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Materia Combos




BASIC MATERIA COMBOS



WEAPON/ARMOR:
Added Effect+Contain

O=O


When placed in a weapon, attacks may petrify, confuse, berserk, or paralyze an opponent. Placed in armor, this combo will protect your character from the above effects.

WEAPON/ARMOR:
Added Effect+Destruct

O=O


When placed in a weapon, some attacks will instantly kill an opponent. When placed in armor, you will be immune to instant death attacks.

WEAPON/ARMOR:
Added Effect+Mystify

O=O


When placed in a weapon, some attacks can erserk or confuse an opponent. Placed in armor, you will be immune to berserk and confusion.

WEAPON/ARMOR:
Added Effect+Poison

O=O


When placed in a weapon, attacks may poison an opponent. Placed in armor, this combo will protect your character from poison attacks.

WEAPON/ARMOR:
Added Effect+Seal

O=O


When placed in a weapon, attacks may silence or sleep an opponent. Placed in armor, you will be immune to silence and sleep.

WEAPON/ARMOR:
Added Effect+Time

O=O


When placed in a weapon, some attacks may slow or paralyze an opponent. Placed in armor, you will be immune to slow and paralyzation.

WEAPON/ARMOR:
Added Effect+Transform

O=O


When placed in a weapon, some attacks may cause mini or frog on an opponent. Placed in armor, you will be immune to mini and frog.

WEAPON/ARMOR:
Command Counter+Deathblow

O=O


When hit, your character may counter attack with a deathblow.

WEAPON/ARMOR:
Command Counter+Manipulate

O=O


When hit, your character may counter by manipulating the attacking opponent.

WEAPON/ARMOR:
Command Counter+Mime

O=O


When hit, your character may counter attack with the last command that was performed.

WEAPON/ARMOR:
Command Counter+Morph

O=O


When hit, your character may counter attack by morphing.

WEAPON/ARMOR:
Command Counter+Steal

O=O


When hit, your character may steal from the attacking opponent.
WEAPON/ARMOR:
Elemental+(Elemental Magic/Elemental Summons)

O=O


Placed in a weapon, you will strike with the power of the element that is connected to the Elemental materia. In armor, you will recieve extra protection from the element that is connected to the Elemental materia.

WEAPON/ARMOR:
Final Attack-Revive

O=O


After your character dies, he/she will be automatically revived.

WEAPON/ARMOR:
Final Attack+Knights of the Round

O=O


Your character will perform the most powerful summon as a last action.

WEAPON/ARMOR:
Final Attack+Mime

O=O


Your character will perform the last command done after he/she falls.

WEAPON/ARMOR:
HP Absorb+(Command/Magic Materias that cause damage to an opponent)

O=O


After performing most command/magic materias, you will absorb some HP.

WEAPON/ARMOR:
MP Absorb+(Command/Magic Materias that cause damage to an opponent)

O=O


After performing most command/magic materias, you will absorb some MP.

WEAPON/ARMOR:
MP Turbo+Knights of the Round

O=O


For an extra 5 MP, your Knights of the Round will deal 129,987 damage.

WEAPON/ARMOR:
Quad+Magic+Summons (Except KOTR)

O=O


You will be able to cast a summon spell 4 times in sequence, provided you have enough mana to do so.

WEAPON/ARMOR:
Quad+Magic+Any Magic Materias

O=O


You will cast any magic materias 4 times in sequence, provided you have enough mana to do so.



COMPLEX MATERIA COMBOS





ARMOR:
Elemental+(Materia that involves an element)+Contain

O=O


Use contain to cast a super-powerful elemental attack at yourself, to heal.

WEAPON/ARMOR:
HP Absorb+Master Summon/, MP Turbo, Master Summon/KOTR

O=O


Whenever you use Knights of the Round, you will absorb tons of HP and deal about 130,000 damage to all opponents.

WEAPON/ARMOR:
Mega+All, Master Command/Master Magic

O=O


All of your Commands/Spells will target all opponents.

WEAPON/ARMOR:
Comet (Level 2)+Quadra Magic, Comet (Level 2)+HP Absorb, Comet(Level 2)+MP Absorb

O=O


Comet level 2 hits opponents 4 times. Pack this with a Quadra magic and you have 16 merciless hits that absorb both HP and the MP that was lost in the casting.

WEAPON/ARMOR:
MP Absorb+Master Summon/KOTR, MP Turbo+Master Summon/KOTR

O=O


Whenever you use Knights of the Round, you will absorb tons of MP and deal about 130,000 damage to all opponents.

WEAPON/ARMOR:
Sneak Attack+Knights of the Round, MP Turbo+KOTR/Master Summon, HP <--> MP

O=O


Start a battle with a Knights of the Round that deals 129,987 damage. The HP <--> MP materia should allow for enough MP to keep doing this over and over again.

WEAPON/ARMOR:
Sneak Attack+Knights of the Round, MP Absorb+KOTR/Master Summon

O=O


Start a battle with Knights of the Round. You should absorb more than 250 MP, thus allowing you to do this over and over again.

WEAPON/ARMOR:
Sneak Attack+Deathblow, Mega-All, Pre-Emptive

O=O


Start a round with a Deathblow to all your opponents' backs.

WEAPON/ARMOR: W-Summon+Master Summon/Knights of the Round, MP Turbo+Master Summon/KOTR, Mime

O=O


Deal 259,974 damage to all targets. Repeat as necessary

WEAPON/ARMOR:
W-Summon+Master Summon/Knights of the Round, Mime

O=O


Cast Knights of the Round twice, and mime until opponent(s) are dead.