpg

A job which is superior to the Warrior in every way. Found any time after Bevelle Underground is unlocked (at the end of Chapter 2) by solving a simple puzzle.


  • Always Someone Better: The problem with Darkness is that Lord Zaon a.k.a. Paragon (who dresses like a knight of some sort) is even more reckless and will retaliate if you use it.
  • Anti-Debuff: The Dark Knight has a nice spread of status immunities, more than anyone besides a Mascot with Ribbon learned. But unfortunately, Stop isn't one of them.
  • Armor-Piercing Attack: Darkness, a Herd-Hitting Attack which ignores all defense and resistance.
  • Black Knight: It's fun to flirt with death as you duel with enemies.
  • Cast From Hit Points: Darkness uses up some of her HP, but targets all enemies for big damage. By the time you get this job, she should have the free healing needed (via Pray or Stash) to make it sustainable.
  • Composite Character: Dark Knight combines Souleater a.k.a. Darkness (originating in III but made famous in IV) and Charon, which is identical to Kimahri's Self-Destruct.
  • Gathering Steam: Darkness will always lag behind the other Dresspheres, at least in Chapter 3. But when you reach Chapter 5, the combination of ever-increasing levels, Strength-boosting accessories, and facing off against enemies with higher Defense will put Darkness on a much-higher standing. The note about enemy defense is even more emphatic due to Concherer's Auto-Wall, which blunts a lot of armor-piercing abilities if they're classed as physical.
  • Life Drain: If you run low on health, you can spend a turn casting Drain, but it's not very efficient.
  • Mage Killer: Melee and magic attacks are halved by Protect/Shell, respectively, but Darkness negates that because it deals Arcane-type damage. And Darkness is actually a decent option for many Via Infinito bosses: Not only does it cut through Black Elemental's Defensive stats (which are needless to say off-the-charts), but Dark Knight is one of the few Dresspheres with enough HP and Magic Defense to withstand Ultima.
  • Magic Knight: The combination of brute strength, high-level magic, and selection of status ailments/immunities make this a versatile class. She learns the basic status magics at first, followed by Death and the final Arcana spell, Black Sky. It's similar to Meteor, except that it deals 10 hits to random targets.
  • Mighty Glacier: She can equip a Haste accessory to help with that dismal Agility.
  • Moveset Clone: Yuna wields Tidus' Celestial Weapon, the Caladbolg, when dressed as a Dark Knight. Rikki gets Auron's Celestial Weapon, the Masamune.
  • Scary Impractical Armor: Paine's version of the outfit wouldn't look out of place on any of the Tin Tyrants in this series.
    Rikku: I kind of feel like I'm a bad guy.
  • Slap-on-the-Wrist Nuke: Black Sky costs too much MP for a contextually underwhelming attack.
  • Suicide Attack: Charon removes the girl from the battlefield for the remainder of the fight. Useful only as a last resort.
  • Sword Beam: Darkness is cast with a swing of the Dark Knight's sword.

    Berserker 
https://static.tvtropes.org/pmwiki/pub/images/ffx2_berserker.jpg

A high-HP, high-evasion Job. Obtained by saving O'aka's (formerly Rin's) Macalania Travel Agency from Fiends in Chapter 3.


  • The Berserker: She has the Berserk command by default, but it's not a perma-status like in previous games.
  • Bring It: Paine occasionally says this when changing into it.
  • Cat Girl: Yuna pounces and attacks like a mountain lion.
  • Counter-Attack: A Berserker can learn all three: standard Counterattack, Magic Counter and Evade and Counter. These help to counteract the Berserker's slight disadvantage in Strength, and when the ATB bar gets clogged with charge time abilities, she'll be glad to get the number of attacks she's owed.
  • Dance Battler: Rikku uses capoeira! Unfortunately, her attack animation is the slowest.
  • The Dragonslayer: Evade & Counter really comes into its own in the Via Infinito.
    • With just a single Berserker, Elder Drakes and (non-Oversouled) Lacertas are completely harmless. With Tetrastrike (2x damage on enemy with weakness to Fire/Ice/Water/Thunder) or Omnistrike (same but with Holy/Gravity added), and it's a guaranteed 9,999 HP per hit.
    • The main reason to pick Berserker for the battle with Chac is that she auto-dodges and Counters all of Chac's regular attacks. Though there's nothing to be done about Heaven's Cataract if you're too slow. The Berserker will die, she can't help it.
  • Facial Markings: Each of the girls have colored markings on their faces.
  • Kryptonite-Proof Suit: Berserker is surprisingly good in the Via Infinito. This is due to her high HP, counter-attacks, and the fact that you need at least one girl who's Itchproof. If you're wearing any other outfit, Itchy locks out your abilities and forces you to switch. Otherwise you just get Itched out of every class.
  • Kung-Fu Wizard: Each character uses a different fighting style when attacking. Paine uses Panther Kung Fu, and her attack animation is the fastest of the three.
  • Magically Inept Fighter This Dressphere has the worst Magic and Magic Defense stats.
  • Lightning Bruiser: Berserker has the worst Magic and Magic Defense stats, as well as the lowest Defense out of all the melee Dresspheres. Her strength lies in her high HP and Evasion, which make her durable in a slugfest, and having the best Agility stat, which translates to more-frequent attacks. Howl doubles her HP, and learning all of the Counter skills and Auto-Regan enables her to Berserk without putting herself in too much danger.
  • Nerf: By the time you get your turn, charge Berserk, initiate it, and wait for your next turn, most other melee jobs will have attacked once or twice already. Plus, unlike in most FF games, the Berserker isn't the strongest fighter.
  • One-Hit Kill: Eject tosses the enemy out of combat with a Megaton Punch. Since it's a physical attack, it will work on many enemies that are immune to Death spells. Though there are others that are immune to being Ejected, but not to Death.
  • Poisoned Weapons: Intimidate and Envenom can inflict Slow and Poison, respectively.
  • Powerful, but Inaccurate: Mad Rush is going to "Miss" every time you really need it.
  • Screaming Warrior: Howl, which doubles the Berserker's HP and can be stacked with other HP-raising effects.
  • Sensual Spandex: The Berserker dons animal skins and fur, as well as durable fabrics.
  • Shoryuken: Paine does a seemingly-infinite combat roll as a Berserker. Rolling uppercut is where it's at.
  • Status-Buff Dispel: The Instinct ability Crackdown removes any and all shield magics on the target.
  • Terror Hero: Intimidate deals damage and inflicts Slows on a target.
  • Useless Useful Spell: Unhinge is a melee attack which reduces a target's accuracy and evasion. If you really need to slow someone down, do you think a melee attack is going to hit them?
  • Walking Swimsuit Scene: Damn, Rikku, put some clothes on.
  • Wolverine Claws: They perform a series of kicks and swipes with their claw-studded boots and gloves.

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    Samurai 
https://static.tvtropes.org/pmwiki/pub/images/ffx2_samurai.jpg

This job isn't as reliable as the other fighters, but it has an interesting set of tools at its disposal. Found on the floor of Kilika Temple in Chapter 3, right before the Chamber where Dark Ifrit awaits.


  • Attack Reflector: Mirror of Equity calculates how much HP she's lost and inflicts the same amount of damage. Since enemies are scaled for balance, they are likely to have more HP than you do, and normal attacks will probably dish out as much (or more) damage. However, with HP-decreasing accessories, you have some degree of control over it.
  • Cast from Money: Spare Change a.k.a. Gil Toss has been around for forever.
  • Critical Hit Class: The Samurai's auto-ability SOS Critical allows her to always have criticals in all attacks at low HP.
  • Critical Status Buff. SOS Critical. Those who bothered to train up Auron's ultimate weapon should be familiar with this attack.
  • Easy-Mode Mockery: Momentum is like the Tonberry's Karma attack. It's a normal attack which becomes stronger depending on how many enemies you've slain in the game.
  • Glacier Waif: Rikku takes a while to actually lift her katana and hit the enemies.
  • Glass Cannon: One of the weakest fighters in terms of Defense. Her HP is inexplicably low, but she can be self-sufficient given time.
  • Heal Thyself: With the Bushido ability Clean Slate, with the added effect of removing status effects.
  • Healing Shiv: Fingersnap is useful for removing buffs on enemies, but it can also be used on one of the girls to get rid of debuffs.
  • Kill Streak: 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.
  • Mage Killer:
    • Samurai is actually a good class for controlling the flow of a Thunder Plains boss battle. Fingersnap can remove the stat boosts from Mighty Guard, and Magicide can eat though Humbaba's MP, causing it to waste turns trying to cast spells.
    • Angra Mainyu's arm, Zarich, casts third-level Black Magic, but its ultimate attack, Glimmer of Despair, is the one to worry about. Like the Malboro fight, this attack applies all four Breaks to the party, but unlike the Malboro fight, it's not possible to end this battle quickly. A solution is to apply the Samurai skillset to Dark Knights. Defense debuffs can be largely ignored through the use of Protect and Shell, but Nonpareil can be used to keep their Strength high. This isn't even the optimal setup: they can use the Samurai's Honor grid and double up on Strength-increasing accessories, but you get the gist.
  • Magic Knight: Samurai has some decent buffs, but she can only target herself. Considering how fragile the Samurai is, though, self-healing is obligatory.
  • Money Multiplier: One of their auto-abilities will cut store prices in half.
  • Moveset Clone: Both Yuna and Rikku wield Auron's weapons as a Samurai. Rikku's clothing evokes Auron's in her Samurai form. She also imitates his win pose.
  • Nerf:
    • Zantetsu is Yojimbo's Overdrive (Zanmato) from the first game. It could kill almost anything instantly if you paid him enough money. Here there's no way to guarantee success other than leveling her up to 99.
    • Spare Change is much more expensive. It takes way more than 100 grand to do 9,999 damage, and something like 30 mil to do 99,999.
  • One-Hit Kill: Shin-Zantetsu is a generic Death skill, meaning it's useless against bosses and certain enemy types. Zantetsu is Yojimbo's Zanmato from the first game; anything might resist Zantetsu, but nothing is immune to it.
  • Single-Stroke Battle: Zantetsu is a trademark attack of Odin from previous games, and nothing is immune to it, not even bosses.
  • Slap-on-the-Wrist Nuke: ...However, the trade-off is a low hit rate, which becomes even more pathetic on bosses.
  • Status-Buff Dispel: The Bushido ability Fingersnap undoes all buffs on a target.
  • Useless Useful Spell: An attack which reduces MP...but doesn't drain it (Magicide). Cancel an enemy's turn...with a charged attack (Dismissal).

    Lady Luck 
https://static.tvtropes.org/pmwiki/pub/images/ffx2_ladyluck.jpg

A job which relies on Action Commands in order to get anything done. Won as the prize in Luca's Sphere Break Tournament in Chapters 3 or 5.


  • Absolute Cleavage: The hourglass dress leaves little to the imagination.
  • Anvil on Head: Dud triggers a series of giant, coin-shaped weights to fall on the girls' heads, knocking them down to critical HP.
  • Awesome, but Impractical:
    • Magic Reels. Lady Luck can use Black Magic fairly well, but getting Ultima takes some time; meanwhile the enemies are pummeling you.
    • Her Item Reels are too slow to execute, even with the pause trick, but it's a nice way to occasionally restore everyone's MP.
  • Born Lucky:
    • Luck and Felicity. In the prequel, Luck determined not just the rate of critical hits but also boosted Evasion and Accuracy, but exactly how wasn't clear; the same probably remains true for X-2.
    • Critical is a dangerous passive ability if she's using Attack Reels to copy the melee jobs.
  • Boobs-and-Butt Pose: Paine gets a totally gratuitous entrance pose.
  • Cast from Money: Bribe. Since you can't customize equipment anymore, this isn't as useful as it once was, and money is tight on your first playthrough. However, there's some rare equipment you can get this way, and a surprising number of bosses aren't immune. Bosses are expensive to Bribe, though, and the success rate is lower.
  • Chest Insignia: Each of the girls has a card suit on their abdomen.
  • Critical Hit Class: Lady Luck, once her auto-ability is unlocked, will always land criticals.
  • Critical Status Buff: SOS Spellspring lowers the MP cost of all spells to 0, including Magic Reels.
  • Cycle of Hurting: The Dice attacks will recall fond memories of Setzer and Cait Sith. These are cheap, unblockable, fixed-damage attacks similar to Trigger Happy. Plus the long Attack and Magic Reel combos she can create.
  • Death Dealer: Lady Luck is a croupier who flings cards at fiends. The cards circling Paine when she is casting look really awesome.
  • Death-or-Glory Attack: It takes some practice and effort to really get the most out of the Reels. And one Dud is a complete wipeout in any serious battle.
  • Ditto Fighter: Lady Luck's Reels are straight out of Wakka's old Overdrives, and this version of the Gambler (hurling dice and spinning slots to fight) also lumps a bunch of other jobs together randomly à la Mime. Some of her skills were learned by the Thief in earlier games.
  • Experience Booster: If players just want this game out of their backlog, they can pass on Lady Luck. She's got some handy tools for extended play, but if YRP aren't looking to do every little sidequest, they'll get better value out of other jobs. If YRP plan to do the Via Infinito or the really nasty Arena Tournaments, Double EXP is essential for raising their Level to Level 99, which will also raise any fiends they want to capture to 99.
  • The Gambler: Lady Luck continues the Gambler's tradition of using rolling dice, a slot machine, and cards to attack. All of her Gambling abilities have an element of chance.
    • Two Dice does twice the base damage as Four Dice and is more likely to land bonus damage from a matching pair. Four Dice has a much higher Chain Combo and stunlock potential.
    • Reels. You might land on a really powerful ability (one which is normally hard to cast or you haven't learned yet), an instant-win, or even up to three attacks at once. But you might also shoot your entire party in the face.
  • Herd-Hitting Attack: Two Dice targets a single enemy, whereas Four Dice spreads itself randomly over all enemies. The problem is that Lady Luck can't control how the damage is spread.
  • Item Caddy: Item Reels. You can get free Megalixirs this way.
  • Kicking Ass in All Her Finery: Lady Luck wears tight, revealing clothing with a playing card motif, along with a headdress and jewelry. It lends to the casino vibe.
  • Lethal Joke Character: Low base HP. It is a weak support class. The Auto-Revive is randomly placed. The Reels are borrowed from other Dresspheres, but the strength of said abilities is nerfed by her lackluster stats. Those stats are a trade-off for her amazing exclusive abilities; kinda like Songstress.
    • Using Lady Luck with someone with just high-enough Strength, so her critical hits cause near-high or highest damage, and then pairing it with the Tetra Master Grid.
    • Evasion, and Luck by proxy, is amazing against enemies that can miss.
    • Lady Luck makes level grinding and item/Gil farming a breeze.
    • Random Reels has the potential to be one of the most-broken abilities. Just check out some of the Reels she can spin up:
      1. Megalixir+: Party-wide rez from K.O., along with 9,999 HP and 999 MP recovery.
      2. Dark Matter: Deals 9,999 damage. To prevent abuse, she needs to spin up Random Reels to get this, not Item Reels.
      3. Cry in the Night: Rare Blue Bullet picked up from Mega Tonberry. It's part and parcel of Random Reels.
      4. Mighty Guard+: Casts Shell, Protect, Regen, and boosts Defense and Magic Defense by 10. Kudos, she's now 98% invincible.
      5. CONGRATS!: Enemy flees and drops an item as though she Bribed them—but the game pretends she killed them, so you still get experience. They also leave behind more cash than usual. It feels like cheating when you CONGRATS! an Elder Drake and get 85 Mega-Potions and a boatload of Gil.
    • Armor Break, Power Break, and Excalibur are great at any time, plus she isn't lumbered with giant sword swings.
    • By the end of the fifth Chapter, she can cast Cura, Auto-Life, Flare, Ultima, and use Stash. This is just a big F.U. to bosses.
    • Running through Via Infinito with three Lady Lucks. Even fights against weaker mobs or Tonberries don't get boring because you can choose any manner of ways to kill them.
  • Long-Range Fighter: One thing to note about card throwing: it's a ranged melee attack. Because of that, the girls don't have to waste time running up to hit the target. Makes fights end faster. And the fact is, it does matter: sometimes a foe or ally is in the way and all it does it stall your tank.
  • Luck Manipulation Mechanic: She can learn active and passive abilities to improve one's "luck."
  • Mind over Matter: Yuna and Rikku simply hold onto their cards, but Paine can make her cards orbit around her. For her victory pose, they snake their way up to her arm, where she catches them.
  • Money Multiplier: Lady Luck can counteract the cost of Bribe quickly with Gillionaire.
  • Nerf: They really penalize you with Dud. Compare it to Mysidian Rabbit from VI in which the Gambler was first introduced. That at least healed a tiny bit of HP and removed low-level status ailments. And unlike VI or VII, enemies will still attack you while the slots are spinning.
  • Not the Intended Use: She can still cheese Cat Nip in the remaster. It requires a Minerva Plate, Cat Nip, and the 4x Dice attack. As she is throwing her dice, another girl attacks her, lowering her HP to critical. The buff triggers and the 4 dice result in 40,000 damage. Then someone throws a potion and repeats everything. If Lady Luck dies, another girl combos a Phoenix Down with the potion.
  • One-Hit Kill: Shin-Zantetsuken (Samurai) or the final Reels skill, Random. The latter can one-shot the enemy party if you get all 7s. CONGRATS! is also a lucrative way to bypass certain boss battles. She will even send Paragon packing, with or without Oversoul!
  • Only Smart People May Pass: It takes lots of AP to learn her most useful abilities. If you want to train Lady Luck early, you have to beat Shinra at Sphere Break. The goal is to accumulate a quota of 50 coins in 15 or fewer turns with a time limit of 30 seconds. The mental math demanded to beat Shinra is too much for some players, which is why the fan community is flooded with Sphere Break cheat sheets.
  • Percent Damage Attack: Fail to get any winning combination, and your entire party loses 75% of their current HP.
  • Rain of Something Unusual: CONGRATS! is nearly identical to Bribe, except that every enemy turns tail and runs. The battlefield is showered in gold coins and heavenly light when this happens.
  • She Cleans Up Nicely: Paine manages to be the most enticing of all the Lady Luck outfits.
  • Show Some Leg: Tantalize is a Confuse spell in skimpy clothing. It suffers from the same caveats as any other status ailment.
  • Stocking Filler: Rikku and Paine wear thigh-high stockings.

    Trainer 
https://static.tvtropes.org/pmwiki/pub/images/ffx2_trainer.jpg

A job which uses animal companions in order to deal damage or heal the party. Recieved from Kimahri in Chapter 3, but only if Yuna answers him correctly and pacifies the Ronso in Chapter 2.


  • Big Ball of Violence: Each pet gains the ability to call other animals from out of nowhere and create one of these.
  • Combat Medic: Paine has the best stats, and simultaneous healing and buffing is hard to come by. She can still use Flurry's abilities when Silenced, and can heal the whole party almost as well as Curaga, which also bypasses Reflect. Then on top of that, she has single-target healing plus Haste, MP Stroll, and Half MP cost. For Paine, Trainer is better then Alchemist. Though it's worth noting that she can't restore MP via Stash or double the potency of her healing like Alchemist can.
  • Composite Character: Rikku's monkey is if she (Thief) and Tidus (Time Mage) had a baby. The monkey can make also make use of Tidus' Cheer command (Ghiki Cheer), which boosts Attack and Defense at the same time.
  • Cycle of Hurting: Bully (Rikku) actually resets enemies who are charging an attack, rather than causing a delay effect.
  • Difficult, but Awesome: Paine's version is the strongest. With a Wring, which is the only useful way to cast Black Magic outside of Black Mage or Floral Fallal (since you need a high Magic stat), she turns into a bona fide Red Mage. But she absolutely must pair Wring with an HP increase and Soul of Thamasa for it to be useful.
  • Everything's Better with Monkeys: Rikku gets a kleptomaniac monkey named Ghiki.
  • Expy: Yuna's pet Kogoro is a dead ringer for Yojimbo's Daigoro, right down to the name.
  • Hand-Hiding Sleeves: Rikku wears a corset like the others, but the dress is too big for her.
  • Hello, [Insert Name Here]: Barkeep later gives you the opportunity the rename the pets associated with your Trainer Dressphere. This also changes their movelists, but you're restricted to six characters.
  • Heroes Love Dogs: Yuna gets Kogoro, which resembles Yojimbo's own Daigoro. A possible nod to Rinoa?
  • 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 for any situation and challenges it throws at you, there's no obvious reason to pick her. The pets can take forever to get off their butts and waddle over to attack, which is annoying.
  • Monkey King Lite: Ghiki appears to be patterned after Sun Wukong, the Monkey King from the Chinese novel Journey to the West. The coloring and "hair antennae" are part of the traditional depiction.
  • Nerf: Rikku can use Cheer while in a Dressphere which is nit as fragile as Songstress. However, it's not multi-target like Tidus' version. Or Songs, for that matter.
  • Noble Bird of Prey: Paine gets a gigantic falcon.
    Paine: That look in your eyes. You'll serve me well.
  • One-Hit Kill: Paine has an incredibly-reliable Eject ability in the form of Carrier.
  • Overrated and Underleveled: A hybrid job is redundant in a game where you can switch jobs at will, and they're not particularly powerful.
  • The Red Mage: It takes dedication, though, and her stats are not that great. Most of the pet tricks seem to have been picked up from the Black Mage and the Berserker. Yuna is more of a Black Mage than anyone else, but her agility is depressed to compensate and her magic's not great to begin with. Rikku's inflicts status magic and steals, and Paine focuses on support and Healing.
  • Regenerating Health: Each girl in this class will learn HP and MP stroll after a considerable amount of AP. Half MP Cost is fine, but the Stroll abilities are better, because they can walk around as a Trainer to recover HP and MP. There are also Stroll accessories, but near the end of the game they'll be using both accessory slots for something important.
  • Shout-Out: The three pets allude to the tale of Momotarō, in which the hero's companions are a dog, a pheasant, and a monkey.

    Mascot 
https://static.tvtropes.org/pmwiki/pub/images/ffx2_mascot.jpg

A Secret Character which is heads and shoulders above every other job...but looks silly to wear. Given to YRP after getting Episode Complete in all regions of Spira. It can also be unlocked by winning the Youth League Cup in Fiend Arena, but that feature is only included in PAL and HD versions.

  • Abnormal Ammo: Paine's special attack is the Cactling Gun. She inflates her Cactuar doll like a balloon and turns it into an automatic rifle.
  • Alien Abduction: Rikku has PuPu Platter, named for the South Asian dish. PuPu the alien was encountered in Final Fantasy VIII and was sighted by an occult magazine, abducting cows and the like. PuPu Platter will beam away all enemies from the battlefield.
  • Anti-Frustration Features: The Remaster allowed an alternative way to get the Mascot: you only have the beat the Youth League Cup, and it's not even the hardest bracket in the Arena. So if you missed out on an Episode Complete in Chapter 5, then this is your next-best shot.
  • Armor-Piercing Attack: Moogle Beam. Considering what else you have to spend your MP on, it's not a priority to learn this.
  • Chekhov's Gag: Yuna is forced to wear a humiliating moogle suit in order to hide in Luca. The suit is awarded to YRP if they get an Episode Complete in all regions, along with a Cait Sith outfit (Rikku) and a Tonberry outfit (Paine). Together, they comprise the Mascot, the most over-powered Dressphere in the game.
  • Developers' Foresight: Key to Success (+100 Luck, doubles efficacy of all items, EXP, AP, Gil, item rewards from battle, and max HP/MP) is incompatible with the Mascot Dressphere. For the record, the Enterprise accessory (removes HP cap) is incompatible with Mascot, as well.
  • Ditto Fighter: Mascot can be fun to use since each girl uses three skillsets at once.
  • Glass Cannon: After jumping through so many hoops to get Mascot, it's almost a slap in the face when you can't turn off Auto-Shell, which makes her a crappy healer. Even Lady Luck is better at it! You might want to prioritize learning Auto-Shell last.
  • Goofy Suit: As we later find out, Yuna dressed as a moogle in order to promote her doppelganger's concert. The moogle suit returns as a Dressphere if you unlock the Mascot.
    Rikku: If a Rikku impostor ever shows up, do I have to dress like that?
  • Guide Dang It!: Due to some strange programming on Square Enix's side, you won't get an Episode Complete if you leave Zanarkand for last. There are a few ways to get around the bug. The Den of Woe and the Via Infinito are separate and do not count for Mascot purposes.
  • Infinity +1 Sword:
    • Each Mascot learns Ribbon, Auto-Protect, and Auto-Shell. If you played X, these were probably two or three of the four slots in your ultimate armor. Mascot also has higher HP than any other job, and Yuna's Wall/Wallja effectively doubles it.
    • Psychic needs to be charged-up during battle (while leaving you vulnerable), and she is offensively very weak. Mascot has the innate Ribbon ability, whereas Psychic needs the actual accessory (thus wasting a slot) or a Garment Grid with that ability. Mascot also has Auto-Wall. Even though Psychic edges out Mascot out on the defense front, Mascot's defenses shouldn't be taken lightly. Mascot remains the #1 Dressphere, though Psychic comes in a very close second. Mascot actually outpaces the Psychic at Level 99.
  • Kamehame Hadoken: Yuna has Moogle Beam, a non-elemental laser.
  • Knife Nut: Paine is a Tonberry, so her physical and status attacks are knife-based. Doink!
  • Last Lousy Point: The Dressphere is obtained in Chapter 5. To get it, you must obtain Episode Completes in every part of Spira; that makes 15 areas in total. If you get an Episode Concluded anywhere, your chances for Mascot are nonexistent. A New Game+ is your only option. Also, Episode Completes do not carry over into New Game+. Thus, you have to do everything necessary for Episode Complete again.
  • Lethal Joke Character: Even if your characters don't have a high opinion of it. It's the most OP class bar none, and not necessarily because it comes with tons of interesting abilities, but just in terms of raw stats and auto-abilities. Psychic is nigh-invulnerable but she isn't that strong at all. Mascot out-damages her by far: Cactling Gun and Moogle Beam are the two best non-elemental attacks in the game.
    Yuna: I'm supposed to fight in this? ...okay...
  • Master of All: Like Trainer and Festivalist, the Mascot is different for each character, from their stats to their abilities. Also like Trainer, the Mascot tends to copy other jobs' abilities, but the Mascot opens up abilities from two jobs at the same time, making them extremely versatile. You don't get the benefit of their passive abilities, but the Mascot's passives are stupidly OP anyway. If this game was difficult, Mascot would fix that.
  • Moveset Clone: The Mascot grants all three girls one of Lulu's dolls.
  • Permanently Missable Content: In the vanilla version, getting the Mascot was the toughest to achieve, since it was obtained by getting an Episode Complete in every town.
  • Popularity Power: Who knew furries could pack such a punch? It helps that you're dressed as the most-adored creatures in Final Fantasy, sans the chocobo.
    Rikku: Aww! I wanted to be a cactuar!
  • The Red Mage:
    • Yuna's version gets all of the Warrior and Dark Knight skills she has already learned. No elemental or status attacks. It's a good mix of abilities, and her stats are balanced to take advantage of any of them. A cheap multi-target Full Cure, Full-Life+, and free MP restoration in battle renders the party immortal. Moogle Wall is the same thing as Big Guard.
    • Rikku gets White Mage and Berserker skills. Yuna's Moogle skills outshine White Magic, and Instinct is just kind of meh. And while the other girls just run up and smack an enemy, Rikku has this windmill wind-up which takes longer to execute. (She got the short straw on this job.) Her elemental attacks are tied to two status ailments at once, which means their effectiveness is dependent on whether the enemy is immune to them. She also gets some strong multi-target debuffs.
    • Paine gets Black Mage and Samurai. She has a nice spread of status ailments, but her Magic is the weakest of the three Mascots. Quartet Knife is a really nice, all-around debuff—which you can actually access early with Lady Luck's Reels. Paine has Cactling Gun, a physical variant of Yuna's Moogle Beam, but there's less competition for Paine's. It's also Defense-ignoring and Strength-based, which has synergy with Bushido's buffs.
  • Tantrum Throwing: Paine hurls her helmet to the ground in frustration when she wins.

Dresspheres introduced in the PAL/HD version

    Psychic 
https://static.tvtropes.org/pmwiki/pub/images/ffx2psychic.jpg

A new class introduced in International/HD Remaster versions. Psychics are dressed like stereotypical Japanese students. As soon as you're on the airship, talk to Shinra, choose "Creature Creator", go down to "Fiend Arena" and compete in the first tournament. Careful, it has Chapter 5 enemies, so you might want to level up a bit beforehand. If you manage to win, Psychic is yours.


  • Anti-Magic:
    • Learns all elemental-eater abilities except Holy.
    • Physics and Magic Guard nullify physical and magic damage, respectively. Excellence makes her completely immune to both and costs 0 MP, but has a long casting time.
    • She also boasts the highest Magic Defense out of all the Dresspheres, even higher than White Mage. When paired with a Ribbon, this class is game-breaking.
  • 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.
  • Cycle of Hurting: Time Trip freezes time for 10 seconds and lets you execute two actions before anyone else has a turn. The stasis remains in effect even if you cast a spell right before the timer ends.
  • Disc-One Nuke: To get Psychic, all you have to do is beat a Fiend Arena Tournament once, which can be accomplished as early as getting on the Celsius for the first time.
  • Flash Step: Teleport moves the user behind an enemy, taking advantage of backstabbing bonus damage.
  • Fragile Speedster: Express casts Haste on the user and raises Evasion + Accuracy, making a lot of attacks outright miss. However, she's low on defense and not particularly quick or nimble without it.
  • God Mode: If the whole party equips Ribbons while wearing this Dressphere, they become immune to all attacks.
  • Mage Killer: Black Elemental turns out to be a killer EXP Farmer, with a Psychic absorbing everything it throws at her.
  • Mind Manipulation: Brainstorm casts Confusion and Silence on all enemies.
  • One-Hit Kill: Telekinesis insta-kills most enemies in the game and has a stupidly-high success rate.
  • One-Way Visor: Each of them wear futuristic visors.
  • Power Floats: The girls levitate while wearing this Dressphere.
  • School Uniforms Are the New Black: As usual, Paine emanates power while in this Dressphere, whereas the other two look like they just got out of class.
  • Shock and Awe: Psychics have digitized electricity constantly sparking from their hands. Psychic Bomb and Maser Eye are both non-elemental magic attacks, the former hitting all enemies while the latter attacks one but deals more damage.
  • 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: Time Trip. Using it freezes time for every combatant except the user (including your allies) for ten seconds, which is enough time to pop off a free action which normally takes a long time to cast, like Excellence.
  • Useless Useful Spell: She can freeze Time for 10-15 seconds apiece, but most of that may be spent getting the ATB bar back up.

    Festivalist 
https://static.tvtropes.org/pmwiki/pub/images/ffx2ifm_feastivalgoer.jpg

A new class introduced in the PAL and HD versions. It was a mail-in design by an 8-year-old fan as part of a contest advertised in Ultimania. What's odd is that it's acquired at the beginning of the game when you first board the Celsius and talk to Brother. You can also win it as a prize for beating the Grand Cup in the Fiend Arena.


  • Anti-Magic: Yuna's "Piercing Magic" ability, which lets her ignore the Reflect status when casting on enemies.
  • Critical Status Buff: Gains a number of positive status effects at critical health, including Regen and Wall (Protect + Shell). Paine gets SOS Haste.
  • Crutch Character: It is true that stat-wise, Festivalist is the second-best dressphere, right behind the all-powerful Mascot. She does have the highest Strength stat out of all the Dresspheres, which is kinda ironic. But the lack of useful abilities just kills it. Her other stats are lacking and she has almost no purpose at all.
    • First off, Yuna's version is the only one which is really worth a damn, and the reason she's so strong is because she can immediately cast "-ga"-level magic spells. That will get you through, say, the first boss (Yuna can end the fight with Boris in about two seconds) or the first Arena Tournament just fine. However, it's soon outclassed by Black Mage. As soon as the Black Mage gets decent spells, you can just forget about Festivalist.
    • Rikku is a multi-hit Warrior.
    • Paine inflicts status ailments and damage at the same time, which gives her a slight edge on the Songstress. She can also Petrify a target with Petro Mask; definitely OP for a starting Dressphere. But there's not many instances where you need statuses, and they're not exactly hard to come by in the late-game.
  • Festival Episode: Festivalist, as the name suggests, is dressed for a traditional summer festival.
  • Improbable Weapon User: The festival-goers use shoes, goldfish, and cotton candy as weapons, among others.
  • Joke Character: Overall they feel like a 'variety' job like Trainer, only worse because they don't particularly excel in anything. Yuna's spells are entirely random: for example, the water Geta can cast Water, Watera, Waterga, or 2 Watergas. This is also the second Dressphere which has a chance to cast Ultima...a 1/16 chance, to be exact. And if it doesn't cast Ultima, you get some worthless status spells. They're not even fun to play with in a Self-Imposed Challenge run, since it's annoying to fish for a lucky Flare or Ultima.
  • The Red Mage: Yuna's magic hits the whole enemy party, but it's dependent on RNG, whereas Rikku has a more-consistent string of three consecutive attacks on a single target. Additionally, there's some slight variance on the defensive auto-abilities they can learn. Rikku gets Slowproof and Stopproof like a Thief does. Meanwhile, Yuna eschews the speed-oriented auto-abilities of the other two in favor of magic-oriented ones.
  • Shamu Fu: Rikku gets a fish to attack with. And how is it that Gravity Fish can both Chain and kill?
  • Shoe Slap: Yuna seems to have gotten the better end of the deal with this Dressphere. If her shoes land on their sides, she will cast a single or multi-target "-ga" spell. Chances are they'll land on the wrong side.

Special Dresspheres

    Floral Fallal 
https://static.tvtropes.org/pmwiki/pub/images/ffx2_floralfallal.jpg

Yuna's Special Dressphere. It's mandatory, obtained during the mission to filch Leblanc Syndicate uniforms in Chapter 2—specifically, on the Djose Highroad.


  • Anti-Debuff: With all the crap Angra Mainyu throws at you, the conventional way to fight it is with Dark Knights. Dark Knight is good, but she keeps getting Silenced. Floral Fallal resists all status attacks.
  • Anti-Magic: Floral Fallal can easily solo Angra Mainyu at level 60+ if you mastered all her abilities. The other Specials can't, because Angra rips them apart with Flare, but Floral has Barrier to block Flare from damaging her main body. A few casts of Great Whirl will finish it off.
  • Beam Spam: Floral Fallal's ultimate ability, Great Whirl.
  • Magikarp Power: Compared to Rikku and Paine's, which are consistently powerful throughout the game, it's not until very high levels that Yuna's Special starts pulling its weight.
  • Mystical White Hair: Yuna's hair turns white when she transforms.
  • Plant Person: Yuna is the stem of a giant flower which uses attacks named for plant life.
  • The Red Mage: Black Magic really comes into its own with with Floral Fallal, which is easily the best of the Special Dresspheres. Of the three, Yuna's is the most defense-oriented.
  • Spell Blade: Most of her abilities cost no MP. She can use a "Whirl" ability for each of the four basic elements, along with the more powerful non-elemental Flare. The charge times are annoying, but multi-hit attacks, Chain combos, and elemental weaknesses make her powerful against single targets.
  • Squishy Wizard: For some reason, her single-target melee attacks cost AP to learn, despite her having innate multi-target spells. And her magic is stronger than her melee attacks.

    Machina Maw 
https://static.tvtropes.org/pmwiki/pub/images/ffx2_machinamaw.jpg

Rikku's Special Dressphere. It is also mandatory, and also obtained in the quest to find Syndicate uniforms, except this one is in Bikanel's Desert Oasis.


  • Anti-Debuff: Rikku's just the pilot. Technically this dressphere is a machina which can't be Poisoned, Confused, or what have you.
  • Glass Cannon: Unlike Floral Fallal's break abilities, Rikku's Shells are actually fast enough to be useful, and most bosses are vulnerable to at least one of them. But beware: her single-target buffs and healing spells are limited. Along with having to refill her MP, this means she's going to fall behind if you turtle.
  • Latex Space Suit: Looks like Rikku's channeling Samus Aran again.
  • Magitek: Unlike the Gun Mage, her single-target Shells and Missiles aren't tailored to specific fiends. Missiles deal out status ailments. Shells cast debuffs.
  • Mini-Mecha: In particular, it takes the form of a more-literal-than-usual Chicken Walker, which Rikku pilots from its back.
  • Ray Gun: These are what you'll be reduced to once your MP runs out.
  • Slap-on-the-Wrist Nuke: Oddly, Rikku's Special is even stronger and more melee-focused than Paine's. However, Rikku's dearth of magic will turn battles against beefy enemies into a slog. Secondly, nearly all of her attacks require MP, which forces her to stop and refuel all the time. Until she can break the damage limit, her strongest attack (Vajra) just isn't as useful as the others'.
  • Sphere of Destruction: Machina Maw's ultimate ability, Vajra, charges up an energy sphere before firing it at all enemies.
  • This Looks Like a Job for Aquaman: Her mech is immune to Bad Breath. The Malboro boss is immune to most statuses, too, but Rikku can still apply debuffs, and her skills are optimized for single targets.

    Full Throttle 
https://static.tvtropes.org/pmwiki/pub/images/ffx_2_paine_full_throttle_render.png

Paine's Special Dressphere. Unlike the other two, this one must be unlocked by talking to Tromell in Macalania Woods and exhausting his dialogue.


  • Disc-One Nuke: Unlike its counterparts, Full Throttle can be obtained as early as finishing the 2nd story mission.
  • Four Is Death: Talking to Tromell four times unlocks this weapon.
  • Gratuitous Latin: Both of Full Throttle's wings and the key items related to Full Throttle. Dextera means "right" and Sinistra means "left". Corpus Invictus means "unconquered body" and Victor Primoris means "first conqueror".
  • One-Hit Kill: Wisenen shaves 75% off the target's HP. However, it can actually crit, dealing 150% damage. Which is sometimes more reliable than casting Death.
  • Powered Armor: Paine controls a large, mechanical bird with knife-like wings.
  • Spell Blade: You can see the limitations of the Warrior skillset when you play as Full Throttle. You get the same range of elemental attacks, but they're staple moves, free, and instant.
  • Storm of Blades: Full Throttle's ultimate ability, Sword Dance.
  • Terror Hero: Paine's special Dressphere is on the more aggressive side of the scale. She can delay enemy turns with Fright...
  • Useless Useful Spell: ...however, the charge time sort of renders it null and void.

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