FF7rules and FF7routines: a combat guide on how to get ATB fast, use the Synergy System, learn every hero, control 3 heroes at once, and setup team/character builds.

This guide is for everyone hitting the Grasslands, heading into Hard Mode, and beyond. FF7r tends to be vague, or give misleading/ half explanations. Basic mechanics can be ignored/missed while materia/skills/weapons/folios/etc. can seem like a big pile of "stuff". Fights can drag on, or become frustrating downward spirals where ATB is gained and spent on heals. Players can wail on enemies while the stagger bar never fills. Characters like Aerith can get pushed around or seem unplayable. All of that can change by learning the unspoken (fundamental) rules of the game, like how to generate ATB. This guide will explain those rules through examples of low execution "routines", which are the gateway to understanding character/team builds. All of the games mechanics harmonize through Synergy Skills, which should be the basis of offense/defense since they teleport the team while generating the games most critical resource: ATB.

This game is about player expression and discovery. You can learn some of this now or ignore all of it. Your choice, but I strongly advise that you try the four routines listed below the TL&DR. I just want you to have full ATB so that you can express yourself. For newcomers to the game: you are completely safe from spoilers until you reach my warning below. Even after that, light spoilers only regarding gear/materia/skills/heroes. I will continue to update this guide after posting. Feel free to correct things and recommend changes.

TL&DR this guide:

  • ATB gain is what matters. Basic attack/block/dodge are traps.
  • Synergy Skills (attacks/blocks/dodges) can be used/abused to teleport, focus AI, and gain ATB with two/three heroes at once. It cannot be stressed enough how easy all of this is. Hold block + push a button.
  • Secret Tag Attack: Hold block + switch. Teleports to enemy and attacks.
  • FF7routine: build a big pile of resources, stagger enemy, and spend resources to kill them.
  • Use the Assess Materia to learn how to pressure/stagger enemies. Certain skills, and usually magic damage, fill the stagger bar.
  • Every strategy works in FF until it suddenly doesn't. Be adaptable.

FF7routines for ATB Generation (early game):

  • Magic Machine Gun (Cloud w/Barret + Red XIII): Hold block: Synergy Skill 1, Synergy Skill 2, SS1, SS2, 1-2, 1-2-1-2-BANG-BANG-BANG-BANG...
  • Iron Defense (Barret w/Cloud + Red XIII): Hold block: Synergy Skill 3, Snyergy Skill 4. Hold. Repeat...
  • ATB Loop (Cloud w/Aerith): Hold block: Synergy attack 1. Shockwave gives 1-2 ATB bars. Spend ATB. Repeat...
  • Piston Smash (Cloud w/Tifa): Hold block: Tag Attack to Tifa (in air). Unique Attack = AoE smash, gains 1/3 ATB bar. Tag Attack to Cloud (starts in air). Unique Attack. Repeat...

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How to actually play FF7Rebrith

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TL&DR FF7routine: Turn1 ->Setup ->Stagger Combo ->Dead

  • Turn 1: exploitable first moment that the player can do something during a fight. Try Tactical Mode.
  • Setup: the player gains resources, pressures the enemy, and fills the stagger bar. Try Asses.
  • Stagger Combo: resources are used to kill a staggered enemy that receives a damage multiplier. Try Tifa.

Every single fight in FF7r can be organized into the TL&DR above. Understanding the structure of combat is extremely important because everything in FF7 is designed/balanced around the Stagger Combo. Respecting this order of operations, or routine, is the entire key to success. A player can spend minutes wailing on an enemy or knock them down and kill them in seconds.

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TURN 1

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Imagine a fight where Cloud is controlled - any fight. What is the first thing that Cloud does? Blocking, dodging, attacking - whatever is done is the "Turn 1". Learning how to exploit this moment can instantly end fights while poor Turn 1 decisions can turn easy fights into hard ones. Not long into the game: gear/materia/skills will start to appear that allow this moment to be expanded into full blown routines. Dear newcomers: consider freezing time with Tactical Mode as the ideal way to begin Turn 1 - select targets, watch the enemy Turn 1 in slow motion, and make the first move thoughtfully.

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Setup

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After Turn 1, the entire fight can be described as one big "setup" phase. The goal (apart from staying alive) is to generate a huge pile of resources, activate buffs/debuffs (setup "costs"), pressure the enemy, and then stagger the enemy. "Pressured" makes an enemy easy to interrupt while their stagger bar fills very fast. Certain skills and magic damage (especially elemental weaknesses) can rapidly fill the stagger bar. All weaknesses, and how to pressure the enemy, are learned by using the Assess Materia. Dear newcomers: USE THE ASSESS MATERIA.

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The Stagger Combo

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Once stagger is achieved, the team unleashes all resources to perform a giant customized attack called the "stagger combo". If the player managed their resources correctly: the fight is over. If the player haphazardly spent ATB, had poor defense, or triggered stagger while not prepared: back to Turn 1 where the FF7routine begins again. Dear newcomers: Tifa's Unique Attack, when buffed by Unbridled Strength, can increase the Stagger Damage Multiplier. Keep an eye out for other ways to increase this multiplier. Also, whoever "staggers' the enemy gets a huge bonus to their Limit Break meter - plan for this.

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FF7rule #1: ATB is everything

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Final Fantasy traditionally has a damage barrier of 9,999. Reaching that barrier just requires the player to respect the order of operations - the routine. Setup with <A>, then <B>, stagger the enemy, and do <C> for 9,999 damage. Hitting the barrier is not even a requirement in this game, just another opportunity for player expression. There are no rules, except for one: everything has a cost and that cost is ATB. Lots of ATB. Limit Breaks cost no ATB, but the Limit Break Bar is filled by taking damage and causing stagger. Healing costs ATB, and Stagger is caused by spending ATB on spells/skills.

Almost everything discussed so far has carried directly over from FF7remake except one change: ATB gains from basic attacks/blocks/dodges are TERRIBLE in FF7Rebith. In Remake: a single basic combo usually built an ATB bar. Setup involved playing one hero at a time, and switching when the ATB was full. In Rebirth, basic combos build 1/2 bar, 1/3 bar, or worse. This is to urge players towards Synergy Skills, which can generate ATB at unbelievable rates. This means that Setup in Rebirth has evolved to controlling two heroes at once to maximize resource gains.

Only... the real truth is that the player must be controlling all three at once to maximize gains because of Rebirths new resource: Synergy Bars. While Synergy Skills are attacks/blocks/dodges that generate ATB, Synergy Abilities are basically two-hero Limit Breaks that cost Synergy Bars to use. The only way to get Synergy bars is to spend ATB. This means that the true optimal way to gain resources in FF7rebirth is to gain ATB with two heroes while spending ATB with a third. Since multiple heroes must have Synergy bars to use Synergy Abilities, the player should not linger one hero, but cycle through the team: gaining ATB with two, spending ATB with one. While this seems complicated, or high execution - it becomes effortless after just a little practice.

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FF7routine: ATB Loop (partial)

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The simplest example to prove everything that I am saying involves using Cloud + Tifa + Aerith. Cloud and Aerith have the Synergy Skill: Spell Blade, a magic-based AoE smash and shockwave. On top of huge damage, stagger, and reach: Spell Blade rewards between 1-2 ATB bars for both Cloud/Aerith when it lands. Cloud and Tifa have Power Cleave, which is the same as Spell Blade, but with physical damage and no shockwave. If Cloud does Spell Blade followed by Power Cleave, he can potentially fill the ATB of the entire team with two extremely high damage attacks. By alternating between them: it creates a loop (routine) that gives infinite ATB. Since everyone can only store 2 ATB bars, and every attack possibly generates 2 ATB bars, the game needs you to spend spend spend.

Like so:

  • Cloud/Aerith uses Spell Blade. Both gain ATB. Aerith spends ATB in Tactical Mode.
  • Cloud/Tifa use Power Cleave. Both Gain ATB. Tifa spends ATB in Tactical Mode.

Repeat that three times so Aerith/Tifa get enough Synergy Bars to use their Synergy Ability. This is the simplest version of the ATB Loop. Other combinations of heroes can also do it, even without Cloud in control. Meanwhile, the "true" ATB loop requires a mid-game skill, and is described further down below. Dear newcomers: let me stress just how insanely easy this is to do. Block + button 1, Block + button 2, repeat.

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FF7routine: Synergy Loop

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Think of the ATB loop as a template. Boiled down, it goes like this:

  • Switch to hero A.
  • Synergy Skill (hero A+B). Gain ATB.
  • Tactical Mode: Hero B spends ATB. Gain 1 Synergy.
  • Synergy Skill (hero A+C). Gain ATB.
  • Tactical Mode: Hero C spends ATB. Gain 1 Synergy.
  • Switch to hero B. Repeat ....

This loops around through all three party members, ensuring that everyone is always performing a synergy attack or spending ATB. As an added bonus: Synergy Skills will teleport hero B/C to hero A, and lock the AI onto their target. On top of everything the Synergy system does, it addresses the number 1 complaint about combat in FF7remake: not being able to position/control the AI. Once the Synergy Loop is practiced: the player will find themselves controlling, targeting, and positioning the entire team at once - able to fill ATB bars or use Synergy Abilities fast.

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FF7routine: Iron Defense

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Consider Barret + Cloud + Red XIII for this example. Barret can activate Iron Defense with Cloud + Red XIII, which instantly teleports both to him. There, he creates a bubble shield that stays as long as block is held. The shield repels attacking enemies and gives the damage reduction from block. It also splits damage and gives ATB equally between everyone in the bubble every time damage is received. Barret is not the only one with Iron Defense (say goodbye to Aerith getting smacked around). Dear newcomers: Block + button 3, Block + button 4. Hold block - that simple.

Every Defensive Synergy Skill is either a dodge or a block. The blocks can all trigger perfect blocks, and the dodges have more iFrames than regular dodge. Each Skill has instant activation and can cancel out of many animations. Rest assured that Synergy blocks (just like Iron Defense) also count towards filling Red XIII's Vengeance Gauge. Synergy Attacks should mostly be used in place of basic attacks, but Synergy blocks/dodges should pretty much always be used in place of their basic counterparts.

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Super Secret Special Tag Attack

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While controlling hero A, hold block. Switch to hero B. Hero B will teleport to the target, under player control. They will perform a unique attack. Both heroes will get a small boost to ATB from Tag Attacks. More importantly, this tool allows the player to keep the pressure on, or instantly move heroes into position. If a stagger suddenly happens, the player can switch to the target, tag attack, and warp someone right there.

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FF7routine Piston Smash:

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Tag attacks with Cloud and Tifa start them in the air with an air combo. ATB gains from basic attacks are weak, and being in the air can be dangerous. However, Unique Attacks still grant plenty of ATB. While done in the air: Clouds Unique Attack will dive to the ground, and do an AoE slash. In the air, Tifa's Unique Ability smashes into the ground with an AoE attack, just like Clouds. The smash fills about 1/3 of an ATB bar, and can be chained together in this routine:

  • Tag attack to Cloud. Unique Attack. SMASH.
  • Tag attack to Tifa. Unique Attack. SMASH.
  • Repeat.

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FF7routine Magic Machine Gun

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This one is specific to Cloud + Red XIII + Barret. With Cloud in control: Synergy Skill "Bullet Batter" has Barret shoot a bullet at Cloud, who hits it at a target. "Howling Smash" (Cloud with Red XIII) is a magical variant of the same exact attack. For a moment, imagine that within the context of the Synergy Loop:

  • Bullet Batter (Cloud + Barret)
  • Tactical Mode: Activate <thing> on Barret
  • Howling Smash (Cloud + Red XIII)
  • Tactical Mode: Activate <thing> on Red XII
  • Repeat

HOWEVER, if you alternate between them: Bullet Batter (BB), Howling Smash (HS), Bullet Batter, Howling Smash, BB HS BB HS BANG BANG BANG BANG - it becomes an unending, rapid-fire triple attack. BANG BANG BANG BANG. All three party members gain ATB. BANG BANG BANG BANG. Any trouble: the attacks have very little recovery, Cloud is already blocking, and he can dodge away to BANG BANG - teleport his team. Becasue of Red XIII's magic damage, this routine can rapidly fill stagger bars.

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FF7rule of Flexbility

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Every combat scenario in FF games has its own unique set of problems that prevent any one strategy from working every time. It is always important to leave room for adjustment. Character builds and team comps can be as rigid as the player wants, but they will have to pay for it at some point. For example, using Red XIII for an entire playthrough means suffering through several tough encounters against flying enemies, which he can do nothing against. Status ailments can destroy any strategy, and enemy types can have traits that completely sidestep them. Sometimes, a fights difficulty can hinge almost entirely on a single piece of materia or equipment. For example, the first boss can be an absolute nightmare for new players without Ice materia.

This is another reason why the Synergy system is so foundational. Concepts like the Magic Machine Gun and ATB Loop are flexible and can be built in any direction because they are not "builds". Instead, they are the proper routine for resource generation when using heroes A+B+C. They can be optimized and directed with equipment, folios, weapon skills, and materia, but none of it is a requirement. Using elemental materia, the Machine gun can be any element, or none. It can be tweaked for magic damage, physical damage, or evenly between both.

I use the word routine because routines are flexible. Nothing here is execution based, and can be done fast, slow, or whatever. Even the order of opertaions is flexible to an extent. Routines are just combinations of skills/spells/attacks, and should only ever be looked at as such. Routines can be blended or mixed. They can be picked apart and only have some done, or frankensteined together. It is all about player expression.

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WARNING NEWCOMERS! THIS IS THE POINT OF NO RETURN!!!!!

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From this point forward, I will not hesitate to desribe mid-late game gear, materia, and skills. I will also discuss addtional party members that join. The spoilers are extremely light, though, since everything discussed is acquired via the campaign by about the 2/3 mark. The remainder of this guide will discuss various key routines specific to each hero, as well as illustrate examples of various mechanics/concepts through them that can applied to multiple heroes. Personally, I think you should just keep reading. There is nothing down there except stuff that will save future frustration/questions.

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FF7routine: ATB Loop (True)

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For this Example, I will use Clout + Aerith + Tifa again. As previously stated: the basic ATB loop can be done with various combinations of Cloud/Aerith/Tifa/Cait/Yuffie. The true ATB loop must have Aerith for ATB Ward. ATB Ward makes all ATB gains from a controlled character spread to teammates. In other words: when Aerith makes 1 ATB in the ward, Cloud + Tifa also get 1 ATB. This version of the ATB loop will fill the entire teams ATB constantly.

Here's the routine:

  • Spell Blade (Cloud + Aerith).
  • Tactical Mode: Activate ATB Ward on Aerith.
  • Power Cleave (Cloud + Tifa) WHAM lands inside the ward and everyone's ATB is instantly full.
  • If everyone's ATB is not full WHAM Spell Blade/ Power Cleave again.
  • Spend ATB. Repeat.

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Synergy Abilities and Limit Breaks:

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Synergy Abilities are basically another kind of Limit Break, but come with one of the several following benefits:

  • infinite MP for two heroes
  • higher level limit break
  • refocus
  • increase the stagger bar duration

The ATB Loop described above can quickly generate the Synergy bars for Aerith/Cloud to activate Firework Blade, which levels up their limit breaks. Aerith's lvl 2 Limit Break: Planets Protection, effectively makes the entire team invincible for a short time. This is convenient considering that Spellblade and Spellbound Blast both have a big wind up where the hero is vulnerable. Another example: Yuffie/Aerith are the two strong mages, they can perform the ATB loop, and they have a Synergy Ability that grants infinite MP. Add Arcane Ward to the cost and you have two ranged ATB fountains that can double cast magic attacks for free. Another example: Barret has two abilities that are more powerful depending on how much ATB is spent, so pairing him with heroes that share the Refocus Synergy Ability (like Red XIII) gives him an opportunity to reach crazy damage/stagger thresholds. It is always worth mentioning, that just like Limit Breaks, the interuption from SA's can be used to interrupt boss abilities/attacks.

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FF7routine Tifa Combo:

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Tifa can increase the stagger damage multiplier through this fundamental routine. Every team with Tifa should be doing this. Fully optimized: someone would also cast Stop (to freeze the stagger bar) and then transition into a Synergy Ability that extends the duration of Stagger. It is important to remember that the only time Tifa needs to be controlled is during her Unique Attacks.

Early game for 260%:

  • Setup cost: Activate Unbridled Strength x2
  • Stagger Foe
  • Unique Attack x2 (Rise and Fall + Omnistrike) restores ATB.
  • Unbridled Strength x 2.
  • Unique Attack x2

Late game for over 300%:

  • Setup cost: Activate Unbridled Strength x2 and gain 2 ATB bars.
  • Stagger Foe
  • True Strike x2.
  • Unique Attack x2 (Rise and Fall + Omnistrike) restores ATB.
  • True Strike x2.

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Paying Setup Costs

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One term I have been throwing around is "cost". Just like the routines or combat stages that I am describing: the operational/setup "cost" of heroes, routines, and team comps is unspoken, but very real. Everyone has a default cost of 2 ATB bars for use when stagger occurs. Cost is further increased because everyone performs other actions during the setup stage like healing, buffing, activating stances, etc. The setup "cost" of the Tifa combo, described above, is an extremely expensive 4 ATB bars: 2 for Unbridled Strength before Stagger and 2 more so that double True Strike happens instantly on stagger. Failure to pay these costs exponentially drops damage output during the critical moment of a fight. What is the cost of The Magic Machine Gun? Nothing. What is the Cost of the ATB Loop? Its one ATB bar (for ATB ward). Tank Barret costs 3 bars (Steelskin + Lifesaver+ Chakra). DPS Barret costs 1 Bar (Bonus Round). And so on ...

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How Buffs/Debuffs work:

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Only folios, accessories, weapon skills, and materia can affect buff potency and durations. Magic Power has nothing to do with it. How players incorporate buffs/debuffs has everything to do with their operational costs and routines. Both the Magic Machine gun and ATB Loop, for example, could benefit from using the Enemy Skill Sonic Boom on Cloud (which increases his magic/physical damage) while a teammate could use Haste + Magnify to increase ATB generation or Magnify + Deprotect/Deshell to increase his damage. The only real constraints for buffs/debuffs is the setup cost and the law of flexibility.

If there is one buff that needs mention: it is Resist. The final spell of Cleansing materia: Resist grants immunity to all status effects. Though not useful all the time (or even most of the time), there are situations (especially during the endgame/postgame) where Resist becomes borderline mandatory. Level up cleansing as soon as possible, or use Level Boost materia. It's usefulness only grows as the game goes on.

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ATB Gain and Time Mages

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Time Mage Materia:

  • ATB Boost: instantly doubles the heroes current ATB. A unique command that relies on a cool down. Arguably the most useful materia in both games.
  • Skill Master: performing three different commands grants bonus ATB boost. Buy 3 get 1 free.
  • ATB Assist: Performing the same command twice in a row grants ATB to teammates. Ideal for heroes who repeat the same commands (Tifa/Cait/Yuffie).
  • First Strike: The hero is granted additional ATB at the start of a fight. Limitless applications for Turn 1 (alongside Whistlewind Scarf).
  • Time: Can cast Haste, which increases ATB gain by default and gives bonus ATB from attacks. Stop/Slow also affects the stagger bar on most enemies.

Time Mage Abilities:

  • Aerith has ATB Ward (described above). NOTE: all ATB gain (from materia above and abilities below) triggers ATB Ward and grants bonus ATB to teammates.
  • Barret's Overcharge typically grants an ATB Bar.
  • Barret also has Turbulent Spirit, which temporarily increases his ATB gain like Haste, but also stacks with Haste.
  • Red XIII's Counterspin counterattack (after blocking) gives about 1 bar of ATB.
  • Red XIII can use Supernal Fervor, which casts Haste on the team so long as he is in Vengeance Mode.
  • Red XIII also has Watcher's Spirit, which grants ATB to teammates (and refunds some to himself) based on how much Vengeance Gauge is spent.
  • Cloud's Punisher counter typically grants an ATB bar.
  • Refocus divides the current ATB bar into 3 sections. It does not increase ATB charge speed, but does reduce the cost of ATB bars. This effect stacks with Haste.

Combining the listed Materia with the listed abilities can lead to exponential increases in ATB gain before Synergy Skills, equipment, weapon skills, or folios are even factored into the equation. For example: Time Mage Barret can use First Strike Materia and ATB boost for 2 ATB bars on Turn 1. He can use those bars to activate Turbulent Spirit, cast Haste on himself, and use Unique Attack Overcharge to generate another ATB bar. If his next command is new: he will proc Skill Master and get an ATB bar refunded. If he casts Haste on a friend: ATB Assist will proc (from repeated commands) and grant ATB bars to both teammates. Barret now has double stacked Haste buffs and 3 Synergy Bars, regardless of his decision.

This is not to say that Tifa, Yuffie, and Cait cannot also capitalize on Time Mage routines. Each of their relentless offenses generate ATB at much faster rate than everyone else. All three of them come with naturally high setup costs, and Time Magic is useful for keeping those under control. Time Mage Tifa, especially, is not to be underestimated. Consider how ATB Assist Materia procs multiple times during the Tifa Combo due to repeated inputs. Just like everything in the game, everyone can employ Time Mage routines but the strategy/optimization is unique to each hero/build/comp.

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Tank Barret and Chakra Materia:

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Barret is the best Tank/Healer in both games because of Lifesaver, a powerful/dangerous ability which works like so:

  • A hero takes damage
  • Barret takes that same damage
  • If both heroes live: the hero who took damage is healed.

Here is Tank Barret:

  • Gain 1 ATB
  • Unique Attack Overcharge to gain 1 ATB (Charge cancel)
  • Activate Steelskin (Charge cancel) + Lifesaver (Charge cancel)
  • Barret is now taking all team damage.
  • Ensure that Barret always has 1 ATB stored for using Chakra or he will likely die.

Chakra is arguably the best heal in either game. It costs no MP and heals based on how low a heroes health has become. Chakra will not heal to full health. Thankfully, having full health is not important (outside of a few builds). The simplest optimization for Tank Barret would be to add Barrier (for another 50% reduction) and Regen (for constant healing) on top of Steelskin, but at the risk of pushing cost up two more ATB (plus some MP). There are also weapon skills, accessories, and folios that increase healing from Chakra. Unfortunately, you cannot block Lifesaver damage with Barret, but you could in Remake.

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Cloud, Punisher Counter, and Berserk

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Due to the amount of time that players will have with him, it feels fruitless to cover him at length. Instead, I will cover some general tips.

  • Clouds heavy attack (hold attack) vaccums enemies towards him.
  • Use the first hit of Clouds Operator Combo, Punisher Combo, or Heavy Dodge Attack (hold attack after dodging) to close large distances.
  • Clouds Light Dodge Combo (tap attack after dodging) is a magic based 4-hit ranged attack. This provides a safe ranged attack for Cloud.
  • Clouds Heavy Dodge Combo, even when used on a ground enemy, will place him in the "airborne" state. Unique Attack will provide a smooth transition into Punisher.
  • Forget defense, successful Punisher Counters can reward an entire ATB bar. Use it for that.
  • Punisher Counter can be done during Operator mode, on reaction, just by activating it. Switching to punisher and blocking is not ideal.
  • Berserk is activated by doing a Heavy Attack (hold attack) during Punisher Mode.
  • Berserk gives the strongest damage buff in the game (~30%) but increases damage taken for about 30 seconds.
  • Clouds operational cost is 1 ATB, for Prime Mode which buffs both Punisher and Berserk.

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Aerith, Ward Management, and Tempest

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Turn 1 ATB gain with Radient Ward:

  • Tempest + Attack/block
  • Radiant Ward
  • Tempest + Full Combo x 2
  • Aerith has 2 ATB bars and 1 Synergy bar.

Turn 1 ATB gain with Spellbound + ATB Ward:

  • Tempest + Spellbound Blast
  • ATB Ward.
  • Spellbound Blast.
  • Ideally, your team has 2 ATB bars and Aerith has 1 Synergy Bar.

Turn 1 Time Mage:

  • First Strike Materia (or Whistlewind Scarf) give a starting ATB bar
  • Tempest and attack/block until Aerith has 2 ATB.
  • ATB Ward
  • ATB Boost (also gives about 1 bar to both team mates)
  • Your team now has 1-2 ATB bars and Aerith has 1 Synergy Bar.

It is almost never ideal to gain ATB with Aerith's default attack because of her constant need to dodge/block/teleport. Nearly every good/fast way to generate ATB for her is indirect. Even blocking with Steadfast Block Materia or spamming the Synergy Skills Bodyguard/Iron Defense can/will yield better ATB gains than attacking. These routines can be combined or substituted with any number of alterations like Arcane Ward for Turn 1 Firaga Double Casts, Double Shield + Cronos, instant Prayer, or triple magnified buffs/debuffs.

Leading with Tempest is a perfect example of her indirect gains. The magic damage of Tempest can be somewhat exploited, but is generally minimal. However, Tempest gives about 1/2 an ATB bar, fills stagger, and creates a small familiar. The familiar adds a tiny bit of damage, stagger, and ATB gain to everything Aerith does. Recasting Tempest does not create another familiar, but does yield more ATB/Stagger from triggering it.

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Red XIII, Reaper Touch, and Vengeance Mode

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The game misrepresents Vengeance Mode. Syphon Fang can be built for damage/healing, but it is better to spend Vengeance Bar right away and fund damage/utility routines. While fishing for perfect blocks seems like the ideal way to gain Vengeance, here are better methods:

  • Chilling Roar grants Red XIII Vengeance whenever he gets hit.
  • Synergy Skill Wild Charge has Red quickly sprint to an enemy where he attacks/blocks simultaneously. Perfect blocks are possible.
  • Having Red XIII block via Synergy Skills like Iron Defense or Bodyguard fills Vengeance, even when not controlled.
  • Sentinel Stance absorbs hits and grants amazing bonus Vengeance. It is best used when blocking a flurry of hits, or to block a single huge hit.
  • LVL2 Limit Break Howling Moon fills/activates Vengeance. This seems like a waste, but two or more vengeance casts in a row says otherwise.
  • The AI is very good at blocking and can fill the Vengeance Gauge very fast, making Red XIII a typical candidate for "Auto Builds".

The Self Destruct Routine (with Vengeful Revenant Weapon Skill):

  • Fill Vengeance and 2 ATB
  • Use all of Vengeance to cast haste, give ATB, heal, or use Crescent Claw
  • Regain 2 ATB
  • Self Destruct.
  • Red XIII is revived with 60% Vengeance.
  • Repeat.

The self destruct routine allows Red to cast two Vengeance skills in a row with massive burst damage in between them. Self Destruct scales mostly off of physical damage. It is no coincidence that weapons (beyond just Red XIII) with Revenant skills tend to have a high physical attack stat. Meanwhile, Red's most damaging attack: Reaper Touch also scales off of physical damage and gets stronger based on how low health has become. Darkside increases the damage of both skills and damages the user. All of this ties together into yet another strategy/build. There are plenty of options to revive Red, and he should be kept at low health in general, anyways. Repeated use of low health Reaper Touch is the ideal offense for a physically oriented Red XIII (Stardust Ray for magic Red XIII).

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Yuffie Setups, Steal, and the Windstorm Combo

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Standard combo for 1 ATB bar:

  • Release shuriken
  • 3 normal attacks
  • Heavy Attack (hold attack)
  • Repeat

Abilities that release the shuriken are Unique Attack (Throw), Blindside, Shooting Star, Purification, and Banishment. Unique Attack (Retrieve) brings her to the shuriken while Heavy Attack (hold attack) brings the shuriken back to her.

Yuffies standard setup is Doppleganger + Ninjitu + Mug spam. Mug, often overlooked, provides a unique attack that refunds ~75% of its ATB cost. It can be repeatedly used to proc ATB assist/HP Absorb materia, close distances, and/or keep Yuffie buffed. If its a first playthrough, Steal/Mug can yield a huge supply of crafting materials for mist potions, ethers, etc. Yuffies bonuses from Mug/Steal make her ideal for Alchemy builds (with Item Master/Economizer), but other heroes can abuse Mug because of its mobility, ATB, and damage. Mug can also be augmented with stuff like Berserk, Darkside, and Elemental Materia.

Windstrom vaccuums enemies towards Yuffies location. It can be used the foundation for countless routines. For example, someone else can use a Synergy Skill to position her close, use Tactical to activate Windstorm, and then use any number of high damage AoE attack like SpellBlade, Spellbound Blast, Self Destruct, and Stardust Ray. It can also be used with Cait Sith to pull people into his mines. Yuffie has her own uses for Windstorm like refunding ATB via: Throw + Windstorm + Heavy Attack, or use it to setup attacks like Blindside/Purification/Banishment. Aero and Folio Wind Spam can actually accomplish this same tactic, or be doubled down on with Windstorm.

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Cait Sith and Auto Builds

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Cait Sith is the definition of "cost". Almost every single thing that his kit can do has an additional 1 ATB cost. His "Ghost Ride" routine, for example, costs 4 bars: Let's Ride + Moogle Kaboom + Dodge n Dive ... and then another Let's Ride to resummon Moogle. Moogle Mines are amazing, but require various skills/spells to pull enemies towards/into them on top of the default cost to summon Moogle. His most viable strat without Moogle is Dice Spam, which still requires ATB to constantly generate. As such, there is not alot to say about his routines without also noting that ATB generation will always be the key. Another great example of his heavy cost is Moogle Knuckle spam, which can increase the stagger damage multiplier (just like Tifa) as long as he gets enough ATB. When combined with various Time Mage principles or the ATB loop described above, possiblities are pretty much limitless.

Cait is extremely powerful with regards to non-weapon ability routines, as well. His offense has relentless mobility and ATB gains to supply any number of utility roles while his luck/crits are easily exploited. Tank Cait Sith has weapon skills that can be combined with Provoke materia to keep the enemy almost exclusively on his Moogle. His Gambler Routine (Dice + Slots + Gamble) is an easy way to constantly trigger ATB Assist or Skill Master Materia. His unique attack levels up from letting the Moogle play on auto. It becomes a random team buff, and then finally a big damaging AoE attack that also debuffs enemies and grants a lot of ATB. All this lays the foundation for him to be a buff/debuff machine by adding in magnify+<whatever>. Furthermore, he is a perfect candidate for Self Destruct Loops becuase his Unique Attack can cast ReRaise while the Ghost Ride Routine, followed by ATB boost, followed by Self Destruct can hit the damage barrier twice in a row.

"Auto Build" equipment:

  • Synergy Materia: Casts spells from linked materia, for free, whenever another hero (who is controlled by the player) uses a command.
  • Auto Cast Materia: Casts spells from linked materia as long as ATB/MP is available.
  • Auto Unique Ability Materia: Let's the AI use the heroes Unique Ability. Arguably essential for Cloud, Aerith, and Yuffie.
  • Auto Weapon Ability Materia: Allows the user to set 4 weapon abilities in the Combat Settings menu that the AI will use on its own.
  • Crescent Moon Charm: Reduces damage to hero when not controlled.

Example of auto build:

  • Dice + Slots + Let's Ride in Combat Settings
  • Synergy + Enfeeblement
  • Magnify + Enfeeblement
  • Autocast + Binding

The build described above sets Cait into a fountain of total randomness that spews debuffs, insane buffs (such as raising limit levels or Resist + Reraise), damage spikes, and elemental attacks. A simple ATB Loop with Aerith gives this routine almost infinite ATB to work with, while stuff like Skill Master can ensure Cait gives himself free bars by design. Auto builds are just as flexible/universal as anything else: substitute in the Ghost Ride routine described above, Aero spam with Moggle Mines, or do the reverse: Slots + buffs. There are a lot of great Auto Builds for every hero such as double Cast Comet Spam with Aerith or Auto-Tank Barret/Red XIII.