Final Fantasy X
Abilities List

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Special Abilities
Name Mp Description
Use - Use powerful offensive, defensive, or healing items in stock
Flee - Aid the party's escape from battle
Pray - Restore a small amount of the whole party's HP
Cheer - Raises party's strength and defense
Aim - Raise's party's Accuracy
Focus - Raise's party's magic and magic defencse
Reflex - Raise's party's evasion
Luck - Raise's party's luck (raises accuracy, evasion, critical hit rate)
Jinx - Lowers enemys luck
Lancet - Drains enemys HP and MP and gives it to the caster, also Kimahri can use this to learn new Overdrive Skills
Guard - Intercept hits meant for other party members (cannot stop magic, or attacks that hit the entire party)
Sentinel - Same as Guard but sentinel also guards the user as well
Spare Change - Attack by throwing gil, that's right sometimes being rich pays off (damage is 10% of what is thrown)
Steal - Steal items held by the enemy (use against machina)
Threaten 12 Stuns the enemy with fear
Provoke 4 Draws the enemys attack toward the user
Entrust 8 Give the users Overdrive gauge to another character
Copycat 28 Mimics the last action done in battle even if the skill has not been learned (does not work with Summons or Overdrives)
Doublecast - Cast two black magic spells in a row
Bribe - Pay off enemies for a safe pass (more gil, better responce)
  
  

Skill Abilities
Name MP Description
Dark Attack 5 Inflicts darkness on the enemy for 3 turns
Dark Buster 10 Inflicts darkness on the enemy for 1 turn however the success rate is virtually guaranteed unless the enemy is immune
Silence Attack 5 Inflicts silence on the enemy for 3 turns
Silence Buster 10 Inflicts silence on the enemy for 1 turn however the success rate is virtually guaranteed unless the enemy is immune
Sleep Attack 5 Inflicts sleep on the enemy for 3 turns
Sleep Buster 10 Inflicts sleep on the enemy for 1 turn however the success rate is virtually guaranteed unless the enemy is immune
Delay Attack 8 Delays the enemy's next turn
Delay Buster 18 Greatly delays the enemy's next turn
Zombie Attack 10 Inflicts the enemy with a zombie status
Triple Foul 24 Inflicts silence, darkness, and sleep for the next 3 turns
Power Break 8 Lowers the enemy's strength
Magic Break 8 Lowers the enemy's magic
Armor Break 12 Lowers the enemy's defense, also takes targets armor away allowing non-piercing weapons to attack at full strength 
Mental Break 12 Lowers the enemy's magic defense
Mug 10 Same as "steal" but also deals enemy damage during the process
Quick Hit 12 Quickly attacks the enemy and the users next turn come up sooner (like haste for 2 turns)