Final Fantasy X Sphere Grid Guide Tidus And Yuna Married
There are several Cloister of Trials throughout the game, but the basic system behind each is the same. Use the different spheres (Temple Spheres, Glyph Spheres, and Destruction Spheres) to gain access to the inner sections by putting them into the pedestal or recesses in the walls. This guide was made to help people understand all the characters of Final Fantasy X. It will tell you all about the character in battle and on the Sphere Grid with a detailed description.
Sphere Grid
The Sphere Grid is where you develop your characters, increase their stats and help them gain new abilities for use in battle. The Final Fantasy Wikia site has a well designed diagram of the Sphere Grid which you can access by clicking here.
Below is an outline of some of the more beneficial spells, abilities, specials and skills and show exactly where to find them on the Sphere Grid. Use the links below to jump to a specific section if you would like more information:
Armor Break
A key skill found in Auron’s section of the Sphere Grid. This ability drops an enemy’s defense down to 0 and removed the Armored status. This ability is pretty much a requirement for some of the fights in the game so it is important that you have Auron obtain it and have one of your other characters learn it using a Skill Sphere if you don’t plan on using Auron.
Auto-Life
A white magic spell available in the early portions of Yuna’s Sphere Grid that requires a Lv. 4 Key Sphere and a Lv. 1 Key Sphere to reach. Auto-Life instantly revives a character with 25% HP.
Bio
A black magic spell found in Lulu’s section of the Sphere Grid. Bio causes Poison which will inflict damage to an enemy each time their turn comes up. It is incredibly useful against enemies with a high amount of HP.
Cheer
A special ability found at the start of Tidus’ area in the Sphere Grid and one of the first moves that he will learn. Cheer raises each characters strength by 1 point each time you cast it up to a maximum of 5 times. It also raises each party member’s defense stat.
Cure/Cura/Curaga
Spells which are available to Yuna in her section of the Sphere Grid. You can use each of them outside of battle in the menu screen so you do not have to rotate Yuna into battles.
Dispel
A white magic spell available in Yuna’s section of the Sphere Grid. Dispel can be used on enemy targets to remove any positive status effects (such as Reflect and Regen).
Doublecast
A special ability found at the end of Lulu’s section of the Sphere Grid. Doublecast allows Lulu to cast two Black Magic spells at the same time.
Esuna
A white magic spell at the beginning of Yuna’s section of the Sphere Grid. This spell is used to remove any negative status effects from a party member. You should still have Yuna learn the spell so that another character can copy it from her if you do not plan to use her in your party.
Flare
A black magic spell found at the end of Lulu’s section of the Sphere Grid. Flare is Lulu’s most powerful spell - it deals non-elemental damage.
Focus
A special ability found in Lulu’s area of the Sphere Grid. Focus raises each party members Magic stat by 1 point each time you use it up to a maximum of 5. This is a great boost to use on Lulu or Yuna. It also raises each character’s Magic Defense stat.
Full-Life
A white magic spell found towards the end of Rikku’s Sphere Grid (not Yuna’s as would be expected). It can be used to revive a party member back to full HP.
Full Break
A key skill found at the end of Auron’s section of the Sphere Grid. This ability has a huge MP cost associated with it but it inflicts Power Break, Armor Break, Magic Break and Mental Break on the enemy at the same time. It can be extremely beneficial for some fights.
Haste
A key white magic spell available at the beginning of Tidus’ section of the Sphere Grid. This is an incredibly useful and highly utilized spell. It increases a characters Agility stat allowing them to have more turns in battle.
Hastega
A key white magic spell available at the end of Tidus’ section of the Sphere Grid. This is an incredibly useful and highly utilized spell just like Haste but it is automatically applied to all party members when used.
Holy
A key white magic spell available at the end of Yuna’s Sphere Grid. It can also be picked up by Rikku if you use Key Spheres to unlock an extra pathway. Holy is a very strong magic (holy-type) that does a lot of damage to enemies but takes a lot of MP to cast.
Lancet
A special ability found in Kimahri’s section of the Sphere Grid. It absorbs an enemies HP and MP. When Kimahri uses this ability on an enemy he has a chance at absorbing one of the enemies abilities and learning a new Ronso Rage ability (check out the Overdrive section for more information).
Life
A white magic spell found in Yuna’s section of the Sphere Grid. It can be used in place of Phoenix Down to revive a party member at 50% HP.
Luck
A special ability found in Rikku’s section of the Sphere Grid. Each time you use Luck it will increase each party member’s accuracy and chance of landing a critical hit. It can be used up to 5 times.
Magic Break
A skill found in Auron’s section of the Sphere Grid. Magic Break halves an enemy’s Magic stat. This skill can be useful against magic-based enemies.
Mental Break
An ability found in Auron’s section of the Sphere Grid. Mental Break reduces an enemy’s Magic Defense stat down to 0 which causes magic attacks to do more damage against them.
Mug
A skill found in Rikku’s section of the Sphere grid. This skill allows the character to attack and steal from an opponent at the same time. It is incredibly useful and you should make sure to go for it as soon as possible. This is a great way to keep your important items stocked (X-Potions, Mega-Potions, Phoenix Downs, etc.) and to find items so that you can customize your armor. Rikku does not have many moves that require MP so you should be able to use Mug during nearly all fights.
NulBlaze/NulShock/NulTide/NulFrost
Spells found towards the beginning of Yuna’s Sphere Grid. Each of them are capable of reducing damage by the indicated element.
Power Break
A skill found in Auron’s section of the Sphere Grid and one of the first abilities that Auron will obtain. Power Break reduces an enemy’s Strength stat down to 0. This can be helpful against enemies with strong regular attacks.
Protect
A white magic spell found in Yuna’s section of the Sphere Grid. Casting Protect will cause the damage from regular attacks to be reduced by 50%.
Quick Hit
A skill found at the end of Tidus’ section of the Sphere Grid. This move costs a significant amount of MP but greatly reduces the recovery time of an attack so that you can get more regular attacks into a fight before your opponent’s turn comes up.
Reflect
A white magic spell found in Yuna’s section of the Sphere Grid. Casting Reflect on a party member will cause spells to bounce off of that target. A spell can only be reflected once.
Regen
A white magic spell in Yuna’s section of the Sphere Grid. Once Regen is cast on a party member they will regain a portion of their HP each turn. Regen is added as a side effect of some of Rikku’s Overdrive moves.
Scan
A white magic spell available near the starting point of Kimahri’s Sphere Grid. You have to circle around Ultima in order to obtain it. The need for this spell is negated by any weapon that has the Sensor auto-ability.
Slow
A white magic spell at the beginning of Tidus’ section of the Sphere Grid. This spell reduces the agility of an enemy which reduces the number of turns they have in battle.
Slowga
A white magic spell at the end of Tidus’ section of the Sphere Grid. Similar to Slow, this spell reduces the agility of multiple enemy targets when used.
Steal
A special ability found in Rikku’s area of the Sphere Grid. Items can be stolen from nearly every fiend and boss in the game. This move can essentially be replaced once you reach the Mug ability (which allows the character to simultaneously attack and steal items).
Ultima
A spell found in the middle of the Sphere Grid technically closest to Kimahri’s starting point. It is one of the strongest spells in the game and is located in the center of the Sphere Grid.
Use
A special ability found in Rikku’s section of the Sphere Grid. This command allows Rikku to use certain items in the middle of battle. The most important of these items are Al Bhed Potions which essentially allow Rikku to act as a secondary healer in your party.
Local Enemy Bestiary
Monster Name | Notes |
---|---|
Dinonix | Weak to Ice |
Killer Bee | Weak to Ice |
Ragora | Major weakness to Fire |
Yellow Element | Weak to Water |
As you enter the Woods, you’ll eventually run into a random encounter of some sort. This is supposed to be used to demonstrate Kimahri’s abilities. Through Lancet , Kimahri is able to learn the various enemy attacks (called Ronso Rages in FFX) in the game: he’s like the Blue Mage of this game, or the Enemy Skill materia wielder (ref. FFVII), or the Vampire (ref. Bravely Default). In doing so, he must simply use Lancet: nothing else is needed. So long as that enemy has a wieldable skill, Kimahri will learn it as an Overdrive and his Overdrive gauge will max out. In this particular battle, he’ll learn Seed Cannon from a Ragora.
First go east of the entrance of the area to find two Mana Spheres . Glance at the minimap and go along the first narrow path heading north. This will take you to a Scout , a weapon for Wakka. Head north of the chest to a crossroads. Go north and along to the main central path, then go north and west to find a Luck Sphere . This creates a Luck +4 node on the Sphere Grid. While this is the highest degree of Luck, keep in mind placing it now will require backtracking later on, possibly, since you lack a Fortune Sphere with which to activate it.
Anyways, remember when the guards split up not long ago? Go speak with the woman guard and you’ll get a Remedy . That does it for now so go back close to the entrance of the area, and just to the north, you’ll probably have noticed that big plant thingy? Save and approach it if you dare. (It’s not difficult but fill your Overdrive gauge beforehand) Speak with Luzzu on the way to get four Antidotes , by the way, which can be helpful in the coming fight.
BOSS - Lord Ochu
Final Fantasy vets are probably familiar with this type of enemy: it LOVES to status you. Granted, it’s not as bad as the Great Malboro you’ll find later in the game (or SwagPlay Klefkis and Thunduruses in Pokémon), but more on that later. Anyhow, Lord Ochu’s main offensive attack is Water , which hits for about 250 damage. You’ll also see Poison Claw (100 damage), which may also poison the target. There’s finally Earthquake . This attack hits everyone and removes half of their current HP. So it can’t kill you if it just uses that move, but it has other ways to deal with you.
The strategy seems fairly clear, no? Throw Lulu out there for a lot of Fire spells, while Wakka’s Silence Attack will help get rid of the Water. Yuna should be used first for NulTide (in case Silence Attack fails), then in the meantime for healing ailments that pop up. Once Yuna’s duty is done with (when Water is effectively disabled), switch Tidus in for the boosted offense, and out again when healing is needed. Pretty simple.
Once the Lord Ochu falls to around 2,000 HP, it will suddenly fall asleep the next chance it gets: this will induce a bit of a Regen effect on it. Regen continually heals the target’s HP for certain amounts (it’s not technically variable - there’s a formula for it, but it’s WAAAY too complex for most of you), so it would seem that this is bad. Since the boss ends up inducing Sleep on itself in the meantime, you could just strike it to wake it up, right? That could be a bad idea, though - it will counter this with Earthquake, which is nasty!
So, what do you do? You could have Lulu just use Fire on the Lord Ochu (and others, possbily, if you have the Expert Sphere Grid and opted for some Black Magic) - Magic won’t awaken the Ochu, so that might work, though it could also take a while but if you have Haste, it’s not so bad. You could also take the chance at waking it up and just multi-targeting Yuna’s Cure after, or switch in a decoy group of party members, wake it up, and switch on the next turns.
My preferred route is this, though - have Yuna Summon Valefor! Haven’t you noticed that Valefor is, y’know, flying? That kinda means an earthquake (or Earthquake) won’t hurt it! Sonic Wings also should delay the boss a little, so continual usage of that works nicely. Valefor also should have Fire, so that works, or you can simply unSummon him once the Earthquake is evaded.
After the battle, speak with the nearby Luzzu (the red-head) for an Elixir . Nice! You can also speak to one of the nearby female soldiers to grab a Hi-Potion . Not as nice, but it’s not that bad, either. Also speak with the woman who gave you the Remedy earlier for a NulBlaze Shield . Neat.
Continue south from where the battle was fought and use the Save Sphere, then go far to the north and east and along to the stone stairs towards the temple. On the way, a scene will play.
BOSS - Sinspawn Geneaux
Something has always creeped me out about this boss since I was young.
Anyhow, there are three main units on the field: the main body of the Sinspawn, and two Tentacles. The Tentacles’ main role is to automatically absorb ANY magic that is cast, so look out for this. Geneaux relies on several attacks. While in the shell, it only does Sigh (magic damage on all) every two turns. After, it will use Water , Staccato (hits all), and Venom (may poison; hits the highest-HP character), which gets pretty nasty. The Tentacles, other than their magic absorption, will rely on a basic physical. Each attack from either usually hits for 100~125 damage, so it can get nasty with three enemies on the field.
First things first. You’ll want to get three big physical units - as in, Wakka, Tidus, and Kimahri - to start wailing on the Tentacles. Without them, Geneaux will no longer absorb magic and, since the shell is considered 'Armored' (you’ll learn more about that after Luca), it will then be finally vulnerable. The Tentacles shouldn’t take long to go down, so long as you focus your efforts on a single one at a time. Using Cheer may also help that.
Once that’s over with, switch in Yuna to have her Summon Valefor: Valefor should have the strongest Fire of the group, but if you can’t use him (or don’t want to), you can always use Lulu. Additionally, if Kimahri has the Hunter’s Spear (or another Piercing-abiltiy weapon), he can help attack the main shell, too, since Piercing ignores the Armored nature of enemies. Around the time the Sinspawn hits 2,400 HP, it will burst out of the shell, revealing the much-uglier main body. Get rid of Valefor if you’re using him, then switch the main offense to Lulu, Tidus, and Yuna: Yuna for healing the inevitably high damage, Lulu for the Fire weakness, and Tidus to cut stuff up. (As a note, you may want Yuna to lead with NulTide, as Water can get pretty bad. Or you can try to get Wakka to Silence Attack him.)
After the battle, continue along the path upstairs towards the temple. Approach the internal parts of the temple after a scene, then save the game within the temple. Pray with Wakka, then go north into the Cloister.
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