View Full Version : [FFX] Most Useful Abilities In Final Fantasy X

Colonel Angus
06-06-2015, 06:40 PM
While many Final Fantasys before it offered customization and variety for character skill sets, Final Fantasy X stepped it up a notch with its Sphere Grid. While each of the seven playable characters start off in their areas of the Grid, if you put enough effort into it, you could have any character learn any ability from it. Here is a list of the most useful abilities you'll need in Final Fantasy X.


Let's hurry up, guys. Yuna promised me a date after we defeat Sin!

This is Tidus' highest Haste spell, which affects all three active party members. This spell becomes vital later in the game, as getting an upper hand on the more vicious fiends is absolutely necessary to survive. Speedsters like Tidus and Rikku can benefit from having multiple turns before the enemy is even able to attack. Auron as well benefits greatly, as our favorite powerhouse falls short of natural speed. Of all the magic, this is probably the most useful.

Armor/Mental Break

I'm getting too old for this.

These two defense busters are a heaven-sent. Unlike Kimahri and Auron, most of the crew doesn't benefit from having Armor piercing weaponry most of the time. Armor Break is ideal for making tedious battles against thick skins go by in a flash. Mental Break kills the enemy's magic defenses, making Lulu's magic much more dangerous.


Fun Fact: Doublecast was the name of Lulu's only #1 single, which featured G-Unit

Speaking of making Lulu's magic more dangerous, what's more dangerous than being able to cast a spell twice? Hastily make waste of those annoying Flans or those obnoxious Elementals. Later in the game, when fiends have more resistance to magic, doubling up spells is more beneficial. Itís worth the Lvl. 3 and Lvl. 4 Sphere Locks, as well as taking a detour, to acquire.

Dark/Silence/Sleep Attack/Buster

Wakka gonna knock you out... ya?

You wanna take out those annoying Mandragoras without a problem, ya? Well, that's where Sleep Attack comes in. For three turns you can say goodnight to any fiend with a weakness to Sleep. For those that are immune to Sleep, you could always try Dark or Silence Attack, making their offenses void instead. The Buster versions of these Skills have a higher rate of success, but only last one turn. Still, they prove much more effective late in the game, ya?


If you take this hit for us, I'll get you a sweet pic of Lulu's boobs.

While technically more of a strategy than ability, keeping Lady Yuna out of your main party, especially later in the game, gives you the ability to keep her out of harms way and call her in when she's most needed. Whether you need her to heal your beaten teammates, or to summon an Aeon to shield the party against a noxious Malboro, using the Switch ability to bring in Yuna from the reserves can turn a potential GAME OVER into a victorious fanfare.

While there are other abilities which prove extremely useful (Rikkuís Use for Al-Bhed Potions and Kimahriís Lancet for his Blue Magic are two examples) these are the ones that will make your journey through Spira a smoother one. With these abilities in your arsenal, you should make mincemeat of Sin in no time!

06-06-2015, 10:24 PM
Great article! I really like the Hastega spell

06-06-2015, 11:42 PM
Quick Hit. It becomes an absolute staple diet move in the latter stages of the game, particularly when you start delving into the Monster Arena and the tougher bosses and superbosses.

Auto-Life also sort of goes without saying for generally the same reasons.

06-07-2015, 12:10 AM
The most USEful ability has gotta be Use. It can do just about everything else.

I also became pretty fond of Provoke and Guard/Sentinel late in the game because it helps keep your weaker characters out of harm's way, and the former also just outright prevents some enemies from using any dangerous attacks. Also, they combine beautifully with Evade & Counter.

06-07-2015, 01:03 AM
But where is Quick Hit?!

Mr. Carnelian
06-07-2015, 06:07 AM
In the end-game, Holy is so useful, it's very over-powered.

Also, Aeon summoning is VERY useful if you're under-levelled.

You can totally defeat the final boss by just throwing Aeon after Aeon at him.

06-07-2015, 07:38 AM
hastega and quick hit and use

Depression Moon
06-08-2015, 04:23 AM
I would've gotten rid of switch since it's more of a mechanic and replaced it with the sensor ability. Out of all of the Final Fantasy's Scan is the most useful in this game probably because it was designed around it and with the sensor ability you don't have to waste a turn with Yuna to cast it. You can see the HP/MP and all elemental weaknesses with it. In some cases like the first boss battle against Seymour you get useful info about his strategy.

06-27-2015, 02:50 PM
Auto-Haste and Quick Hit all the way! :D
You didn't mention Ribbon here - it's the best Auto-Ability in FFX, IMHO.

Sir Jecht
12-05-2016, 01:54 PM
Drain, osmose