When you defeat enemies you have a chance of getting one of two items that enemy can drop - a common or a rare item. Each enemy also has a pair of items (once again, a common and a rare item) which can be stolen if you have the or materia equipped. Steal attempts to pilfer an item from an enemy directly, while Mug deals damage while making a steal attempt. This page will provide a list of some of the best items you can steal in CRISIS CORE -FINAL FANTASY VII- REUNION, and information on some accessories to use that will make it easier to steal rare items.
How Stealing Items Works in Crisis Core
If you have Materia or Materia equipped, you’ll be able to use the corresponding command in combat. Stealing will attempt to nick an item from an enemy, Mugging does the same and deals physical damage. You’re not guaranteed success when you steal, but you can either just keep trying until you get what you want, or equip to ensure you steal something every time you make an attempt.
Each enemy has two potential items you can steal, a common steal and a rare steal. The rare steal is, obviously, going to be the one you want most of the time, and since the odds of getting a rare steal are pretty low, you may want to equip to guarantee every successful steal will yield a rare item. Once you’ve stolen an item from an enemy, you cannot steal another, but you can steal an item and get one of the enemy’s drops from a single enemy.
Best Items You Can Steal in Crisis Core
Below you’ll find a list of some of the best items you can steal from enemies in Crisis Core. Since most of these are high-end accessories, materia, or materia fusion items, you should expect them to be found in some of the most difficult missions in the game, held by the most dangerous enemies… which, ironically, doesn’t necessarily mean you’ll need to wait all that long before you can attempt to steal them. You can access some 9-star and 10-star missions surprisingly early in the game, if you can fight your way through to them. Realistically you’ll be better equipped and have access to more tools if you want until Chapter 4, but that’s still ridiculously early given how weak main story enemies will be in comparison.
Breaks the HP Limit, allowing you to reach 99,999 HP. A must have for tackling higher-difficulty missions, as 9,999 HP just isn’t sufficient for the foes you’ll be facing, even if you have 255 VIT and 255 SPR. Mission 9-3-3 is pretty late for an essential accessory you need to start breaking into higher-difficulty missions - you can find one earlier for clearing 7-3-6 and in a chest in 9-2-3, but nabbing one from a is also a late option.
A fusion item, will add VIT+1 when used in Materia Fusion. The from 9-3-3 (where you can also steal an ) will also yield a chunk of as its common steal. You can also steal from the in 9-6-5, and it can drop x2 or x4 more, making it arguably the best source for in the game.
Another essential accessory, breaks the damage limit, allowing you to deal up to 99,999 damage per hit. When enemies regularly have 6-digit HP totals, you’re gonna need to break the damage limit to keep up. You can steal one from the enemy in Missions 3-5-6, 7-6-4 or 9-4-1, but you’ll probably find one a bit earlier as a reward for completing Mission 7-4-6.
The divine will ensure you deal perfect damage to most enemies in the game, most of the time, but it really doesn’t live up to its full potential until you’ve broken the damage limit (see , above). You can steal such materia from in Mission 9-5-1, but you’ll probably choose to get Materia earlier and just upgrade it to .
A fusion item, will add MAG+1 when used in Materia Fusion. These can be obtained from various sources, including from Gaze enemies in 6-5-2, 6-5-3 or 6-5-4 and enemies in 9-4-2. While annoying to fight, they’re a common steal from enemies, and if you’re lucky (or equipped with ) you’ll get x2 for a rare steal.
Fat Chocobo Feather
A fusion item, will add HP+10% when used in Materia Fusion. Elite -type enemies like the (Missions 2-4-4 and 9-2-6) and the (6-6-6) are fine sources of these items, particularly the , who will drop x2 or x3, depending if the steal result is common or rare. Both will also drop when defeated, so you could easily end up getting 4-5x every time you kill a .
Mostly notable for being the bottom-tier “punch” materia, you can upgrade the humble into the game-breaking (with Iron Punch, and being intermediaries). You can steal Materia from the enemy in Missions 4-4-4, 4-4-5 or 9-2-1. Bonus points for this being one of the earliest places to get this materia.
Gold Rolling Pin
One of the rare items on this list that doesn’t directly make you stronger in some way (at least, no directly), are instead noteworthy for their monetary value - one of them will sell for 50,000 Gil. The in 9-6-2 will forfeit 4x of them on a rare steal, and at 200,000 Gil per run, this is a fantastic way to fatten your wallet. This foe will also drop 1x or x2 per defeat, allowing you to build up your supply of stat-boosting items while you earn money.
A fusion item, will add LCK+1 when used in Materia Fusion. LCK isn’t the most sought-after stat when it comes to Materia Fusion, but it has its uses. You can steal 2x from the at the end of Mission 9-4-3, but this may be more trouble than it’s worth.
Another fusion item, the will grant ATK+1 when used in Materia Fusion, boosting the physical damage you deal. It’s pretty useful for and, to a lesser degree, . You can farm from the enemies on Missions 2-51, 6-5-6 or 9-3-6, or from the enemies on Mission 9-6-3. It’s a rare steal from the former, and a common (1x) or rare (2x) steal from the latter.
A fusion item, will add MP+10% when used in Materia Fusion. Whether you actually need MP boosts in this game is debatable, but if you want it, you can steal from enemies on Missions 2-3-3, 6-4-1 or 8-6-1.
Ironically the only way to get a limitless supply of Materia, you’ll need to steal it from enemies, and since is notoriously fickle when using it Materia Fusion, you may just find yourself in a situation where it becomes impossible to fuse without it turning into something else… likely . If you need another orb of Materia, seek out the enemies in 9-6-4.
A fusion item, will add SPR+1 when used in Materia Fusion. You want maxed out SPR for the game’s most difficult encounters, and fortunately you can stock up on by stealing from the in Mission 9-6-2 (common), you can steal one from in Missions 7-3-5 or 9-1-4 (rare), the will also can be robbed for in Missions 3-4-6 or 8-6-6 (x1 common, x2 rare). Finally, the enemy will surrender x2 in Missions 2-5-2, 6-5-5 or 7-6-5 (common).
are a common restorative in most Final Fantasy games, but in Crisis Core, it’s far more precious, giving Zack the Reraise status, reviving you when you’re KO’d. Keep snuggling Phoenix Down and you can brute force your way through most fights… which is why Phoenix Downs are somewhat rare in this game. Aside from finding them in the odd chest, you won’t have many ways to stock up until you encounter the superboss, , in Mission 9-6-6. from her and she’ll forfeit 99x Phoenix Downs, which will make the fight with Minerva much, much easier.
A surprisingly rare accessory, the “Prevents all status ailments except Death”, which is a shame, because enemies that can inflict Death aren’t exactly rare. You can steal one from the encountered in missions 2-5-6 or 6-6-5.
While not all that useful on its own, Materia can be upgraded to , and it may be easier to just grab one of these magic orbs than trying to steal a Materia. If that sounds appealing, target enemies in Missions 9-5-2 or 9-5-4.
For the same reasons you may want to get more Materia, you may want extra Materia, which are otherwise in limited supply. will usually turn into something else (usually , or ) when fused, so if you want to add stats to it, you’ll need an unleveled specimen and plenty of fusion materials. You can find a pristine orb of Materia in the possession of enemies in Missions 2-5-5, 6-6-4 or 9-4-3.
A fusion item, will add AP+10% when used in Materia Fusion. Whether you need more AP is another matter, but if you feel like you do, you have options. in Mission 5-3-5 can be deprived of one via some skulduggery, while the otherwise obnoxious birds in 9-6-4 (common) and the is 7-6-6 and 9-4-3 (common) can both be pilfered for a .