Junctions Magic to Elem-Atk
Description
Elem-Atk-J (elemental attack junction) is a junction ability in Final Fantasy VIII. When a party member junctions a Guardian Force that has Elem-Atk-J mastered, they can bestow an elemental property to their physical attacks by equipping spells from their current Magic inventory to their Elemental Attack ( in the Junction menu). Elem-Atk-J lets the player exploit enemies' elemental weaknesses with normal attacks and is the counterpart to Elem-Def-J.
Obtained[]
The GFs Quezacotl, Shiva, Brothers, Leviathan, Pandemona, Alexander, and Doomtrain learn Elem-Atk-J for 160 AP. Elem-Atk-J can also be taught to any GF AP-free with the Elem Atk item, easiest obtained by modding Ifrit's card and as a drop from Trauma.
Ifrit has Elem-Atk-J natively in all versions but the original Japanese, where the player needed to learn STR+20% and +40% first to make Elem-Atk-J even available.
Mechanics[]
Elem-Atk-J allows the character equipping a GF who knows the ability to junction spells to their elemental attack, which bestows their physical attacks with an elemental property. It affects Attack, Mug, and Darkside, but not Limit Breaks or Kamikaze. Only one element can be in effect at once, and only certain spells are compatible to being junctioned to Elem-Atk-J, namely, the ones with elemental properties.
Elemental attack can be anything between 0 and 100%. Elemental Defense starts at 800 (0%), 900 nullifies damage and 1000 absorbs the damage. If an enemy is shown to be weak against an element, its Elemental Defense is below 800. If damage becomes negative (due to high Elemental Defense), the target is healed by that amount.
First tier spells give 0.5% per spell, second tier spells give 0.8%, and third tier spells give 1%. The maximum is 100 spells for 100% elemental affinity, and the spell junctioned to Elem-Atk-J cannot be junctioned to any other stat at the same time; if the player wants to equip a spell to another stat, it will be unequipped from the current -J ability. When using a draw point, if the offered spell is currently being junctioned to an active party member's stat, it will show a symbol next to it when choosing the recipient upon using the draw point.
Spell | Elemental | Value (%) |
---|---|---|
Water | Water | 1.0 |
Aero | Wind | 0.8 |
Quake | Earth | 1.0 |
Thunder | Thunder | 0.5 |
Thundara | Thunder | 0.8 |
Thundaga | Thunder | 1.0 |
Tornado | Wind | 1.0 |
Bio | Poison | 1.0 |
Fire | Fire | 0.5 |
Fira | Fire | 0.8 |
Firaga | Fire | 1.0 |
Blizzard | Ice | 0.5 |
Blizzara | Ice | 0.8 |
Blizzaga | Ice | 1.0 |
Holy | Holy | 1.0 |
Use[]
Elem-Atk-J is situationally useful but can also be a detriment if the enemy resists or absorbs the element junctioned to the character's attack. It is therefore best to keep Elem-Atk-J empty unless the player knows the enemy will be weak to the chosen element. Bosses that have elemental weaknesses are:
- Ifrit is weak to ice and water
- Biggs is weak to thunder
- X-ATM092 is weak to thunder
- Granaldo is weak to wind
- Diablos is weak to wind
- Gerogero is weak to fire, earth, and holy
- Minotaur and Sacred are weak to wind and poison
- Iguions are weak to earth and holy
- Seifer is weak to poison
- BGH251F2 is weak to water, earth, and thunder
- Oilboyles are weak to fire
- NORG is weak to wind
- Fujin and Raijin are weak to poison
- Abadon is weak to holy
- Jumbo Cactuar is weak to water
- Adel is weak to wind
- Sphinxaur is weak to holy
- Catoblepas is weak to water and earth
- Trauma is weak to wind
- Tri-Point is very weak against either Fire or Ice. Once Tri-Point is hit with an element it is very weak against, it swaps weakness to the other element.
- First final boss is weak to poison
- Second final boss is weak to ice, wind, and holy
- Third final boss is weak to thunder and water
A setup the player can use to their benefit is to junction a spell to Elem-Atk-J that their characters absorb via Elem-Def-J and then use their own attacks to heal the party; this is a way to heal party members with Zombie or in the final dungeon when abilities are sealed.
Elem-Atk-J is a common junction ability that numerous GFs learn; though the Ifrit card mods into Elem Atks, it is likely not worth doing it. Ifrit is a good card to keep for the minigame and is also needed to get the Rinoa card.
Citations[]
- ↑ ForteGSOmega (2010, February 2). Final Fantasy VIII – Battle Mechanics FAQ. GameFAQs. Archived from the original on 5 March 2024.