MANUAL
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.
| Technique | HP cost | Effect |
|---|---|---|
| Jecht Shot | 120 | SH+5. Eliminates the top two defenders. |
| Jecht Shot 2 | 999 | SH+10. Eliminates the top three defenders, plus the Invisible Shot effect. Tidus only. |
| Sphere Shot | 90 | SH+3, plus a random bonus that grows with level. |
| Invisible Shot | 220 | SH+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 Shot | 20 | SH+3. If the keeper touches it, 40% chance of Poison. |
| Venom Shot 2 | 35 | SH+5. 70% chance of Poison on a keeper touch. |
| Venom Shot 3 | 100 | SH+7. Always inflicts Poison on a keeper touch. |
| Nap Shot | 45 | SH+3. 30% chance of Sleep on a keeper touch. |
| Nap Shot 2 | 80 | SH+5. 70% chance of Sleep on a keeper touch. |
| Nap Shot 3 | 350 | SH+7. Always inflicts Sleep on a keeper touch. |
| Wither Shot | 30 | SH+3. 40% chance of halving BL or CA on a keeper touch. |
| Wither Shot 2 | 180 | SH+5. 70% chance of halving BL or CA on a keeper touch. |
| Wither Shot 3 | 390 | SH+7. Always halves BL or CA on a keeper touch. |
| Volley Shot | 10 | 50% chance to win a loose ball (a fumbled pass or save) over anyone else nearby, and shoot straight for goal. |
| Volley Shot 2 | 40 | 75% chance to win a loose ball and shoot straight for goal. |
| Volley Shot 3 | 250 | Always wins a loose ball nearby and shoots straight for goal. |
| Technique | HP cost | Effect |
|---|---|---|
| Venom Pass | 40 | PA+3. 30% chance of Poison on whoever touches the ball. |
| Venom Pass 2 | 120 | PA+5. 60% chance of Poison. |
| Venom Pass 3 | 350 | PA+7. Always inflicts Poison. |
| Nap Pass | 40 | PA+3. 30% chance of Sleep on whoever touches the ball. |
| Nap Pass 2 | 200 | PA+5. 60% chance of Sleep. |
| Nap Pass 3 | 510 | PA+7. Always inflicts Sleep. |
| Wither Pass | 40 | PA+3. 30% chance of halving EN, AT, or BL on whoever touches the ball. |
| Wither Pass 2 | 180 | PA+5. 60% chance of halving EN, AT, or BL. |
| Wither Pass 3 | 400 | PA+7. Always halves EN, AT, or BL. |
| Technique | HP cost | Effect |
|---|---|---|
| Venom Tackle | 30 | AT+3. 40% chance of Poison. |
| Venom Tackle 2 | 70 | AT+5. 70% chance of Poison. |
| Venom Tackle 3 | 160 | AT+7. Always inflicts Poison. |
| Nap Tackle | 40 | AT+3. 40% chance of Sleep if the ball is taken. |
| Nap Tackle 2 | 90 | AT+5. 70% chance of Sleep if the ball is taken. |
| Nap Tackle 3 | 180 | AT+7. Inflicts Sleep if the ball is taken. |
| Wither Tackle | 8 | AT+3. 40% chance of halving EN, PA, or SH. |
| Wither Tackle 2 | 80 | AT+5. 70% chance of halving EN, PA, or SH. |
| Wither Tackle 3 | 250 | AT+7. Always halves EN, PA, or SH. |
| Drain Tackle | 0 | 40% chance of draining 30 HP from the target (always succeeds if either player is Poisoned). |
| Drain Tackle 2 | 0 | 70% chance of draining 150 HP from the target. |
| Drain Tackle 3 | 0 | Always drains 500 HP from the target. |
| Tackle Slip | 40 | 40% chance to evade a tackle without losing EN. |
| Tackle Slip 2 | 170 | 80% chance to evade a tackle without losing EN. |
Prevent a matching status ailment from landing on this player.
| Technique | HP cost | Effect |
|---|---|---|
| Anti Venom | 5 | 50% chance of preventing Poison. |
| Anti Venom 2 | 50 | Always prevents Poison. |
| Anti Nap | 40 | 50% chance of preventing Sleep. |
| Anti Nap 2 | 210 | Always prevents Sleep. |
| Anti Wither | 30 | 50% chance of preventing Wither. |
| Anti Wither 2 | 200 | Always prevents Wither. |
| Anti Drain | 10 | 50% chance of preventing a Drain Tackle. |
| Anti Drain 2 | 50 | Always prevents a Drain Tackle. |
| Technique | HP cost | Effect |
|---|---|---|
| Spin Ball | 30 | Raises the chance a keeper fumbles a save you forced to 70%, turning it into a loose ball instead of a clean catch. |
| Grip Gloves | 30 | For a keeper: lowers your own chance of fumbling a save to 10%. |
| Elite Defense | 5 (equip) | Widens the player's field of vision by 30%, so they close down from further away. |
| Brawler | 10 (equip) | 60% chance the player gets pulled into a nearby encounter early. |
| Pile Venom | 30 (equip) | Poison can stack on a target up to five times. |
| Pile Wither | 70 (equip) | Wither can stack on a target up to five times. |
| Regen | 50 (equip) | Quadruples HP recovery while off the ball. |
| Good Morning! | 80 | 50% chance of a stat power-up when this player wakes from Sleep. |
| Golden Arm | 30 (equip) | Halves this player's own Shoot/Pass power loss over distance: this sim's stand-in for halved water-resistance loss. |
| Hi Risk | 300 (equip) | Halves every stat but HP and Speed: in exchange, doubles EXP earned. Extremely rare. |
| Gamble | 300 | 50% chance of rerolling every contested stat when this player wakes from Sleep. |
| Super Goalie | 30+ | 60% chance of a random Catch bonus for a keeper; cost scales with the bonus. |
| Aurochs Spirit | 600 | SH+10, boosted further by teammates' own SH. Wakka-exclusive. |