This week we’re going into the Gullwing’s fighting style. That’s right, it’s Sphere Change time! Time to mascot up and shake your fluffy butt to victory!
Minor spoilers ahead.
Basics
Every form, or dressphere, has it’s own advantages and disadvantages. There are three main categories: Magic / Ranged / Fighter. There are also dresspheres that lie in the middle or completely outside this neatly put ring.
Magic is a powerhouse in terms of spells, but is pretty lacking when it comes to physical defense. Here are the magic based dresspheres:
- Songstress
- Black Mage
- White Mage
- Gun Mage (Range/Magic)
- Lady Luck (Range/Magic)
- Dark Knight (Magic/Fighter)
Ranged have high evasion and accuracy. The physical strength and defense are pretty average. Here are the range based dresspheres:
- Gunner
- Alchemist
- Trainer
- Lady Luck (Range/Magic)
- Gun Mage (Range/Magic)
Fighter types are very physically strong and have amazing physical defense, but are lacking in magic defense. Here are the fighter based dresspheres:
- Warrior
- Samurai
- Berserker
- Dark Knight (Fighter/Magic)
Powering up
Dresspheres reach their maximum potential the more they use it, which makes complete sense. The more actively you use the dressphere, the faster it will level. Some will level faster than others, some with take next to no time at all and others will feel like a huge amount of time to be in that form. With this, I do have some tricks up my sleeve when it comes to leveling up the dresspheres.
- If you can at all help it, do NOT use ‘Attack’. While, yes, it is faster, ‘Attack’ does not give you any credit towards leveling up your dresspheres.
- Stay near a save space or have a massive stock pile of mana restoratives. The piece that makes all the leveling go faster is moves that require mana. Having an abundance of it will make things go faster.
- Some dresspheres partner better with others for leveling. Having balance when planning out what to level is key. I will typically have one dressphere have the main role of fighting and the other two with the main role of support.
- Moves that make the customer not actually do anything, like Sentinel for the Warrior, are the most handy for leveling up. I can then move an attacker into the support section and it’s all good to go!
Dresspheres
In this final section, I’ll go over the different dresspheres, where to get, quick or slow leveling, and each of the moves.
Gunner
Gunner is auto obtained once you start up the game, it’s Yuna’s default dressphere.
Out of the 16 normal dresspheres, it’s number 10. This dressphere needs 790 AP in order to be fully mastered, and most of the moves are under 100. With that, it makes Gunner feel a bit faster than it is.
Thief
Thief if auto obtained once you start up the game, it’s Rikku’s default dressphere.
Out of the 16 normal dresspheres, this is *technically* number 11. This dressphere needs 1060 AP to be fully mastered and five of it’s moves are 100 or higher. Due to this, Thief can have moments where it feels like it’s not moving at all.
Warrior
Warrior is auto obtained once you start up the game. It’s Paine’s default dressphere.
Out of the 16 normal dresspheres, this is number 6. This dressphere needs 740 AP to be fully mastered and almost all of it’s moves are under 50. Warrior can go very fast if you’re being crafty.
Songstress
Songstress is ontained during the opening mission and swiping back your sphere grid.
Out of the 16 normal dresspheres, this is number 7. This dressphere needs 740 AP to be fully mastered. This dressphere is a little trickier to master quickly, especially if you get the abilities in order. The quickest way is have the Songstress learn the lowest 6 boxes first and spam those. Do keep in mind, you cannot master this dressphere until Chapter 5 when you can get the Song Books for MP Mambo and Magical Masque.
Black Mage
Black mage is obtained after your main mission at Mt. Gagazet in Chapter 1.
Out of the 16 normal dresspheres, this is number 4. This dressphere needs 680 AP in order to be fully mastered and only 4 of the moves are at 100. Black Mage is one of the ones that goes unusually fast due to casting as your only mode of attack.
White Mage
White Mage is obtained after the main mission in Besaid Island in Chapter 1.
Out of the 16 normal dresspheres, this is number 8. This dressphere needs 750 AP in order to be fully mastered and only 1 move is over 100. White Mage is one that goes quicker than the numbers show due to the fact that every move you do will typically give AP.
Gun Mage
Gun Mage can be obtained from Tobli in either Chapter 1 or 2.
Out of the 16 normal dresspheres, this one is number 1 in terms of AP mastery. You only need 370 AP to master this dresspheres’ moves, but that alone does not give mastery. You also have to complete the Blue Bullet enemy skill section in order to get the crown on this one.
Alchemist
Alchemist is obtained from the Calm Lands during and after Chapter 2.
Out of the 16 normal dresspheres, this one is number 16, dead last, in terms of AP master. You need a whopping 2249 AP in order to fully master this dressphere. That’s not to say Alchemist isn’t worth it, unlimited Elixirs? Yes please.
Dark Knight
Dark Knight is obtained at the end of Chapter 2 onwards in the Bevelle Underground. If you go through the puzzle of lifts to activate the blocks leading down to the chest.
Out of the 16 normal dresspheres, this one is number 2. You need a total of 490 AP in order be fully mastered and there is only one move at 100. Dark Knight goes extremely quick if you have a healer handy.
Samurai
Samurai is obtained Chapter 3 in Kilika when going to fight Dark Ifrit.
Out of the 16 normal dresspheres, this one is number 5. You need a total of 730 AP to be fully mastered and there is only one move at 100. Samurai has quite a few moves that are not offensive to speed up the leveling.
Lady Luck
Lady Luck is a tricky one to obtain, you have to beat Shinra in Sphere Break either in Chapter 3 or in Chapter 5. I’d highly recommend saving right before you go into your final match in Chapter 3 because in Chapter 5 he’s a lot harder.
Out of the 16 normal dresspheres, this one is number 13. You need a total of 1090 AP to master with 5 moves being at or over 100. Lady Luck is mainly offensive, only having a handful of moves that are supportive, so it makes this dressphere feel a whole lot longer than it should be.
Berserker
Berserker is obtained by completing the Lake Macalania mission in Chapter 3.
Out of the 16 normal dresspheres, this one is number 14. You need a total of 1360 AP to master with a single move being 400. Berserker is completely offensive so this one will take some time to get through this one.
Trainer
Trainer is obtained by speaking to the Ronso, including Kimahri, on Mt Gagazet every Chapter with the correct answers. I
Out of the 16 normal dresspheres, this one is *technically* 12. I say technically due to the fact that each three has a different AP number. Yuna needs 910 AP, Rikku needs 1030 AP, and Paine needs 930 AP. Each of these three have support roles to help heal and buff and such.
Mascot
This is the hardest dressphere to obtain. In order to get this dressphere, you have to get a Episode Complete in every area in Spira in the final Chapter 5. This is easier said then done, and requires a whole lot of time in the CommSpheres in Chapter 4.
ALSO, I always do Zanarkand first. There is a glitch where if you do not, you will not get the Dressphere.
Out of the 16 normal dresspheres, this is number 15, *technically* it should be number 16. Yuna and Rikku need 1599 AP in order to have mastery, Paine needs 1399. Reason I say technically it should be last is due to each of the Mascot’s has an ability to take other classes abilities.
Floral Fallal
Yuna’s special Dressphere, Floral Fallal, is obtained in Chapter 2. You’re kinda forced into getting it as you find it in a main story mission.
Going through this can take some time as you have to do a couple of sphere changes to even get into it. Also, you cannot 100% it until after you get the two special items: Aurora Rain and Twilight Rain, which you can by Chapter 3 (I think). With all of that, every piece of Floral Fallal is under 200 AP needed.
Machina Maw
Rikku’s special Dressphere, Machina Maw, is obtained in Chapter 2. Just like Yuna’s, you cannot miss this dressphere.
Going through this can take some time as you have to do a couple of sphere changes to even get to it. Just like the other two special dresspheres, you have to have special items to 100% this. Machina Reator and Machina Booster, which you can get both by Chapter 5. With all of that, every piece of Machina Maw is 200 AP or under.
Full Thottle
Paine’s special Dressphere, Full Trottle, is obtained in Chapter 1 from Trommel in Macalania Woods. You have to talk to him a number of times where he goes all depressed and sad. Once his tone chippers up, he will give you the Dressphere. This is a missable dressphere!! Trommel is not someone you’re required to talk to.
Just like the other two, this will take a bit of time as it requires you to be switching through dresspheres in order to get to the one you want. Corpus Invictus and Victor Primoris are the two special items you’ll need to get in order to 100% this dressphere, The second item is also missable if you did not go through the Chocobo quest with Calli. With all of that, every piece of Full Throttle is 210 AP or under.
Festivalist
Festivalist is one of the dresspheres that is specific to the International version and the HD remaster. You can obtain this as soon as you get to the Airship for the first time, just speak with Brother, which you’re kind of forced into with the character introduction piece of the game.
Out of the 16 normal dresspheres, this is number 3. All three have different moves to learn, Yuna and Rikku are at 590 AP and Paine is at 560 AP. Festivalist is mostly offensive, so it may take a little bit to get it fully mastered.
Psychic
Psychic is the other dressphere that is specific to the International and HD remaster versions of the game. This dressphere is obtained through the Fiend Arena. You have to beat the Standard Cup in order to get Psychic, which is pretty tough in the early stages of the game.
Out of the 16 normal dresspheres, this is number 9. You need a total of 770 AP to obtain the mastery. Psychic has a decent amount of support moves, but is still mainly offensive.