Techniques and attempted translations from...

Chrono Trigger

Warning: May contain spoilers

Here's the technique list, sorted by character, and with extra information wherever I think it belongs. Before getting to the list, here are a few terms, some borrowed from the JP version, that I use throughout the page:


Damage Types
 Inflicts physical damage.
 Inflicts magical damage.
 Inflicts damage of Crono's element. Means "sky" or "heaven", not "lightning".
 Inflicts damage of Marle and Frog's element. Means "water".
 Inflicts damage of Lucca's element. Means "fire".
 Inflicts damage of the Magus's element. Means "dark".
n/a Doesn't inflict damage.
- Undetermined.
TargetingExamples
Ally Any single ally  Aura, Cure Beam
Allies All allies, regardless of positioning  Heal Beam, Aura Whirl
Enemy Any single enemy  Rocket Punch, Drill Kick
Enemies All enemies, regardless of positioning  Laser Whirl, Icewater
Zone The target enemy and all enemies within a set distance from it  Whirlslash, Reaction Bomb
Near All enemies within a set distance from the user  Circle Bomb, Double Bomb
Ray All enemies along the ray from the user through the target enemy, even those beyond it  Wind Scythe, Sword Fling
Line The target enemy and all enemies between it and the user  Flamethrower
Horizontal All enemies along the horizontal line through the target  Falcon Slash, Line Bomb

Recent Corrections and Additions

To hopefully help with comprehension, techs now have an entry for usual base effectiveness at level 60 with natural stats (no Capsules used and no bonuses from equipment) and strongest normal weapon, where applicable (Crono's Rainbow, Robo's Terapower Arm, and Frog's reborn Grandleon). These assume that the enemy has 127 physical defense, 50 magic defense, and 4 affinity for any applicable element. Level 60 was chosen as an arbitrary value that seemed fairly high, but reasonable to reach after a playthrough or two without excessive grinding. Note that magic will always continue to grow as level increases, while physical techs stop improving once the character's power stat reaches 99 (except for Robo Tackle and anything Ayla does).

The offensive techs summary at the bottom of the page has been revised to reflect the actual reductions from enemy defense and magic defense instead of approximating it. This has resulted in slightly higher values, particularly for magic, and has even changed the rankings slightly in places. Random varation is still not taken into account.

Expected damage output for many of Ayla's skills, and also Robo Tackle, previously assumed that attack power is capped at 255. However, there is no cap (except on what displays in the menu), so the affected skills have a significantly higher potential than had been listed before.

The damage formula for Frog Drop and Dinosaur now correctly includes the user's stamina and the skill power as factors in the calculation. Apparently, my early testing happened to have Ayla's higher stamina balancing out Frog Drop's higher skill power, making them appear to be equivalent, when they are not.

General stat and damage algorithm information

I'll be getting into technique power and expected damage or healing output below, so it makes sense to first cover some of the basics.

How defense works:

Physical damage is reduced by roughly 0.39% (1/256) for every point of defense power. About three out of every five monsters have a defense power of 127, which reduces damage taken by slightly less than half. The occassional monsters that are "weak" against physical simply have a lower defense. Typical damage as shown below will assume that the target has 127 defense.

Monsters may also have a physical immunity flag set. This is unrelated to defense, and simply forces any purely physical attack to miss entirely. Specchio has this flag in all forms, as an obvious example.

Magical damage is reduced by roughly 1% for every point of magic defense (empirical testing suggests the exact reduction is [mDef * 10]/1024 ). This is why even a slight increase near the maximum value of 99 has a drastic effect on the amount of magic damage taken. Since it's not exactly on a scale of 100, 99 MDef doesn't mean you only take 1% damage from magic, but even so, it's a massive reduction of roughly 96.7%. Someone with 99 MDef takes around half as much damage as someone with 95, so it's very helpful to reach that maximum. Try taking someone with MDef in the low to mid 90s against Specchio, then throwing on something like a Barrier Ring to top it off and see the difference. About three quarters of all monsters have a magic defense of 50, which reduces damage by a bit less than half.

Monster magic defense is further complicated by having modifiers to each of the four elements individually. Monsters that are "weak" against magic in general more often than not simply have a lower magic defense, but there's no shortage of monsters with weaknesses to specific elements. Elemental affinities are stored as values that are most typically 4—for any given trait, more than seven in ten enemies have 4 affinity for it, and about six in ten have 4 affinity for all four. When the value is 0, the monster is immune to that trait. When above 0 but less than 128, damage from that trait is multiplied by (4/value). Taking 4 as the standard value, 2 doubles damage and 8 halves it. If the value is above 128, damage from that trait is multiplied by 4/(128-value), which turns it into healing; 132 is full absorption, while 136, for example, is half absorption. Typical damage as shown below will assume that the target has 50 magic defense and 4 (default) as the vulnerability to the attack trait. If a monster has exactly 128 affinity for an element, it takes zero damage, but the zero is displayed as healing (in green).

Even monsters cannot have over 100 MDef, which means that nonelemental magic damage will always inflict at least slight damage to anything.

When physical and magical techs are combined in a cooperative ability, the physical portion is subject to physical defense and the magical portion is subject to magical defense. However, if the attack has an element, the entire result will be modified by elemental affinity. For example, Ice Sword's damage is roughly (Crono's attack power) * 5 + (Marle's level + Marle's magic) * 5.5 against an enemy with typical defenses. If used against an enemy with 191 physical defense and 0 magic defense—which takes about half the usual damage from physical attacks and double the usual damage from magical attacks—the damage will be roughly (Crono's attack power) * 2.5 + (Marle's level + Marle's magic) * 11 instead. Against a monster with the same defenses but a Water affinity of 2 instead of the default of 4—doubling the effect of this trait—the damage will be roughly (Crono's attack power) * 5 + (Marle's level + Marle's magic) * 22 after modifiers.

Keep in mind that physical immunity only prevents attacks that are considered physical from hitting. Many physical/magical combos automatically hit regardless of physical immunity, and once the attack actually connects, physical immunity is irrelevant. At this point, only the target's physical defense value has any effect for reducing the physical portion of the damage. For instance, Specchio's strongest two forms—the blue Gran+Leon and the red Nu—have normal (127) defense, and will therefore take normal damage from the physical portion of combos that hit. His weaker forms have very high defense and will therefore take vastly reduced damage from the physical portion of any combos that hit, but solo magic is more viable against them, as they don't have as much health or magic defense.

How attack works:

Different characters use different formulas to determine attack power:

Crono, Robo, Frog, and the Magus: Attack power = weapon attack * 5/9 + power * 12/9
Marle and Lucca: Attack power = weapon attack * 6/9 + hit rate * 6/9
Ayla (also used for Robo Tackle): Attack power = level * level * 1/45 + power * 16/9

However, attack damage works the same way for everyone once attack power is calculated. Assuming the default monster defense of 127, player attack damage is roughly (attack power * 2) + random factor. This random factor is dependent on hit rate for Marle and Lucca, level for Ayla, and power for the other four characters. It seems to range from zero up to roughly 1/3 of hit rate, power, or level, as appropriate. Higher values will increase the variability, but always by increasing maximum damage. Editing memory to set power (for most characters), hit rate (for Marle or Lucca), or level (for Ayla) to zero results in no variation. Actual damage is still slightly higher than the formula predicts due to 127 defense being slightly less than a 50% damage reduction; damage is properly (atk * 4) * (256 - def) / 256, plus the random factor, and ignoring any rounding error.

Also note that while attack power will never display as higher than 255 in the menu, the actual value is not capped at 255. Ayla will exceed it at higher levels, reaching nearly 400 attack power at level 99, and the additional amount will increase attack damage. The same goes for her skills that are based on attack power, and also for Robo Tackle and cooperative skills based on it.

Physical techniques typically inflict damage as [(attack power) * (skill power * 1/4)] + (random factor). Again, the random factor depends on power for most skills and level for Ayla's skills (and Robo Tackle). Multihit techniques additionally divide damage per hit by the total number of hits (so that the skill power reflects the total damage), and Robo Tackle and Ayla's techniques appear to use (skill power * 9/40) in place of (skill power * 1/4). A bit odd, but it fits the results. Again, actual damage is slightly higher due to 127 not quite being half reduction.

Abilities with effect based on lost HP (Frog Drop and Dinosaur) inflict damage as [(maximum HP - current HP) * stamina * skill power / 280] + (random factor). As usual, the random factor raises the maximum damage, and it increases proportionally with the amount of missing HP, though in this case, its maximum seems to be (maximum HP - current HP) / 10, rather than roughly a third as it would be for most skills. These are physical attacks, and as such are affected by target defense. Once more, actual damage is slightly higher due to 127 not quite being half reduction.

While there is no magic attack stat shown, magical attacks typically inflict damage as [(level + magic) * (spell power * 2/5)] + (random factor). The random factor is determined by the caster's magic stat, and, like the physical random factor, increases variability by raising maximum damage, up to roughly magic / 3. Editing memory to set magic to zero results in no variation. However, as with physical attacks, actual damage is slightly higher than the simplified formula predicts, due to the default value of 50 being a bit less than 50% reduction; damage is properly [ (level + magic) * (spell power * 4/5) ] * [ 1024 - (mDef * 10) ]/1024, plus the random factor, and ignoring any rounding error. Alternately, (level + magic) * (spell power) * (102.4 - mDef) / 128 if you prefer factoring out more of the constants.

Healing abilities typically recover [(magic) * (spell power)] + (random factor). The random factor is affected by magic, and increases variability by raising maximum effect, as usual. The variation appears to be up to the caster's magic stat, making the range larger than for normal spells. However, certain healing techniques do not have any variation at all. Editing memory to set magic to zero results in zero healing, unsurprisingly.

A critical hit (normal attacks only) doubles final damage, including the random factor. The exceptions are that Crono's Suzaku instead quadruples damage during critical hits (as stated in the weapon's description) and Ayla's Sturdy Fist (level 96+) instead automatically inflicts 9999 (maximum) damage on a critical hit.

Berserk status (typically from a Berserk Ring) seems to give a simple +50% increase to physical damage. The Solar Glasses seem to give a straight +25% increase and the Rainbow Glasses a straight +50% increase to all forms of damage, but neither has any effect on healing. In a cooperative technique, these bonuses apply ONLY to the portion of the damage that the wearer contributes. For example, if you use Mix Delta when Crono is using Solar Glasses and Lucca is using Rainbow Glasses, the typical damage output will be (Crono's level + Crono's magic) * 8.75 + (Marle's level + Marle's magic) * 7 + (Lucca's level + Lucca's magic) * 10.5 + random factor.


Technique List Contents
Crono Marle Lucca Robo Frog Ayla The Magus
Duo   Trio

My biggest gripe with the NA version lies in the descriptions. Note that every JP description plainly states the element (for magic attacks) and most are clear about the effect range. Not so in the NA version. While the damage type for many skills is apparent enough from the name, some are uninformative, and the NA descriptions typically leave you guessing. "Slash attack"? "Damage enemies in bomb area"? "Rocket Roll multi-attack"? Those tell nothing about damage type. Effect ranges are often worse, with several attacks described as "multiple" in a game that has several types of multitargeting, and some, like "Ultimate Laser", that don't so much as mention an effect range. Then there are the ones that essentially just repeat the technique name, like "Attack enemy w/ Spire" and "Attack w/ Gatling Kick". Marle and Lucca's cooperative techniques are probably the worst, combining all three failures into the most uninspired descriptions the game has. The first one is "Attack enemies w/ Antipode" and fails to mention the damage type, the range, or really anything beyond the technique name (which the name already tells you, of course) and the fact that it's an attack. The other two are even worse, merely tacking a number onto the first one without any other indication of increasing power, and there's absolutely no indication that the third variant targets all enemies rather than a zone. Come on, is that really the best they could do?

 
Crono's Techniques
かいてんぎり
 飛びこみまわりにいる敵をきる
Whirlslash
 Leap in and slice nearby enemies
Cyclone
 Spin-cut nearby enemies
MP: 2
Type:
Hits: Zone

It took me a while, back when I started, to figure out the ぎり (giri) in all these attack names, but it's actually quite simple. Take the verb 切る (kiru), or any of the varients that mean aproximately "to cut", noun-ify as 切り (kiri), and then tack it onto another word for the pronounciation shift to giri. That's right, it just means "cut", or "slash", which sounds better IMO.

Power = 10. Approximate typical damage = (weapon attack * 5/9 + power * 4/3) * 2.5 + random factor, or 125% of normal attack damage.

Usual base effectiveness at level 60 with natural stats and strongest normal weapon: 599

かまいたち
 かまいたちを飛ばして攻撃/天
Wind Scythe
 Let a wind scythe fly to attack / Aether
Slash
 Slash attack
MP: 2
Type: 天 (魔)
Hits: Ray

かまいたち (kamaitachi) is listed in my dictionary as a cut caused by a whirlwind. I've seen several attacks with this name in various anime and video games, and they all involve extremely violent winds that have a tendency to rip things to shreds. A Japanese-Japanese dictionary I checked refers to a phenomenon (usually occuring in extreme cold) in which the vacuum caused by tiny whirlwinds cuts the body like a scythe, even without anything solid touching it. I've changed my mind repeatedly about how to translate it, but I think I'm sticking with this version.

Power = 10. Approximate typical damage = (level + magic) * 4 + random factor.

Usual base effectiveness at level 60 with natural stats and strongest normal weapon: 364

Though weaker than ★Thunder, Wind Scythe's multitargeting capability makes it the better choice in some situations. However, note that Wind Scythe will not stun dinosaur-type enemies, unlike every other Aether skill.

★サンダー
 敵単体にかみなりの魔法/天
★Thunder
 Thunder magic on an enemy / Aether
★Lightning
 Attack using Lightning
MP: 2
Type: 天 (魔)
Hits: Enemy

Crono must visit Specchio at the Farthest Reaches of Time and unlock the ability to use magic in order to learn ★Thunder (and later techniques).

Power = 12. Approximate typical damage = (level + magic) * 4.8 + random factor.

Usual base effectiveness at level 60 with natural stats and strongest normal weapon: 437

★Thunder is slightly stronger than ★Ice, ★Fire, or ★Water, but Crono's low magic stat means that it will normally only outperform ★Water.

ぜんりょくぎり
 敵単体にきりこみ2倍ダメージ
Fierce Slash
 Slice into an enemy, 2x damage
Spincut
 2x damage
MP: 4
Type:
Hits: Enemy

Power = 16. Approximate typical damage = (weapon attack * 5/9 + power * 4/3) * 4 + random factor, or 200% of normal attack damage.

Usual base effectiveness at level 60 with natural stats and strongest normal weapon: 959

As advertised, this inflicts double the damage of a normal attack, meaning you're essentially paying 4 MP for a guaranteed critical hit.

★サンダガ
 敵全体にかみなり魔法/天
★Thundaga
 Thunder magic on all enemies / Aether
★Lightning2
 Strikes all enemies
MP: 8
Type: 天 (魔)
Hits: Enemies

Crono is the only magic-user to get the strike-all attack spell as the fifth technique instead of the sixth.

Power = 14. Approximate typical damage = (level + magic) * 5.6 + random factor.

Usual base effectiveness at level 60 with natural stats and strongest normal weapon: 510

★Thundaga is exactly as strong as Marle's ★Icega, Lucca's ★Figa, and Frog's ★Waterga, but Crono's low magic makes it the weakest of the four in practice.

★レイズ
 味方単体の戦闘不能をなおす
★Raise
 Cure an ally's incapacitation
★Life
 Bring ally back to life
MP: 10
Type: n/a
Hits: Ally

Power = 10. Amount healed = magic * 10 + random factor.

Usual base effectiveness at level 60 with natural stats and strongest normal weapon: 290

みだれぎり
 敵単体に4連続攻撃
Frenzied Slash
 Series of four attacks on an enemy
Confuse
 Attack enemy w/ Confuse 4 times
MP: 12
Type:
Hits: Enemy

Power = 29 (split between four hits). Approximate typical damage = (5/9 weapon attack + power * 4/3) * 1.8125 + random factor, or 90.625% of normal attack damage, per hit. Since there are four hits, the total damage is 362.5% of normal attack damage.

Usual base effectiveness at level 60 with natural stats and strongest normal weapon: 1738

★シャイニング
 敵全体にせいなる最強魔法/天
★Shining
 Ultimate holy magic on all enemies / Aether
★Luminaire
 Ultimate damage on all enemies
MP: 20
Type: 天 (魔)
Hits: Enemies

The JP version states outright what I had long suspected: This is conceptually a holy attack spell.

Power = 50. Approximate typical damage = (level + magic) * 20 + random factor.

Usual base effectiveness at level 60 with natural stats and strongest normal weapon: 1821

★Shining is stronger than any other single-character magic attack in the game, at least at equal level and magic power. Even with Crono's poor magic stat, it's still quite impressive, though ★Flare and ★Dark Matter typically hit harder in practice because of that.


Marle's Techniques
オーラ
 味方単体にHP回復/小
Aura
 Recover HP for an ally / Small
Aura
 Restore ally's HP (Some)
MP: 1
Type: n/a
Hits: Ally

Power = 5. Amount healed = magic * 5 + random factor.

Usual base effectiveness at level 60 with natural stats and strongest normal weapon: 305

Fairly weak, but it's inexpensive and available almost immediately.

ちょうはつ
 敵単体をこんらんさせる
Provoke
 Confuse an enemy
Provoke
 Confuse enemy
MP: 1
Type: n/a
Hits: Enemy

I rarely use it, but it costs next to nothing and can be an effective way to neutralize an enemy for a while.

★アイス
 敵単体に氷の魔法/水
★Ice
 Ice magic on an enemy / Water
★Ice
 Attack enemy w/ Ice
MP: 2
Type: 水 (魔)
Hits: Enemy

Marle must visit Specchio at the Farthest Reaches of Time and unlock the ability to use magic in order to learn ★Ice (and later techniques).

Power = 11. Approximate typical damage = (level + magic) * 4.4 + random factor.

Usual base effectiveness at level 60 with natural stats and strongest normal weapon: 544

★ケアル
 味方単体にHP回復/中
★Cure
 Recover HP for an ally / Mid
★Cure
 Heal ally (More)
MP: 2
Type: n/a
Hits: Ally

Power = 14. Amount healed = magic * 14 + random factor.

Usual base effectiveness at level 60 with natural stats and strongest normal weapon: 854

Surprisingly powerful for the low cost, and significantly more MP-efficient than ★Curega or Aura.

★ヘイスト
 味方単体の行動待ち時間を1/2
★Haste
 Halve an ally's action wait time
★Haste
 Cut ally's wait time by 1/2
MP: 6
Type: n/a
Hits: Ally

...by causing Haste status, also provided by wearing a Haste Helm.

★アイスガ
 敵全体に氷の魔法/水
★Icega
 Ice magic on all enemies / Water
★Ice 2
 Damage all enemies w/ Ice 2
MP: 8
Type: 水 (魔)
Hits: Enemies

Power = 14. Approximate typical damage = (level + magic) * 5.6 + random factor.

Usual base effectiveness at level 60 with natural stats and strongest normal weapon: 693

★ケアルガ
 味方単体のHP回復/大
★Curega
 Recover HP for an ally / Large
★Cure 2
 Heal ally (Full)
MP: 5
Type: n/a
Hits: Ally

Power = 24. Amount healed = magic * 24 + random factor.

Usual base effectiveness at level 60 with natural stats and strongest normal weapon: 999 (1464 if uncapped)

The NA version is mistaken. Though the spell is quite powerful, it still depends on magic and won't always fully heal unless Marle's is high enough, typically reaching 999 healing somewhere around 40 magic. However, this rarely matters, since her magic increases quickly enough that it may be that high already (which happens at level 37) by the time she learns ★Curega. Furthermore, no character naturally reaches even 800 HP until level 40, making it even less significant.

Incidentally, avoid using this spell once Marle's magic reaches about 70 (if not sooner), since ★Cure will usually heal 999 by then, for a fraction of the cost.

★アレイズ
 味方単体の戦闘不能+HP全回復
★Araise
 Cure an ally's incapacitation + recover all HP
★Life 2
 Revive & restore all HP
MP: 15
Type: n/a
Hits: Ally

Works as described, regardless of Marle's magic or level, or any other factors. Amount healed = target's max HP.


Lucca's Techniques
かえんほうしゃ
 直線上のすべての敵に火炎攻撃/火
Flamethrower
 Flame attack on all enemies on a line / Fire
Flame Toss
 Hit all enemies on a line
MP: 1
Type: 火 (魔)
Hits: Line

Power = 6. Approximate typical damage = (level + magic) * 2.4 + random factor.

Usual base effectiveness at level 60 with natural stats and strongest normal weapon: 311

Yes, it's weak—Crono's Wind Slash will outperform it despite his low magic—but consider that it only costs a single MP and has some multitargeting capability.

さいみんおんぱ
 敵全体を眠らせる
Hypnosonic
 Put all enemies to sleep
Hypno Wave
 Put enemies to sleep
MP: 1
Type: n/a
Hits: Enemies

I rarely use it, but it costs hardly anything and can let you avoid being attacked as much. Sleeping enemies also take slightly more damage.

★ファイア
 敵単体に火の魔法/火
★Fire
 Fire magic on an enemy / Fire
★Fire
 Fire damage / one enemy
MP: 2
Type: 火 (魔)
Hits: Enemy

Lucca must visit Specchio at the Farthest Reaches of Time and unlock the ability to use magic in order to learn ★Fire (and later techniques).

Power = 11. Approximate typical damage = (level + magic) * 4.4 + random factor.

Usual base effectiveness at level 60 with natural stats and strongest normal weapon: 571

ナパームボム
 円はんいの敵にボム/火
Napalm Bomb
 Bomb enemies in a radius / Fire
Napalm
 Damage enemies in bomb area
MP: 3
Type: 火 (魔)
Hits: Zone

Power = 12. Approximate typical damage = (level + magic) * 4.8 + random factor.

Usual base effectiveness at level 60 with natural stats and strongest normal weapon: 623

Napalm Bomb and Crono's ★Thunder have the same strength at equal level and magic power.

Lucca's two bomb skills depend on her hit rate for accuracy, but are magic attacks in every other way. You'll rarely, if ever, see a miss regardless.

★プロテクト
 味方単体に物理防御力を上げる
★Protect
 Raise an ally's physical defense
★Protect
 Ups ally's phys. def.
MP: 6
Type: n/a
Hits: Ally

...by causing Protect status, also provided by wearing a Protect Helm or using a Protect Ball.

★ファイガ
 敵全体に火の魔法/火
★Figa
 Fire magic on all enemies / Fire
★Fire 2
 Fire damage / all enemies
MP: 8
Type: 火 (魔)
Hits: Enemies

Power = 14. Approximate typical damage = (level + magic) * 5.6 + random factor.

Usual base effectiveness at level 60 with natural stats and strongest normal weapon: 727

メガトンボム
 円はんいの敵に超ボム/火
Megaton Bomb
 Ultrabomb enemies in a radius / Fire
Mega Bomb
 Damage enemies in bomb area
MP: 15
Type: 火 (魔)
Hits: Zone

Power = 32. Approximate typical damage = (level + magic) * 12.8 + random factor.

Usual base effectiveness at level 60 with natural stats and strongest normal weapon: 1663

Lucca's two bomb skills depend on her hit rate for accuracy, but are magic attacks in every other way. You'll rarely, if ever, see a miss regardless.

★フレア
 敵全体に最強火炎魔法/火
★Flare
 Ultimate flame magic on all enemies / Fire
★Flare
 Strongest Fire magic attack
MP: 20
Type: 火 (魔)
Hits: Enemies

Power = 42. Approximate typical damage = (level + magic) * 16.8 + random factor.

Usual base effectiveness at level 60 with natural stats and strongest normal weapon: 2183

Only slightly less efficient than Megaton Bomb, and the higher power and wider range typically make up for that. ★Flare has the second highest raw power of any single-character magic in the game, and typically inflicts the most damage in practice thanks to Crono's low magic power.


Robo's Techniques
ロケットパンチ
 敵単体にパンチを飛ばして攻撃
Rocket Punch
 Let a punch fly to attack an enemy
RocketPunch
 Punch enemy
MP: 1
Type:
Hits: Enemy

Power = 11. Approximate typical damage = (weapon attack * 5/9 + power * 4/3) * 2.75 + random factor, or 137.5% of normal attack damage.

Usual base effectiveness at level 60 with natural stats and strongest normal weapon: 595

Unremarkable, but the cost is minimal. It's a bit more useful in Fire Punch, the one cooperative technique that uses it, thanks to an added area effect.

ケアルビーム
 味方単体にHP回復/小
Cure Beam
 Recover HP for an ally / Small
Cure Beam
 Resotre ally's HP (Some)
MP: 2
Type: n/a
Hits: Ally

Power = 14. Amount healed = magic * 14. Robo's healing techniques do not appear to be affected by a random factor.

Usual base effectiveness at level 60 with natural stats and strongest normal weapon: 462

Impressive power, except that Robo's magic stat is quite poor. Even so, it's good for the cost and early availability, typically outdoing Marle's Aura by over 30%.

かいてんレーザー
 敵全体に回転レーザー攻撃/冥
Laser Whirl
 Whirling laser attack on all enemies / Dark
Laser Spin
 Laser Spin / all enemies
MP: 3
Type: 冥 (魔)
Hits: Enemies

Power = 10. Approximate typical damage = (level + magic) * 4 + random factor.

Usual base effectiveness at level 60 with natural stats and strongest normal weapon: 380

This is likely to be both your first all-enemy attack and your first Dark attack. It's not particularly powerful, especially given Robo's low magic, but it still comes in handy for a while. Expect the damage to be slightly better than Crono's Wind Scythe, assuming similar levels and no magic boosts.

ロボタックル
 敵単体に体当たり攻撃
Robo Tackle
 Bodyslam attack on an enemy
Robo Tackle
 Tackle enemy
MP: 4
Type:
Hits: Enemy

Power = 21. Approximate typical damage = (level * level * 1/45 + power * 16/9) * 4.725 + random factor.

Usual base effectiveness at level 60 with natural stats and strongest normal weapon: 1219

Robo Tackle is unusual in that Robo's attack power is calculated as though he were Ayla. In other words, his equipped weapon doesn't affect the damage, only his level (which has more effect than usual) and power. The Crisis Arm's multipliers also do not apply. However, effective attack for Robo Tackle may exceed 255, allowing it to outperform even Machine Gun Punch at high levels (assuming a normal weapon), despite its much lower cost.

ヒールビーム
 味方全体にHP回復/小
Heal Beam
 Recover HP for all allies / Small
Heal Beam
 Restore all allies' HP (Some)
MP: 3
Type: n/a
Hits: Allies

Power = 10. Amount healed = magic * 10. Robo's healing techniques do not appear to be affected by a random factor.

Usual base effectiveness at level 60 with natural stats and strongest normal weapon: 330

Weaker than Cure Beam, and Robo's magic stat is still poor. However, it does heal the entire party at once. Assuming equal levels and no extra magic boosts used, the amount healed tends to be similar to Marle's Aura in practice, which makes it comparable to a solo version of Aura Whirl or Aura Beam.

マシンガンパンチ
 敵単体に連続パンチ攻撃
Machine Gun Punch
 Series of punch attacks on an enemy
Uzzi Punch
 Hit enemy w/ Multi-Punch
MP: 12
Type:
Hits: Enemy

Power = 25. Approximate typical damage = (weapon attack * 5/9 + power * 4/3) * 6.25 + random factor, or 312.5% of normal attack damage.

Usual base effectiveness at level 60 with natural stats and strongest normal weapon: 1354

Not as powerful as Crono's equally expensive Frenzied Slash, but that's still a fairly good multiplier. However, the much less costly Robo Tackle outperforms it at high levels, except when this benefits from the Crisis Arm's multipliers.

サークルボム
 自分のまわりの敵に熱炎攻撃/火
Circle Bomb
 Searing flame attack on enemies around self / Fire
Area Bomb
 Damage enemy w/ Meltbeam
MP: 14
Type: 火 (魔)
Hits: Near

Power = 30. Approximate typical damage = (level + magic) * 12 + random factor.

Usual base effectiveness at level 60 with natural stats and strongest normal weapon: 1142

Robo's low magic stat strikes again. Though Circle Bomb is inherently nearly as powerful as Lucca's Megaton Bomb, typical output is about a third less.

エレキアタック
 敵全体にフルパワー電撃攻撃/天
Elec Attack
 Full-power electric shock attack on all enemies / Aether
Shock
 Damage all enemies w/ Max Shock
MP: 17
Type: 天 (魔)
Hits: Enemies

Power = 40. Approximate typical damage = (level + magic) * 16 + random factor.

Usual base effectiveness at level 60 with natural stats and strongest normal weapon: 1522

The high innate power means this typically hits for about twice the damage of Lucca's ★Figa and outperforms ★Dark Mist despite Robo's low magic. With everyone's magic and level maxed out, Elec Attack ties with Tail Twister for third most powerful single-character magic attack, beating ★Dark Matter.


Frog's Techniques
ベロロン
 ベロでなめて味方単体に回復/小
Slurp
 Lick with tongue to recover HP for an ally / Small
Slurp
 Restore ally's HP (Some)
MP: 1
Type: n/a
Hits: Ally

ベロ (BERO), slang for tongue, combined with ロン (RON), probably a licking noise.

Power = 5. Amount healed = magic * 5 + random factor.

Usual base effectiveness at level 60 with natural stats and strongest normal weapon: 180

Between the small multiplier and Frog's fairly low magic stat, this is easily the weakest healing skill in the game.

ベロロンぎり
 敵単体をベロで引き込んで剣できる
Slurp Slash
 Reel in an enemy with tongue and slash with sword
Slurp Cut
 Snag and Slash enemy
MP: 2
Type:
Hits: Enemy

Certain enemies can't be dragged around, and Slurp Slash will always miss them.

Power = 11. Approximate typical damage = (weapon attack * 5/9 + power * 4/3) * 2.75 + random factor, or 137.5% of normal attack damage.

Usual base effectiveness at level 60 with natural stats and strongest normal weapon: 601

As unremarkable as Robo's Rocket Punch but twice as expensive to use, it's more worthwhile in cooperative techniques than on its own.

★ウォーター
 敵単体に水の魔法/水
★Water
 Water magic on an enemy / Water
★Water
 Damage enemy w/ Water
MP: 2
Type: 水 (魔)
Hits: Enemy

Frog must visit Specchio at the Farthest Reaches of Time and unlock the ability to use magic in order to learn ★Water (and later techniques).

Power = 11. Approximate typical damage = (level + magic) * 4.4 + random factor.

Usual base effectiveness at level 60 with natural stats and strongest normal weapon: 432

★ヒール
 味方全体にHP回復/中
★Heal
 Recover HP for all allies / Mid
★Heal
 Restore allies' HP (More)
MP: 2
Type: n/a
Hits: Allies

Power = 6. Amount healed = magic * 6 + random factor.

Usual base effectiveness at level 60 with natural stats and strongest normal weapon: 216

Though better than Slurp, ★Heal still has noticably less effect than Marle's Aura (or Robo's Heal Beam, for that matter, despite the descriptions), unless you beef up Frog's magic stat. On the other hand, it's inexpensive and heals the whole party at once.

ジャンプぎり
 敵単体にジャンプぎり
Jump Slash
 Jump slash an enemy
Leap Slash
 Leap-slash an enemy
MP: 4
Type:
Hits: Enemy

Power = 18. Approximate typical damage = (weapon attack * 5/9 + power * 4/3) * 4.5 + random factor, or 225% of normal attack damage.

Usual base effectiveness at level 60 with natural stats and strongest normal weapon: 984

Stronger than Crono's similar Fierce Slash technique, but with the same cost.

★ウォータガ
 敵全体に水の魔法/水
★Waterga
 Water magic on all enemies / Water
★Water 2
 Damage all enemies w/ Water
MP: 8
Type: 水 (魔)
Hits: Enemies

Power = 14. Approximate typical damage = (level + magic) * 5.6 + random factor.

Usual base effectiveness at level 60 with natural stats and strongest normal weapon: 550

★ケアルガ
 味方単体にHP回復/大
★Curega
 Recover HP for an ally / Large
★Cure 2
 Restore ally's HP (Full)
MP: 5
Type: n/a
Hits: Ally

Power = 24. Amount healed = magic * 24 + random factor.

Usual base effectiveness at level 60 with natural stats and strongest normal weapon: 864

The NA version is mistaken. Though the spell is quite powerful, it still depends on magic and won't always fully heal unless Frog's is high enough, typically reaching 999 healing somewhere around 40 magic. This is much more noticeable than with Marle, since Frog doesn't naturally reach 40 magic until level 67, so you're far more likely to learn the skill before he hits that value. Furthermore, all characters have 999 HP by level 60, making the question of whether he can hit 999 healing or not a more meaningful one.

In practice, thanks to his much lower magic, Frog's ★Curega has only slightly more effect than Marle's ★Cure, assuming similar levels and no magic boosts.

かえるおとし
 敵全体にHPが少ないほどダメージ
Frog Drop
 Damage all enemies, more with lower HP
Frog Squash
 Low HP = greater damage
MP: 15
Type:
Hits: Enemies

Power = 10. Approximate typical damage = [(maximum HP - current HP) * stamina * 10 / 280] + random factor.

Usual base effectiveness at level 60 with natural stats and strongest normal weapon: up to 3556

Though amusing to watch, I rarely use this one, since I tend to avoid anything that only works well when the user is badly hurt. If you don't mind the risk, though, it can be effective, reaching over 3,500 damage at its best (1/999 HP and 99 stamina), which exceeds ★Dark Matter or ★Flare as cast at level 99 (which also means 99 magic for those two). Since Frog reaches maximum HP and stamina by level 58 (or sooner with the right accessories), he can make quite an impact at a comparatively low level.


Ayla's Techniques

Keep in mind that Ayla's attack power is not capped, and will exceed 255 at sufficiently high levels.

キッス
 味方単体にHP/小+ステータス回復
Kiss
 Recover HP / Small + Cure status for an ally
Kiss
 HP(Some) & Status restored
MP: 1
Type: n/a
Hits: Ally

Power = 14. Amount healed = magic * 14 + random factor.

Usual base effectiveness at level 60 with natural stats and strongest normal weapon: 280

Good power, but Ayla's magic stat is abysmal. In practice, Kiss tends to be marginally weaker than Marle's Aura, but a few Magic Capsules can reverse that...

まるまじろキック
 敵単体にとびげり攻撃
Ballmadillo Kick
 Dropkick attack on an enemy
Rollo Kick
 Rollokick an enemy
MP: 2
Type:
Hits: Enemy

Power = 14. Approximate typical damage = (level * level * 1/45 + power * 16/9) * 3.15 + random factor, or 157.5% of normal attack damage.

Usual base effectiveness at level 60 with natural stats and strongest normal weapon: 806

Ballmadillo is an enemy name. To be consistent, the NA version name ought to be "Roly Kick", but it isn't.

ひっかきかみつき
 敵単体にひっかき攻撃
Tooth and Nail
 Clawing attack on an enemy
Cat attack
 A savage cat attack
MP: 3
Type:
Hits: Enemy

Power = 20. Approximate typical damage = (level * level * 1/45 + power * 16/9) * 4.5 + random factor, or 225% of normal attack damage.

Usual base effectiveness at level 60 with natural stats and strongest normal weapon: 1151

The English idiom seemed appropriate, given that the literal translation is "clawing and biting".

がんせきなげ
 敵単体をなげとばす
Rock Throw
 Hurl an enemy
Rock Throw
 Stone an enemy
MP: 4
Type:
Hits: Enemy

Certain enemies are unthrowable, and Rock Throw will always miss them.

Power = 30. Approximate typical damage = (level * level * 1/45 + power * 16/9) * 6.75 + random factor, or 337.5% of normal attack damage.

Usual base effectiveness at level 60 with natural stats and strongest normal weapon: 1727

いろじかけ
 敵単体にウフ~ン。アイテムをもらう
Flirt
 Put the moves on an enemy. Get an item.
Charm
 Steal from enemy
MP: 4
Type: n/a
Hits: Enemy

いろじかけ (irojikake) refers to using sex appeal to get what you want. ウフ~ン (UFU~N) isn't a word as such; it's more of a sexy giggle ("tee-hee"?).

Wearing a Captivating Bra increases the success rate of this skill, for some strange reason.

しっぽたつまき
 自分のまわりの敵にたつまき攻撃
Tail Twister
 Tornado attack on enemies around self
Tail Spin
 Damage enemies w/ Tailspin
MP: 10
Type:
Hits: Near

Power = 40. Approximate typical damage = (level + magic) * 16 + random factor.

Usual base effectiveness at level 60 with natural stats and strongest normal weapon: 1310

Tail Twister is special in that it's one of only two techniques in the game to inflict damage that is neither physical nor elemental (the other is Poyozo Dance). This means it can damage even foes that are immune to physical and null or absorb all elements (so are meant to be invincible), which is interesting, if not truly useful.

This is also Ayla's only magic attack, and it's surprisingly powerful... or at least, it would be if her magic stat weren't so low.

きょうりゅう
 敵全体にHPが少ないほどダメージ
Dinosaur
 Damage all enemies, more with lower HP
Dino Tail
 Low HP = greater damage
MP: 15
Type:
Hits: Enemies

Power = 9. Approximate typical damage = [(maximum HP - current HP) * stamina * 9 / 280] + random factor.

Usual base effectiveness at level 60 with natural stats and strongest normal weapon: up to 3200

Ayla's faster HP and stamina growth could make this better at times than Frog's equivalent skill, despite its lower cost and earlier position in the skill list. While it's not quite as powerful once they both hit their maximums, Ayla reaches hers sooner, getting to maximum health and stamina by level 54.

3だんキック
 敵単体に3連続キック
Triple Kick
 Series of three kicks on an enemy
Triple Kick
 Damage enemy w/ Triple Kick
MP: 20
Type:
Hits: Enemy

Power = 37 (split between three hits). Approximate typical damage = (level * level * 1/45 + power * 16/9) * 2.775 + random factor, or 138.75% of normal attack damage, per hit. Since there are three hits, the total damage is 416.25% of normal attack damage.

Usual base effectiveness at level 60 with natural stats and strongest normal weapon: 2131


The Magus's Techniques
★サンダガ
 敵全体にかみなり魔法/天
★Thundaga
 Thunder magic on all enemies / Aether
★Lightning2
 Damage enemies w/ Lightning
MP: 8
Type: 天 (魔)
Hits: Enemies

Power = 18. Approximate typical damage = (level + magic) * 7.2 + random factor.

Usual base effectiveness at level 60 with natural stats and strongest normal weapon: 1002

This is more powerful than Crono's ★Thundaga, especially given Crono's relatively poor magic stat. Even at equal levels and magic, this version has nearly 30% more raw power.

★アイスガ
 敵全体に氷の魔法/水
★Icega
 Ice magic on all enemies / Water
★Ice 2
 Damage enemies w/ Ice
MP: 8
Type: 水 (魔)
Hits: Enemies

Power = 18. Approximate typical damage = (level + magic) * 7.2 + random factor.

Usual base effectiveness at level 60 with natural stats and strongest normal weapon: 1002

This is more powerful than Marle's ★Icega. At equal levels and magic, this version has nearly 30% more raw power.

★ファイガ
 敵全体に火の魔法/火
★Figa
 Fire magic on all enemies / Fire
★Fire 2
 Damage enemies w/ Fire
MP: 8
Type: 火 (魔)
Hits: Enemies

Power = 18. Approximate typical damage = (level + magic) * 7.2 + random factor.

Usual base effectiveness at level 60 with natural stats and strongest normal weapon: 1002

This is more powerful than Lucca's ★Figa. At equal levels and magic, this version has nearly 30% more raw power.

★ダークボム
 敵円はんいに暗黒ボム/冥
★Dark Bomb
 Darkness bomb on enemies in radius / Dark
★Dark Bomb
 Damage enemies w/ Darkbomb
MP: 8
Type: 冥 (魔)
Hits: Zone

Power = 25. Approximate typical damage = (level + magic) * 10 + random factor.

Usual base effectiveness at level 60 with natural stats and strongest normal weapon: 1391

★マジックバリア
 味方単体の魔法防御力を上げる
★Magic Barrier
 Raise an ally's magic defense
★Magic Wall
 Ups ally's Mag. def
MP: 8
Type: n/a
Hits: Ally

...by causing Barrier status, also provided by wearing a Prism Dress or using a Barrier Ball.

★ダークミスト
 敵全体に暗黒魔法/冥
★Dark Mist
 Darkness magic on all enemies / Dark
★Dark Mist
 Damage enemies w/ Darkmist
MP: 10
Type: 冥 (魔)
Hits: Enemies

Power = 25. Approximate typical damage = (level + magic) * 10 + random factor.

Usual base effectiveness at level 60 with natural stats and strongest normal weapon: 1391

★Dark Mist inflicts no more damage than ★Dark Bomb. Use ★Dark Bomb whenever the enemies are grouped together.

★ブラックホール
 敵円はんいに生死のせんたく
★Black Hole
 Chooses life or death for enemies in radius
★Black Hole
 Power of Life/Death
MP: 15
Type: n/a
Hits: Near

★Black Hole attempts to instantly kill all enemies near the caster. It has no effect on any enemies that avoid dying outright.

★ダークマター
 敵全体に最強暗黒魔法/冥
★Dark Matter
 Ultimate darkness magic on all enemies / Dark
★DarkMatter
 Black magic damage
MP: 20
Type: 冥 (魔)
Hits: Enemies

Power = 38. Approximate typical damage = (level + magic) * 15.2 + random factor.

Usual base effectiveness at level 60 with natural stats and strongest normal weapon: 2115

After the improved versions of the other characters' spells, and the stronger yet ★Dark Mist, ★Dark Matter disappoints, having less raw power than ★Shining, ★Flare, and even Elec Attack and Tail Twister. The Magus does have a high innate magic stat that helps make up for it, but Lucca's is nearly as high, and that combined with ★Flare's raw power means ★Dark Matter just can't keep up.


Duo Techniques

Using cooperative techniques typically provides a bonus to power or area of effect as compared with using the corresponding individual techniques.

I haven't been able to find power data for combinaton techs in the ROM, so all power values from here on are estimates based on empirical data. Data collected strongly suggests that total cooperative tech power is determined by applying a multiplier—often a bonus, but sometimes 100% (effect is unchanged) or even 0% (effect is ignored) instead—to each individual tech, then adding the results together. For example, Ice Sword, which combines Crono's Fierce Slash with Marle's ★Ice, inflicts damage roughly equal to (125% of Fierce Slash damage) + (125% of ★Ice damage). Aura Whirl, in contrast, heals an amount roughly equal to (0% of Whirlslash damage) + (100% of Aura healing), or simply the same healing as Aura by itself (but spread to all characters). As noted in the general section above, physical contributions remain subject to physical defense and magical contributions remain subject to magic defense.

Another neat bit that was lost in the translation is that the original Japanese version of the game lists the contributing techniques in the description of cooperative techniques on the tech menu screen, rather than simply listing the costs for each character and letting you guess from there. Given that the final effect of the combined technique is based on the strength of the component techniques, it's nice to know what they are.

Crono + Marle
かいてんオーラ
 味方全体にHP回復/小
Aura Whirl
 Recover HP for all allies / Small
Aura Whirl
 Restore allies' HP (Some)
Crono: Whirlslash (2 MP) Marle: Aura (1 MP) Type: n/a
Hits: Allies

Amount healed = (Marle's magic) * 5 + random factor. Crono's stats have no effect.

Usual base effectiveness at level 60 with natural stats and strongest normal weapons: 305

Equivalent to using Aura on everyone at once, which is often worthwhile, especially early on.

アイスソード
 敵単体に氷の魔法剣ぎり/水
Ice Sword
 Ice sword magic slash on an enemy / Water
Ice Sword
 Ice Sword attack / single
Crono: Fierce Slash (4 MP) Marle: ★Ice (2 MP) Type: 水 (体+魔)
Hits: Enemy

Approximate typical damage = (Crono's attack power) * 5 + (Marle's level + Marle's magic) * 5.5 + random factor.

Usual base effectiveness at level 60 with natural stats and strongest normal weapons: 1878

+25% bonus damage over using Fierce Slash and ★Ice independently, at no additional cost, with impressive teamwork as an extra bonus.

アイスガソード
 敵円はんいに氷の魔法剣ぎり/水
Icega Sword
 Ice sword magic slash on enemies in radius / Water
Ice Sword 2
 Ice Sword attack / multiple
Crono: Frenzied Slash (12 MP) Marle: ★Icega (8 MP) Type: 水 (体+魔)
Hits: Zone

Approximate typical damage = (Crono's attack power) * 7.25 + (Marle's level + Marle's magic) * 5.6 + random factor.

Usual base effectiveness at level 60 with natural stats and strongest normal weapons: 2431

The damage is essentially the same as using Frenzied Slash and ★Icega independently, but the damage type and area targeting may work to your advantage.


Crono + Lucca
かえんしゃりん
 敵円はんいに炎の回転ぎり/火
Blaze Wheel
 Flaming whirlslash on enemies in radius / Fire
Fire Whirl
 Flame Whirl attack
Crono: Whirlslash (2 MP) Lucca: Flamethrower (1 MP) Type: 火 (体+魔)
Hits: Zone

Approximate typical damage = (Crono's attack power) * 2.5 + (Lucca's level + Lucca's magic) * 2.4 + random factor.

Usual base effectiveness at level 60 with natural stats and strongest normal weapons: 910

The damage is essentially the same as using Whirlslash and Flamethrower independently, but the damage type and especially the area effect may work to your advantage. Honestly, Flamethrower's targeting is rarely convenient, so effectively changing it can come in handy.

ファイアソード
 敵単体に火の魔法剣ぎり/火
Fire Sword
 Fire sword magic slash on an enemy / Fire
Fire Sword
 Fire Sword attack / single
Crono: Fierce Slash (4 MP) Lucca: ★Fire (2 MP) Type: 火 (体+魔)
Hits: Enemy

Approximate typical damage = (Crono's attack power) * 5 + (Lucca's level + Lucca's magic) * 5.5 + random factor.

Usual base effectiveness at level 60 with natural stats and strongest normal weapons: 1911

+25% bonus damage over using Fierce Slash and ★Fire independently, at no additional cost, making it the Fire equivalent of Crono and Marle's Ice Sword.

ファイガソード
 敵円はんいに火の魔法剣ぎり/火
Figa Sword
 Fire sword magic slash on enemies in radius / Fire
FireSword 2
 Fire Sword attack / multiple
Crono: Frenzied Slash (12 MP) Lucca: ★Figa (8 MP) Type: 火 (体+魔)
Hits: Zone

Approximate typical damage = (Crono's attack power) * 7.25 + (Lucca's level + Lucca's magic) * 5.6 + random factor.

Usual base effectiveness at level 60 with natural stats and strongest normal weapons: 2465

The damage is essentially the same as using Frenzied Slash and ★Figa independently, but the damage type and area targeting may work to your advantage. As with its predecessor, this is equivalent to Crono and Marle's Icega sword except for the element.


Crono + Robo
こうそくかいてん
 敵全体にフル回転レーザー攻撃/冥
Rapid Whirl
 Full Laser Whirl attack on all enemies / Dark
Rocket Roll
 Rocket Roll multi-attack
Crono: Whirlslash (2 MP) Robo: Laser Whirl (3 MP) Type: 冥 (魔)
Hits: Enemies

Approximate typical damage = (Robo's level + Robo's magic) * 6 + random factor. Crono's stats have no effect.

Usual base effectiveness at level 60 with natural stats and strongest normal weapons: 570

50% stronger than Robo's Laser Whirl. Whether that's worth spending Crono's effort on is debatable, but keep in mind that that all-target attacks are rare early on.

だいかいてんぎり
 クロノぶんまわしぎり
Great Whirlslash
 Fierce revolving Crono slash
Max Cyclone
 Crono's Max Cyclone
Crono: Fierce Slash (4 MP) Robo: Laser Whirl (3 MP) Type:
Hits: Near (Robo)

The ぶん (bun) in the description makes it more sudden, forceful, or violent (compare to compounds like 打ん投げる (bunnageru) or 打っ飛ばす(buttobasu)).

Approximate typical damage = (Crono's attack power) * 8 + random factor. Robo's stats have no effect.

Usual base effectiveness at level 60 with natural stats and strongest normal weapons: 1918

Double the damage of Crono's Fierce Slash, with the potential to hit multiple enemies, but the targeting can be problematic.

スーパーエレキ
 敵全体にフルエレキアタック/天
Super Elec
 Full Elec Attack on all enemies / Aether
Super Volt
 Super Volt attack
Crono: ★Thundaga (8 MP) Robo: Elec Attack (17 MP) Type: 天 (魔)
Hits: Enemies

Approximate typical damage = (Crono's level + Crono's magic) * 7 + (Robo's level + Robo's magic) * 20 + random factor.

Usual base effectiveness at level 60 with natural stats and strongest normal weapons: 2540

That's a +25% bonus to damage as compared to using the component techniques independently.


Crono + Frog
エクッスぎり
 敵単体にクロスぎり
X-Slash
 Cross-slash an enemy
X Strike
 Attack enemy w/ X Strike
Crono: Whirlslash (2 MP) Frog: Slurp Slash (2 MP) Type:
Hits: Enemy

Approximate typical damage = (Crono's attack power) * 3.125 + (Frog's attack power) * 3.4375 + random factor.

Usual base effectiveness at level 60 with natural stats and strongest normal weapons: 1499

Though you lose the area effect of Crono's Whirlslash, combining it with Slurp Slash gives both a +25% boost to damage. Useful especially on early bosses.

やいばのたき
 敵単体にたき落下ぎり/水
Blade Waterfall
 Waterfall drop-slash on an enemy / Water
SwordStream
 Attack enemy w/ Sword Stream
Crono: Fierce Slash (4 MP) Frog: ★Water (2 MP) Type: 水 (体+魔)
Hits: Enemy

Approximate typical damage = (Crono's attack power) * 5 + (Frog's level + Frog's magic) * 5.5 + random factor.

Usual base effectiveness at level 60 with natural stats and strongest normal weapons: 1738

+25% bonus damage, which makes this equivalent to Crono and Marle's Ice Sword, except that Frog's lower magic stat leaves it weaker in practice.

ひらいしん
 敵単体に剣さしかみなり落し/天
Lightning Rod
 Sword stab and thunderfall on an enemy / Aether
Spire
 Attack enemy w/ Spire
Crono: ★Thundaga (8 MP) Frog: Jump Slash (4 MP) Type: 天 (体+魔)
Hits: Enemy

Approximate typical damage = (Crono's level + Crono's magic) * 11.2 + (Frog's attack power) * 4.5 + random factor.

Usual base effectiveness at level 60 with natural stats and strongest normal weapons: 2004

Frog's Jump Slash gets no bonus damage, but Crono's ★Thundaga is doubled to make up for the reduced area of effect.


Crono + Ayla
ドリルキック
 敵単体にきりもみキック
Drill Kick
 Spindive kick an enemy
Drill Kick
 Attack enemy w/ Drill Kick
Crono: Whirlslash (2 MP) Ayla: Ballmadillo Kick (2 MP) Type:
Hits: Enemy

Approximate typical damage = (Ayla's attack power) * 5.5125 + random factor. Crono's stats have no effect.

Usual base effectiveness at level 60 with natural stats and strongest normal weapons: 1410

The power is 175% of a simple Ballmadillo Kick, so you're not getting all that much out of this.

かみなりかみつき
 敵単体にサンダーかみつき/天
Thunder Chomp
 Thunder bite an enemy / Aether
Volt Bite
 Attack enemy w/ Volt Bite
Crono: ★Thunder (2 MP) Ayla: Tooth and Nail (3 MP) Type: 天 (体)
Hits: Enemy

The JP name (kaminari kamitsuki) sounds almost poetic with the balanced syllables and repetition.

Approximate typical damage = (Ayla's attack power) * 9 + random factor. Crono's stats have no effect.

Usual base effectiveness at level 60 with natural stats and strongest normal weapons: 2302

Double the power of Tooth and Nail, plus a frequently useful change in damage type. However, be aware that regardless of involving a spell and inflicting Aether damage, it's still a completely physical attack, so will not work well against targets with high physical defense, and will miss entirely against physical immunes.

ハヤブサぎり
 敵よこ直線に全力クロノなげ
Falcon Slash
 Throw Crono full-strength at enemies on a horizontal line
Falcon Hit
 Crono's Falcon Hit
Crono: Fierce Slash (4 MP) Ayla: Rock Throw (4 MP) Type:
Hits: Horizontal

Approximate typical damage = (Crono's attack power) * 8 + random factor. Ayla's stats have no effect.

Usual base effectiveness at level 60 with natural stats and strongest normal weapons: 1918

Double the power of Crono's Fierce Slash, combined with an uncommon targetting type that sometimes comes in handy.


Marle + Lucca
はんさようボム
 敵円はんいに水火ボム魔法/冥
Reaction Bomb
 Fire/Water magic bomb on enemies in radius / Dark
Antipode
 Attack enemies w/ Antipode
Marle: ★Ice (2 MP) Lucca: ★Fire (2 MP) Type: 冥 (魔)
Hits: Zone

Approximate typical damage = (Marle's level + Marle's magic) * 4.4 + (Lucca's level + Lucca's magic) * 4.4 + random factor.

Usual base effectiveness at level 60 with natural stats and strongest normal weapons: 1115

No extra damage as compared to casting ★Ice and ★Fire independently, but it gets a bonus area effect, and provides a good early source of Dark damage. ★Dark Bomb hits harder, but also costs more and isn't available until much later.

はんさようボム2
 敵円はんいに水火ボム強魔法/冥
Reaction Bomb 2
 Potent Fire/Water magic bomb on enemies in radius / Dark
Antipode 2
 Attack enemies w/ Antipode 2
Marle: ★Icega (8 MP) Lucca: ★Figa (8 MP) Type: 冥 (魔)
Hits: Zone

Approximate typical damage = (Marle's level + Marle's magic) * 8.4 + (Lucca's level + Lucca's magic) * 8.4 + random factor.

Usual base effectiveness at level 60 with natural stats and strongest normal weapons: 2130

+50% bonus power over using ★Icega and ★Figa alone, at the expense of a reduced effect range.

はんさようボム3
 敵全体に水火ボム超魔法/冥
Reaction Bomb 3
 Extreme Fire/Water magic bomb on all enemies / Dark
Antipode 3
 Attack enemies w/ Antipode 3
Marle: ★Icega (8 MP) Lucca: ★Flare (20 MP) Type: 冥 (魔)
Hits: Enemies

Approximate typical damage = (Marle's level + Marle's magic) * 7 + (Lucca's level + Lucca's magic) * 21 + random factor.

Usual base effectiveness at level 60 with natural stats and strongest normal weapons: 3595

The +25% bonus over using ★Icega and ★Flare independently is well worth it if you're trying to hit everything hard.


Marle + Robo
オーラビーム
 味方全体にHP回復/小
Aura Beam
 Recover HP for all allies / Small
Aura Beam
 Restore allies' HP (Some)
Marle: Aura (1 MP) Robo: Cure Beam (2 MP) Type: n/a
Hits: Allies

Amount healed = (Marle's magic) * 5 + random factor. Robo's stats have no effect.

Usual base effectiveness at level 60 with natural stats and strongest normal weapons: 305

Equivalent to using Aura on everyone at once, and identical in effect to Crono and Marle's Aura Whirl.

アイスタックル
 敵単体に氷の魔法ロボ/水
Ice Tackle
 Ice Robo magic on an enemy / Water
Ice Tackle
 Attack enemy w/ Glacier
Marle: ★Ice (2 MP) Robo: Robo Tackle (4 MP) Type: 水 (体+魔)
Hits: Enemy

Approximate typical damage = (Marle's magic + Marle's level) * 6.6 + Robo's (level * level * 1/45 + power * 16/9) * 7.0875 + random factor.

Usual base effectiveness at level 60 with natural stats and strongest normal weapons: 2644

+50% bonus damage over the individual techniques makes this particularly worthwhile. Note that Robo's effective attack power may exceed 255.

Ice Tackle also works fairly well against Specchio's later magic-resistant forms, particularly for such a low MP cost.

ケアルガウィンド
 味方全体にHP回復/大
Curega Wind
 Recover HP for all allies / Large
Cure Touch
 Restore allies' HP (Full)
Marle: ★Curega (5 MP) Robo: Heal Beam (3 MP) Type: n/a
Hits: Allies

Amount healed = (Marle's magic) * 24 + random factor. Robo's stats have no effect.

Usual base effectiveness at level 60 with natural stats and strongest normal weapons: 999 (1464 if uncapped)

Equivalent to using ★Curega on everyone at once. Not bad, but rarely necessary.


Marle + Frog
アイスウォーター
 敵全体に氷シャワー/水
Icewater
 Ice shower on all enemies / Water
Ice Water
 Attack enemies w/ Ice Water
Marle: ★Ice (2 MP) Frog: ★Water (2 MP) Type: 水 (魔)
Hits: Enemies

Approximate typical damage = (Marle's level + Marle's magic) * 4.4 + (Frog's level + Frog's magic) * 4.4 + random factor.

Usual base effectiveness at level 60 with natural stats and strongest normal weapons: 976

No extra damage as compared to casting ★Ice and ★Water independently, but hitting all enemies makes it incredibly useful, especially given the low cost and early availability. Though you'd get more damage by casting ★Icega and ★Waterga, the increase would be less than 30%, and the cost four times as much.

ひょうが
 敵単体に特大つらら攻撃/水
Glacier
 Oversized icicle attack on an enemy / Water
Glacier
 Massive Ice attack
Marle: ★Icega (8 MP) Frog: ★Waterga (8 MP) Type: 水 (魔)
Hits: Enemy

Approximate typical damage = (Marle's level + Marle's magic) * 8.4 + (Frog's level + Frog's magic) * 8.4 + random factor.

Usual base effectiveness at level 60 with natural stats and strongest normal weapons: 1864

Focusing ★Icega and ★Waterga onto a single enemy yields a +50% damage bonus to both.

ダブルケアルガ
 味方全体にHP+ステータス全回復
Double Curega
 Recover all HP + Cure status for all allies
Double Cure
 Restore allies' HP & Status
Marle: ★Curega (5 MP) Frog: ★Curega (5 MP) Type: n/a
Hits: Allies

This fully heals all characters, regardless of any stats other than the max HP of the targets.

Rather expensive for the effect, though curing status is a nice bonus.


Marle + Ayla
ダブルいろじかけ
 敵単体にウフ~ン。アイテムをもらう
Double Flirt
 Put the moves on an enemy. Get an item.
Twin Charm
 Steal from enemy
Marle: Provoke (1 MP) Ayla: Flirt (4 MP) Type: n/a
Hits: Enemy

See my notes for Ayla's Flirt, as they also apply here. This has exactly the same effect as Ayla's Flirt, but (presumably) a higher success rate. Although some enemies do have two items to steal, they aren't technique-specific, and you can get both with either technique. If you're after items, give Ayla the Captivating Bra and save Marle's turns for something else, unless you just like turning the screen pink.

こおりなげ
 敵円はんいに氷みだれなげ/水
Ice Throw
 Wildly fling ice at enemies in radius / Water
Ice Toss
 Attack enemy w/ Ice Toss
Marle: ★Ice (2 MP) Ayla: Rock Throw (4 MP) Type: 水 (体+魔)
Hits: Zone

Approximate typical damage = (Marle's level + Marle's magic) * 4.4 + (Ayla's attack power) * 6.75 + random factor.

Usual base effectiveness at level 60 with natural stats and strongest normal weapons: 2271

No extra damage, but you do get an area effect out of the combination.

ひょうがなげ
 敵円にはんいに特大氷一発なげ/水
Glacier Throw
 Fling an oversized ice chunk at enemies in radius / Water
Cube Toss
 Attack enemy w/ Cube Toss
Marle: ★Icega (8 MP) Ayla: Rock Throw (4 MP) Type: 水 (体+魔)
Hits: Zone

Approximate typical damage = (Marle's level + Marle's magic) * 7 + (Ayla's attack power) * 8.4375 + random factor.

Usual base effectiveness at level 60 with natural stats and strongest normal weapons: 3024

+25% extra damage when used together, and the area of effect sort of splits the difference between the two.

Glacier Throw also works quite well against Specchio's later magic-resistant forms, and costs relatively little to use.


Lucca + Robo
ファイアパンチ
 敵円はんいに炎のパンチ/火
Fire Punch
 Flame punch on enemies in radius / Fire
Fire Punch
 Burn enemies w/ Fire Punch
Lucca: ★Fire (2 MP) Robo: Rocket Punch (1 MP) Type: 火 (体+魔)
Hits: Zone

Approximate typical damage = (Lucca's level + Lucca's magic) * 4.4 + (Robo's attack power) * 2.75 + random factor.

Usual base effectiveness at level 60 with natural stats and strongest normal weapons: 1166

No extra damage, but the wider range can come in handy.

ファイガタックル
 敵単体に炎の魔法ロボ/火
Figa Tackle
 Flame Robo magic on an enemy / Fire
Fire Tackle
 Burn enemy w/ Fire Tackle
Lucca: ★Figa (8 MP) Robo: Robo Tackle (4 MP) Type: 火 (体+魔)
Hits: Enemy

Approximate typical damage = (Lucca's magic + Lucca's level) * 8.4 + Robo's (level * level * 1/45 + power * 16/9) * 7.0875 + random factor.

Usual base effectiveness at level 60 with natural stats and strongest normal weapons: 2918

+50% bonus damage makes this similar to Marle and Robo's Ice Tackle, but much less efficient, thanks to ★Figa's high cost to damage ratio. Note that Robo's effective attack power may exceed 255.

ダブルボム
 ロボのまわりに最強ボム/火
Double Bomb
 Ultimate bomb to enemies around Robo / Fire
DoublevBomb
 Robo's Max Bomb attack
Lucca: Megaton Bomb (15 MP) Robo: Circle Bomb (14 MP) Type: 火 (魔)
Hits: Near (Robo)

I can't help but wonder whether that ' v ' is a typo, and if not, what it's supposed to mean.

Approximate typical damage = (Lucca's magic + Lucca's level) * 19.2 + (Robo's magic + Robo's level) * 18.0 + random factor.

Usual base effectiveness at level 60 with natural stats and strongest normal weapons: 4207

+50% bonus damage over the individual techniques, though the effect range can be difficult to work with.


Lucca + Frog
レッドニードル
 敵単体に炎のジャンプぎり/火
Red Needle
 Flaming jump slash at an enemy / Fire
Red Pin
 Burn enemy w/ Flame Slash
Lucca: ★Fire (2 MP) Frog: Jump Slash (4 MP) Type: 火 (体+魔)
Hits: Enemy

Approximate typical damage = (Lucca's level + Lucca's magic) * 5.5 + (Frog's attack power) * 5.625 + random factor.

Usual base effectiveness at level 60 with natural stats and strongest normal weapons: 1943

+25% bonus damage makes this very similar to Crono and Lucca's Fire Sword, but Jump Slash's higher base power gives it an edge.

ラインボム
 敵よこ直線にボム嵐/火
Line Bomb
 Bomb storm on enemies along a horizontal line / Fire
Line Bomb
 Bomb enemies on a line
Lucca: Megaton Bomb (15 MP) Frog: Jump Slash (4 MP) Type: 火 (魔)
Hits: Horizontal

Approximate typical damage = (Lucca's level + Lucca's magic) * 12.8 + random factor. Frog's stats have no effect.

Usual base effectiveness at level 60 with natural stats and strongest normal weapons: 1663

It's just Lucca's Megaton Bomb, but with different targeting. Frog contributes nothing to the damage, and there's no bonus either. I'm frankly disappointed.

カエルフレア
 敵全体に最大技2重殺
Frog Flare
 Double ultimate tech slaughter on all enemies / Fire
Frog Flare
 Ult. 2x damage / multiple
Lucca: ★Flare (20 MP) Frog: Frog Drop (15 MP) Type: 火 (体+魔)
Hits: Enemies

Approximate typical damage = (Lucca's magic + Lucca's level) * 21 + Frog's [(maximum HP - current HP) * stamina * 12.5 / 280] + random factor.

Usual base effectiveness at level 60 with natural stats and strongest normal weapons: 2729 to 7173

★Flare and Frog Drop each get a +25% damage bonus when used together, but keep in mind that Frog needs to be badly hurt to get the full effect. If you don't mind the risk, though, Frog Flare exceeds 8000 damage with Lucca at level 99 and Frog's health at 1/999, making it the second deadliest attack in the game under these conditions, trio techniques included, and the only one that can beat it also needs Frog to have very low health.


Lucca + Ayla
ほのおげり
 敵単体に炎の魔法キック/火
Flame Kick
 Flame kick magic at an enemy / Fire
Flame Kick
 Burn enemy w/ Flame Kick
Lucca: ★Fire (2 MP) Ayla: Ballmadillo Kick (2 MP) Type: 火 (体+魔)
Hits: Enemy

Approximate typical damage = (Lucca's level + Lucca's magic) * 5.5 + (Ayla's attack power) * 3.9375 + random factor.

Usual base effectiveness at level 60 with natural stats and strongest normal weapons: 1720

+25% bonus damage on both makes this pretty good for the low cost.

かえんたつまき
 敵全体に炎のたつまき/火
Blaze Twister
 Flaming tornado on all enemies / Fire
Fire Whirl
 Burn enemy w/ Fire Whirl
Lucca: ★Figa (8 MP) Ayla: Tail Twister (10 MP) Type: 火 (魔)
Hits: Enemies

Approximate typical damage = (Lucca's level + Lucca's magic) * 8.4 + (Ayla's level + Ayla's magic) * 24 + random factor.

Usual base effectiveness at level 60 with natural stats and strongest normal weapons: 3055

Striking all enemies with an extra +50% damage, this would be amazingly powerful if only Ayla's magic weren't so poor. It's still quite good even so.

ほのお3だんげり
 敵単体に炎の超魔法キック/火
Triple Flame Kick
 Ultra flame kick magic on an enemy / Fire
Blaze Kick
 Burn enemy w/ Blaze Kick
Lucca: ★Figa (8 MP) Ayla: Triple Kick (20 MP) Type: 火 (体+魔)
Hits: Enemy

Approximate typical damage = (Lucca's level + Lucca's magic) * 7 + (Ayla's attack power) * 10.40625 + random factor.

Usual base effectiveness at level 60 with natural stats and strongest normal weapons: 3571

Adding a +25% damage bonus, it's one of the game's most powerful skills, though Blaze Twister can outperform it if you boost Ayla's naturally-low magic.

Triple Flame Kick also works quite well against Specchio's later magic-resistant forms.


Robo + Frog
ぶんなげソード
 カエルぶんなげぎり
Sword Fling
 Fierce Frog throw-slash
Blade Toss
 Frog's Blade Toss
Robo: Laser Whirl (3 MP) Frog: Slurp Slash (2 MP) Type:
Hits: Ray

Approximate typical damage = (Frog's attack power) * 5.5 + random factor. Robo's stats have no effect.

Usual base effectiveness at level 60 with natural stats and strongest normal weapons: 1202

Double the damage of Slurp Slash, though that's only a moderately powerful technique to begin with.

シャボンプレス
 敵単体にロボ落下
Soap Press
 Drop Robo on an enemy
Bubble Snap
 Robo's Bubble Snap
Robo: Robo Tackle (4 MP) Frog: ★Water (2 MP) Type:
Hits: Enemy

Approximate typical damage = Robo's (level * level * 1/45 + power * 16/9) * 9.45 + random factor. Frog's stats have no effect.

Usual base effectiveness at level 60 with natural stats and strongest normal weapons: 2438

Double the damage of Robo Tackle, which may make it worth Frog's effort. Note that this is a completely physical attack despite involving a spell, so will not work well against targets with high physical defense, and will miss entirely against physical immunes. Also note that Robo's effective attack power may exceed 255.

ケアルガウェイブ
 味方全体にHP回復/大
Curega Wave
 Recover HP for all allies / Large
Cure Wave
 Restore all allies' HP (Full)
Robo: Heal Beam (3 MP) Frog: ★Curega (5 MP) Type: n/a
Hits: Allies

Amount healed = (Frog's magic) * 24 + random factor. Robo's stats have no effect.

Usual base effectiveness at level 60 with natural stats and strongest normal weapons: 864

Equivalent to using ★Curega on everyone at once. Though identical to Curega Wind in theory, Frog's lower magic stat makes it weaker in practice.


Robo + Ayla
おたちだい
 敵全体に『ストップ』
Limelight
 Stop on all enemies
Boogie
 Halts all enemies
Robo: Robo Tackle (4 MP) Ayla: Flirt (4 MP) Type: n/a
Hits: Enemies

More specifically, おたちだい (otachidai) refers the stand where important people (like the royal family) stand when greeting, etc., large groups of people, or to similar small raised platforms sometimes used by single performers in nightclubs, for example. English doesn't seem to have an equivalent term.

だいかいてんげり
 敵単体にきりもみキック
Great Whirlkick
 Spindive kick an enemy
Spin Kick
 Attack enemy w/ Spin Kick
Robo: Robo Tackle (4 MP) Ayla: Ballmadillo Kick (2 MP) Type:
Hits: Enemy

Approximate typical damage = (Ayla's attack power) * 6.3 + random factor. Robo's stats have no effect.

Usual base effectiveness at level 60 with natural stats and strongest normal weapons: 1612

Double the damage of Ballmadillo Kick, which is reasonably good but nothing exceptional.

じごくなげ
 敵単体にキャッチボール
Hell Throw
 Play catch with an enemy
Beast Toss
 Hurl an enemy!
Robo: Machine Gun Punch (12 MP) Ayla: Rock Throw (4 MP) Type:
Hits: Enemy

As with Rock Throw, certain enemies are unthrowable, and Hell Throw will always miss them.

Approximate typical damage = (Robo's attack power) * 7.8125 + (Ayla's attack power) * 8.4375 + random factor.

Usual base effectiveness at level 60 with natural stats and strongest normal weapons: 3850

Both attacks are fairly strong to begin with, and this adds on an extra +25% damage.


Frog + Ayla
ベロロンキッス
 味方全体にHP+ステータス異常回復
Slurp Kiss
 Recover HP + Cure abnormal status for all allies
Slurp Kiss
 Restore all allies' HP & Status
Frog: Slurp (1 MP) Ayla: Kiss (1 MP) Type: n/a
Hits: Allies

Amount healed = (Ayla's magic) * 28 + random factor.

Usual base effectiveness at level 60 with natural stats and strongest normal weapons: 560

Twice as strong as Kiss, and it works on everyone at once. It's surprisingly effective even with very low magic—easily the most powerful multi-target healing skill that doesn't involve Curega—and raising Ayla's magic to around 35 makes it equivalent to Double Curega for a fraction of the cost.

シャボンタックル
 敵単体にエイラ落下
Soap Tackle
 Drop Ayla on an enemy
Bubble Hit
 Attack enemy w/ Bubble Hit
Frog: ★Water (2 MP) Ayla: Ballmadillo Kick (2 MP) Type:
Hits: Enemy

Approximate typical damage = (Ayla's attack power) * 6.3 + random factor. Frog's stats have no effect.

Usual base effectiveness at level 60 with natural stats and strongest normal weapons: 1612

Double the damage of Ballmadillo Kick, making this equivalent to Robo and Ayla's Great Whirlkick, but less costly. Note that this is a completely physical attack despite involving a spell, so will not work well against targets with high physical defense, and will miss entirely against physical immunes.

あぐらおちぎり
 敵単体にじごく落下
Cross-Legged Drop-Slash
 Hell drop on an enemy
Drop Kick
 Inferno Toss
Frog: Jump Slash (4 MP) Ayla: Triple Kick (20 MP) Type:
Hits: Enemy

Confused about the name? Take a good look at Ayla when she lands...

Approximate typical damage = (Frog's attack power) * 6.75 + (Ayla's attack power) * 8.325 + random factor.

Usual base effectiveness at level 60 with natural stats and strongest normal weapons: 3607

Jump Slash gets a respectable +50% bonus, but Triple Kick unfortunately receives none.


Trio Techniques

Like duo techniques, but moreso. Also note that Crono is required for all trio techs that are not enabled by equipping special stones.

Crono + Marle + Lucca
ミックスデルタ
 敵全体に天火水のぶっつけ魔法/冥
Mix Delta
 Fierce Aether/Fire/Water magic strike on all enemies / Dark
Delta Force
 Elemental damage / multiple
Type: 冥 (魔)
Hits: Enemies
Crono: ★Thungada (8 MP) Marle: ★Icega (8 MP) Lucca: ★Figa (8 MP)

Approximate typical damage = (Crono's level + Crono's magic) * 7 + (Marle's level + Marle's magic) * 7 + (Lucca's level + Lucca's magic) * 7 + random factor.

Usual base effectiveness at level 60 with natural stats and strongest normal weapons: 2412

Combining the three spells gives each of them a +25% power boost. The result typically outdamages ★Shining, though not by much if Crono's stats are maxed.


Crono + Marle + Robo
キープアレイズ
 味方全体に1回だけ戦闘不能自動回復
Keep Araise
 Autorecover from incapacitation once only for all allies
Lifeline
 Revive / restore allies once
Type: n/a
Hits: Allies
Crono: Whirlslash (2 MP) Marle: ★Araise (15 MP) Robo: Laser Whirl (3 MP)

The automatic recovery is once per casting, so you can recast to renew the effect. Low-level playthroughs typically depend on this as the difficulty increases.

Amount healed when reviving is exactly the revived character's magic power times five, regardless of caster stats.


Crono + Marle + Frog
アークインパルス
 敵単体に氷の魔法剣ジャンプぎり/水
Arc Impulse
 Ice sword magic jump slash on an enemy / Water
Arc Impulse
 Attack w/ Ice Slash
Type: 水 (体+魔)
Hits: Enemy
Crono: Fierce Slash (4 MP) Marle: ★Icega (8 MP) Frog: Jump Slash (4 MP)

Approximate typical damage = (Crono's attack power) * 5 + (Marle's level + Marle's magic) * 7 + (Frog's attack power) * 5.625 + random factor.

Usual base effectiveness at level 60 with natural stats and strongest normal weapons: 3295

Combining the three skills gives each of them a +25% power boost, though using multi-target ★Icega for a single-target attack is a bit wasteful of MP.

Arc Impulse also works remarkably well against Specchio's later magic-resistant forms, particularly for its comparatively low cost.

A piece of official artwork that was also used as the cover art for the US release of the game features Arc Impulse—sort of. But why is Marle throwing fire at Crono's sword, and what's a Hekeran-like monster doing in snowy terrain? In all likelihood, the artwork was based on a particular early screenshot, seen in the top left of this magazine page (image hosted on The Chrono Compendium). The screenshot features Marle throwing what looks like fire at Crono's sword as he leaps at a Hekeran-like creature on a snowy mountain while Frog lies on the ground below. I say "looks like fire" because even in the final version, the energy on Crono's sword during the skill appears as flames that flicker between an icy blue and an orange that, in a still image, is indistinguishable from ordinary fire.


Crono + Marle + Ayla
ファイナルキック
 敵単体に天と水のぶっつけキック/冥
Final Kick
 Fierce Aether and Water kick on an enemy / Dark
Final Kick
 Attack w/ Final Kick
Type: 冥 (体+魔)
Hits: Enemy
Crono: ★Thundaga (8 MP) Marle: ★Icega (8 MP) Ayla: Triple Kick (20 MP)

Approximate typical damage = (Crono's level + Crono's magic) * 7 + (Marle's level + Marle's magic) * 7 + (Ayla's attack power) * 10.40625 + random factor.

Usual base effectiveness at level 60 with natural stats and strongest normal weapons: 4167

All three techniques get a +25% bonus to damage, which is particularly nice for Triple Kick.

Final Kick also performs exceptionally well against Specchio's later magic-resistant forms.


Crono + Lucca + Robo
ファイガサークル
 クロノぶんまわし炎ぎり/火
Figa Circle
 Fierce revolving Crono flame slash / Fire
Fire Zone
 Crono's Fire Zone
Type: 火 (体+魔)
Hits: Near (Robo)
Crono: Fierce Slash (4 MP) Lucca: ★Figa (8 MP) Robo: Laser Whirl (3 MP)

Approximate typical damage = (Crono's attack power) * 8 + (Lucca's level + Lucca's magic) * 7 + random factor.

Usual base effectiveness at level 60 with natural stats and strongest normal weapons: 2826

Basically, you're adding ★Figa, with a reduced area of effect but a +25% damage bonus, to Crono and Robo's Great Whirlslash.


Crono + Lucca + Frog
デルタストーム
 敵全体に天火水のぶっつけ魔法/冥
Delta Storm
 Fierce Aether/Fire/Water magic strike on all enemies / Dark
Delta Storm
 Elemental attack / multiple
Type: 冥 (魔)
Hits: Enemies
Crono: ★Thundaga (8 MP) Lucca: ★Figa (8 MP) Frog: ★Waterga (8 MP)

Approximate typical damage = (Crono's level + Crono's magic) * 7 + (Lucca's level + Lucca's magic) * 7 + (Frog's level + Frog's magic) * 7 + random factor.

Usual base effectiveness at level 60 with natural stats and strongest normal weapons: 2233

Combining the three spells gives each of them a +25% power boost. It's just like Mix Delta, except that Frog's lower magic stat makes it weaker in practice.


Crono + Lucca + Ayla
ガトリングキック
 敵単体に天と火のぶっつけキック/冥
Gatling Kick
 Fierce Aether and Fire kick on an enemy / Dark
Gatling Kick
 Attack w/ Gatling Kick
Type: 冥 (体+魔)
Hits: Enemy
Crono: ★Thundaga (8 MP) Lucca: ★Figa (8 MP) Ayla: Triple Kick (20 MP)

Approximate typical damage = (Crono's level + Crono's magic) * 7 + (Lucca's level + Lucca's magic) * 7 + (Ayla's attack power) * 10.40625 + random factor.

Usual base effectiveness at level 60 with natural stats and strongest normal weapons: 4210

All three techniques get a +25% bonus to damage, making this equivalent to Final Kick, but typically slightly stronger due to Lucca's high magic stat.

Gatling Kick also performs exceptionally well against Specchio's later magic-resistant forms.


Crono + Robo + Frog
トリプルアタック
 敵単体に3人アタック
Triple Attack
 Trio attack on one enemy
Triple Raid
 Delta Attack
Type:
Hits: Enemy
Crono: Whirlslash (2 MP) Robo: Robo Tackle (4 MP) Frog: Slurp Slash (2 MP)

Approximate typical damage = (Crono's attack power) * 3.125 + Robo's (level * level * 1/45 + power * 16/9) * 5.90625 + (Frog's attack power) * 3.4375 + random factor.

Usual base effectiveness at level 60 with natural stats and strongest normal weapons: 3023

X-Slash with Robo Tackle thrown in for good measure and boosted +25% just like Whirlslash and Slurp Slash are. Similar to 3-D Attack, but more affordable. Note that Robo's effective attack power may exceed 255.


Crono + Robo + Ayla
ビックトルネード
 敵全体に3人回転たつまき/冥
Big Tornado
 Trio tornado whirl on all enemies / Dark
Twister
 Trio Whirl / multiple
Type: 冥 (体+魔)
Hits: Enemies
Crono: Whirlslash (2 MP) Robo: Laser Whirl (3 MP) Ayla: Tail Twister (10 MP)

"Big" ought to be ビッグ, not ビック, but I'm pretty sure it's what they meant. ビックトルネード is apparently also a ranged attack for a character in a fighting game called "Fighter's History", and the only English guide I've been able to find calls it "Big Tornado". Incidentally, both the move and the button combination strongly resemble Ryu's Hadoken from "Street Fighter II". In fact, the whole game was so much like SF2 that Capcom sued for copyright infringement (but lost).

Approximate typical damage = (Crono's attack power) * 3.75 + (Robo's level + Robo's magic) * 6 + (Ayla's level + Ayla's magic) * 24 + random factor.

Usual base effectiveness at level 60 with natural stats and strongest normal weapons: 3433

Tail Twister is the only technique here with much power behind it, and Ayla's low magic hinders it. Still, everything gets a respectable +50% boost, and that's enough to make it one of the top ten skills in damage at high levels.


Crono + Frog + Ayla
3じげんアタック
 敵単体に3人クロスアタック
3-D Attack
 Trio cross attack on one enemy
3D Attack
 Delta Attack
Type:
Hits: Enemy
Crono: Whirlslash (2 MP) Frog: Slurp Slash (2 MP) Ayla: Triple Kick (20 MP)

Approximate typical damage = (Crono's attack power) * 3.125 + (Frog's attack power) * 3.4375 + (Ayla's attack power) * 10.40625 + random factor.

Usual base effectiveness at level 60 with natural stats and strongest normal weapons: 4163

X-Slash with Triple Kick thrown in for good measure and boosted +25% just like Whirlslash and Slurp Slash are. Similar to Triple Attack, but more powerful.


White Stone + Marle + Lucca + Ayla
ポヨゾーダンス
 敵全体に?魔法+『こんらん』
Poyozo Dance
 ? Magic + Confusion on all enemies
PoyozoDance
 Damage w/ ? Magic & Chaos
Type:
Hits: Enemies
Marle: Provoke (1 MP) Lucca: Hypnosonic (1 MP) Ayla: Tail Twister (10 MP)

Poyozo Dance is special in that it's one of only two techniques in the game to inflict damage that is neither physical nor elemental (the other is Ayla's Tail Twister). This means it can damage even foes that are immune to physical and null or absorb all elements (so are meant to be invincible), not that there's any real purpose to doing so.

Approximate typical damage = (Ayla's level + Ayla's magic) * 16 + random factor. Marle and Lucca's stats have no effect.

Usual base effectiveness at level 60 with natural stats and strongest normal weapons: 1310

This just extends Tail Twister to all enemies and throws in a status ailment and some comical effects. No damage bonus, but at least Marle and Lucca barely have to spend anything. Additionally, there aren't many player-usable status attack skills, and this is the only one of them that also inflicts damage.


Black Stone + Marle + Lucca + the Magus
ダークエターナル
 敵全体に超最強暗黒魔法/冥
Dark Eternal
 Transultimate darkness magic on all enemies / Dark
DarkEternal
 Ultimate Dark Bomb
Type: 冥 (魔)
Hits: Enemies
Marle: ★Icega (8 MP) Lucca: ★Figa (8 MP) The Magus: ★Dark Matter (20 MP)

Approximate typical damage = (Marle's level + Marle's magic) * 7 + (Lucca's level + Lucca's magic) * 7 + (The Magus's level + The Magus's magic) *19 + random factor.

Usual base effectiveness at level 60 with natural stats and strongest normal weapons: 4418

All spells get a +25% bonus from the combination. Each character also has a high magic stat, making this reliably one of the game's most powerful attacks.


Gold Stone + Marle + Robo + Frog
グランドリーム
 『新生グランドリオン』の敵全物理
Grandream
 The all-enemy physical of the Reborn Grandleon
Grand Dream
 Phys. Att. w/ NewMasamune
Type:
Hits: Enemies
Marle: ★Araise (15 MP) Robo: Heal Beam (3 MP) Frog: Frog Drop (15 MP)

To use Grandream, Frog must have the both the Gold Stone and the reborn Grandleon equipped. The first version of the Grandleon will not work.

Interesting that Marle and Robo contribute healing techniques...

Approximate typical damage = Frog's [(maximum HP - current HP) * stamina * 25 / 280] + random factor. Marle and Robo's stats have no effect.

Usual base effectiveness at level 60 with natural stats and strongest normal weapons: up to 8890

It works just like Frog Drop, but with a +150% bonus. This raises the potential damage to over 8,800, more than any other player-usable skill in the game, but keep in mind that Frog must be badly hurt to get the full output, and that Frog Flare is both more practical and nearly as potent at high levels anyway. The Gold Stone is also possibly the most obscure item in the game. Nice special effects, though.


Blue Stone + Lucca + Robo + the Magus
オメガフレア
 敵全体に最大出力レーザー/冥
Omega Flare
 Maximum-output laser on all enemies / Dark
Omega Flare
 Ultimate Laser
Type: 冥 (魔)
Hits: Enemies
Lucca: ★Flare (20 MP) Robo: Laser Whirl (3 MP) The Magus: ★Dark Bomb (8 MP)

Approximate typical damage = (Lucca's level + Lucca's magic) * 21 + (Robo's level + Robo's magic) * 5 + (The Magus's level + The Magus's magic) * 12.5 + random factor.

Usual base effectiveness at level 60 with natural stats and strongest normal weapons: 4942

All techniques get a +25% bonus. While Robo's low magic stat hampers the damage somewhat, he doesn't contribute a large portion of the power anyway. Most of it comes from ★Flare and ★Dark Bomb, and both are sure to pack plenty of punch, making this the single deadliest player attack in the game that doesn't require Frog to be badly hurt.


Silver Stone + Robo + Frog + Ayla
ストライクスピン
 敵単体にたつまきジャンプぎり
Strike Spin
 Tornado jump-slash on one enemy
Spin Strike
 Damage w/ Whirl Jump Cut
Type:
Hits: Enemy
Robo: Robo Tackle (4 MP) Frog: Jump Slash (4 MP) Ayla: Tail Twister (10 MP)

Approximate typical damage = (Frog's attack power) * 18 + random factor. Robo and Ayla's stats have no effect.

Usual base effectiveness at level 60 with natural stats and strongest normal weapons: 3936

Four times a Jump Slash (probably, although that's an unusual multiplier so it might use a custom formula), or nine times Frog's normal attack damage. That's not bad, but it's a bit weak for a stone-invoked technique, even given that the stone is available unusually early if you know to look for it.




Theoretical Effectiveness Summary

Curious about what hits the hardest at max levels or max stats? This is the section for you. I'm also including more detailed information on the healing abilities, simply because there are fewer of them and they're easier to calculate.

For everything that isn't healing, I'm including two lists, one for level 99 with best weapons and no Power or Magic Capulses used or any special equipment bonuses, and one for level 99 with maxed stats (and still no special equipment bonuses). Robo's Crisis Arm in particular would severely skew the results.

All values below assume default monster defenses (127 physical and 50 magical, with 4 affinity to all elements) and exclude additional damage from random variation.

Top 10 Offensive Solo Techniques
Level 99 (natural stats) Maxed Stats
RankTechniqueExpected Damage RankTechniqueExpected Damage
1Frog Drop 10 to 3556 1★Shining4052
2★Flare3404 2Frog Drop 10 to 3556
3Triple Kick3297 3★Flare3404
4Dinosaur 10 to 3200 4Triple Kick3297
5★Dark Matter3080 5 Elec Attack3242
6★Shining2967 Tail Twister3242
7Rock Throw2673 7Dinosaur 10 to 3200
8Megaton Bomb2593 8★Dark Matter3080
9Elec Attack2489 9Rock Throw2673
10Tail Twister2145 10Megaton Bomb2593

1 Damage varies depending on the difference between the user's maximum HP and current HP. Rank is based on the maximum possible output, which occurs at 1/999 HP. In practice, skills that depend on the user's HP are unreliable.


Top 25 Offensive Techniques
Level 99 (natural stats) Maxed Stats
RankTechniqueExpected Damage RankTechniqueExpected Damage
1Grandream 10 to 8890 1Grandream 10 to 8890
2Frog Flare 14256 to 8700 2Frog Flare 14256 to 8700
3Omega Flare7565 3Omega Flare7800
4Double Bomb6688 4Double Bomb7536
5Dark Eternal6663 5Big Tornado7036
6Gatling Kick6577 6 Gatling Kick6956
7Final Kick6556 Final Kick6956
83-D Attack5761 8Dark Eternal6685
9Reaction Bomb 35651 9Blaze Twister6564
10Triple Flame Kick5538 103-D Attack5761
11Big Tornado5109 11Reaction Bomb 35672
12Hell Throw5033 12Triple Flame Kick5538
13Cross-Legged Drop-Slash4950 13Super Elec5470
14Blaze Twister4918 14Hell Throw5033
15Glacier Throw4737 15Cross-Legged Drop-Slash4950
16Figa Tackle4507 16Glacier Throw4758
17Strike Spin4408 17Figa Tackle4507
18Super Elec4150 18Strike Spin4408
19Ice Tackle4123 19 Mix Delta4252
20Arc Impulse4052 Delta Storm4252
21Triple Attack3978 21Ice Tackle4142
22Mix Delta3852 22Arc Impulse4073
23Soap Press3742 23★Shining4052
24Delta Storm3566 24Triple Attack3978
25Thunder Chomp3564 25Soap Press3742

1 Damage varies depending on the difference between Frog's maximum HP and current HP. Rank is based on the maximum possible output, which occurs at 1/999 HP. Note that Frog Flare has a high minimum, due to ★Flare accounting for a large portion of the damage, and falls in the top 20 regardless.

There's a distinct lack of powerful Water techniques, thanks in large part to Marle focusing on healing and Frog using his physical abilities more than his magic. The three that are in the top 25 only make it thanks to adding in significant amounts of physical damage from other characters.

Dark is heavily over-represented in powerful combo skills, mostly because mixing any two elements always results in that damage type. As a result, it's particularly common in cooperative skills, which naturally tend to be more powerful.

If there seems to be a shortage of high-end Aether attacks, keep in mind there aren't that many attacks with that trait at all. Out of 38 solo techs, 37 duo techs, and 14 trio techs (89 total) that inflict damage, this trait accounts for just 6 solo, 3 duo, and zero trio techs (9 total), so all things considered it's impressive that two of them place in the top twenty five for damage potential, especially since one is the only solo tech with enough power to make the cut.

Ignoring Frog Drop and related skills, the most damage a party can dish out per round against a neutral target appears to combine Crono casting ★Shining with Lucca and Robo using Double Bomb if the target is close enough to Robo, or Lucca casting ★Flare and Ayla using Triple Kick if not. The high MP demands of doing so may make other combinations work out better in practice, though.


Except for the last row, the healing values below assume natural magic growth (no boosts from Magic Capsules or equipment). Use Ayla's level for Slurp Kiss, as Frog's doesn't affect it. The techniques are sorted by typical effectiveness. Also keep in mind that all but Cure Beam and Heal Beam will have an additional random factor added to the healing when actually used.

Healing Technique Summary
Level Slurp ★Heal Kiss Aura Heal
Beam
Cure
Beam
Slurp
Kiss
★Cure ★Curega
(Frog)
★Curega
(Marle)
10 5060 7075 7098 140210 240360
20 7590 112125 120168 224350 360600
30 105126 154170 180252 308476 504816
40 130156 196215 230322 392602 624999
50 155186 238260 280392 476728 744999
60 180216 280305 330462 560854 864999
70 205246 322350 380532 644980 984999
80 235282 364395 440616 728999 999999
90 260312 406440 490686 812999 999999
99 280336 448480 530742 896999 999999
max stats 495594 999495 990999 999 999 999999

Aura Whirl and Aura Beam heal the same amount as Aura, so are excluded from the chart. Similarly, Curega Wind heals the same as ★Curega (Marle), and Curega Wave heals the same as ★Curega (Frog). Double Curega is also excluded since it always fully heals regardless of level.


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