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Final Fantasy X-2 HD
Strategy Guide

First Published: 25-03-2015 / 00:00 GMT
Last Updated: 21-03-2018 / 16:24 GMT
Version: 1.0 (????) 22-08-2018 / 08:10 GMT

Final Fantasy X-2 HD Strategy Guide

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Dresspheres

Dresspheres

Trainer

General Description: The Trainer class is one of only a few jobs in the game whose abilities will differ depending on the wielder: Yuna for elemental damage, Rikku for ailments, and Paine for a half-support half-ailment role. Each do have their own uses, but there are usually better jobs for each one. Even so, this particular job class is useful to create a more diversified character if you prefer balanced to focused strategies, at least until you reach the Mascot job in Chapter 5.

  • **General Info:**
    • *Obtained:* In Chapter 2, speak with Kimahri twice and pick the middle option in the conversation, then speak with him again in Chapter 3.
    • *For Whom?:* Yuna, Rikku, and Paine, but their abilities differ
    • *General Stat Increases:* HP, Strength, Agility
    • *General Stat Decreases:* Defense, Magic, Magic Defense, Evasion, Luck
  • **Abilities Learned - Yuna:**
    • **Holy Kogoro - Auto - 18 MP Cost:** Holy-based physical damage to one target.
    • **Kogoro Blaze - Auto - 4 MP Cost:** Fire-based physical damage to one target. Can cause Darkness.
    • **Kogoro Freeze - 40 AP - 4 MP Cost:** Ice-based physical damage to one target. Can induce Stop.
    • **Kogoro Shock - 40 AP - 4 MP Cost:** Lightning-based physical damage to one target. Can induce Berserk.
    • **Kogoro Deluge - 40 AP - 4 MP Cost:** Water-based physical damage to one target. Can induce Sleep.
    • **Kogoro Strike - 80 AP - 6 MP Cost:** May Eject the enemy from battle.
      • **Doom Kogoro - 80 AP - 6 MP Cost:** Damages one target physically and casts Doom on them.
        • **Pound! - 100 AP - 24 MP Cost:** Large physical damage to one target.
    • **Kogoro Cure - 30 AP - 10 MP Cost:** Heals the target moderately.
      • **Kogoro Remedy - 40 AP - 10 MP Cost:** Cures most ailments from the target, other than KO/Doom.
    • **HP Stroll - 20 AP - 0 MP Cost:** User regains HP whilst walking in the field.
      • **MP Stroll - 20 AP - 0 MP Cost:** User regains MP whilst walking in the field.
        • **Half MP Cost - 200 AP - 0 MP Cost:** Halves the MP consumed by the wielder (rounded up).
    • **Kogoro Lv. 2 - 80 AP - 0 MP Cost:** Cuts the charge time for the "Kogoro" abilities by 30%.
      • **Kogoro Lv. 3 - 100 AP - 0 MP Cost:** Cuts the charge time for the "Kogoro" abilities by half.
  • **Abilities Learned - Rikku:**
    • **Mugger Ghiki - Auto - 12 MP Cost:** Damages the target and steals an item.
    • **Sneaky Ghiki - Auto - 12 MP Cost:** Damages the target and steals some Gil.
    • **Ghiki Gouge - Auto - 8 MP Cost:** Damages the target and induces Darkness.
    • **Ghiki Cheer - Auto - 12 MP Cost:** Raises someone's Strength and Defense each by one level (+1/12).
    • **Ghiki Gag - 80 AP - 8 MP Cost:** Damages and Silences the target.
    • **Pesky Ghiki - 100 AP - 8 MP Cost:** Damages and Berserks the target.
      • **Bully Ghiki - 100 AP - 8 MP Cost:** Damages the target. If they are charging up for an attack (similarly to your purple ATB gauge), then their action is cancelled.
        • **Swarm, Swarm! - 100 AP - 24 MP Cost:** Large physical damage to one target.
    • **Ghiki Pep - 30 AP - 10 MP Cost:** Moderately restores the target's HP.
      • **Ghiki Meds - 40 AP - 10 MP Cost:** Cures most ailments from the target other than KO and Doom.
    • **HP Stroll - 20 AP - 0 MP Cost:** User regains HP whilst walking in the field.
      • **MP Stroll - 20 AP - 0 MP Cost:** User regains MP whilst walking in the field.
        • **Half MP Cost - 200 AP - 0 MP Cost:** Halves the MP consumed by the wielder (rounded up).
    • **Ghiki Lv. 2 - 80 AP - 0 MP Cost:** Cuts the charge time for the "Kogoro" abilities by 30%.
      • **Ghiki Lv. 3 - 100 AP - 0 MP Cost:** Cuts the charge time for the "Kogoro" abilities by half.
  • **Abilities Learned - Paine:**
    • **Carrier Flurry - Auto - 8 MP Cost:** May Eject the target.
    • **Poison Flurry - 40 AP - 4 MP Cost:** Damages and Poisons the target.
      • **Stone Flurry - 60 AP - 16 MP Cost:** Damages and Petrifies the target.
        • **Death Flurry - 60 AP - 20 MP Cost:** Damages and KOs the target. (Damage only occurs if the target isn't KO'ed.)
          • **Maulwings! - 100 AP - 24 MP Cost:** Heavy physical damage to one target.
    • **HP Flurry - Auto - 10 MP Cost:** The party regains a moderate amount of HP.
    • **Recovery Flurry - 40 AP - 10 MP Cost:** The target's ailments are healed, except for KO and Doom.
    • **HP Stroll - 20 AP - 0 MP Cost:** User regains HP whilst walking in the field.
      • **MP Stroll - 20 AP - 0 MP Cost:** User regains MP whilst walking in the field.
        • **Half MP Cost - 200 AP - 0 MP Cost:** Halves the MP consumed by the wielder (rounded up).
    • **Flurry Speed - 60 AP - 10 MP Cost:** The target has Haste and has a small amount of HP restored.
      • **Flurry Guard - 60 AP - 10 MP Cost:** The target is Protected and gets a small amount of HP restored.
      • **Flurry Shield - 60 AP - 10 MP Cost:** The target is Shelled and gets a small amount of HP restored.
    • **Flurry Lv. 2 - 80 AP - 0 MP Cost:** Cuts the charge time for the "Kogoro" abilities by 30%.
      • **Flurry Lv. 3 - 100 AP - 0 MP Cost:** Cuts the charge time for the "Kogoro" abilities by half.