Ability Awakening Update!




Tifa
★★★★★ - ★★★★★★★

Seventh Heaven

Awaken +1
Boosts damage amount (to 1525%)

Awaken +2
Boosts damage amount (to 2425%)
Boosts damage of certain abilities (final heaven: 1400%)
Changes timing of hits

Final Heaven

Awaken +1
Boosts damage amount (Base: to 1500%)
Boosts consecutive use damage (Bonus: to 200% per use, up to 1000%)

Awaken +2
Boosts damage amount (Base: to 2700%)
Boosts consecutive use damage (Bonus: to 250% per use, up to 1250%)

MP +20%

Awaken +1
Boosts MP increase (to 30%)
Ability name changes

Awaken +2
"MP +30%" effect removed
Ability changes to "dual blade mastery"

Dual Blade Mastery:
Increases damage limit for various chains when armed with two one-handed weapons

Two-Fisted Fighter

Awaken +1
Boosts ATK increase (to 60%)
Boosts MP (30%)

Awaken +2
Boosts ATK increase (to 100%)
Boosts MP increase (to 50%)
Boosts equipment ATK when armed with two one-handed weapons (50%)
Restores MP every turn (5%)

Dolphin Blow

Awaken +1
Boosts damage amount (to 1000%)
Boosts water resistance reduction (to 90%)

Awaken +2
Boosts damage amount (to 2000%)
Boosts water resistance reduction (to 120%)

Battle Cry

Awaken +1
Nullifies poison, blind, sleep, and silence

Awaken +2
Boosts DEF and SPR increases (to 60%)
Boosts HP (50%)
Nullifies paralysis, confusion, disease, and stone

Overdrive

Awaken +1
Boosts turns in effect (to 4 turns)

Awaken +2
Boosts turns in effect for gradual HP and MP restoration and LB gauge fill rate increase (to 5 turns)
Boosts turns in effect for ATK increase (to 999 turns, undispellable)




Jecht
★★★★★ - ★★★★★★★

Quick Block

Awaken +1
Boosts turns in effect (to 2 turns)
Boosts enabled duration of enabled ability - triple quickstrike (to 2 turns)

Awaken +2
Boosts physical damage reduction (to 30%)
Boosts turns in effect (to 3 turns)
Boosts enabled duration of enabled ability - triple quickstrike (to 3 turns)

Fake Out

Awaken +1
Adds jecht rush to abilities boosted
Boosts increase to damage of certain abilities (hot steel, jecht shot mark III, and jecht rush: 400%)

Awaken +2
Boosts ATK for 5 turns for caster (200%, undispellable)
Boosts increase to damage of certain abilities (hot steel, jecht shot mark III, and jecht rush: 600%, undispellable)
Boosts enabled duration of enabled ability - triple quickstrike (to 4 turns)

Jecht Rush

Awaken +1
Boosts water resistance reduction (to 80%)

Awaken +2
Boosts damage amount of first attack (to 75%)
Boosts damage amount of second attack (to 275%)
Boosts water resistance reduction (to 100%)
Boosts turns in effect (to 5 turns)

Brutal Blitzer

Awaken +1
Boosts ATK increase (to 80%)
Boosts DEF and SPR (10%)

Awaken +2
Boosts ATK increase (to 130%)
Boosts HP increase (to 60%)
Boosts DEF and SPR increases (to 30%)

Superstar

Awaken +1
Boosts equipment ATK increase when a single weapon is equipped in both hands (to 100%)

Awaken +2
Boosts equipment ATK increase when a single weapon is equipped in both hands (to 150%)
Boosts equipment ATK increase when armed with two one-handed weapons (to 70%)

Double Quickstrike

Awaken +1
Adds otherworld to the specific abilities that can be used twice in one turn

Awaken +2
Adds fake out to the specific abilities that can be used twice in one turn




Franis
★★★★ - ★★★★★★

Searing Slash

Awaken +1
Boosts damage amount (to 480%)

Awaken +2
Boosts damage amount (to 600%)
Fills LB gauge for all allies (300)

Carmine Bisect

Awaken +1
Boosts damage amount (to 540%)

Awaken +2
Boosts damage amount (to 800%)
Increases hit count (to 7)
Boosts fire resistance reduction (to 80%)

Blazing Sword Wielder

Awaken +1
Boosts ATK increase (to 70%)
Boosts fire resistance increase (to 40%)

Awaken +2
Boosts ATK increase (to 100%)
Boosts fire resistance increase (to 60%)




Olive
★★★★★ - ★★★★★★★



Elite Marksman II

Enable charged rounds and dual ammunition, boost damage of certain abilities, and boost equipment ATK by 150% when a single weapon is equipped in both hands

Charged Rounds:

Boost ATK and add lightning element to own physical attack

Dual Ammunition:

Enable specific abilities to be used twice in one turn (Activate one time each regardless of equipment conditions)

(Boost amount -
True shot, flash grenade, grapeshot, napalm grenade, and maiming shot: 500%,
Immolation blast: 2500%)

Anti-Armor Ammunition II

(One use every 5 turns) Boost physical damage against machina monsters by 50% for all allies and damage of certain abilities for caster

(Boost amount -
True shot and empowering shot: 1500%,
Shattering shot and immolation blast: 4000%)

Nitroglycerin II

(One use every 3 turns) Reduce fire and lightning resistance by 100% for all enemies, boost LB damage by 200% and fill LB gauge by 3000 for caster, and automatically revive caster one time