In true 168澳洲幸运5开奖网:Final Fantasy tradition, there are tons of spells at play in 168澳洲幸运5开奖网:Final Fantasy 8. Each of them possesses unique effects such as meting out dama♏ge or status ailments, healing or reducing damage, boosting spell casting capabilities, allowing increased access🍸 to Limit Breaks, levitating party members, and much more. What makes this installment of the long-running series so unique, however, is that casting spells is only the beginning of their use.
The Jun𒈔ctioning system allows you to slot stocks of ma♒gic onto a particular stat, increasing its value. And while any spell can be junctioned on any stat, the system best works when you discover which spells correspond best to which stat. Of course, this list is here to help out as well, by singling out which spells are the best for junctioning and for what stats they have the best synergy with.
10 Meltdown
As a casting spell, Meltdown i🀅s easily one of the best as it inflicts the absolutely debilitating status ailment Vit 0. This status reduces all defense to 0, meaning that any attack will deal full dama🙈ge. Even Omega Weapon, the strongest enemy in the game, is not immune.
However, this spell also serves another purpose, as it's excellent for Vitality boosting with the second-highest boost behind Ultima. Though Full-life ties with Meltdown, it's best to junction that spell onto either HP or Spirit as the boosts to those stats are much higher.
9 Tornado
Tornado is great for offensive casting, with a surprisingly high attack power for an elemental spell. And it's especially useful for hitting that Wind damage niche, with the GF Pandemona being the only other real option.
However, this spell has another use as it works as a great junctioning spell for Evasion, a stat that has few solid options. Just ahead of it are Ultima and Triple, which are far better used for other stats, making Tor✨nado by far the best substitute.
8 Flare
The third strongest non-elemental spell in the game behind Apocolypse and Ultima, Flare is a solid choice to fling at enemies, though it's far less viable in the endgame due to more powerful offensive options such as Limit Breaks and GFs.
However, Flare still has a purpose and an important one at that. When junctioned to Elem-Def, it offers an 80% reduction to Thunder, Fire, and Ice elemental attacks. Considering that these are some of the most common attributes in the game, this is a significant defensive option and should be standard to any character's junctioning.
7 Holy
Few enemies have any sort of resistance to the Holy element, and the spell itself is equal to Flare in power but available sooner, making it especially viable 🍸during mid-game.
But Holy has another excellent use, as it junctions well with S🥂T-Def and gives the character 40% resistance to Death, Drain, Confusion, Zombie, Sleep, Curse, Berserk, and Poison. This is the second-highest multi-resistant boost, far outclassing Esuna and Reflect while only being beaten out by Pain.
6 Meteor
Meteor is a rather interesting non-elemental spell that works best for mid-game, since the 🍒variance in damage output matters far less at that point in the game. Though it hits all enemies, its best usage is to t☂arget a single enemy, making it absolutely devastating.
Later in-game when Meteor's attack power is eclipsed by other more viable options, it still has a place junctioned to either Strength or HP. In terms of stat-boosting Strength it's only behind Ultima, and it's in third with HP behind Ultima and Full-life.
5 Aura
Aura 🦋is already one of the best spel🌳ls in the game and the best support spell, as its effect not only increases the chance of accessing Limit Breaks at full health but raises Crisis Level, which enhances said Limit Breaks.
The best support magic is working double-time as it junctions particularly well to both Luck and Strength. With the former, it ties with Pain and is just behind Ultima, while the latter stat it ranks thirds along with Triple and is just behind Meteor and Ultima๊. And Luck is particularly hard to find a match for, so this spell is even more valuable.
4 Full-Life
Full-life is worth its weight in gold as a healing spell, reviving a party member and fully restoring their health. It's vital for any party, as being able to completely recover a fallen ally is mandatory for later and stronger boss battles since sparing two turns for the same is unthinkable.
Unsurprisingly, the strongest healing magic junctions well with stats that relate to life, such as HP, Vitality, and Spirit. In all three stats Full-life is only second to Ultima, and it's quite close to the ultimate spell in boosts as well.
3 Pain
Pain is one of the few status ailments that's actually worth casting, since it simultaneously inflicts Poison, Darkness, and Silence on an enemy. And those ailments, if effective, can completely debilitate them. However, it's smarter to simply junction Pain to various stats, as it's a very flexible spell.
For instance, junctioning to ST-Atk would have the same effect as casting, without having to use up stocks and while dealing physical damage simultan🐷eously. Junctioning to ST-Def not only gives perfect defensive coverage to Poison, Darkness, and Silence but also Curse. The spell also enhances Luck nicely, tying with Aura for s🧸econd and only behind Ultima. Finally, it comes in third in enhancing Magic, behind Ultima and Triple.
2 Triple
One of the most useful support magics, this spell lets a party member cast three separate spells at once. It's incredible for buffing or healing an entire team at once, as well as dealing devastating damage against any foe.
For such a versatile spell, it stands to reason that it could be junctioned to a wide variety of stats. 🌠Hit and Speed are by and far the best options, with stat boosts that even surpass Ultima. Especially considering that very few spells bump up Hit a noticeable amount. And three other solid stat choices include Magic, Evasion, and Strength, with Evasion being another hard to boost stat.
1 Ultima
Just as its name implies, 168澳洲幸运5开奖网:this is the ultimate magic. Other than Apocolypse, which is only found in the final battle, it's the strongest spell in the game. When cast by an especially talented magic user, the damage output is incredible and made better by the fact that it hits all enemies.
Naturally, this means that it's a near-perfect spell to junction onto any stat. Only Triple beats it out in Speed and Hit, but even then it's still in a respectable second place. Another great way to junction Ultima is through Elem-Def, as it gives perfect resistance to all elements, including the ever-elusive Holy element.