Final Fantasy X-2 HD Strategy Guide

Guide Information

  • Publisher
    Square Enix
  • Platforms
    Microsoft Windows, PlayStation 3, PlayStation 4
  • Genre
    Role-playing
  • Guide Release
    25 March 2015
  • Last Updated
    21 March 2018
  • Guide Author

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Dresspheres

Dresspheres

Psychic

General Description: The Psychic Dressphere is one most of you are probably not familiar with, or at least weren’t until you got this game. The Psychic (and Festivalist) Dresspheres were only in Final Fantasy X-2: International + Last Mission originally, which was Japan-exclusive, though they were nicely added into X-2 HD. This one is perhaps the best Dressphere you can get for the early game, and maybe even the late game if you play your cards right (even though we prefer Dark Knight/White Mage). Early on, you will already be doing heavy damage with a Defense-ignorant attack in Psycho Bomb. You can also grab a number of Elemental Eater abilities, which can allow you to nullify most elemental attacks after a mere 120 AP, and then get onto broader nullification against physicals and magic and then everything! You also have the invaluable Time Trip ability, which will make things easier by stopping time for a brief moment so you can do whatever the heck you want.

  • **General Info:**
    • *Obtained:* Finish the Regular Cup of the Creature Create Colosseum. It is automatically available, and you should be able to do it by the time you hit Level 10-20.
    • *For Whom?:* Yuna, Rikku, and Paine
    • *General Stat Increases:* HP, MP, Strength, Magic, Agility
    • *General Stat Decreases:* Defense, Evasion, Luck
  • **Abilities Learned:**
    • **Psycho Bomb - Auto - 10 MP Cost:** Damages all enemies physically. Ignores their Defense.
    • **Telekinesis - 30 AP - 12 MP Cost:** May Eject an enemy.
      • **Brain Storm - 30 AP - 18 MP Cost:** Confuses and Silences all enemies.
    • **Mazer Eye - 30 AP - 18 MP Cost:** Damages a target. Stronger than Attack.
    • **Fire Eater - 20 AP - 0 MP Cost:** The user will be healed, instead of damaged, by Fire attacks.
    • **Ice Eater - 20 AP - 0 MP Cost:** The user will be healed, instead of damaged, by Ice attacks.
    • **Lightning Eater - 20 AP - 0 MP Cost:** The user will be healed, instead of damaged, by Lightning attacks.
    • **Water Eater - 20 AP - 0 MP Cost:** The user will be healed, instead of damaged, by Water attacks.
      • **Gravity Eater - 40 AP - 0 MP Cost:** *(After getting the other "Eater" skills!)* The user will absorb all Gravity attacks for HP healing. Gravity is not a clearly-defined element in the game; it's simply attributed to certain attacks. Generally, it's indicated by fractional damage (e.g. 50% of this, 12.5% of that), but not always.
        • **Magic Guard - 80 AP - 28 MP Cost:** The user will not be affected by magic for a time.
          • **Physic Guard - 80 AP - 28 MP Cost:** The user will not be affected by physical damage for a time.
          • * **Excellence - 120 AP - 0 MP Cost:** The user will become completely immune to all damage for a time, and this is the only ability to grant this in the game (the closest being those that null only partially).
    • **Express - 40 AP - 20 MP Cost:** Hastes the user and raises their Accuracy and Evasion each by ten levels (+5/6).
      • **Teleportation - 30 AP - 0 MP Cost:** The user warps behind the back of the target. The use of this is minimal, but keep in mind that several enemies have attacks that *usually* hit all enemies, but may not. Imagine a dragon breathing fire, for example - will it hit everything around it, or those things somewhat in front of it? Usually, it's the latter, meaning with proper knowledge and timing, you could avoid damage.
        • **Time Trip - 100 AP - 20 MP Cost:** Everyone is stopped except for the user for about 10-15 seconds. The user can then do anything they have previously learnt whilst everyone else is stopped.