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 | ||
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体 | Inflicts physical damage. | |
魔 | Inflicts magical damage. | |
天 | Inflicts damage of Crono's element. Means "sky" or "heaven", not "lightning". | |
水 | Inflicts damage of Marle and Frog's element. Means "water". | |
火 | Inflicts damage of Lucca's element. Means "fire". | |
冥 | Inflicts damage of the Magus's element. Means "dark". | |
n/a | Doesn't inflict damage. | |
- | Undetermined. | |
Targeting | Examples | |
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 |
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.
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.
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.
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 | ||||||
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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 | |||
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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: 体 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 |
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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. |
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★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. |
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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: 体 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. |
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★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. |
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★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 |
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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: 体 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 |
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★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. |
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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. |
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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. |
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★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 |
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★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. |
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★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. |
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★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 |
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★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. |
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★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. |
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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. |
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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. |
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★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. |
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★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. |
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★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 |
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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. |
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★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. |
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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: 体 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. |
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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%. |
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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. |
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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: 体 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. |
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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. |
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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: 体 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. |
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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. |
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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. |
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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. |
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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: 体 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. |
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★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. |
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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: 体 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. |
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★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 |
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★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. |
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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: 体 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. |
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Ayla's Techniques | |||
Keep in mind that Ayla's attack power is not capped, and will exceed 255 at sufficiently high levels. |
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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... |
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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: 体 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. |
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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: 体 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". |
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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: 体 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 |
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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. |
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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: 魔 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. |
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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: 体 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. |
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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: 体 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 |
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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. |
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★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. |
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★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. |
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★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 |
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★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. |
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★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. |
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★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. |
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★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. |
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Trio Techniques | |||
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Like duo techniques, but moreso. Also note that Crono is required for all trio techs that are not enabled by equipping special stones. |
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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. |
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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. |
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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. |
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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. |
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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. |
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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. |
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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. |
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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: 体 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. |
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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. |
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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: 体 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. |
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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: 魔 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. |
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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. |
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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: 体 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... |
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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. |
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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. |
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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: 体 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. |
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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 | ||||||
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Level 99 (natural stats) | Maxed Stats | |||||
Rank | Technique | Expected Damage | Rank | Technique | Expected Damage | |
1 | Frog Drop 1 | 0 to 3556 | 1 | ★Shining | 4052 | |
2 | ★Flare | 3404 | 2 | Frog Drop 1 | 0 to 3556 | |
3 | Triple Kick | 3297 | 3 | ★Flare | 3404 | |
4 | Dinosaur 1 | 0 to 3200 | 4 | Triple Kick | 3297 | |
5 | ★Dark Matter | 3080 | 5 | Elec Attack | 3242 | |
6 | ★Shining | 2967 | Tail Twister | 3242 | ||
7 | Rock Throw | 2673 | 7 | Dinosaur 1 | 0 to 3200 | |
8 | Megaton Bomb | 2593 | 8 | ★Dark Matter | 3080 | |
9 | Elec Attack | 2489 | 9 | Rock Throw | 2673 | |
10 | Tail Twister | 2145 | 10 | Megaton Bomb | 2593 | |
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. |
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Top 25 Offensive Techniques | ||||||
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Level 99 (natural stats) | Maxed Stats | |||||
Rank | Technique | Expected Damage | Rank | Technique | Expected Damage | |
1 | Grandream 1 | 0 to 8890 | 1 | Grandream 1 | 0 to 8890 | |
2 | Frog Flare 1 | 4256 to 8700 | 2 | Frog Flare 1 | 4256 to 8700 | |
3 | Omega Flare | 7565 | 3 | Omega Flare | 7800 | |
4 | Double Bomb | 6688 | 4 | Double Bomb | 7536 | |
5 | Dark Eternal | 6663 | 5 | Big Tornado | 7036 | |
6 | Gatling Kick | 6577 | 6 | Gatling Kick | 6956 | |
7 | Final Kick | 6556 | Final Kick | 6956 | ||
8 | 3-D Attack | 5761 | 8 | Dark Eternal | 6685 | |
9 | Reaction Bomb 3 | 5651 | 9 | Blaze Twister | 6564 | |
10 | Triple Flame Kick | 5538 | 10 | 3-D Attack | 5761 | |
11 | Big Tornado | 5109 | 11 | Reaction Bomb 3 | 5672 | |
12 | Hell Throw | 5033 | 12 | Triple Flame Kick | 5538 | |
13 | Cross-Legged Drop-Slash | 4950 | 13 | Super Elec | 5470 | |
14 | Blaze Twister | 4918 | 14 | Hell Throw | 5033 | |
15 | Glacier Throw | 4737 | 15 | Cross-Legged Drop-Slash | 4950 | |
16 | Figa Tackle | 4507 | 16 | Glacier Throw | 4758 | |
17 | Strike Spin | 4408 | 17 | Figa Tackle | 4507 | |
18 | Super Elec | 4150 | 18 | Strike Spin | 4408 | |
19 | Ice Tackle | 4123 | 19 | Mix Delta | 4252 | |
20 | Arc Impulse | 4052 | Delta Storm | 4252 | ||
21 | Triple Attack | 3978 | 21 | Ice Tackle | 4142 | |
22 | Mix Delta | 3852 | 22 | Arc Impulse | 4073 | |
23 | Soap Press | 3742 | 23 | ★Shining | 4052 | |
24 | Delta Storm | 3566 | 24 | Triple Attack | 3978 | |
25 | Thunder Chomp | 3564 | 25 | Soap Press | 3742 | |
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. |
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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 | ||||||||||
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Level | Slurp | ★Heal | Kiss | Aura | Heal Beam |
Cure Beam |
Slurp Kiss |
★Cure | ★Curega (Frog) |
★Curega (Marle) |
10 | 50 | 60 | 70 | 75 | 70 | 98 | 140 | 210 | 240 | 360 |
20 | 75 | 90 | 112 | 125 | 120 | 168 | 224 | 350 | 360 | 600 |
30 | 105 | 126 | 154 | 170 | 180 | 252 | 308 | 476 | 504 | 816 |
40 | 130 | 156 | 196 | 215 | 230 | 322 | 392 | 602 | 624 | 999 |
50 | 155 | 186 | 238 | 260 | 280 | 392 | 476 | 728 | 744 | 999 |
60 | 180 | 216 | 280 | 305 | 330 | 462 | 560 | 854 | 864 | 999 |
70 | 205 | 246 | 322 | 350 | 380 | 532 | 644 | 980 | 984 | 999 |
80 | 235 | 282 | 364 | 395 | 440 | 616 | 728 | 999 | 999 | 999 |
90 | 260 | 312 | 406 | 440 | 490 | 686 | 812 | 999 | 999 | 999 |
99 | 280 | 336 | 448 | 480 | 530 | 742 | 896 | 999 | 999 | 999 |
max stats | 495 | 594 | 999 | 495 | 990 | 999 | 999 | 999 | 999 | 999 |
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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