---Final Fantasy VII Materia Setups and Combos--- v. 1.0 Playstation Written by Stewart Bishop Copyright 1998 by Stewart Bishop This FAQ may be reproduced electronically, altered or unaltered as long as this disclaimer remains intact. If this document is altered in any way, shape, or form, you must give credit where credit is due, as well as state that the file is in actuality an altered work of the original. This FAQ may NOT be used for any profitable or promotional purposes _what-so-ever_ in *ANY* way unless I am contacted beforehand. All questions, comments, additions, submissions, flames, etc. should be sent to Stewart Bishop (Gawain@The-Pentagon.Com). If for some reason you have contributed to this FAQ and I have not acknowledged or given you credit, please correct me at the above e-mail address. Final Fantasy VII is copyrighted Squaresoft and Sony Computer Entertainment. ***************** TABLE OF CONTENTS ***************** I. Introduction II. Revisions/Updates III. Materia Combos A. Basic Materia Combos B. Complex Materia Combos IV. Materia Setups V. Thank Yous ************ INTRODUCTION ************ Ok, so I'm very tired and very bored. I've decided to write an FFVII Materia Combo/Setup Guide. These setups are mainly for people that have already beaten the game and just want to have a bit of fun smoking Sephiroth at the end. Or, maybe, if some people contribute, they can be used to advance upped certain characters' attributes with the use of sources. Let's move on... ***************** REVISIONS/UPDATES ***************** 12/19/98: v.1.0. Just starting. ************** MATERIA COMBOS ************** (Dashes indicate paired materia slots) -=======BASIC MATERIA COMBOS=======- WEAPON/ARMOR: Added Effect-Contain When placed in a weapon, attacks may petrify, confuse, berserk, or paralyze an opponent. Placed in armor, this combo will protect your character from the above effects. WEAPON/ARMOR: Added Effect-Destruct When placed in a weapon, some attacks will instantly kill an opponent. When placed in armor, you will be immune to instant death attacks. WEAPON/ARMOR: Added Effect-Mystify When placed in a weapon, some attacks can berserk or confuse an opponent. Placed in armor, you will be immune to berserk and confusion. WEAPON/ARMOR: Added Effect-Poison When placed in a weapon, attacks may poison an opponent. Placed in armor, this combo will protect your character from poison attacks. WEAPON/ARMOR: Added Effect-Seal When placed in a weapon, attacks may silence or sleep an opponent. Placed in armor, you will be immune to silence and sleep. WEAPON/ARMOR: Added Effect-Time When placed in a weapon, some attacks may slow or paralyze an opponent. Placed in armor, you will be immune to slow and paralyzation. WEAPON/ARMOR: Added Effect-Transform When placed in a weapon, some attacks may cause mini or frog on an opponent. Placed in armor, you will be immune to mini and frog. WEAPON/ARMOR: Command Counter-Deathblow When hit, your character may counter attack with a deathblow. WEAPON/ARMOR: Command Counter-Manipulate When hit, your character may counter by manipulating the attacking opponent. WEAPON/ARMOR: Command Counter-Mime When hit, your character may counter attack with the last command that was performed. WEAPON/ARMOR: Command Counter-Morph When hit, your character may counter attack by morphing. WEAPON/ARMOR: Command Counter-Steal When hit, your character may steal from the attacking opponent. WEAPON/ARMOR: Elemental-(Elemental Magic/Elemental Summons) Placed in a weapon, you will strike with the power of the element that is connected to the Elemental materia. In armor, you will recieve extra protection from the element that is connected to the Elemental materia. WEAPON/ARMOR: Final Attack-Revive After your character dies, he/she will be automatically revived. WEAPON/ARMOR: Final Attack-Knights of the Round Your character will perform the most powerful summon as a last action. WEAPON/ARMOR: Final Attack-Mime Your character will perform the last command done after he/she falls. WEAPON/ARMOR: HP Absorb-(Command/Magic Materias that cause damage to an opponent) After performing most command/magic materias, you will absorb some HP. WEAPON/ARMOR: MP Absorb-(Command/Magic Materias that cause damage to an opponent) After performing most command/magic materias, you will absorb some MP. WEAPON/ARMOR: MP Turbo-Knights of the Round For an extra 5 MP, your Knights of the Round will deal 129,987 damage. WEAPON/ARMOR: Quad-Magic-Summons (Except Knights of the Round) You will be able to cast a summon spell 4 times in sequence, provided you have enough mana to do so. WEAPON/ARMOR: Quad-Magic-Any Magic Materias You will cast any magic materias 4 times in sequence, provided you have enough mana to do so. -=======COMPLEX MATERIA COMBOS=======- ARMOR: Elemental-(Materia that involves an element), Contain Use contain to cast a super-powerful elemental attack at yourself, to heal. WEAPON/ARMOR: HP Absorb-Master Summon/Knights of the Round, MP Turbo-Master Summon/Knights of the Round Whenever you use Knights of the Round, you will absorb tons of HP and deal about 130,000 damage to all opponents. WEAPON/ARMOR: Mega-All, Master Command/Master Magic All of your Commands/Spells will target all opponents. WEAPON/ARMOR: MP Absorb-Master Summon/Knights of the Round, MP Turbo-Master Summon/Knights of the Round Whenever you use Knights of the Round, you will absorb tons of MP and deal about 130,000 damage to all opponents. WEAPON/ARMOR: Sneak Attack-Knights of the Round, MP Turbo-Knights of the Round/Master Summon, HP <--> MP Start a battle with a Knights of the Round that deals 129,987 damage. The HP <--> MP materia should allow for enough MP to keep doing this over and over again. WEAPON/ARMOR: Sneak Attack-Knights of the Round, MP Absorb-Knights of the Round/Master Summon Start a battle with Knights of the Round. You should absorb more than 250 MP, thus allowing you to do this over and over again. WEAPON/ARMOR: Sneak Attack-Deathblow, Mega-All, Pre-Emptive Start a round with a Deathblow to all your opponents' backs. WEAPON/ARMOR: W-Summon-Master Summon/Knights of the Round, MP Turbo-Master Summon/Knights of the Round, Mime Deal 259,974 damage to all targets. Repeat as necessary, WEAPON/ARMOR: W-Summon-Master Summon/Knights of the Round, Mime Cast Knights of the Round twice, and mime until opponent(s) are dead. ************** MATERIA SETUPS ************** The Sephiroth: Total Slots Required: 12 Linked Materia Slots Required: 12 WEAPON/ARMOR: Fire-All, Earth-All, Ice-All, Lightning-All, Final Attack-Revive, Master Magic-MP Absorb This is _close_ to how Sephiroth is equipped. I know Sephiroth doesn't use fire, all magic, and doesn't revive when dead. However, the Fire-All would complete his elemental attacks that target all opponents. He deserves every spell since he _is_ a dedicated magic user, and normally he can't get hurt so the best way to go is to not make him die ^_^ Ultima: Total Slots Required: 12 Linked Materia Slots Required: 12 WEAPON/ARMOR: Ultima-MP Absorb, Ultima-HP Absorb, Ultima-Sneak Attack, Ultima-MP Turbo, Ultima-Quad Magic, Ultima-Final Attack This can be done with any Magic Materias, but I thought was best effective with Ultima and Contain (I just chose Ultima because it targets all enemies). It will enable you to cast a super-powered Ultima 4 times while absorbing HP and MP at the same time. Not too shabby, eh? The Summoner: Total Slots Required: 13 Linked Materia Slots Required: 12 WEAPON: Knights of the Round-MP Turbo, Final Attack-Phoenix, Master Summon-MP Absorb, Elemental-(Your favorite elemental summon) ARMOR: Quad Magic-Hades, Sneak Attack-Choco/Mog, W-Summon This takes advantage of the powerful summon spells. You have all summons available to you and absorb MP when you cast them. When you are low on MP, you can cast Knights of the Round to regain it all again while dealing the maximum amount of damage to your opponents. You also begin a battle with Choco/Mog, which can paralyze some opponents. You will have an element in your weapon, and your final attack will deal fire damage to all opponents while reviving all party members to full HP. Ultimate Character: Total Slots Required: 14 Linked Materia Slots Required: 6 (Ultimate Weapons and Mystiles/Escort Guards Recommended) NOTE: THESE MATERIAS SHOULD BE MASTERED FOR BEST EFFECT WEAPON/ARMOR: Master Magic, W-Magic, MP Absorb-Master Summon, MP Turbo-Knights of the Round, Master Command, Enemy Skill, W-Summon, Slash-All, Mega All, HP Plus, Final Attack-Phoenix This is perhaps the best Materia Setup you can have in the game. Since I have no life, I have equipped this setup on *ALL* of my characters (Yeah, I'm sick, huh?). The Master Magic gives a character all the spells, while W-Magic lets you use two spells in one turn. The Master Command activates most commands, and a mastered Enemy Skill will give you some nice spells (Big Guard anyone?). The Slash-All (Mastered), will give you Flash, which can instantly kill all opponents. The HP Plus should boost your characters HP up to 9999. The famous "Knights of the Round causes 129,987 damage each time it is cast, while absorbing abnormal amounts of MP" is also here, and you can cast it twice with the W-Summon enabled. The Final Attack-Phoenix protects your entire party from death while dealing Fire damage to all opponents. Wicked, huh? ^_^ The Counterer: Total Slots Required: 14 Linked Materia Slots Required: None (Best used with Yuffie with a Mystile and her Conformer against Emerald WEAPON). WEAPON/ARMOR: HP Plus, Cover, Counter Attack, Counter Attack, Counter Attack, Counter Attack, Counter Attack, Counter Attack, Counter Attack, Counter Attack, Counter Attack, Counter Attack, Counter Attack, Counter Attack This is how I beat Emerald WEAPON. I equipped this on Yuffie with her Conformer. Every time someone was hit, she would block for them and counter 12 times, each attack doing 9999 damage (119,988 total). ********** THANK YOUS ********** Please, I need contributions for Materia Combos/Setups! Mail me at Gawain@The-Pentagon.Com, please! Copyright 1998 Stewart Bishop