MANUAL

Equipping techniques

Every player has their own personal set of techniques they can learn: there's no shared tree, and no two players learn the same way. Using a technique costs the HP listed below (or, for a few, a permanent dent in starting HP just for having it equipped).

Coming from the original game: every technique below does something real. A couple lean on a stand-in rather than a literal port where this sim has no equivalent mechanic: Golden Arm halves shot/pass power loss over distance instead of a separate water-resistance stat, and Invisible Shot's manual steer becomes a flat chance to beat the keeper outright, since there's no way to hand you a 2-second steering window. Both are called out in their own row below.

  • Equip slots unlock with level: the first at Level 3, more at 7, 12, and 20, up to five slots at Level 30. Only equippedtechniques are available to use in a match: pick them from a player's Equip screen in Season mode.
  • Key techniques (★) are learned in a fixed order for each player; learning one unlocks the next tier of what they can learn.
  • Marking is how you learn techniques from opponents: before your team's next fixture, point one of your players at an opponent whose equipped techniques they could copy (shown in gold). After the match, that player has a chance to learn one of them (better odds against a lower-level opponent) and keeps it for the rest of their career.
  • Training lets you spend gil to shortcut progress instead: a bonus EXP top-up, or teaching a player a technique outright (any technique currently learnable for them) at a steep price, skipping Marking's luck entirely.
Shots
TechniqueHP costEffect
Jecht Shot120SH+5. Eliminates the top two defenders.
Jecht Shot 2999SH+10. Eliminates the top three defenders, plus the Invisible Shot effect. Tidus only.
Sphere Shot90SH+3, plus a random bonus that grows with level.
Invisible Shot220SH+3. 60% chance to beat the keeper outright on a save: this sim's stand-in for the original's 2-second manual ball-steer, which has no interactive equivalent here.
Venom Shot20SH+3. If the keeper touches it, 40% chance of Poison.
Venom Shot 235SH+5. 70% chance of Poison on a keeper touch.
Venom Shot 3100SH+7. Always inflicts Poison on a keeper touch.
Nap Shot45SH+3. 30% chance of Sleep on a keeper touch.
Nap Shot 280SH+5. 70% chance of Sleep on a keeper touch.
Nap Shot 3350SH+7. Always inflicts Sleep on a keeper touch.
Wither Shot30SH+3. 40% chance of halving BL or CA on a keeper touch.
Wither Shot 2180SH+5. 70% chance of halving BL or CA on a keeper touch.
Wither Shot 3390SH+7. Always halves BL or CA on a keeper touch.
Volley Shot1050% chance to win a loose ball (a fumbled pass or save) over anyone else nearby, and shoot straight for goal.
Volley Shot 24075% chance to win a loose ball and shoot straight for goal.
Volley Shot 3250Always wins a loose ball nearby and shoots straight for goal.
Passes
TechniqueHP costEffect
Venom Pass40PA+3. 30% chance of Poison on whoever touches the ball.
Venom Pass 2120PA+5. 60% chance of Poison.
Venom Pass 3350PA+7. Always inflicts Poison.
Nap Pass40PA+3. 30% chance of Sleep on whoever touches the ball.
Nap Pass 2200PA+5. 60% chance of Sleep.
Nap Pass 3510PA+7. Always inflicts Sleep.
Wither Pass40PA+3. 30% chance of halving EN, AT, or BL on whoever touches the ball.
Wither Pass 2180PA+5. 60% chance of halving EN, AT, or BL.
Wither Pass 3400PA+7. Always halves EN, AT, or BL.
Tackles
TechniqueHP costEffect
Venom Tackle30AT+3. 40% chance of Poison.
Venom Tackle 270AT+5. 70% chance of Poison.
Venom Tackle 3160AT+7. Always inflicts Poison.
Nap Tackle40AT+3. 40% chance of Sleep if the ball is taken.
Nap Tackle 290AT+5. 70% chance of Sleep if the ball is taken.
Nap Tackle 3180AT+7. Inflicts Sleep if the ball is taken.
Wither Tackle8AT+3. 40% chance of halving EN, PA, or SH.
Wither Tackle 280AT+5. 70% chance of halving EN, PA, or SH.
Wither Tackle 3250AT+7. Always halves EN, PA, or SH.
Drain Tackle040% chance of draining 30 HP from the target (always succeeds if either player is Poisoned).
Drain Tackle 2070% chance of draining 150 HP from the target.
Drain Tackle 30Always drains 500 HP from the target.
Tackle Slip4040% chance to evade a tackle without losing EN.
Tackle Slip 217080% chance to evade a tackle without losing EN.
Anti-techs

Prevent a matching status ailment from landing on this player.

TechniqueHP costEffect
Anti Venom550% chance of preventing Poison.
Anti Venom 250Always prevents Poison.
Anti Nap4050% chance of preventing Sleep.
Anti Nap 2210Always prevents Sleep.
Anti Wither3050% chance of preventing Wither.
Anti Wither 2200Always prevents Wither.
Anti Drain1050% chance of preventing a Drain Tackle.
Anti Drain 250Always prevents a Drain Tackle.
Support & misc.
TechniqueHP costEffect
Spin Ball30Raises the chance a keeper fumbles a save you forced to 70%, turning it into a loose ball instead of a clean catch.
Grip Gloves30For a keeper: lowers your own chance of fumbling a save to 10%.
Elite Defense5 (equip)Widens the player's field of vision by 30%, so they close down from further away.
Brawler10 (equip)60% chance the player gets pulled into a nearby encounter early.
Pile Venom30 (equip)Poison can stack on a target up to five times.
Pile Wither70 (equip)Wither can stack on a target up to five times.
Regen50 (equip)Quadruples HP recovery while off the ball.
Good Morning!8050% chance of a stat power-up when this player wakes from Sleep.
Golden Arm30 (equip)Halves this player's own Shoot/Pass power loss over distance: this sim's stand-in for halved water-resistance loss.
Hi Risk300 (equip)Halves every stat but HP and Speed: in exchange, doubles EXP earned. Extremely rare.
Gamble30050% chance of rerolling every contested stat when this player wakes from Sleep.
Super Goalie30+60% chance of a random Catch bonus for a keeper; cost scales with the bonus.
Aurochs Spirit600SH+10, boosted further by teammates' own SH. Wakka-exclusive.