When you unlock Materia Fusion in Crisis Core Reunion, you’ll soon realize that the game doesn’t really restrict you when combining Materia. Although this is a good thing, it can lead to some really strong combinations, some which can outright break the difficulty of the game. Thankfully, this page will list some of the strongest combinations for all the Defensive, Status, Drain,
Gravity and Restorative Magic Materia.
Quake is an area of effect attack magic around yourself. This won’t hit floating enemies though.
All Other Magic Materia Fusion Combos¶
These are just some possible combinations to create the respective Materia. For example, place Fire in the first slot, and
HP Up in the second slot to obtain
Barrier. Abilities marked with “(M☆)” means that the ability needs to be a fully upgraded Master Rank version of the spell. If there is only one “(M☆)” in the list, either of them can be a Master Rank. When you see “Any DMW”, this means use any materia which impacts the DMW like
Rush Assault.
Quick Jump | – | – |
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Defensive Magic | Restorative Magic | Status Magic |
Gravity Magic | Drain Magic |
Defensive Magic Materia¶
Wall is one of the best defensive magics in the game. It will increase both your physical and magical defenses.
Barrier¶
Enables magic that reduces physical damage received. Reduces physical damage taken by 50% for 60 seconds.
- Base MP Cost: 16
- Base Materia Power: –
Mbarrier¶
Enables magic that reduces magic damage received. Reduces magic damage taken by 50% for 60 seconds.
- Base MP Cost: 16
- Base Materia Power: –
Wall¶
Enables magic that reduces both physical and magic damage received. Reduces both physical and magic damage taken by 50% for 60 seconds.
- Base MP Cost: 42
- Base Materia Power: –
Materia 1 | Materia 2 |
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Dispel¶
Enables magic that nulls enemy magic. Removes beneficial status effects from the target.
- Base MP Cost: 10
- Base Materia Power: –
Restorative Magic¶
Curaga is just one of the Restorative Magics in the game.
Cure¶
Enables magic that restores HP. Light healing based on MAG.
- Base MP Cost: 4
- Base Materia Power: 7
Cura¶
Enables magic that restores HP. Moderate healing based on MAG.
- Base MP Cost: 10
- Base Materia Power: 16
Curaga¶
Enables magic that restores HP. Heavy healing based on MAG.
- Base MP Cost: 26
- Base Materia Power: 34
Regen¶
Enables magic that gradually restores HP. Every four seconds for 60 seconds total, one-sixteenth of total maximum HP is restored.
- Base MP Cost: 7
- Base Materia Power: –
Esuna¶
Enables magic that heals status ailments. Removes Poison and Curse.
- Base MP Cost: 12
- Base Materia Power: –
Status Magic¶
Stop will stop the enemies leaving them vulnerable for the entire duration
Poison¶
Enables magic that poisons the enemy. Deals damage equivalent to one-sixteenth of max HP every four seconds.
- Base MP Cost: 2
- Base Materia Power: –
Materia 1 | Materia 2 |
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Silence¶
Enables magic that silences the enemy. Prevents the use of magic.
- Base MP Cost: 2
- Base Materia Power: –
Stop¶
Enables magic that stops the enemy. Prevents all actions and stops the countdown timers for other status effects.
- Base MP Cost: 8
- Base Materia Power: –
Materia 1 | Materia 2 |
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Death¶
Enables magic that defeats enemies with a single strike. If successful, target is defeated outright.
- Base MP Cost: 18
- Base Materia Power: –
Materia 1 | Materia 2 |
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Gravity Magic¶
If the enemy is susceptible to gravity. Graviga will reduce the enemies’ health by half.
Gravity¶
Enables magic that reduces the enemy’s HP by one-fourth. If the “Gravity” effect is not resisted, damage equivalent to one-fourth of max HP is dealt regardless of SPR. Can strike multiple times.
- Base MP Cost: 22
- Base Materia Power: –
Graviga¶
Enables magic that reduces the enemy’s HP by one-half. If the “Gravity” effect is not resisted, damage equivalent to one-half of max HP is dealt regardless of SPR. Can strike multiple targets.
- Base MP Cost: 40
- Base Materia Power: –
Quake¶
Enables special attack spells. Splits the earth all around Zack, dealing heavy damage to all nearby ground targets. Floating foes are unaffected.
- Base MP Cost: 58
- Base Materia Power: 27
Materia 1 | Materia 2 |
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Drain Magic¶
Drainga will absorb health from the enemy to heal you.
Drain¶
Enables magic that steals HP from the enemy. Absorbs a small amount of HP from the target.
- Base MP Cost: 16
- Base Materia Power: 2
Materia 1 | Materia 2 |
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Drainra¶
Enables magic that steals HP from the enemy. Absorbs a moderate amount of HP from the target.
- Base MP Cost: 30
- Base Materia Power: 4
Drainga¶
Enables magic that steal HP from the enemy. Absorbs a heavy amount of HP from the target.
- Base MP Cost: 55
- Base Materia Power: 6
Materia 1 | Materia 2 |
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Osmose¶
Enables magic that steals MP from the enemy. Absorbs some MP from the target.
- Base MP Cost: –
- Base Materia Power: 1
Materia 1 | Materia 2 |
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Osmosga¶
Enables magic that steals MP from the enemy. Absorbs a heavy amount of MP from the target.
- Base MP Cost: –
- Base Materia Power: 2
Materia 1 | Materia 2 |
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