
Enemy Skill
Enemy Skill materia operates in a slightly different way to the rest, requiring no AP to "level up." Instead, it can learn up to 24 special blue magics from enemies. In order for Enemy Skill materia to learn an ability, it must be equipped on a character when they are hit with its effects in battle. The skill is then successfully learned, even if they died as a result of it or if it had no effect at all. Two or more Enemy Skill materia may be equipped on the same character in order for them to learn skills simultaneously.
Enemy skills will not be learned if the character is removed from battle via an eject attack or by fleeing. Skills can not be taught from another character; they must come from an enemy. Thirdly, no skills may be acquired (although they may certainly be used) in the Battle Square.
AP levels
N/A
Abilities
| Frog Song | Usage | |
|---|---|---|
| Causes [Sleepel/Frog] on one opponent | ||
| MP | 5 | |
| Target | One enemy | |
| Learned from |
| |
Frog Song is much cheaper than either Sleepel or Toad, and has the ability to incapacitate many types of enemy. It is worth noting that stronger opponents are usually immune to both status ailments. Frog Song may also be used to restore froggy allies to their former selves. | ||
| L4 Suicide | Usage | |
| Causes [Critical/Small] with levels in multiples of 4 | ||
| MP | 10 | |
| Target | All enemies | |
| Learned from |
| |
Although it only works on enemies whose level is a multiple of 4, with no effect on the others, the damage done by L4 Suicide is considerable. Any opponents it hits will lose 31/32 of their current HP, and often be turned Mini. | ||
| Magic Hammer | Usage | |
| Drains 100MP out of every opponent | ||
| MP | 3 | |
| Target | One enemy | |
| Learned from |
| |
Ignore the in-game description: it only hits one target. It blows away 100MP from anything it hits, making it an effective device against enemies reliant upon magic. Also, the amount lost is returned to the caster, making a possible net profit of up to 97MP. | ||
| White Wind | Usage | |
| Restores HP and status to every ally | ||
| MP | 34 | |
| Target | All allies | |
| Learned from |
| |
The cleansing aura of White Wind removes status ailments from all allies, and also recovers a little HP. The amount recovered is equal to the current HP of the user, meaning the healing properties of this spell decrease during tougher times. With a fully-healed magic user behind the helm, White Wind becomes a cheap and powerful alternative to Restore-All. | ||
| Big Guard | Usage | |
| Adds [Barrier/MBarrier/Haste] to every ally | ||
| MP | 56 | |
| Target | All allies | |
| Learned from |
| |
Casting each of Barrier, MBarrier, and Haste alone costs 58MP over three turns, or 76MP over two if Wall is used. Big Guard saves both time and MP, as well as affecting all allies at once. Be warned, however, that the barriers drain faster under Haste. | ||
| Angel Whisper | Usage | |
| Revives, restores HP and status to any one ally | ||
| MP | 50 | |
| Target | One ally | |
| Learned from |
| |
In a single spell, Angel Whisper combines Life2, Full-Cure, and Esuna to fully recover an ally no matter what their condition. At 50MP, it's just half the cost of each of Life2 and Full-Cure. | ||
| Dragon Force | Usage | |
| Raises the Defense and Magic Def. level of one ally | ||
| MP | 19 | |
| Target | One ally | |
| Learned from |
| |
That stat boosts are only temporary, lasting until death or the end of battle, which renders their miniscule effect almost completely pointless. | ||
| Death Force | Usage | |
| Makes one ally immune to death | ||
| MP | 3 | |
| Target | One ally | |
| Learned from |
| |
There aren't many attacks which inflict Death or Death Sentence and so protection against them is often unnecessary. When faced with the right opponents, though, or when about to use Roulette, a cheap round of Death Force can quite literally save someone's life. The target is only protected against instant-kill attacks, and may still be slain by the traditional method of running out of HP. | ||
| Flame Thrower | Usage | |
| Causes Fire damage to any single opponent | ||
| MP | 10 | |
| Target | One opponent | |
| Learned from |
| |
The weakest of the elemental Enemy Skills. Flame Thrower is comparable in strength to Fire2 but at less than half the cost, making it an effective replacement early on. Stronger enemies require something more potent, however. | ||
Equip effects
N/A
Location
- Shinra HQ; In the tube in which Red XIII encounters Aeris.
- Junon; In the advanced beginners' hall.
- Forgotten Capital; Hidden behind the beds in the hut in which the party opts to sleep.
- Chocobo Sage's house; Erm, coughed up by his green chocobo.

