The following is a list of stats in Final Fantasy X. Player character stats are increased by Spheres on the Sphere Grid.
Battle stats[]
Battle stats apply to both party members and enemies.
S.Lv[]
S.Lv indicates the amount a character can move on the Sphere Grid, and is increased by AP. The AP required for gaining sphere levels increases the further a character has progressed through the grid, up to a maximum of 22,000 after 101 levels.
AP[]
AP allows the player to gain additional sphere levels and move around the grid. The amount of AP needed for an S.LV progressively increases until the character has received 101 S.LV, and thereafter always will require 22,000 AP to generate a new S.LV. AP is gained in battle after defeating most enemies, and earned by all characters who performed an action, including defending, in that battle (characters which did not or were never in the party during the battle receive nothing).
Certain weapon auto-abilities increase AP gain. Double AP / Triple AP allow the characters to gain additional AP after battle. Overdrive → AP allows characters to earn more AP rather than fill up their Overdrive gauge, and using Double Overdrive / Triple Overdrive increases the amount of AP earned this way. Triple AP, Triple Overdrive, and Overdrive → AP can be used together to farm massive amounts of AP, particularly when fighting Don Tonberry and the Cactuar King to receive damage which can translate into Overdrive increases, and therefore AP points earned.
HP[]
HP is the unit's health, and at 0, the unit is knocked out. If fighting a Fiend and the equipped weapon has Capture equipped, the enemy will be captured instead. If the attack on an enemy deals a certain damage over the amount they have left (depending on the enemy), they will be Overkilled. HP is healed using items, Wht Magic spells (and some Blk Magic) or by touching a Save Sphere.
A character's max HP is increased through using Power Spheres to activate HP nodes on the Sphere Grid. HP Spheres add additional +300 HP nodes to the grid. They are obtained by defeating Ironclad, which will drop 2 HP Spheres when Overkilled.
Characters can also increase their max HP with the HP +5%, +10%, +20% and +30% auto-abilities on found or customized armor. Max HP is doubled by using a Stamina Tablet or Stamina Tonic in battle, or via some of Rikku's mixes.
The standard HP limit of player characters is of 9,999 HP, which can be increased by equipping armor with the Break HP Limit ability, raising the limit to 99,999 HP.
Auron's path on the Sphere Grid has the highest amount of HP nodes.
MP[]
MP determines the amount of spells a unit can cast. Wht Magic, Blk Magic, some Special abilities, and some Skill abilities require MP, while Overdrives do not. Although some enemy abilities have MP costs, enemies do not require MP to use them.
A character's max MP is increased through using Mana Spheres to activate MP nodes on the Sphere Grid. MP Spheres add additional +40 MP nodes to the grid. They are obtained by defeating Vidatu or Lord Ochu, which will drop 2 MP Spheres when Overkilled. Characters can increase their max MP with the MP +5%, +10%, +20% and +30% auto-abilities on found or customized armor.
The standard MP limit of player characters is 999, which can be increased by equipping armor with the Break MP Limit ability, raising the limit to 9,999 MP.
Lulu's path on the Sphere Grid has the highest amount of MP nodes.
Strength[]
Strength determines the power of attacks, Skills, some Overdrives and some enemy abilities.
A character's Strength is increased through using Power Spheres to activate Strength nodes on the Sphere Grid. Strength Spheres add additional +4 Strength nodes to the grid. They are obtained by defeating Juggernaut, which will drop 2 Strength Spheres when Overkilled. The Cheer ability also increases Strength in battle. While Strength+% auto-abilities can be found or customized on weapons, they do not increase the Strength stat, but increase physical damage dealt.
The Strength limit of player characters is 255. At this level, the majority of attacks will deal the maximum damage of 9,999, which can be increased to 99,999 with the Break Damage Limit equipped on a weapon. All Celestial Weapons come with this ability.
Auron's path on the Sphere Grid has the highest amount of Strength nodes.
Defense[]
Defense determines how much physical damage taken can be reduced.
A character's Defense can be increased through using Power Spheres to activate Defense nodes on the Sphere Grid. Defense Spheres add additional +4 Defense nodes to the grid. They can be obtained by defeating Tanket, which will drop 2 Defense Spheres when Overkilled. While the Cheer ability and Defense +% auto-abilities claim to increase Defense, they simply reduce physical damage taken.
The Defense limit of player characters is 255.
Tidus's path on the Sphere Grid has the highest amount of Defense nodes on the Standard grid, while Auron's path has the most amount on the Expert grid.
Magic[]
Magic determines the power of Wht Magic, Blk Magic, some Special abilities and some Overdrive abilities.
A character's Magic is increased through using Mana Spheres to activate Magic nodes on the Sphere Grid. Magic Spheres add additional +4 Magic nodes to the grid. They are obtained by defeating Jumbo Flan, which will drop 2 Magic Spheres when Overkilled. The Focus ability also increases Magic in battle. While Magic+% auto-abilities can be found or customized on armor, they do not increase the Magic stat, but increase magic damage dealt. The Magic Booster auto-ability increases spell damage dealt without increasing the Magic stat.
The Magic limit of player characters is 255. At this level, the majority of spells will deal the maximum damage of 9,999, which can be increased to 99,999 with the Break Damage Limit equipped on a weapon. All Celestial Weapons come with this ability.
Yuna's path on the Sphere Grid has the highest amount of Magic nodes.
Magic Defense[]
Magic Defense determines how much magic damage taken can be reduced.
A character's Magic Defense can be increased through using Mana Spheres to activate Magic Defense nodes on the Sphere Grid. Magic Def Spheres add additional +4 Magic Defense nodes to the grid. They can be obtained by defeating One-Eye, which will drop 2 Magic Spheres when Overkilled. While the Focus ability and Magic Def+% auto-abilities claim to increase Magic Defense, they simply reduce magical damage taken.
The Magic Defense limit of player characters is 255.
Lulu's path on the Sphere Grid has the highest amount of Magic Defense nodes.
Agility[]
Agility determines how often a unit gets a turn.
A character's Agility can be increased through using Speed Spheres to activate Agility nodes on the Sphere Grid. Agility Spheres can add +4 Agility nodes to the grid. They can be obtained by defeating Fenrir, which will drop 2 Agility Spheres when Overkilled.
While the Agility limit of player characters is 255, the effect of Agility stops affecting all but the first turn at 170. The first turn can be guaranteed using a First Strike weapon.
Rikku's path on the Sphere Grid has the highest amount of Agility nodes.
Luck[]
Luck determines the chance of hitting, the chance of evading a physical attack, and the chance of landing a critical hit.
A character's Luck is increased through using Fortune Spheres to activate Luck nodes on the Sphere Grid. Fortune Spheres, unlike most node unlocking spheres, are extremely rare, and best obtained by defeating Earth Eater, which will drop 2 when Overkilled. Luck Spheres add +4 Luck nodes to the grid and can be obtained by defeating Greater Sphere, which will drop 2 Luck Spheres when Overkilled. While the Luck ability claims to increase Luck, it simply increases hit accuracy and critical hit rate by 1% each. As the normal Sphere Grid does not contain many Luck nodes, it is often required to obtain many Luck Spheres to be able to take on the toughest optional content.
The Luck limit of player characters is 255.
Evasion[]
Evasion is one of the stats that determine the chance of evading a physical attack, according to a specific formula.
A character's Evasion can be increased through using Speed Spheres to activate Agility nodes on the Sphere Grid. Evasion Spheres add +4 Evasion nodes to the grid. They are obtained by defeating Pteryx, which commonly drops 2 Evasion Spheres when Overkilled (1 otherwise).
The Reflex ability, despite its description, does not directly increase the Evasion stat in battle. Rather, each cast (up to 5) enhances the probability to evade a physical attack by 10% before the Luck stat, the Luck bonus, and the Jinx malus are factored in.
Lulu's path on the Sphere Grid has the highest amount of Evasion nodes.
Accuracy[]
Accuracy is one of the stats that determine the chance of landing a physical attack, according to a specific formula.
A character's Accuracy is increased through using Speed Spheres to activate Accuracy nodes on the Sphere Grid. Accuracy Spheres add +4 Accuracy to the grid. They are obtained by defeating Hornet, which commonly drops 2 Accuracy Spheres when Overkilled (1 otherwise).
The Aim ability, despite its description, does not directly increase the Accuracy stat in battle. Rather, each cast (up to 5) enhances the probability to hit a target by 10% before the Luck stat, the Luck bonus, and the Jinx malus are factored in.
Compared to Luck, Accuracy is limited for various reasons:
- For enemies, accuracy does not get used at all in the formula for determining the probability to hit a target, effectively making it a redundant stat.
- For characters, only 40% of their accuracy is used in the formula determining the probability to hit a target.
- For characters, accuracy is not used at all in the formula determining the probability to hit a target, if the character is affected by Darkness.
Wakka's path on the Sphere Grid has the highest amount of Accuracy nodes.
Blitzball[]
Blitzball players' statistics determine their proficiency in the sphere pool. Those players who are also playable characters—Tidus and Wakka—have independent blitzball statistics to their battle statistics. Players gain experience with each game played, increasing their stamina, speed, endurance and attack along with other skills they need in order to become better players.
Lv[]
The level of blitzball players will increase with EXP, and all stats will increase with it.
EXP[]
EXP when increased will increase the level of a character. It is earned after every half of a blitzball match.
HP[]
Hit Points represents how much stamina the player has left. HP dwindles as the player swims with the ball, is spent when passing and shooting, and is also used for performing various Blitzball techniques.
If a player has low HP, passing and shooting stats are halved, and techniques cannot be used. HP slowly regenerates when players are not carrying the ball.
SP[]
Speed varies how fast the player swims through the water. Speed is important for escaping the tackles of opposing players and getting closer to the opponent's goal.
EN[]
Endurance calculates how much damage from tackles a player can take before surrendering the ball to their attacker. The higher a player's EN, the less likely it is that (s)he will lose the ball.
AT[]
Attack is the player's strength in tackling the ball carrier. The higher the player's AT, the more likely they are to steal the ball from their opponent. The actual value that gets subtracted from the opponent EN value is a random value between 50% and 150% (always rounded down) of the AT value. If the opponent's EN reaches 0 after AT is subtracted, the tacking player will steal the ball.
PA[]
Passing varies how far the player passes the ball. When making a pass, the player's PA is steadily reduced by friction while traveling through the water. If PA reaches 0 before the ball reaches the intended target, the ball is fumbled, leaving it loose and open for retrieval by the opposing team.
BL[]
Blocking is based on a non-tackling player's ability to block passes and shots. The higher a player's BL, the more of his/her opponent's PA or SH will diminish when trying to get the ball past the player. The actual value that gets subtracted from the opponent PA or SH value is a random value between 50% and 150% (always rounded down) of the BL value. If the opponent's PA or SH (depending on the action that was taken) reaches 0 after BL is subtracted, the ball will be intercepted.
SH[]
Shooting decides how well the player can shoot the ball at the opposing team's goal. Like PA, SH is lowered by the defender's BL and by how long the ball travels through the water. When close enough to the goal, it will be calculated against the goalkeeper's CA.
CA[]
Catching is a statistic used exclusively by goalkeepers to determine their success at making saves. The actual value that gets subtracted from the opponent SH value is a random value between 50% and 150% (always rounded down) of the CA value. If the opponent's SH reaches 0 after CA is subtracted, the keeper will either catch the ball and throw it to a friendly player, or just parry the ball away from the net, knocking it back into play for retrieval by anyone.