The Dresspheres of Final Fantasy X-2, Ranked

Final Fantasy X-2 is a contentious entry in the canon of Square-Enix’s throat-punchingly popular RPG franchise. It is praised for its spectacular battle system, obscure takes on battle-ready fashion and funky soundtrack, while detractors criticise its limited cast, abrupt tone shift when compared with its predecessor and also the funky music. I, for one, love the game and it’s one of my favourites in the franchise. I like Yuna as a heroine and her character arc is satisfying, the battle system is so wonderful that I wish the game were hard enough to force me to utilise it in a better way, and the updated re-release is just crammed full of fun content.

In the game, your three characters (Yuna, Rikku and the sequel exclusive Paine) utilise Dresspheres in battle. These are this game’s version of the Job or Class system used in past entries, most famously in Final Fantasy V and the Final Fantasy Tactics spin-offs. They change your character completely, giving them new weapons, suitable stats and different abilities. Warriors use swords, White Mages have staves, and so on. As you use a particular Dressphere with a girl, it will get stronger, giving you access to more abilities. Each Dressphere has its uses, but some are more useful than others, depending on what part of the game you’re currently playing. So let’s have a look at them, personally ranked worst to best!

 

16. Festivalist

When do you get it: Right at the start of the game after talking to Brother (but only in the International and HD versions of the game).

What is it: This class is based on Japanese festival-goers, with the girls attacking with mundane items from those festivals. As you can see, Rikku attacks with a plastic bag containing some goldfish. It’s wacky. I like the idea of it, and the Japan-inspired costuming is very easy on the eye.

What does it do: A lot of things. This is one of the three Dresspheres that the game handles differently to the others. Each girl has a different skillset in this class. Yuna uses randomly-chosen magic skills either for damage or for status-infliction. They’re difficult to predict and not something to be relied upon. Rikku has fast-hitting elemental moves that chain on their own, potentially setting up some big damage when used tandem with other big-hitters. Paine has no elemental abilities, just some status-infliction attacks including the semi-rare Petrification and Stop statuses. Each girl also has some basic damage options, a self-heal, a way to cause confusion and some SOS abilities which will bestow some nice status effects on them when they hit low health.

What is it good for: Not much, honestly. They are pretty bare-bones classes with not much utility. Paine’s status effects can be useful for random encounters, but with a game where you can pick up Shock accessories which imbue your physical hits with ailments anyways, they’re short lived in usefulness. Yuna’s random attacks can be useful at the very start of the game, where the top-level spells will sometimes come out and put out bigger numbers than you’ll be capable of for a while. Early access to the confusion status is very useful however at the start of the game for picking up Mighty Guard and White Wind from Chapter 1 opponents. But that’s about it.

 

15. Trainer

When do you get it: In Chapter 3, if you spoke to Kimahri in the previous chapters and told him how to be a better leader.

What is it: This is the ‘pet’ class. The weapons are the girls’ pets, which they use to attack and use abilities. Paine has her cool hawk, Flurry. Rikku has a monkey named Ghiki. Yuna has a dog named Kogoro, which looks very much like Yojimbo’s dog, Daigoro. In Chapter 5, you are able to rename the girls’ pets by talking to Barkeep in the Airship’s Cabin. It gives them nice dresses with cool visible corsets.

What does it do: It’s another Dressphere where each girl has her own abilities, which is fitting considering they have different animals to use. Yuna has some elemental strikes which can also inflict status effects with some damage, with Berserk and Stop being standouts. She can also heal and cure status ailments on her allies. Rikku has slightly less utility, having simple status effect moves with some damage attached. What she also has however is a set of two thievery attacks, one for items and one for gil. They’re basically Nab Gil and Mug. She also has a delaying attack, as well as the same support moves as Yuna. Paine’s Flurry moves are eclectic. She has some status moves including Petrification and Instant Death, but also some HP recovery moves which can bestow Protect, Shell or Haste as a nice bonus. All three girls have the ability to call upon animal friends to maul their enemies in a sort of ultimate attack, and they all learn abilities which allow them to shorten their charge times and recover their HP and MP whilst walking. Notably, they all learn the Half MP Cost ability, which could potentially be useful with equipment which lets the girl use some powerful magic or perhaps Black Sky, but the Trainer Dressphere gives awful stats. They will be fragile, and use up their MP quickly regardless.

What is it good for: Variation in playstyle. Having animals on the battlefield is cool but they’re not powerful. Their movesets are lackluster and you have better options for everything they give.

 

14. Gunner

When do you get it: You start the game with it, as it’s Yuna’s default Dressphere.

What is it: It’s an excuse to wear half a skirt. And a gun. It’s basically a Dressphere centered around damage-infliction. It doesn’t have the highest damage, but it’s got good accuracy. It has pretty unique clothing too, with all three girls showing quite a lot of skin.

What does it do: Inflicts damage in a range of different ways. Notably, it can ignore an enemy’s defence completely (useful for coming up against the Armor and Adamantitan enemies). It is also one of the few Dresspheres to get an MP damage attack as well as an instant-crit attack. Notably, it has Scattershot, which deals a physical attack against all enemies, which is situationally a godsend. The Dressphere’s most notably ability however, is Trigger Happy. When you use this, a short countdown occurs and it’s time to mash the right shoulder-button. Each time you press the button during the countdown, you fire a bullet. It’s quite like Irvine’s Limit Break from Final Fantasy VIII, and was the source of a particularly game-breaking technique in which you equipped an accessory called Cat Nip. With this, every hit you put out whilst at low health would deal 9999 damage. With Trigger Happy, this was a huge amount of damage in a very short amount of time.

What is it good for: Unfortunately, in the newer versions of the game, the Cat Nip accessory now afflicts the user with Berserk, outlawing any Trigger Happy shenanigans. Taking this into account, there’s not much reason to be using the Gunner when you have better options for dealing damage, such as the Dark Knight or the Samurai. Burst Shot can be very useful with Shock accessories to quickly afflict the entire enemy party with the status ailment of your choice, but this is basically only useful in difficult dungeons filled with random encounters.

 

13. Black Mage

When do you get it: Right at the start of the game after completing the prologue.

What is it: It’s your first quintessential magic Dressphere and a pretty heavy hitter for the first half of the game. It’s a more stylish version of the franchise’s classic Black Mage attire with sexy cut-outs prominently on display.

What does it do: Honestly not a whole lot. It does elemental damage in four distinct flavours. You have the Fire spells, the Blizzard spells, the Water spells and the Thunder spells. Each element comes in three power levels, meaning you can easily start throwing out Firagas in Chapter 1 by just focusing on those spells. In addition, you have a way to increase your magic stat during battles just like Vivi in Final Fantasy IX, and you can absorb MP from enemies to replenish your quickly diminishing reserves. Finally, the class gets some abilities which cut down on the charge time for spells. While more powerful spells such as Flare and Ultima are in the game, they are locked behind very high level equipment that are a hassle to acquire and a hassle to even use.

What is it good for: Burst damage in the early stages of the game. Hitting elemental weak spots is quite satisfying and pretty easy, and MP Absorb mostly absolves any need for Ethers. You can extend its usefulness with certain accessories such as the Soul of Thamasa, but you likely won’t be using this class late in the game. Sure, with some accessories you can literally be casting spells constantly without any charge time but they’re just not powerful enough to justify the effort.

 

12. Thief

When do you get it: You start the game with it, it’s Rikku’s default Dressphere.

What is it: A quick and agile fighter class with some decent utility. Each girl comes decked out with two neat-looking daggers and some positively stripperiffic outfits. Keep away from Mt. Gagazet at all costs.

What does it do: It steals! The main feature of the class is its useful ability to steal items from enemies. Eventually they’ll gain the ability to steal money from enemies too, and then they improve their stealing skills, making it a bit more successful and lucrative. For some utility, they can drain both HP and MP from enemies, as well as inflict Stop, Berserk and even Eject on enemies, removing them from the battle entirely. Additionally, they have a useful ability which makes all three girls flee the battle at once, saving you valuable time. This combined with First Strike, which makes your thief act as soon as the battle begins with no exception, is a useful combo in tricky areas.

What is it good for: Nabbing rare items is pretty much the main draw of this class. Their normal attack is also quite useful as it’s a two-hit strike which chains with itself, letting you set up some easy nukes without the need for things like Black Sky or Trigger Happy. Once you have Lady Luck however, the need for this class diminishes, as Bribe is a far better method for acquiring items.

 

11. Warrior

When do you get it: At the start of the game, Paine begins with it.

What is it: A pretty basic damage-dealing and off-support class. It gives the girls a sword (you’ll note that Yuna gets Tidus’s Brotherhood sword, and Rikku will get the Crystal Sword model from FFX, while Paine gets her own cool skull-hilted sword). They’re a bit more armoured than usual in this class, which is nice to see.

What does it do: Swordplay abilities come in one of three flavours: elemental damage, stat breaks and delay attacks. It has the main four elements, a strong holy blade attack and the rare gravity element, and that’s all I can say about that. It’s pretty basic. The stat breaks can target an enemy’s Attack, Defence, Magic Attack or Magic Defence, and are consistently useful until the end of the game. The delay attacks are situational, and you won’t often notice much difference when using them due to the rapid nature of the battle system. It also gets a high-power guard ability that enables some tanking strategies, and a situational skill which gives haste, protect, shell and berserk to your entire party. Eek.

What is it good for: I can feel safe in asserting that towards the end of the game the only abilities this class will ever use are the stat breaks. It’s one of the very few sources of such. Apart from that, Excalibur gives a big damage boost and has the rare holy element attached. The fact of the matter is, as a damage dealer it is severely outclassed. Its utility cannot be underestimated however, so it’s worth learning the stat breaks and making use of equipment that allows you to use them regardless of class.

 

10. White Mage

When do you get it: After completing the Chapter 1 mission in Besaid.

What is it: It’s your first healer! It’s a magic class that focuses exclusively on support magic. It puts your girls in white with purple and orange accents and equips them staves from FFX (Yuna gets her iconic Rod, while Rikku and Paine get the Spiked Rod and Malleable Staff respectively).

What does it do: It heals. It can restore HP in various ways and various powers. It can also bestow Protect and Shell, revive allies, dispel an enemy’s positive status effects and cure your own status ailments. Like the Black Mage, the most high-powered White Magic spells such as Auto-Life and Holy are locked behind endgame equipment, but it’s less of a problem here.

What is it good for: It’s recommended to always have this Dressphere accessible by at least one of your girls. While there’s quite a bit of equipment that lets you use White Magic regardless of class, this class is simply the best at it thanks to its abilities that cut down the charge time. Dispel is a godsend for fights where the enemies like to buff themselves (such as the often annoying Garik Ronso or Leblanc battles) and Full-Life is a must-have for some Chapter 5 fights.

 

9. Berserker

When do you get it: In chapter 3 at Lake Macalania, after defeating the fiends there.

What is it: A hard-hitting, agile class which specialises in high-damage assaults. The outfits that come with this class are suitably furry and bestial, giving the girls metal claws with which to rip through enemies.

What does it do: The main feature of this class is its Berserk skill, which inflicts the status ailment on the girl in question. This will make her attack the enemy relentlessly, taking no more inputs from you, the player. Luckily, this also increases her attack power. To aid this, Berserkers learn useful counter skills which let her evade physical attacks and counter both physical and magical attacks. As for when she’s more lucid, Berserkers can double their own HP, inflict Slow or Poison, halve an enemy’s HP or dispel their Protect, Shell or Reflect statuses. They are surprisingly useful.

What is it good for: Damage is the name of the game for this class. A fully decked out Berserker who has doubled her own HP and used Berserk can be left to her own devices, quickly ripping up your enemies, countering anything that comes her way with additional attacks and hopefully being supported by her allies. Paired with a Rabite’s Foot for constant critical hits and you’re laughing. Just make sure you’re ready to lose control of her for the rest of the fight.

 

8. Songstress

When do you get it: At the beginning of the game, it’s used in the Dressphere tutorial.

What is it: It’s a performer. A pure support class with low stats but useful abilities that cripple opponents and buff your allies. YRP get custom microphones as improvised weapons to go with their stylish and unique performing outfits featuring the rare and intriguing glovelets.

What does it do: The Songstress can sing and the Songstress can dance. Songs are stat buffs which improve Attack, Defence, Magic Attack, Magic Defence, Accuracy or Evasion for the rest of the battle. Dances however can change the tide of battle in a huge way. They either inflicts status ailments on the enemy party or provide status enhancements for your own. All in all, they can inflict Darkness, Silence, Sleep, Slow and Stop to their enemies, but they really shine when it comes to what they can do for their party. They can bestow Haste while they’re dancing, which is slightly less useful than it sounds as it makes the dance shorter. They can also make MP cost be 0 for their allies, which makes spamming powerful spells such as Annihilator and Black Sky very easy. One of their fiercest abilities is Dirty Dancing, which causes every strike to be a critical hit while she’s dancing. This is useful when paired with quick hitters, such as the Gunner, Thief or Berserker.

What is it good for: At the beginning of the game, the Songstress mostly shines in her ability to cripple enemies. You’ll quickly learn to blind physical hitters and silence spellcasters, and it doesn’t take long to learn which enemies are immune to these statuses. As your ability roster improves you’ll start buffing your party instead, roaring through fiends with incredible skill.

 

7. Alchemist

When do you get it: Anytime during Chapter 2, 3 or 5 after helping Clasko out with his fiend problem.

What is it: It’s your second, less magical healer. It has a big gun and bigger shoulderpads. The girls look quite well-armoured and futuristic in this Dressphere and it’s a nice aesthetic to see. Notably, they get some heavy-duty weaponry, despite having quite low attack power.

What can it do: It can do two things, and they’re both very useful. Firstly, they can use their Stash abilities to pull standard items such as Ethers from the ether. It’s basically a way to mimic an item’s effect without using up your stock. The downside being that they have long charge times. The second and most interesting draw of the class is the Mix ability. Alchemists can mix two of your large stock of items to create a unique effect, ranging from useful support moves to quite heavy damage skills. If you know your combinations well, you can fully heal your party, revive everyone at once, cast haste on everyone, deal multiple bouts of elemental damage to your enemies and more. Sometimes it can be a stab in the dark but you’ll quickly remember your favourite recipes.

What is it good for: Many guides recommend using the Alchemist purely for it’s Mega-Potion ability, which consistently heals your entire party for 2000 HP for free. It has a but of a charge time compared to the likes of Curaga but it’s reliable and endless. Before you learn that, mixing a Potion and a Hi-Potion gives you a relatively cheap version of it. Another mix that is sometimes crucial when facing down optional bosses is Miracle Drink, which makes your whole party invulnerable to damage for a short amount of time.

 

6. Psychic

When do you get it: Win the Standard Cup in the Creature Creator Arena to get this Dressphere. Can easily be completed in Chapter 1 with some creative setup (read: getting lucky with Yuna’s Festivalist).

What is it: It’s a damage-dealer with an apparently high-school aesthetic that takes notes from anime. When equipped with this Dressphere your girls will float in the air and use psychic pulses to attack their foes.

What can it do: It’s rather similar to the Gunner in that it’s modus operandi is to deal damage in various ways. What the Psychic does differently is that it streamlines this a bit. Your main skills are Psychic Bomb, which deals damage to all of your enemies, and Maser Eye, which deals higher damage but only to one enemy. The Psychic backs this up with the useful self-buff Express, which bestows Haste on the user, as well as increasing her Accuracy and Evasion, making it a good battle-opener. Quite unique to the Psychic are their shield abilities, which prevent any damage of certain types for a period of time, enabling the user to tank even the hugest of attacks. Of note is Telekinesis, an instant death attack with surprisingly high accuracy. And all of this can be acquired in Chapter 1? Amazing. Finally, the Psychic can learn the 4 elemental Eater abilities, which makes any fire, ice, thunder or water damage heal the Psychic in question, making her a surprisingly bulky warrior.

What is it good for: The Psychic shines all the way through the game as a decent fighter regardless of the situation. They’re quite basic in what they do, but they do it well, and with the large amount of elemental damage being flung around, they can last a long time, giving your healers some breathing room. Also, they look dapper as hell.

 

5. Samurai

When do you get it: In Chapter 3 or 5, within Kilika Temple.

What is it: It’s a high-damage physical class with some useful utility. It has the girls wearing traditional Japanese garbs and wielding huge blades that the game wants us to believe are katana. Notably, Yuna wields the Spider’s Kiss and Rikky has the War Blade, two of Auron’s old weapons.

What can it do: Damage. It’s what the Samurai is good at. Not only that, it’s quite a bulky fighter too, and is able to take some hits before going down. Its main damage dealers are Sparkler (single-target) and Fireworks (multi-target), high-damage skills which can deal huge amounts of damage. Other offensive moves include Fingersnap, which reverts an enemy’s stat changes to normal (something unique to the Samurai), Magicide, one that damages MP, and Zantetsu, which has a chance of killing the enemy outright regardless of status immunities. This robust offensive moveset is backed up by some really versatile support moves such as Hayate (a self-Haste which increases evasion) and Clean Slate (a self-heal which also removes statius ailments).

What is it good for: It should really be obvious by now. The Samurai is very much almost a one woman army. I find Sparkler and Fireworks to be its most useful skills, doing high damage almost regardless of an enemy’s defence, and it has useful supporting skills. Give a Samurai some attack-boosting accessories and you have a winner that doesn’t require much thought to use.

 

4. Dark Knight

When do you get it: It’s in a chest in the depths of Bevelle, requiring a small puzzle to acquire.

What is it: One of the most lauded, popular Dresspheres in the entire game. It grants the girls many spikes and huge swords with which to intimidate and pulverise foes. It’s a supremely satisfying class to use. Staying with the theme of reusing old weapons, Rikku uses Auron’s old ultimate weapon, the Masamune. Yuna uses Tidus’s old ultimate, the Caladbolg.

What can it do: As in Final Fantasy tradition, the Dark Knight’s main class skill is Darkness, a skill that deals defence-ignoring damage to all of its enemies at a moderate cost to their own HP. A popular method for late-game fights in this game is to have two Dark Knights using this skill relentlessly with an Alchemist throwing Mega-Potions around like confetti to keep them healed up. In addition to that wonderful skill they have Charon, which is a strong self-destruct move that removes the Dark Knight from the battle. useful in a pinch. Their Arcana skillset contains many skills that would usually fall under Black Magic, such as Drain and Demi, alongside status infliction spells for Petrification, Confusion, Doom and even Death. Unique to Final Fantasy X-2 is Black Sky, a skill which hits the entire enemy party multiple times, chaining with itself. It’s expensive, but very useful. Of note is the Dark Knight’s plethora of status immunities, including the useful Stoneproof, Curseproof and Deathproof.

What is it good for: You will likely only really bother using Darkness and Black Sky with any regularity. Drain might see use in a dire situation and Doom can be useful when put up agaist the very rare occassion where the enemy can use abilities that make it invulnerable. It doesn’t have a high hit-rate with its status spells and there’s no real point in using them when you can just end the fight quicker by Darkness-ing them all to death. When paired with the Ragnarok accessory, Darkness costs no HP to use, making it ultimately spammable and a very viable technique all the way to the final boss.

 

3. Lady Luck

When do you get it: After beating Shinra in Sphere Break, in Chapter 3 or Chapter 5.

What is it: A gambler, and quite good at it. YRP looks very stylish and glamorous in this Dressphere, wielding a deck of cards which make for cool ranged weapons. I’m a huge fan of the peacock feather in Paine’s hair. Paine has a red diamond on her chest, while Yuna has a black spade and Rikku has a black club. The fact that Leblanc wears a red heart on her chest implies that Lady Luck is the Dressphere she uses.

What can it do: The Lady Luck Dressphere is quite a unique class, and can be quite hard to use well. Some of the first skills you’ll want are their Two Dice and Four Dice skills, which roll some dice and deal damage based on what numbers come up. Of course, you get bonuses for all 1s and all 6s, so you’ll be praying to Lady Luck herself. Next up are the Slots skills, which play rather like Wakka’s Overdrive from the predecessor. The outcomes of the Reels ability depend on what results you get once you’ve matched up some icons. Attack Reels mimics some offensive abilities you know well, such as Power Break and Magicide. Getting Fireworks is a nice possibility too. Magic Reels is quite easy to predict, it’s the same but with magic. You could end up with support magic like Cura or offensive spells such as Firaga, all the way up to Ultima, which is a nice boon. Item Reels is pure support, with possibilities such as a full heal for the party, Protect and Shell for everyone, or MP recovery. Random Reels suits its name, with effects ranging from a single hit of 9999 damage to an enemy, throwing a single Potion about, or causing every enemy to leave the battle, leaving you many items and much money in the process. Of course, using these Reels is risky, as if you fail to get anything, not even a single cherry icon, you’ll be afflicted with Dud, a 75% HP reduction for the whole party, leaving them in a precarious position.

What is it good for: The chance-based nature of Lady Luck means it can be difficult to rely on in an important battle. Where it shines is its extra-curricular activities. With Bribe and a large stash of money, you can earn stacks of rare items just by, well, bribing your enemies. This is an incredibly useful skill to have and it’s always worth checking what’s on offer, especially when you come across a rare enemy. Lady Luck also has some amazing abilities on offer, such as Double EXP, which is self-explanatory, and Gillionaire, which gives you more money at the end of a battle and enables your bribery lifestyle. Double Items does what it says on the tin and Critical ensures that every hit is a critical. For these reasons alone, Lady Luck is by far the best Dressphere for grinding and breaking open the game to your whims.

 

2. Gun Mage

When do you get it: Do a mission for Tobli either in Chapter 1 or Chapter 2.

What is it: It’s this game’s version of the Blue Mage class, which allows you to use your enemies’ skills against them. It comes with sleeveless tops and magical guns, what more could you want?

What can it do: The Gun Mage has Fiend Hunter abilities that are kinda useful before you manage to get any useful enemy skills under your belt. They are cheap skills which deal quadruple damage to a certain species of enemy, for example there’s an attack which targets birds, one that targets flans, and so on. Additionally there’s Scan, which tells you about your enemies, their HP and what they’re weak to and strong against. But the meat of the Gun Mage comes in the form of Blue Bullet, or enemy skills. It makes the Gun Mage one of the most versatile Dresspheres in the game with so much going for it. Some offensive skills of note are Fire Breath, for huge fire damage to all enemies, Heaven’s Cataract, which is already a high damage party killer but also reduces the target’s defences, Storm Cannon, which does fixed damage based on the Gun Mage’s level, and Annihilator, which deals huge magic damage that ignores magic defence. Drill Shot is a nice physical version of that, and you can’t go wrong with Bad Breath or Stone Breath for inflicting a whole array of status ailments on your foes. On the positive side of things you have White Wind, a powerful group-heal, and Might Guard, a quick way to buff the party with Protect and Shell. With this toolkit at your fingertips, you can deal with anything that comes your way. Chuck some Ethers her way and you’re sorted for the rest of the battle.

What is it good at: It’s possibly the most versatile class in the game. While the battle system is based around switching Dresspheres in the middle of the fight to adapt as you go, with a Gun Mage who has a few handy skills learned might never need to change. The only issue with the Gun Mage is actually learning the skills, which can sometimes be tricky, such as managing to confuse the right enemies for White Wind and Mighty Guard, and surviving the Experiment’s Annihilator.

 

1. Mascot

When do you get it: In Chapter 5, after completing every location (rather than concluding them). Or by beating the Youth League Cup, a difficult tournament in the Creature Creator Arena.

What is it: A unique trio of costumes for the girls to wear, featuring six iconic creatures from the Final Fantasy franchise. Yuna is in the Moogle Costume, wielding a Moomba doll. Rikku is in the Cait Sith costume, wielding a PuPu doll. Paine is wearing the Tonberry costume, wielding a Cactuar doll.

What can it do: Just like the Festivalist and Trainer all the way up the page, the Mascot is tailor-designed for each girl. Unlike the Festivalist and Trainer, the Mascot is worth using. Firstly, all Mascots can learn Auto-Protect and Auto-Shell, as well as Ribbon, making them all defensive powerhouses in the first place. Additionally, each Mascot can gain access to two other ability sets whilst wearing that Dressphere, making them very versatile. Let’s go over them one by one.

Yuna is a support Mascot, through and through. She gets percentage based heals for both HP and MP, as well as status clearing. Moogle Regenja bestows the useful and quite rare Regen status enhancement whilst also Hasting the whole party, making it one of the most useful buffing skills. She also gets Moogle Wallja, which is just Mighty Guard. Of huge note is Moogle Lifeja, which revives Rikku and Paine will full HP and MP. It’s basically a full reset, and it amazing when things are going south. In addition to these skills, Yuna gains access to all of the Swordplay and Arcana skills she has learned, giving her notable access to stat breaks and many different status effects including the rare Doom and Confuse, as well as instant Death. Yuna’s ultimate skill, Moogle Beam, deals large magic damage to all enemies whilst ignoring magic defence.

Rikku is a more offensively toned Mascot, with her four first abilities being group-wide Cait elemental spells which also inflict Poison and Petrification. It’s a suprisingly limited duo of status effects for her ultimate Dressphere but the abilities put out high damage with regularity. She then gets access to group-wide Eraser brand of stat breaks, which puts them far ahead of Warrior’s single-target stat breaks. She even has an evasion debuff for the enemies, which is unique to this Dressphere. Her ultimate skill, PuPu Platter, attempts to Eject all foes. Rikku gains access to all of her learned White Magic whilst in this costume, as well as the abilities learned as a Berserker, giving her some much needed support abilities in the form of healing, reviving, dispelling, and even doubling her already huge HP.

Paine does what she usually does in her costume, and inflicts status ailments with her various Knife abilities. Of note is her Berserk Knife, which is a rare status to inflict. With the Mascot’s high attack levels, these do high damage even when they don’t manage to inflict their status effects. Arsenic Knife is an instant death attack which is par for the course. The best skill she has however is likely Quartet Knife which is an all-in-one stat break. Whilst Rikku’s Erasers are good for groups, Paine will be able to cripple a single foe in every way with this ability, making it a perfect skill to use against strong foes and bosses. Her ultimate ability is a single-target physical strike that ignores defence called Cactling Gun, which I love. Paine acquires access to her Bushido skills learned as a Samurai, and the slightly disappointing Black Magic sets of skills with this Dressphere. These give her some elemental coverage, as well as a stat-normaliser, Sparkler and Fireworks, and the useful yet selfish buff moves provided by Bushido.

Note that every Mascot’s ultimate abilities make reference to their dolls apart from Yuna, who leaves her poor Moomba out in the rain.

What is it good for: Anything. They have the best stats, and between them, the best abilities. A party of 3 Mascots can likely survive anything the game throws at them barring the most complex of superbosses. It’s a hard Dressphere to get but so worth the effort. The only downside is that by the time you acquire it, there’s really not much left in terms of challenge, unless you acquire it early through excessive grinding and taking on the Youth League Cup, which is no mean feat. Good luck!


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