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  Final Fantasy X <http://www.gamefaqs.com/ps2/197344-final-fantasy-x>

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 1. Home

  <http://www.gamefaqs.com/ps2/197344-final-fantasy-x>  1. Summary

  <http://www.gamefaqs.com/ps2/197344-final-fantasy-x>  2. Release Data

  <http://www.gamefaqs.com/ps2/197344-final-fantasy-x/data>  3. Game Credits

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 5. Reviews

  <http://www.gamefaqs.com/ps2/197344-final-fantasy-x/reviews>  1. Reader Reviews

  <http://www.gamefaqs.com/ps2/197344-final-fantasy-x/reviews>  2. Critic Reviews

  <http://www.gamefaqs.com/ps2/197344-final-fantasy-x/critic> 6. Images

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  <http://www.gamefaqs.com/ps2/197344-final-fantasy-x/answers> 9. Board

  <http://www.gamefaqs.com/boards/197344-final-fantasy-x>  1. Final Fantasy X

  <http://www.gamefaqs.com/boards/197344-final-fantasy-x>

  2. Final Fantasy X - Blitzball

  <http://www.gamefaqs.com/boards/2000006-final-fantasy-x-blitzball>  3. Final Fantasy X - Secrets/Side Quests

  <http://www.gamefaqs.com/boards/2000007-final-fantasy-x-secrets-side-quests>  4. Final Fantasy X - Storyline

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  <http://www.gamefaqs.com/boards/2000009-final-fantasy-x-social>

//

Stat Maxing Guide by *KADFC*<http://www.gamefaqs.com/users/KADFC/contributions>

*More for Final Fantasy X (PS2):*

  * FAQs and Walkthroughs (139)  <http://www.gamefaqs.com/ps2/197344-final-fantasy-x/faqs>  * FAQ/Walkthrough by Sephiroth101 / CB!  <http://www.gamefaqs.com/ps2/197344-final-fantasy-x/faqs/15266>  * FAQ/Walkthrough (EU) by DemonSLAYER

  <http://www.gamefaqs.com/ps2/197344-final-fantasy-x/faqs/19209>  * FAQ/Walkthrough by Spira  <http://www.gamefaqs.com/ps2/197344-final-fantasy-x/faqs/15598>  * Walkthrough by Muni Shinobu  <http://www.gamefaqs.com/ps2/197344-final-fantasy-x/faqs/13601>  * FAQ/Walkthrough (International) by Mogg 13-42  <http://www.gamefaqs.com/ps2/197344-final-fantasy-x/faqs/17195>  * See all FAQs <http://www.gamefaqs.com/ps2/197344-final-fantasy-x/faqs>  * Cheats and Secrets (20)  <http://www.gamefaqs.com/ps2/197344-final-fantasy-x/cheats>

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  * Answers (1081)  <http://www.gamefaqs.com/ps2/197344-final-fantasy-x/answers>  * Where do I find Lv. 3 Key Spheres?  <http://www.gamefaqs.com/ps2/197344-final-fantasy-x/answers/1348-where-do-i-find-lv-3-key-spheres>  * Where do you get lv. 4 key spheres?  <http://www.gamefaqs.com/ps2/197344-final-fantasy-x/answers/192546-where-do-you-get-lv-4-key-spheres>  * Recommendations for awesome Blitzball team?  <http://www.gamefaqs.com/ps2/197344-final-fantasy-x/answers/24054-recommendations-for-awesome-blitzball-team>  * *Ask your own question!*  <http://www.gamefaqs.com/ps2/197344-final-fantasy-x/answers>  * Reviews (175)  <http://www.gamefaqs.com/ps2/197344-final-fantasy-x/reviews>  * Message Board <http://www.gamefaqs.com/boards/197344-final-fantasy-x>

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  Stat Maxing Guide by KADFC  <http://www.gamefaqs.com/users/KADFC/contributions>

*Version:* 1.00 | *Updated:* 02/07/07 | Search Guide | Bookmark Guide

===============================================================================  Final Fantasy X - Stat Maxing Guide===============================================================================  Created By: KADFC (aka Fabian Chang)  Created On: 9:00 PM on Friday February 2 2007 Pacific Time  Current Version: 1.00

  First Version Submitted On : 6:00 PM on Wednesday February 7 2007  Current Version Submitted On: 6:00 PM on Wednesday February 7 2007  Copyright KADFC 2007

  This guide can only be posted on Gamefaqs.com.And KaddyGuides.com

  (Quick Find: Ctrl + F, then put the name of the section from the Table of )  Contents.

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 Most importantly, I would like to thank Jobber (jobber2022497) for solving  and helping me the most for this guide.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=  Table Of Content=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=  i. Introduction ii. Pre-Knowledge  A. The Three Types of Sphere Grids  B. The Nine Setups  C. The Math  D. Post Airship  E. AP Weapon and AP Trick  F. Kottos Trick and Level # Keys  G. Finishing Capturing  H. Pre-Maxing Stats  I. Maxing Stats  J. Credits

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=  Introduction=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= To start this thing off, I'm making this due to a promise, somewhat. Even so, I'll try to do my best to create regardless of pressure or expectation. Regardless how knowledgable I am, nor how well I can explain the process. If this doesn't fit my expectation, I won't leave this gamefaqs, even if it was already posted.

 I was informed that the first FAQ regarding Max Stats for FFX was written by JungleJim. I have seen him posted on the boards before as well as discussed with him in certain topics, so he will be acknowledge. However, since I don't

 have a copy of FAQ, I'll start this from scratch and basically set my layout. Even so, I will use Split's FAQ or any other FAQ that I find already posted at my advantage. Adding to that sum, the wonderful board of FFX of gamefaqs. Needless to say, all of which will be credited where credit will be given. I have max my characters stats before, and I have done it three times before, so my methods may not be something that most people recommend, but it works.

 To end the intro, I'll make it clear. This FAQ doesn't tell you how to defeat all the Monster Arena Creations. This won't tell you how to obtain all the Celestial Weapon or any. This FAQ doesn't serve in anyways like a walkthrough. It won't say anything regarding any sidequests, period.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=  Pre-Knowledge=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= The whole process of maxing your stats revolves around your storyline of getting the Airship. This section is for all the things I want you to know before getting the Airship. I'm talking about getting the Airship after you have passed by Calm Lands.

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 1. Overdrives - The only overdrives needed to complete the task  Tidus = Slice and Dice  Wakka = Attack Reels  Rikku = Frag Grenade  Note: You only need these for maxing your stats. Blitz Ace is optional  since it's rather slow and have a delay effect compared to Slice and Dice.

 2. Overdrive Mode - Try to obtain Comrade and Victor in ahead of time.  Stotic = You start out with this, so don't worry about it.  Comrade = Ally other than self hit by an enemy.  Tidus - 300; Wakka - 100; Auron - 220; Yuna - 240; Lulu/Kimarhi - 100  Victor = Win a battle while having them be in the front (active) lines.  Tidus - 120; Rikku - 140; Wakka - 160  Loner = Tidus Only. By himself, stay in battle for 60 turns.  For Loner, wait until you've obtained Yellow Shield (Thunder Plains)  Note: You can't learn these while you're in the Monster Arena.

 3. Abilities - Try limiting the number of abilites for each character. There  are far too many abilities that are waste of time, especially in the post  game. That's why you should have a mindset to not learn every single  ability the sphere grid offers as a way of convenience. Not everyone needs  to be able to cast Fire. The following are the abilities best to learn:  - Quick Attack = From Kimarhi's initial position, shift all the way west

  - Steal = Rikku starts out with this  - Use = Rikku starts out with this  - Bribe = From Lulu's initial positition, proceed southeast  - Flee = Tidus starts out with this

 4. Get the Cloudy Mirror from Remiem Temple's Chocobo Race. You don't have to  do it right now, but it shouldn't be that troublesome. Talk to the Chocobo  Catcher, train a Chocobo, ride one to Southeast part of Calm Lands. Head  for the temple, go to the left side, talk to sphere, go to right, talk to  chocobo, and race. Win the race and you'll get the Mirror.

 5. Equipment Preparation. Two things. Get the Yellow Shield for Tidus off the  ground during your first time outside Thunder Plain's Travel Agency. Also,

  make sure that you talk to Wantz during your trip up Mt. Gagazet before the  fight with Flux. This is for being able to buy equipments from Wantz from  Macalania Forest after getting the Airship.

 6. Must Obtain Anima. In order to obtain Anima, you must acquire/get the  Destruction Sphere treasure from all Cloister of Trials.  NOTE: You can't miss the one from Bevelle Temple, ever.

 7. While you are at Zanakand Ruins, steal at from 10 - 20 Candles of Life.  You can return here to get them as well. They are stolen from the dead  soldiers and they are common steals.

 8. Make sure that you have fully compiled all 26 Al Bhed Primers throughout

  the game or reload it from a previous save. Then on first time aboard the  Airship, talk to Rin to get 99 Underdog's Secret. Keep 60 of them for  future use.

 9. This might be a hard task, but not for most NSGers. Keep Rikku's HP low,  or even at her initial HP. At the same time, Rikku must kill at least  450 - 900 enemies. Not a hard task for some. Overall, one of the best  ways for her to get these number of kills is by using Items. The other  way is by giving her a capture weapon with Stonestrike or Deathstrike  customized on it (which is later in the game)

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=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=  The Three Types of Sphere Grids=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= If you didn't already know, there are three (3) types of sphere grids for Final Fantasy X. However, that's based on 3 version of the game itself.

 NA Version (North American), which is sold at at the US and Canada (which is  why it's called the NA Version), is what most Americans have. They are only  offered only one type of sphere grid.

 International, as well as the PAL version, is sold in places outside of the  US. They offer more extras than the NA Version have.  You should also know that the 1st option of the INT/PAL version isn't the  same as the NA's grid. The Standar Sphere Grid contains the same abilities  that is offered in the Expert Sphere Grid, plus more nodes. Expert Grid  offers the play more flexibility overall, being that abilities are very  close to each other, more less number of nodes compared to Standard. 

Note: If you're in the US and want to play these versions, you'll have to

  order them online. In order to play them, you'll have to put a Modchip into  your PS2; or use a Swap Magic and the Slide Card. If you are doing this for  the sole purpose to play a few games, I suggest the Swap Magic. It's cheap  and that is what I'm currently using.

 In summary:  Regular Sphere Grid = Only offered in the NA Version.  Standard Sphere Grid = Only offered in the International/PAL Version.  Expert Sphere Grid = Only offered in the International/PAL Version.  (NOTE: NA = NA; International/PAL = INT/PAL)

 There are two way to look at this, both being perfectly possible.

 #1 - The NA Way  9999 HP 999 MP  255 Strength 170 Agility  255 Defense 255 Evasion  255 Magic 255 Accuracy  255 Magic Defense xxx Luck

 #2 - The Dark Aeon Way  99999 HP 999 MP  255 Strength 170 Agility  255 Defense +30 Evasion  255 Magic xxx Accuracy  255 Magic Defense 255 Luck

  (NOTE: Functional with 9999 HP)

 xxx = Doesn't matter. Might as well equal 0. +30 = At or above 30

 #1 is what I recommend for all the NA people. However, they can copy #2, but  not the HP obtained. #2's format can only be obtained using the Standard  Sphere Grid, not the Expert Sphere Grid. Even with the #2's setup, there are  still more nodes that can be used.

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 The Dark Aeon Way is needed in the Int/PAL Version so that all attacks will  connect and deal critical, even when facing against the Dark Aeons and  Penance

 I'll limit the amount of detail, so I'll give only the information that you  need to know. The whole purpose of maxing stats is to keep all the +4 Nodes  and at the same time remove all nodes that isn't +4. We remove those nodes  by using an item called Clear Spheres, which is sold at the Monster Arena  after you've completed a certain task. For an exact and complete explanation,  I'll include a section called "The Math," a section that most people should  just skip unless they are interested.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=  The Nine Setups=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= The following Nine Setup is given for the three types of sphere grids. Each type will have 3 setups, that being Sane, Insane, and No Clear Sphere. This may be a little too much to absorb, so just skip to the parts that you want. When you got the part that you want, copy and paste that section into aseparate text/document file for easier access.

 Note: The number of required Clear Spheres may not be totally accurate due to  the fact that you might not use them to fully clear all the non-(+4) nodes.

-------------------------------------------------------------------------------  Regular Sphere Grid (Sane)------------------------------------------------------------------------------- For the Regular Sphere Grid, I'll make 3 different setups. The first setup is what is really needed for the NA Version itself. This isn't what a perfectionist will do, but no one will tell the difference unless they directly analyze your sphere grid. Also, this setup corresponds to #1, the NA way.

  What is needed:  40 Strength Spheres 21 Agility Spheres  51 Defense Spheres 59 Accuracy Spheres  46 Magic Spheres 44 Evasion Spheres  47 Magic Defense Spheres

  308 - 188 (Initial Empty) = 120 Clear Spheres

  About HP, if you didn't remove any HP nodes, that is perfectly fine when you  aren't using Break HP Limit. You will get 9999 HP (19400 with BHPL).  Therefore, you "can" delete 47 +200 HP Nodes on the grid. The grid only has  +200 HP Nodes. If this was the case, you'll need to add 47 to the original

  count of Clear Spheres if you were to delete the unnessary HP nodes.

  About MP, if you didn't remove any MP nodes, that is perfectly fine if you  aren't using Break MP Limit. You will get 999 MP (1250 with BMPL). Therefore,  you "can" delete 1 (there's only one) +10 MP, and 6 (out of 7) +40 MP nodes  on the grid.

  Nodes Total - (Unremovable + Stats + HP + MP)  828 - (77 + 420 + 97 + 56) = 178 nodes left.  Meaning, if you follow these specifics, you'll obtain the NA Way, while

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  still having 178 Empty nodes to fill. Also meaning that you'll have 232 Empty  nodes if you removed my recommended HP and MP nodes, instead of 178

  Nodes Total - (Unremovable + Stats + HP + MP)  828 - (77 + 420 + 50 + 49) = 232 Empty Nodes left.

-------------------------------------------------------------------------------  Regular Sphere Grid (Insane)------------------------------------------------------------------------------- The second setup is to show what you can get when you limit a lot of stuff on the NA Version. That being how you deal with Luck VS. Accuracy/Evasion. This corresponds to #2, the Dark Aeon Way.

 This basically has the same potential as the Sane Version. 255 Luck can replace 255 Accuracy with 255 Evasion. Getting this amount for a character is quite tedious though, but not impossible. I've done it twice already, and for all my characters both times (not the same version though).

 Nodes Total - (Unremovable + Stats (Luck Added, No ACC & EVA) + MP)  828 - (77 + 354 + 25) = 372 nodes left for HP With 333 nodes for HP, you can obtain 99999 HP  372 - 333 = 39 Empty Nodes left.

  What is needed:  40 Strength Spheres 21 Agility Spheres  51 Defense Spheres 58 Luck Spheres with ~420 Fortune Sphere  46 Magic Spheres 333 HP Spheres  47 Magic Defense Spheres 18 MP Spheres

  596 - 188 (Initial Empty) = 408 Clear Spheres

-------------------------------------------------------------------------------  Regular Sphere Grid (No Clear Spheres)------------------------------------------------------------------------------- The third setup is to obtain #1, the NA Way, without using any Clear Spheres.

 Clear Spheres are costly in the long run, since they cost 10,000 gil a piece.

 What is needed:  20 Strength Spheres 46 Accuracy Spheres  31 Defense Spheres 32 Evasion Spheres  29 Magic Spheres  33 Magic Defense Spheres

 I guess this would have to be the simpliest one to use. You don't have to remove any of the nodes on the grid. After using up everything you should still have 64 Empty Nodes left. You can use that up for Agility and/or HP/MP.

 If you give it all to HP, that will give an extra 19200 HP.

 19200 + 19400 (Already on Grid) = 38600

-------------------------------------------------------------------------------  Standard Sphere Grid - International/PAL (Sane)------------------------------------------------------------------------------- This sphere grid has a total of 860 nodes, 85 of it being unremovable nodes, so are left with 775 nodes to manipulate with. For this, I will make 3 setups. Like before, there will be Sane, Insane, and No Clear Spheres.

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 What is needed:  40 Strength Spheres 21 Agility Spheres  51 Defense Spheres 58 Luck Sphere with ~240 Fortune Spheres  45 Magic Spheres  47 Magic Defense Spheres

 262 - 191 (Initial Empty) = 71 + 29 + 35 (ACC + EVA) = 135 Clear Spheres

 For the sole purposes of version itself, don't manipulate any of the HP/MP nodes since it won't help any for the Dark Aeons/Penance. You don't need BHPL for Dark Aeons/Penance's battle anyways.

 From here down, all the formats are Dark Aeon (#2) or relevant to it. However, Sane is not including 99999 HP, just 9999 HP.

  Manipulable Nodes - (Stats + HP + MP)  775 - (354 + 97 + 56) = 268 Nodes left  268 nodes for HP gives 80400  80400 + 19400 (Already on Grid) = 99800  (Which means that you didn't remove any of the HP nodes and kept on adding HP  Spheres to the grid, you would hit 99999 for everyone)

-------------------------------------------------------------------------------

  Standard Sphere Grid - International/PAL (Insane)------------------------------------------------------------------------------- The insane version for the Standard Sphere grid is almost the same as the Sane version, but the minor difference is what we do with HP.

 What is needed:  40 Strength Spheres 21 Agility Spheres  51 Defense Spheres 58 Luck Spheres with ~420 Fortune Spheres  45 Magic Spheres 333 HP Spheres  47 Magic Defense Spheres 18 MP Spheres

 613 - 191 (Initial Empty) = 422 Clear Spheres

 For showing off, this would probably be the perfect version to do it, as well as the perfect sphere grid. In this format, we will max out HP. This will make it so that this reaches what was presented in the Dark Aeon chart above.

  Manipulable Nodes - (Stats + HP + MP)  775 - (354 + 25) = 396 Nodes left  333 nodes for HP gives 99900, which will make everyone reach 99999  396 - 333 = 63 Nodes left; Use it for Agility if you want

-------------------------------------------------------------------------------  Standard Sphere Grid - International/PAL (No Clear Sphere)-------------------------------------------------------------------------------

 Like the previous one for the Regular Sphere grid, this applies for the Standard Sphere Grid. Everything will reach Dark Aeod Way, except for 99999 HP

 What is needed:  20 Strength Sphere 55 Luck Sphere with ~448 Fortune Sphere  30 Defense Sphere  27 Magic Sphere  32 Magic Defense Sphere

 This setup is basically the best format to use when you're trying to

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 complete the Dark Aeons/Penance will using the Standard Sphere Grid. Remember, this is without using any Clear Sphere. So this means use up all the spheres listed and activate all of them.

 After all of that, you should still have 80 nodes left. If you apply all this to HP only, that would give 24000 24000 + 19700 (already on grid) = 43700 HP

-------------------------------------------------------------------------------  Expert Sphere Grid - International/PAL (Sane)------------------------------------------------------------------------------- The Expert Sphere Grid has 792 Nodes total. 85 of which is not removable, so there's 707 nodes to manipulate with. This setup is the same one used for Standard - Sane, by means of results.

 What is needed:  40 Strength Spheres 24 Agility Spheres  53 Defense Spheres 59 Luck Spheres  41 Magic Spheres  46 Magic Defense Spheres

  263 - 224 (Initial Empty) = 39 Clear Sphere

  Manipulable Nodes - (Stats + HP + MP)  707 - (354 + 81 + 47) = 225 nodes left.  225 nodes for HP gives 67500 HP  67500 + 16200 (Already on grid) = 83700 HP

-------------------------------------------------------------------------------  Expert Sphere Grid - International/PAL (Insane)------------------------------------------------------------------------------- 707 nodes can be played with. Even limiting to the very least, you can hardly pull out 99999 HP. You could, of course, sacrafice a few Magic nodes, or even some Luck nodes, to reach 99999 HP. If that was the case, you need to sacrafice 5 nodes for everyone to get 99999.

 What is needed:  40 Strength Spheres 24 Agility Spheres  53 Defense Spheres 59 Luck Spheres  41 Magic Spheres ~328 HP Sphere  46 Magic Defense Spheres

 591 - 224 (Initial Empty) = 367 Clear Sphere

  Manipulable Nodes - (Stats + MP)  707 - (354 + 25) = 328 nodes left.  328 nodes for HP gives 98400 HP, however no one will reach 99999

-------------------------------------------------------------------------------  Expert Sphere Grid - International/PAL (No Clear Sphere)------------------------------------------------------------------------------- One of the hardeset task to do, but these are the results of what is possible. FYI, the Expert Sphere Grid is something that has the lowest number of nodes. Therefore, if you don't use Clear Spheres, there isn't much you can do. And yet, it still works.

 What is needed:

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  23 Strength Spheres 13 Agility Spheres  30 Defense Spheres 56 Luck Spheres  27 Magic Spheres  34 Magic Defense Spheres

 After all that, you should have 93 Empty nodes left. HP Sphere all of that and you get 27900 27900 + 16200 (Already on grid) = 44100 HP

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=  The Math=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= All stats sphere offers +4 (Strength, Magic, Defense, Magic Defense, Agility,  Evasion, Accuracy, and Luck) HP Spheres offers +300 MP Spheres offers +40

 To start off, this is the initial stats of all characters. (NSGIE)

  | HP MP | STR DEF MAG MDE | AGL LUCK EVA ACC

 --------.-----------.--------------------.------------------  Tidus | 520 12 | 15 5 5 5 | 10 18 10 10  Wakka | 618 10 | 14 10 10 5 | 7 19 5 25  Yuna | 475 84 | 5 5 20 20 | 10 17 30 3 ------------------------------------------------------------  Lulu | 380 92 | 5 8 20 30 | 5 17 40 3  Kimahri| 644 78 | 16 15 17 5 | 6 18 5 5  Auron | 1030 33 | 20 15 5 5 | 5 17 5 3 ------------------------------------------------------------  Rikku | 360 85 | 10 8 10 8 | 16 18 5 5

 Strength - Is maxed out at 255  Lowest Strength is 5, from Yuna and Lulu.

  255 - 5 = 250; 250/4 = 63

 Defense - Is maxed out at 255  Lowest Defense is 5, from Tidus and Yuna.  255 - 5 = 250; 250/4 = 63

 Magic - Is maxed out at 255  Lowest Magic is 5, from Tidus and Auron.  255 - 5 = 250; 250/4 = 63

 Magic Defense - Is maxed out at 255  Lowest Magic Defense is 5, from Tidus, Wakka, Kimarhi, and Auron.  255 - 5 = 250; 250/4 = 63

 Agility - Is maxed out at 170. Having 170 Agility is the same as having 255.  Even so, if you have any spare nodes, it should go into this.  Lowest Agility is 5, from Auron.  170 - 5 = 165; 165/4 = 42

 Luck - The amount of Luck needed is determined by which version you are  playing. For godlike powers, you'll need 255 in INT/PAL. However, since it  takes a very long time to get 255 Luck, it's not recommended for the NA  version. But you should know, 255 Luck = 255 Evasion + 255 Accuracy.

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  Lowerst Luck is 17, from Yuna, Lulu, and Auron.  255 - 17 = 238; 238/4 = 60  (NOTE: Since this is based on version; ignore this for Sane NA Version)

 Evasion and Accuracy - Is maxed out at 255, but can be replaced by Luck.  Lowest Evasion is 5, from Wakka, Kimarhi, Auron, and Rikku.  255 - 5 = 250; 250/4 = 63  Lowest Accuracy is 3, from Yuna, Lulu, and Auron  255 - 3 = 252; 252/4 = 63  (NOTE: Since this is based on version; ignore this for Insane and

INT/PAL Version)

 Evasion - A minimum of 30 Evasion is needed for Int/PAL  30 - 5 = 25; 25/4 = 7

 HP - Is maxed out at 99999.  Lowest HP is 360, from Rikku  99999 - 360 = 99639; 99639/300 = 333  9999 - 360 = 9639; 9639/300 = 33  (NOTE: 99999 is for Insane NA and Int/PAL, 9999 is for NA Sane)

 MP - Is maxed out at 9999  Lowest MP is 12, from Tidus  9999 - 12 = 9987; 9987/40 = 250

  999 - 12 = 987; 987/40 = 25  (NOTE: Having 9999 MP is close to useless, except for show)

  (NOTE: All final numbers are rounded up.)

-------------------------------------------------------------------------------  Regular Sphere Grid (Sane and Insane)------------------------------------------------------------------------------- This Sphere Grid has 828 nodes. Out of those, 77 of them are not removable. Meaning we can manipulate 751 nodes.

 Strength Sphere 63 Needed - 23 (+4) STR already present on Grid = 40 Strength Spheres

 Defense Sphere 63 Needed - 12 (+4) DEF already present on Grid = 51 Defense Spheres

 Magic Sphere 63 Needed - 17 (+4) MAG already present on Grid = 46 Magic Spheres

 Magic Defense Sphere 63 Needed - 16 (+4) MDE already present on Grid = 47 Magic Defense Spheres

 Agility Sphere

 42 Needed - 21 (+4) AGL already present on Grid = 21 Agility Spheres

 Accuracy 63 Needed - 4 (+4) ACC already present on Grid = 59 Accuracy Spheres

 Evasion 63 Needed - 19 (+4) EVA already present on Grid = 44 Evasion Spheres

 *For Insane* HP

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 333 Needed - 0 (+300) HP already present on Grid = 333 HP Spheres

 MP 25 Needed - 7 (+40) MP already present on Grid = 18 MP Spheres

 Luck 60 Needed - 2 (+4) Luck already present on Grid = 58 Luck Sphere 

-------------------------------------------------------------------------------  Regular Sphere Grid (No Clear Sphere)------------------------------------------------------------------------------- No repeat data, 751 nodes to play around with. The lowest stat of all  characters are used in the numbers, I don't want to re-explain any previous  data.

 Strength: The sum of all strength on grid is 170, taking up 65 nodes  (+4 * 23 = 92; +3 * 5 = 15; +2 * 26 = 52; +1 * 11 = 11  92 + 15 + 52 + 11 = 170)  250 - 170 = 80; 80/4 = 20 Strength Sphere Strength itself will take up 85 nodes on the grid.

 Defense: The sum of all defense on grid is 128, taking up 53  (+4 * 12 = 48; +3 * 19 = 57; +2 * 21 = 42; +1 * 1 = 1

  48 + 57 + 42 + 1 = 148)  250 - 148 = 102; 102/4 = 26 Defense itself will take up 79 nodes on the grid.

 Magic: The sum of all magic on grid is 136, taking up 45 nodes  (+4 * 17 = 68; +3 * 14 = 42; +2 * 12 = 24; +1 * 2 = 2  68 + 42 + 24 + 2 = 136)  250 - 136 = 114; 114/4 = 29 Magic itself will take up 74 nodes

 Magic Defense: The sum of all magic defense on grid is 120, taking up 44 nodes  (+4 * 16 = 64; +3 * 6= 18; +2 * 16 = 32; +1 * 6 = 6  64 + 18 + 32 + 6 = 120)

  250 - 120 = 130; 130/4 = 33 Magic Defense itself will take up 77 nodes

 Agility: The sum of all agility on the grid is 171, taking up 60 nodes  (+4 * 21 = 84; +3 * 15 = 45; +2 * 20 = 40; +1 * 4 = 4  84 + 45 + 40 + 4 = 173) You don't need to change any or add Agility Spheres.

 Evasion: The sum of all Evasion on the grid is 124, taking up 42 nodes  (+4 * 19 = 76; +3 * 4 = 12; +2 * 17 = 34; +1 * 2 = 2  76 + 12 + 34 + 2 = 124)  250 - 124 = 126; 126/4 = 32 Evasion itself will take up 75 nodes

 Accuracy: The sum of all Accuracy on the grid is 70, taking up 29 nodes  (+4 * 4 = 16; +3 * 8 = 24; +2 * 13 = 26; +1 * 4 = 4  16 + 24 + 26 + 4 = 70)  252 - 70 = 182; 182/4 = 46 Accuracy itself will take up 75 nodes

 HP and MP is more than enough, but it takes up 153 nodes

 Nodes Total - (STR+ DEF + MAG + MDE + AGL + EVA + ACC + HP/MP)

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 751 - (85 + 79 + 74 + 77 + 60 + 75 + 75 + 153) =751 - 683 = 73; 73 - 9 = 64 Empty Nodes left

-------------------------------------------------------------------------------  Standard Sphere Grid - International/PAL (Sane/Insane)------------------------------------------------------------------------------- This sphere grid has a total of 860 nodes 85 Nodes Unremovable 775 Nodes to Manipulate

 Strength Sphere 63 Needed - 23 (+4) STR already present on Grid = 40 Strength Spheres

 Defense Sphere 63 Needed - 12 (+4) DEF already present on Grid = 51 Defense Spheres

 Magic Sphere 63 Needed - 18 (+4) MAG already present on Grid = 45 Magic Spheres

 Magic Defense Sphere 63 Needed - 16 (+4) MDE already present on Grid = 47 Magic Defense Spheres

 Agility Sphere 42 Needed - 21 (+4) AGL already present on Grid = 21 Agility Spheres

 Evasion 7 Needed - 19 (+4) EVA already present on Grid = Remove all but 7 (+4) EVA  nodes from the grid. So remove 12 (+4) EVA nodes.

 Luck 60 Needed - 2 (+4) Luck already present on Grid = 58 Luck Sphere

 *For Insane* HP 333 Needed - 0 (+300) HP already present on Grid = 333 HP Spheres

 MP

 25 Needed - 7 (+40) MP already present on Grid = 18 MP Spheres

-------------------------------------------------------------------------------  Standard Sphere Grid - International/PAL (No Clear Sphere)------------------------------------------------------------------------------- No repeat data. 775 nodes for stats.

 Strength: The sum of all strength on grid is 172, taking up 66 nodes  (+4 * 23 = 92; +3 * 5 = 15; +2 * 27 = 54; +1 * 11 = 11  92 + 15 + 54 + 11 = 172)  250 - 172 = 78; 78/4 = 20 Strength Sphere Strength itself will take up 86 nodes on the grid.

 Defense: The sum of all defense on grid is 120, taking up 54 nodes  (+4 * 12 = 48; +3 * 19 = 57; +2 * 22 = 44; +1 * 1 = 1  48 + 57 + 44 + 1 = 150)  250 - 130 = 120; 120/4 = 30 Defense itself will take up 84 nodes on the grid.

 Magic: The sum of all magic on grid is 142, taking up 47 nodes  (+4 * 18 = 72; +3 * 14 = 42; +2 * 13 = 26; +1 * 2 = 2  72 + 42 + 26 + 2 = 142)  250 - 142 = 108; 108/4 = 27

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 Magic itself will take up 74 nodes

 Magic Defense: The sum of all magic defense on grid is 124, taking up 46 nodes  (+4 * 16 = 64; +3 * 6= 18; +2 * 18 = 36; +1 * 6 = 6  64 + 18 + 36 + 6 = 124)  250 - 124 = 126; 126/4 = 32 Magic Defense itself will take up 78 nodes

 Agility: The sum of all agility on the grid is 171, taking up 61 nodes  (+4 * 21 = 84; +3 * 15 = 45; +2 * 20 = 40; +1 * 5 = 5  84 + 45 + 40 + 5 = 174) You don't need to change any or add Agility Spheres.

 Luck: The sum of all luck on the grid is 18, taking up 9 nodes  (+4 * 2 = 8; +3 * 0 = 0; +2 * 3 = 6; +1 * 4 = 4  8 + 0 + 6 + 4 = 18)  238 - 18 = 220; 220/4 = 55 Luck itself will take up 64 nodes

 HP and MP is more than enough, but it takes up 153 nodes

 Nodes Total - (STR + DEF + MAG + MDE + AGL + LUCK + HP/MP) 775 - (86 + 84 + 74 + 78 + 61 + 64 + 153) = 600 751 - 600 = 151

 151 - (42 + 29 from EVA and ACC) = 80 Nodes left

-------------------------------------------------------------------------------  Expert Sphere Grid - International/PAL (Sane/Insane)------------------------------------------------------------------------------- This sphere grid has a total of 792 nodes 85 Nodes Unremovable 707 Nodes to Manipulate

 Strength Sphere 63 Needed - 23 (+4) STR already present on Grid = 40 Strength Spheres

 Defense Sphere 63 Needed - 10 (+4) DEF already present on Grid = 53 Defense Spheres

 Magic Sphere 63 Needed - 22 (+4) MAG already present on Grid = 41 Magic Spheres

 Magic Defense Sphere 63 Needed - 17 (+4) MDE already present on Grid = 46 Magic Defense Spheres

 Agility Sphere 42 Needed - 18 (+4) AGL already present on Grid = 24 Agility Spheres

 Luck

 60 Needed - 1 (+4) Luck already present on Grid = 59 Luck Sphere

 *For Insane* HP 333 Needed - 0 (+300) HP already present on Grid = 333 HP Spheres

 MP 25 Needed - 6 (+40) MP already present on Grid = 19 MP Spheres

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-------------------------------------------------------------------------------  Expert Sphere Grid - International/PAL (No Clear Spheres)------------------------------------------------------------------------------- 707 nodes to play with, no repeats.

 Strength: The sum of all strength on grid is 160, taking up 58 nodes  (+4 * 23 = 92; +3 * 9 = 27; +2 * 15 = 30; +1 * 11 = 11  92 + 27 + 30 + 11 = 160)  250 - 160 = 90; 90/4 = 23 Strength Sphere Strength itself will take up 81 nodes on the grid.

 Defense: The sum of all Defense on grid is 131, taking up 49 nodes  (+4 * 10 = 40; +3 * 17 = 51; +2 * 18 = 36; +1 * 4 = 4)  40 + 51 + 36 + 4 = 131)  250 - 131 = 119; 119/4 = 30 Defense Sphere Defense itself will take up 79 nodes on the grid

 Magic: The sum of all Magic on the grid is , taking up 46 nodes  (+4 * 22 = 88; +3 * 12 = 36; +2 * 8 = 16; +1 * 4 = 4  88 + 36 + 16 + 4 = 144)  250 - 144 = 106; 106/4 = 27 Magic Sphere Magic itself will take up 73 nodes on the grid

 Magic Defense: The sum of it from the grid is , taking up 40 nodes

  (+4 * 17 = 68; +3 * 7 = 21; +2 * 9 = 18; +1 * 7 = 7  68 + 21 + 18 + 7 = 114  250 - 114 = 136; 136/4 = 34 Magic Sphere Magic Defense itself will take up 74 nodes on the grid

 Agility: The sum of all Agility on the grid is 113, taking up 39 nodes  (+4 * 18 = 72; +3 * 3 = 9; +2 * 14 = 28; +1 * 4 = 4  72 + 9 + 28 + 4 = 113  165 - 113 = 52; 52/4 = 13 Agility Sphere Agility itself will take up 52 nodes

 Luck: The sum of all Luck on the grid is 14, taking up 7 nodes  (+4 * 1 = 4; +3 * 1 = 3; +2 * 2 = 4; +1 * 3 = 3

  4 + 3 + 4 + 3 = 14)  238 - 14 = 224; 224/4 = 56 Luck Sphere Luck itself will take up to 63 nodes

 Nodes Total - (STR + DEF + MAG + MDE + AGL + LUCK + HP/MP) 707 - (81 + 79 + 73 + 74 + 52 + 63 + 81 + 47) = 157 157 - (27 + 37) from EVA and ACC = 93 nodes left

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

  Post Airship=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= After you've obtained the Airship, the following is a list below is what you should do. This isn't the full thing, just the early process. I don't recommend just getting everyone's Celestial weapon early on. Just the ones that is needed.

 If you are wondering what characters you should using, I don't have an exact party for you. The character that you must use is Rikku.

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 *Rikku* - Easy Celestial to Power Up, Core of Operation

 Easy Celestials - The two characters where their Celestials is way easy to get Auron = Part of the monster capturing process Yuna = Also apart of the monster capturin process, as well as getting Anima

 Most Useful - Hard/Tedious Celestial, but useful, especially for Dark Aeon Way Tidus - Chocobo Catcher is torture for some; Main Earth Eater Slayer Wakka - Tedious Celestial/Blitzball; Secondary Earth Eater Slayer

 If you just want a few men to finish the whole process without too much hassle and is willing to pay the price of being inefficent, then the party of: Rikku, Auron, and Yuna - should be the ones that you should pick.

 However, if you want to be as efficient as possilbe, don't mind getting their Celestial, and want to reap the rewards of a pro, then the party of: Rikku, Tidus, and Wakka - should be the ones that you should pick.

 Yet, you can always use the Easy Celestial first, then switch to Most Useful later on in the process. If you just want to get it all over with, being that the Usefulness is what I'll use mainly in this guide, then do so.

 1. Cloudy Mirror. 2. Macalania -> Celestial Mirror

 3. Rikku's Celestial at Bikanel, Macanalia and Power Up Fully 4. Hunt for Mimics at Omega Ruins 5. Monster Arena -> Calm Lands

 (1) Cloudy Mirror  Get the Cloud Mirror as part of Remiem Temple's Chocobo Race. Remiem  Temple is located at the southeastern part of the Calm Lands. You need to  ride a chocobo to get there. You just need to train a chocobo by passing  the first avaliable training, and that's all you need... for now.

 (2) Macalania -> Celestial Mirror  Go to Macalania Temple and complete the quest involving the family of  three. First talk to the Mother/Son, then head right to look for the

  father. Then go back to the Mother, travel left on the crystal road, and  finally to the Celestial Stone. When you've done that talk to the Stone.  Then change the Cloudy Mirror into the Celestial Mirror.

 (3) Rikku's Celestial at Bikanel, Macanalia and Power Up Fully  You may wonder why you should get this. Mainly it isn't about the BDL, but  the built in Gillionaire that's apart of it. It's one of the most  efficient ways to make a lot of gil early on. The Crest and Sigil is apart  of Bikanel. One of them being in a chest near the sandstorm, and the other  one is got after you complete the Cactuar Sidequest.

  Then enter "GODHAND" into the airship passwords to get Rikku's Celestial.  After that go back to Macalania's Stone and power it up fully. Now make

  sure that you have a healthy supply of Phoenix Downs. Around 30 + should  be enough.

  While you are at it, get Anima from Baaj Temple. X - 15, Y - 60

 (4) Hunt for Mimics at Omega Ruins  Now this is the part where you actually get a lot of gil as one of the  best ways as of right now. In Airships, use Search, and try around:  X - 70; Y - 35. Save your game. Get a party with everyone having First  Strike on their weapon. Sonic Steel was one of them, if you remembered

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  to get it. Otherwise, you can customize it by using 1 Return Sphere. I  recommend that Rikku has a First Strike weapon.

  Get into a battle that has a treasure chest with a Zaurus. Escape/Flee  all other battles. The first thing to do in battle is to steal from the  chest. If it turns into a Mimic, stay in battle, in not, flee. The first  thing you should do after the Mimic appears is use a Candle of Life on it,  which will cast Doom on it. Now get rid of the Zaurus with physical  attacks or other methods. If you can't use a Candle of Life on it as well.  After the Zaurus is gone, make sure that Rikku has her Celestial on, and  then wait for the Mimic's time to expire. Defend in the meantime and use  Phoenix Downs if someone were to get KO'd. After the battle, you would  get 100,000 Gil. Do this 10 times at least, or until you run out of CoL.

 (5) Monster Arena - > Calm Lands  Go to Calm Land's Monster Arena, get a few a capturing weapons. More  than likely it should be for Tidus, Wakka, Kimarhi, and/or Auron.  Now capture 1 of each monster that's in the Calm Lands. Go back to talk  to the Monster Arena Owner (I'll just call him Owner from now on),  now you'll be able to capture fiends from other areas. He'll also  give you 60 Farplane Winds, which is perfectly the items needed to  customize Deathstrike. Customize it to one of your capture weapons.  Hopefully you bought at least 2 capture weapons. (9 Total)

 (6) Capture Process - > Djose  Travel to Djose and Capture 1 of every fiend there. Always try to get  encounter with fiends that is around the entrance to Djose Temple and  Moonflow. That's because Simurgh only appears around there. Also know  that Ochu appears on the southern parts of Moonflow, as well as the Bite  Bugs. After you've capture 1 of each (7 total Total), head back to the  owner and he'll give you 99 Petrify Grenade, which is more than enough to  customize Stonestrike. It takes 60 Petrify Grenade to customize  Stonestrike, put it into one of your capture weapons.

 (7) Capture Process - > Massacre 1  Using the Stonestrike and Deathstrike Capture weapons, catch 10 of each  fiend from the following places:

  Besaid Kilika Mi'hien Mushroom Rock Road  Djose Thunder Plains Macalania Sanubia Desert  Calm Lands

  NOTE:  Mi'hien: Some of their fiends are apart of Mushroom Rock  Djose: Simurgh appears on the second half of the Djose Road, more directly,  they appear on the half closes to Djose Temple. Ochu is apart of the  Moonflow South/North roads, as well as a few other fiends.  Thunder Plains: Iron Giant only appears on the northern half. Larvae shows  up more frequently on the north parts as well. It would be best if you  activate at least 2 Cactuar stones to make the Quacters come out and play.

  Macalania: Divided into two parts. The forest is the part with all the  crystal and Celestial Stone is at. The other part is the snowfields, the  part outside outside of the Travel Agency.  Sanubia Desert: To get more frequents of Zu / Zuu and Sand Worm, try the  west part from the 3rd Save Sphere to the North. There is crest that saids  that harder enemies are over to that side. From the 3rd Save Sphere, going  a screen north has the same effect for Zu/Sand Worm encounter rate as  as well. To make life easier when trying to get Cactuars, try getting them  as part of the Cactuar Sidequest because they won't flee. Just make sure  that you save inbetween matches. If you've already passed this part, just

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  search in the area where the sand storm was protecting, they'll have  a fairly good amount of Cactuar encounter rates.  Calm Lands: For the rarer/harder fiends, search around the Northwestern  parts of the Calm Lands. If you are have a hard time finding Malboros  and Coeurl, and they are the only ones left, head for Sunken Cave instead.  They have them as well, strange as it maybe.

  In the process, you'll get a few (many goodies) from the Owner. Get  these items before going to step 8:  -Mushroom Rock - 99 Candle of Life  (More Mimic killers.)

  -Thunder Plains - 99 Chocobo Wing - 80 for Auto-Haste  (Customize Auto-Haste to one armor, better than nothing)

  -Kilika & Bikanel - 99 Poison Fang & Shadow Gem - Good Capturing Support

  -Birdies - 99 Mega Phoenix - 20 for Auto-Phoenix  (Customize Auto-Phoenix onto 5 armors)

  -Unlock 6 Area Creations - 99 Door to Tomorrow - 10 for Overdrive -> AP  (Meaning you can customize this close to 10 times. There are 7  characters total, so you could put O -> AP 3 times, onto your main  three characters. Then leave the other 7 customization for a better

  AP Weapon)

  Note: Your Stonestrike/Deathstrike works for most of the fiends, except  for a few fiends. Sand Worm, Zuu, Malboro, Ghost, and Tonberry are those  types of fiends. All other capturable fiends should be killed physical  forces (physical number damages).

  For Sandworm, there are many ways. Poison Fang to inflict Poison on it.  You can inflict Sleep on it by using a stolen item from one of the wolves  in the area. You can also steal a Shadow Gem from him and use it back on  him. As a last option, if you have it, use Anima to lower his HP with  Attack/Pain, but make sure the finishing blow is from a capture weapon.  For Zuu, Poison and Blind works. So you can steal a Smoke Bomb from it and

  use it on him. Shadow Gems if you got any and there's always the option  of Anima.

 (8) Direct Captures - Main Purposes, Unlocking Certain Monster Creations  I'll list the general stuff, but if you think you can capture 10 of each  or whatever monster you run into, that would be great.  A) For Sunken Cave (Cavern of the Stolen Fayth - CotSF)  Capture 1 of each fiend there.  --------> Don Tonberry  (NOTE: If you are having trouble with Tonberry, use Dream/Sleep Powder  with Shadow Gems. Trouble with Ghost and you can use Anima as well  as the Silence Grenade stolen from the mushroom in CotSF.)

  B) Gagazet Cave, near the Save Point. Get into a battle with Ahriman and  Grendel, capture both of them. You'll need 4 Ahriman. Since Grendel  come with Ahriman and this is the only battle that Grendle shows up in,  capture him as well.

  C) Omega Ruins (X-75, Y-35), capture 4 Floating Death.  Everyone up to this point, unlock a creation.  --------> One-Eye

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=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=  AP Weapon and AP Trick=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Since you've now unlocked Don Tonberry, that's where the AP Trick will will come in. However, before we start the process, you'll need the AP Weapon, as well as the armor suited for this cause.

 Before I continue the whole process, there's one little goal that you have to complete before you head to the next section, "Finishing the Capturing." And that is to have 1 or 2 characters complete the sphere grid, especially all the STR and AGL nodes. You can leave everything else unactivated, but doactivate the following abilities: Steal, Use, Bribe, and Quick Attack. O, btw, those 2 characters are the ones with the Capture Weapons.

 One last comment. The minimum strength needed for you to be able to deal 9999 against most capturable fiends is 70. So once you've obtained 70 Strength, you can now continue with the next section, if you want to. For agility, the more the better. Agility does max out at 170.

 *Overdrive Mode* Comrade and Stoic is the only ones that you need for this process. Stotic is

 what everyone starts out with, so Comrade can be a problem.

 To get this, someone else from the frontline must be hit by an enemy. Tidus = 300 times Yuna = 240 times Auron = 220 times; Everyone else = 100 times

 -= Math on Don Tonberry AP Trick =- Since we are using OD -> AP, when the OD bar charged from 0 to 100%, 1 SLvl is gained. Stotic (the person taking the damage from Karma) will slightly get more AP than the people using Comrade.

 Stotic Example -

  Tidus has 560 AP, Karma deals 70000, Overdrive -> AP on weapon  = 70000 * 30 = 2100000; 2100000 / 560 = 3750; 3750/100 = 37.5  = Around 37 SLevel will be gain

  = (Damage Recieved * 30 = A); (A / Max HP = B); (B / 100 = C)  = Round (C) down = SLevel gained

 Comrade Example -  Comrade User's HP doesn't matter, He only has Overdrive -> AP  Comrade User's Ally (CUA) has 360 HP, Karma done to her is 60000  = 60000 * 20 = 1200000; 1200000 / 360 = 3333; 3333 / 100 = 33.33  = Around 33 SLevel will be gain

  = (Damage Recieved by CUA * 20 = A); (A / CUA's Max HP = B); (B / 100 = C)  = Round (C) down = SLevel gained

  NOTE: When the AP Weapon has Triple/Double AP and/or Double/Triple Overdrive,  it's effect will stack. If both are triple, the original AP will be  multiplied by 9.

 -= Armor suited for AP Trick =- This isn't the MA Armor, just the minimum for the AP Trick. However, it will become the MA Armor in the future. To start off, go to Macalania Forest, enter

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 from Thunder Plains. You should see Wantz, talk to him and buy the armor that he offers. The armor/s that you buy, should buy correspond to whoever you decide to make the Level 1 AP Weapons for. Each armor cost around 100,000 gil.

 After you get one, you just need to customize 1 ability onto it. That being Auto-Phoenix by using 20 Mega Phoenix. That's it.

 -= AP Weapon =- The perfect AP Weapon is: (Level 3 AP Weapon)  Overdrive -> AP; Triple AP; Triple Overdrive

 Yet, we can't get this yet. So we'll have to do something close, but without too much hassle. The perfect AP weapon is at level 3, so let's start with level one first. Overdrive -> AP is made from using 10 Door to Tomorrow, which was from unlocking 6 Area Creations. So you don't need to worry about this, since you have plenty for 10 customizations.

 *Level 1 AP Weapon* Overdrive -> AP; Double Overdrive

 You should make only 1 or 2 of these weapons. Making anything more is a waste of items.

 There are 2 qualification needed you to make Level 1 AP Weapons for them.

 NOTE: More directly, make Level 1 AP Weapons any of the following characters: Rikku (a must) Wakka Auron Yuna Tidus

 The people that has the first AP weapons will be the one to slay One-Eye in 2 hits, and that is the main purpose of this. However, the other task that they must do is remodeling the Sphere Grid. A good choice in this case would be Auron's Celestial, since it has First Strike. One-Eye is known for Ambushing frequently.

 Overdrive -> AP is taken care of already, which now leads to Double Overdrive. Double Overdrive is from 30 Underdog Secrets, so if you did the whole Al Bhed Primers and Rin part, you'll get 99 of these. We'll be using 30/60 of these.

 If you can't get Double Overdrive, they'll just have to settle with Overdrive -> AP only. All other ways of customization to make this thing go faster is wasting more time than simply using Overdrive -> AP.

 -AP Gaining Process- Get 99 Phoenix Downs 99999 Reciever = Get into Stoic OD mode, AP Weapon 2nd AP Weapon Holder = Get into Comrade OD mode, AP Weapon, Auto-Phoenix

 Have the 9 Reciever attack Don Tonberry. It will counter with Everyone's Grudge. The 2nd AP WH will automatically use Phoenix Down. Only the 9 Reciever should attack, everyone else use defend. Keep on doing this and if you meet

 one of these phases, just flee the battle or kill Don (if you can): 1) You run out of Phoenix Down (VERY RARE) 2) Don stops using Everyone's Grudge 3) Special situation, you already got enough AP to hit Slvl 99

 *Level 2 AP Weapon* Overdrive -> AP; Triple AP; (Empty) ----> Dropped by One-Eye (Monster Arena)

 The weapon itself is good enough, when compared to Level 1. This weapon is for all other characters that didn't get a Level 1 AP Weapon, since getting

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 the weapon itself has Triple AP on it. To get this, you'll need to constantly kill One-Eye constantly for his drops. Even though the killing blow is said to have a higher chance of dropping an equipment for that person that kills it, you'll still need to do this.

 Overall, get Level 2 AP Weapons for the following characters: Rikku Wakka Auron Yuna Tidus

 If you have Celestials on and you've activated every single STR node on the initial sphere grid, your people can easily do 99999. If you want the bare minimum for a 2 hit kill, you'll need a strength of 137. That will guarantee that each hit will deal 75000+ because One-Eye only has 150000.

 NOTE: All three types of sphere grids in their initial state gives enough  STR nodes for people with Celestials to deal 99999 (when it's not against  any armored fiends)

 You'll need to customize Overdrive -> AP onto it, that's not a problem. However, if you want to add Triple Overdrive to it, that will be very hard. To get that, you'll to use 30 Winning Formula.

 A) For 99 WF, Unlock All Area Creations. So that will take care of 3 weapons. B) Overkill Ultima Buster for 2, Unlock by capture 5 of each fiend. C) 1,800,000 for one weapon. By Bribe. Sand Worm. Waste of time!

 *Level 3 AP Weapon*  Overdrive -> AP; Triple AP; Triple Overdrive ---> Dropped by Ultima Buster  (Ultima Buster: Monster Arena, Capture 5 of each Fiend)

  Well, we're back to this again. You can, of course, create this via Level 2.  Yet, if you lack the patience and want another gamble. Try killing Ultima  Buster constantly. Ultima Buster will basically drop this weapon with all  these abilities already on it. Some people will try to aim for a 4-slotted  weapon with the specifics on it

  Upgrading it from Level 2 seems to work, if you have Overkilled Ultima  Buster 15 times and still haven't got the weapon that you wanted for a

  specific character.

-------------------------------------------------------------------------------AP Gaining Table Examples------------------------------------------------------------------------------- Here are a few examples of how many Slevels are gained when using this method. Only Overdrive -> AP is used. 1 Karma is used, and then flee.

 | Max HP | OD Mode | Karma # | SLevel Gained | With Triple AP or OD |-.--------.---------.---------.---------------.-----------------------. | 1160 | Stotic | 33300 | 8 | 24 | | 360 | Stotic | 99999 | 83 | 99 | | 9999 | Stotic | 99999 | 3 | 9 |

 | 4060 | Stotic | 66600 | 4 | 12 | | 1200 | Stotic | 99999 | 24 | 72 |-.--------.---------.---------.---------------.-----------------------. | 1160 | Comrade | 33300 | 5 | 15 | | 360 | Comrade | 99999 | 55 | 99 | | 9999 | Comrade | 99999 | 2 | 6 | | 4060 | Comrade | 66600 | 3 | 9 | | 1200 | Comrade | 99999 | 16 | 42 |

 NOTE: When using Comrade, what matter is Ally's HP and what they recieved.

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=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=  Kottos Trick and Level # Keys=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= If you have the AP to use, but not the Power-Mana-Speed-Ability Sphere to use it, then read this small section. Before that, you can deal 99999 with your celestial correct? If yes, good.

 First, get Distillers of the kind of Spheres that you want. You can buy them from the Monster Arena's Owner.

 Go into the Monster Arena -> Area Creations -> Kottos

 Use the Distiller on them (the type that you want). After that, Overkill Kottos. If you have Auto-Phoenix on, that would save some time. After the battle ends, commonly it would give 40 (P/M/S/A) Spheres. Rarely it would give 2 instead of 40, if that was the case, those were meant to be Dark Matters. If you didn't overkill Kottos, you'll only get 20 or 1.

 Yet, if you don't have enough STR nodes filled on the sphere grid to deal

 99999 and that's the reason why you need Power Spheres, then you'll have to use other ways:

 1) Keep on slaughering the Dingo (Besaid - 1st), more than likely, you'll  overkill them constantly. They'll drop 2 Power Spheres each time. 2) I don't prefer this method, but I'll mention it. Remiem Temple. Belgemine's  Ixion. Keep on killing him for 8 Power Spheres each time, after the first  time.

 *Level # Keys* The other thing that you might run short are Level Keys, especially Level 3 and 4 Keys. I'll now give the best ways to acquire each of these keys during late in the game.

 If you already didn't know, you can call up these fiends from the Monster Arena to fight them. The people doing the killing blow or stealing should have First Strike on, especially if they are weak and they can be KO'd from 1 of the enemy's attacks. Also for the Rare Steals, you'll need Master Thief to make things go faster.

 First Strike: 1 Return Sphere  - Overkill Chimerageist (MA - Calm Lands) for 2 Return Spheres (Best Way)  - Dark Element - CotSF - Bribe with 36,000 for 4 Return Spheres Master Thief: 30 Pendulum  - Overkill Neslug (MA - Unlock All Area Creations) for 2 Pendulums  - Remiem Temple's Chocobo Race - Win with 4 Chests, No Poles (Best Way)

  - The Prize is 30 Pendulums

 -= Level 1 Keys =- Imp - CotSF/Sunken Cave - Bribe with 17,600 Gil for 4 Keys Master Coeurl - Omega Ruins - Overkill for 2 Keys

 -= Level 2 Keys =- Behemoth - Gagazet - Bribe with 460,000 Gil for 30 Keys Catastrophe - Monster Arena (Unlock 6 Area Creations - Rare Steal for 1 Key

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 -= Level 3 Keys =- Demonolith - Inside Sin/Omega Ruins - Bribe with 900,000 Gil for 40 Keys Ultima Buster - Monster Arena (Capture 5 of each Fiend) - Rare Steal for 1 Key Machea - Omega Ruins - Constantly Overkill them for their Rare Drops of 2 Keys

 -= Level 4 Keys =- Chimera Brain - Calm Lands - Bribe with 196,000 for 2 Keys Nemesis - MA (Capture 10 of each fiend, defeat all MA creations)  - Common Steal for 1 Key

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=  Finishing the Capturing=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Now finish getting 10 of each fiend all the areas:

 Sunken Cave Mt. Gagazet Inside Sin Omega Ruins

 With your Strength and Agility filed from the Sphere Grid's initial nodes, you should have more than enough power to deal 9999 constantly. The only enemies that seem that you can't get 9999 easily are probably the Black Element of

 and one of the Mimics, both from the Omega Ruins. To be on the safe side, it is advisable to have Auto-Phoenix armor.

 Another thing that you might some preparation for is for Great Malboro of Inside Sin/Omega Ruins. Go to Luca, go the counter, talk to the buy that sells the equipment. Buy 1/2 Lucid Armors for your capture party members. They cost 6,150, but you do need them. Equip them when you know that they can appear (Inside Sin, second half). Even with First Strike on, Great Malboro still proves as a threat, so that's where the Lucid armor comes in.

 NOTE:  Sunken Cave = Even though people claim that you can only find Tonberries in  on the second half of the cave, that's not fully true. You can find them any

  where in the Sunken Cave. Most of mine was from the 1st teleport room.  Nidhogg and Imp is also apart of Mt. Gagazet Trails. Epaaj is outside the  Sunkens Caves (near Save Sphere) Mt. Gagazet = Divided into 2 parts, the land and the water. Some of of the  enemies on the second half (caves) can be found in Zanarkand Ruins and  Inside Sin as well. Inside Sin - The area is divided into 2 areas. The area before the fight  with Omnis and the area after. Floating Death and Exoray for the 1st area,  Barbatos, Wraith, everyone else for the 2nd area. There are types of  Iron Giants in here, you'll need to capture 10 of each of them because they  aren't the same entity. Omega Ruins = Get all your capturing done while being close to the Save  Sphere. Encounter rates are equal from just about everywhere in that place.

  I think Great Malboro appears more frequently in this place, so it's better  to equip the Lucid armors here.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=  Pre-Maxing Stats=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

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 Like I already told you, have 2 people go around the entire sphere grid to activate all nodes associated with STR and AGL. The next step is trying to organize it so that everyone else that's trying to gain better stats follow a similiar trend. So have the following characters, doesn't matter if they are the 2 people that you've already increased their STR and AGL or not, move to a corner of the sphere grid:

 Rikku Auron Wakka Yuna Tidus

 Personally, I picked the upperleft. Now decide on one direction. That direction will be how you're going to leave your trail of +4 Stats Nodes. If you're planning to use Clear Spheres, keep on talking to the Owner to have him constantly unlock all the creations, which will lead to unlocking Ultima Buster and then giving you the option of buying Clear Spheres from him. Hopefully you've obtained Level 2 AP Weapons for the following people listed above, so this won't be a problem.

 NOTE: Trail of +4 Nodes = Stat Increase Route

 Rikku's Celestial has already been obtained. If Auron was your second person to have traveled the sphere grid get his Celestial; if it was Yuna or Tidus, the same thing applies to them. You'll have to get Wakka's Celestial regardless. If you are playing the International/PAL version, Tidus' Celestial, the Calablog, is need, regardless. And when I say Celestial,

 I mean the real thing fully powered up.

 Hopefully, you have Rikku, Tidus, and Wakka learn the Overdrive Mode Victor already. Now you'll have to make Tidus learn Loner. If you got the Yellow Shield (which Nulls Lightning Base attacks), this will be easy. Go to the Thunder Plains. Get into a battle with a Gold Element. Kill off everything except for the Gold Element. Haste Tidus, Slow Gold Element (if you can, but it's not required), and then constantly use defend until Loner is learned. Larva works as well, same with Yellow Element.

 The last preparation needed is for you to get Wakka's Attack Reels Overdrive and Tidus' Slice and Dice. You did remember to get Anima right? If yes, good.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=  Maxing Stats=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Now with most of every essential Monster Arena Creation unlocked, we can now begin the Stat Maxing phase. For speed/convience purposes, there is a certain way to finish this process. However, since there is the NA Way and the Dark Aeon Way, I'll seperate them.

 The NA Way: The Dark Aeon Way:

  1) Strength (Juggernaut) 1) Strength (Juggernaut)  2) Defense (Tanket) 2) Defense (Tanket)  3) Magic Defense (One-Eye) 3) Magic Defense (One-Eye)  4) Agility (Fenrir) 4) Agility (Fenrir)  5) Magic (Jumbo Flan) 5) Magic (Jumbo Flan)  6) Accuracy (Hornet) 6) Luck (Greater Sphere)  7) Evasion (Pteryx) 7) Fortune Sphere (Earth Eater)

  Extras for both Ways:  MP) Vidatu

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  HP) Ironclad

  For both Ways, the part that starts to differ from step 6. So I will do the  NA Way first, then continue with the Dark Aeon way start from step 6.

  For the weapon of choice use Celestials.

  For the armor, we take the 4-Slotted Armor that you brought from Wantz at  Macalania and hopefully you've given it Auto-Phoenix already. You'll need to  add 2 more abilities to it for the whole Monster Arena process, so the whole  armor that you'll be using for the Stat Maxing Process would look like this:

  Auto-Phoenix Auto-Haste Auto-Protect (Empty Slot)

  Auto-Haste: 480,000 Gil is how much is needed (estimated) to get it onto one  armor. Bribe Machea of Omega Ruins for 360,000 Gil for 60. 80 is needed for  the customization.

  Auto-Protect: You'll need to Overkill Fafnir of the Monster Arena under  Species Creations twice. Each Overkill will give you 40 Light Curtains, and  70 is needed for the Customization. 12 hits of 99999 is needed, so you'll  need to have a minimum strength of 146. Having a high agility is  recommended. Generally:  = Have Auto-Phoenix and Auto-Haste, and keep on using Quick Attack

  NOTE: At one point in the game, Slaying Fafnir is easy since he won't be  able to get a second turn.

  NOTE: For both Ways, it's normal to use the Stats Sphere once you've obtained  it, but if you're trying to do the bare minimum, you'll have to count the  number you have used and how many more you need.

-------------------------------------------------------------------------------  The NA Way------------------------------------------------------------------------------- 1) Strength - Juggernaut  With all the STR nodes filled on the sphere grid and by the fact that you

  are using celestials for every single Monster Arena Creation battles,  you'll be dealing 99999 each time. 13 attacks of 99999 is what is needed  to Overkill Juggernaut. However, you can the same effect with 146 Strength.

 2) Defense - Tanket  With the same strength as before, it will take 10 hits to finish this guy  off. It's advisable that you give the whole party the armors with all  3-Autos from this point on.

 3) Magic Defense - One-Eye  If you've already been trying to hunt for your Level 2 AP Weapon, this  won't be an issue. It would take 2 hits to overkill this guy. If you've  constantly slayed him before, go to the next part. If you haven't, then

  you'll have to be lucky. First Strike, Inititive, Luck, etc...

 4) Agility - Fenrir  Without high accuracy, it's hard to hit Fenrir with regular physical  attacks. However, that isn't the case when it comes to Overdrives.  Overdrives can't miss ever. Have Wakka take the "Stat Increase Route"  and he'll need at least 157 Strength. Set his Overdrive Mode to Victor.  I assume that you have Attacks Reels and World Champion.

  1. Besaid -> Dingo - Kill it

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  2. Besaid -> Dingo - Kill it  3. Species Creation - Fenrir - Attacks Reels  Note: You need to hit 2 - 2 - 2 for a perfect Attack Reels.  However, if you can't do this quickly, get 2's on the first two reels,  and then let time run out. The third Reel will automatically stop at  2, thus creating the perfect Attack Reels.  4. Repeat step 2 and 3 constantly, etc...

 5) Magic - Jumbo Flan  This will be rather long to explain, but no biggie. You'll be having  Anima take him down. However, you'll need to have her learn the following  abilities:

  Haste: 10 Chocobo Feathers. If you have unlocked Fenrir, don't worry.  Steal from Qactuar or Cactuar in other ways.

  Shell: 4 Lunar Curtains. If you have unlocked Abadon, don't worry.  Steal from Larva or even Jumbo Flan himself for a quickie.

  Reflect: 3 Star Curtains. If you have unlocked Nega Elemental, don't worry.  Steal from Dark Flan (Gagazet) or Barbatos (Inside Sin). 

Slow: 4 Silver Hourglass. If you have unlocked Don Tonberry, don't worry.  Bribe Vouivre (Mi'hien) for 5,100 Gil for 10 fast ones.

  Dispel: 3 Purifying Salt. If you have unlocked Fafnir, don't worry.  Common Steal from Abaddon, Rare Steal from Fallen Monk (Z. Ruins)

  NOTE: Belgemine's Aeon could be another option to get most of this, but it  strays off from the Monster Arena, which isn't convenient.

  On top of that, have her take the "Stat Increase Route." So that Anima  herself will have better stats against Jumbo Flan. I suggest that Anima has  a Magic Defense of at least 200 and at least 137 for Magic.

  Okay, now about the strategy. The firs thing that you do is summon Anima.  If you can't do that off the bat, have someone else have First Strike on,

  and Yuna not in the starting party. Switch the First Striker for Yuna.

  After you've summon Anima, do the following in this order:  1. Haste -> Anima  2. Shell -> Anima  3. Reflect -> Anima  4. Slow -> Anima ; It will bounce off due to reflect and hit Jumbo Flan.

  After that, keep on having Anima use Pain on Jumbo Flan. Keep on using  Pain. If by any chance Jumbo Flan gets Regen on himself, cast Dispel to  destroy it. Hopefully you can kill Jumbo Flan before Anima runs out of  HP. If that happens, you might need to teach Anima Cura/Curaga/Regen.  In the long run, after each succesful battle, use the Magic Spheres and

  activate them on the sphere grid, with Yuna at least.

  NOTE: This has been proven as the fastest way to constantly defeat J. Flan.  The other method is done by having 3 characters learn Copycat, and 1 of  them learn Flare/Ultima with Doublecast. Use a Doublecasted Flare/Ultima,  and then have everyone constantly use Copycat. The reason I didn't pick  this is because of the amount of time needed to get this for everyone and  that it's slower when trying to kill Jumbo Flan. If you don't like my  method, feel free to use this one.

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 6) Accuracy - Hornet  You could use the method used on defeating Fenrir, but that may be a waste  of time. So it's best that you just keep on using regular attacks to finish  it off quickly. You do have a high enough Agility now.

 7) Evasion - Pteryx  The same thing can said while against Pteryx as well. If you have used all  the Accuracy Spheres that you've obtained from Hornet, this guy will be  fairly easy as well.

 NOTE: Another way to do this, is by a different order:  Strength, Defense, Magic Defense, Accuracy, Agility, Magic, Evasion.  The only thing different as of terms of strategy is that you won't need  Wakka's Attack Reels against Fenrir, just regular attack will do.

-------------------------------------------------------------------------------  The Dark Aeon Way------------------------------------------------------------------------------- Starting off from NA Way's step 6. The only reason that you don't want Accuracy and Evasion is that it be replaced with Luck.

 255 Luck = 255 Accuracy + 255 Evasion

 Having 255 Luck + 255 Accuracy isn't needed because you can basically hit  anything with 255 Luck alone and it will do critical.

 Having 255 Luck + 255 Evasion isn't needed because the higher level bosses can  hit you regardless of these stats. Yet, it's advisable to keep at least 30  Evasion so that you can Evade all of Dark Ixion's physical attacks.

 6) Luck - Greater Sphere  I will have to assume that you have Tidus and Wakka having 180 Strength  with at least 110 Agility. Tidus knows Slice and Dice and Wakka has Attack  Reels, and both using their Celestial Weapons fully powered up. Set both of  them with the Overdrive Mode Victor. The third member doesn't matter.

  1. Besaid -> Dingo - Kill it  2. Besaid -> Dingo - Kill it  3. Original - Greater Sphere  1. Slice & Dice (or Attack Reels), GS counters with Hydraulic Press  2. Slice & Dice (or Attack Reels), GS is defeated.  4. Repeat step 2 and 3 constantly.

  Note: Slice and Dice must be successful. Successful = 6 Hits  Attack Reels must be perfect. Perfect = 12 hits. Refer to the method  used against Fenrir in the NA Way section.

 7) Fortune Sphere - Earth Eater

  Against this guy, I want your Tidus to have 255 Strength and 255 Magic  Defense. I'd assume that he has Slice and Dice. Set his Overdrive Mode to  Loner. There is a thing I like to call the Earth Eater armor, but it's not  totally required:

  Auto-Haste Auto-Protect Auto-Shell Magic Defense +%

  1. Except for Tidus, have everyone else Escape the battle. In the meantime  have Tidus constantly use defend until he's the only one left.  2. After each turn, if Tidus is by himself, his OD bar will charge. Once

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  you get a full OD bar, use a *Successful* Slice and Dice. Earth Eater  will now full on his back.  3. Defend two times and you'll get another OD bar filled, use Slice and  Dice again. Earth Eater will counter with Flare.  4. Repeat Step 3 until Earth Eater is defeated.  5. Talk to the Save Sphere to get healed.  6. Repeat Steps 1 through Step 6.

-------------------------------------------------------------------------------  Extras for Both Ways------------------------------------------------------------------------------- 8) MP - Vidatu  Nothing special. With the same strength for Juggernaut, it takes 1 hit to  kill this guy.

 9) HP - Ironclad  Rikku with two others that have Celestials and the needed strength to deal  99999. All party members must have the Monster Arena armor. Set Rikku's  Overdrive Mode to Victor. Move Power Spheres to the top of your Item List.

  1. Besaid -> Dingo - Kill it  2. Besaid -> Dingo - Kill it  3. Rikku, Mix 2 Power Spheres to get Frag Grenade

  4. Constantly have everyone use Quick Attack until Ironclad is defeated.  5. Repeat steps 2 to step 4 constantly.

  NOTE: This is proven to be the fastest method. Faster than using  Overdrives alone. Yet if you were to constantly use quick and perfect  Attack Reels with Entrust on the side, that will be faster, but it  won't be efficient.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

  Credits=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Names of the people that helped me create this FAQ, in one way or another:  (In no specific order)

 Split Infinity Terence Jobber Pbirdman GangstaL SoulSpark Sensorie Can Eater Ragnarokesper Thundaka Zzanmato Mace BlitzAce TheaN PFriedman

 Sensorie for: http://ximpulse.net/scripts/ffx/ DocTabasco & Zeric for:  http://db.gamefaqs.com/console/ps2/file/final_fantasy_x_sphere_na.gif novicegamerK for:  http://db.gamefaqs.com/console/ps2/file/final_fantasy_x_expert_grid.gif And shoecream for: http://www.losmonos.netfirms.com/centerer.html 

FAQ Display Options: Printable Version

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