| Attack | ATB |
| MP | 0 |
| Charge | None |
| Recover | 100% |
| Learning |
| AP | N/A |
| Prerequisite | N/A |
Those claws are not just for show. While they may not be as inherently cool as a gleaming sword or a rod of fire, they are a force to be reckoned with. Kept extra-pointy at all times, one scratch is enough to cause serious problems for any fiend foolish enough to challenge the berserker's territory. And the berserker has a lot of territory. |
| |
| Berserk | ATB |
| MP | 0 |
| Charge | 110% |
| Recover | None |
| Learning |
| AP | N/A |
| Prerequisite | N/A |
The berserker's raison d'etre, inflicting Berserk on herself and herself alone. Physical attack power increases, but the ability to control her actions is lost and she will attack the enemy ranks under her own violent free will. The effect can be cured or will wear off after some time, but when coupled with Auto-Regen it's rarely necessary. |
| |
| Cripple | ATB |
| MP | 6 |
| Charge | 110% |
| Recover | N/A |
| Learning |
| AP | 20 |
| Prerequisite | N/A |
The berserker's physical strength is hard to beat, but their effects against the more magically inclined leave a little more to be desired. A successful Cripple move halves the target's HP, helping her to finish them off that much faster. |
| |
| Mad Rush | ATB |
| MP | 6 |
| Charge | 110% |
| Recover | N/A |
| Learning |
| AP | 30 |
| Prerequisite | Cripple |
Mad Rush represents a short, violent burst of almost-controlled berserker energy. The resulting physical attack is more powerful than usual, but suffers from lower accuracy which means it doesn't always connect. |
| |
| Crackdown | ATB |
| | MP | 6 |
| Charge | 110% |
| Recover | N/A |
| Learning |
| AP | 30 |
| Prerequisite | N/A |
In addition to the usual physical attack, Crackdown will remove positive statuses Shell, Protect, and Reflect from the enemy. Smoke 'em if you got 'em. |
| |
| Eject | ATB |
| MP | 8 |
| Charge | 110% |
| Recover | N/A |
| Learning |
| AP | 40 |
| Prerequisite | Mad Rush |
Sometimes, you just can't be bothered. As much fun as a good fight is, there are times when things can get a little too crowded. Eject doesn't always work, but when it does the victim is launched clear from the battlefield in one fell swoop, never to return. |
| |
| Unhinge | ATB |
| MP | 8 |
| Charge | 110% |
| Recover | N/A |
| Learning |
| AP | 40 |
| Prerequisite | Crackdown |
Unhinge reduces the evasion and accuracy of its target, as well as providing the usual opportunity to get a hit in. While this may not sound too exciting on its own, the less evasive victim becomes a prime target for a followup Mad Rush attack. |
| |
| Intimidate | ATB |
| MP | 8 |
| Charge | 110% |
| Recover | N/A |
| Learning |
| AP | 50 |
| Prerequisite | Unhinge |
The berserker is all about piling on the attacks and counterattacks to accumulate damage. Intimidate adds the Slow status to the attack. And if an enemy is only running at half speed, that means they'll take twice as much damage between their actions. |
| |
| Envenom | ATB |
| MP | 10 |
| Charge | 110% |
| Recover | N/A |
| Learning |
| AP | N/A |
| Prerequisite | N/A |
In the animal kingdom, things with claws and teeth are made all the more effective when they're packing nearby poison sacs to subdue their victim. Don't ask where Rikku keeps hers. While not as impressive as the only slightly more expensive Dark Knight's hit-all Bio, an Envenom attack will inflict Poison in addition to the usual attack damage. |
| |
| Hurt | ATB |
| MP | 10 |
| Charge | 110% |
| Recover | N/A |
| Learning |
| AP | 60 |
| Prerequisite | N/A |
Hurt is a powerful physical attack which takes advantage of the berserker's health. The higher the HP, the more damage. Keeping topped up with Auto-Regen and using Howl to boost the maximum thus results in a stronger attack. |
| |
| Howl | ATB |
| MP | 0 |
| Charge | 200% |
| Recover | N/A |
| Learning |
| AP | 80 |
| Prerequisite | Mad Rush |
One of the berserker's main worries is suffering from a drain of HP while under the effects of the red mist and therefore unable to heal herself. Using Howl at the start of battle doubles her maximum HP to reduce the risk of such a catastrophic event. Howl doesn't actually increase the current HP level, however, so some healing or Auto-Regeneration will be in order to take advantage of the boosted capacity. |
| |
| Itchproof | ATB |
|
| MP | N/A |
| Charge | N/A |
| Recover | N/A |
| Learning |
| AP | 20 |
| Prerequisite | Cripple |
Flea powder. |
| |
| Counterattack | ATB |
| MP | N/A |
| Charge | N/A |
| Recover | N/A |
| Learning |
| AP | 180 |
| Prerequisite | N/A |
Counterattack is a must. The berserker isn't what one would call a passive character, and they aren't the sort to sit back and take abuse. If some lowlife fiend attempts to run her through, even if she's busy charging up or recovering from an attack, Counterattack springs into action and delivers a returning blow. The counter may miss if there is a lot going on and the target moves out of the way, but otherwise this skill effectively doubles the amount of damage a berserker can deal per round. |
| |
| Magic Counter | ATB |
| MP | N/A |
| Charge | N/A |
| Recover | N/A |
| Learning |
| AP | 300 |
| Prerequisite | Counterattack |
A berserker's natural enemy is the magic user, because they refuse to go toe-to-toe with her. Magic Counter helps to even the score a little by responding to magical attacks with a quick violent physical counter. |
| |
| Evade & Counter | ATB |
| MP | N/A |
| Charge | N/A |
| Recover | N/A |
| Learning |
| AP | 400 |
| Prerequisite | Magic Counter |
The ultimate in counterattacking technology, Evade & Counter replaces the standard Counterattack with a high-dexterity maneuver. When targeted with a physical attack, the berserker will usually dodge it completely, taking no damage, and follow up with a quick counter of their own. |
| |
| Auto-Regen | ATB |
| MP | N/A |
| Charge | N/A |
| Recover | N/A |
| Learning |
| AP | 80 |
| Prerequisite | Hurt |
AUTO-REGEN AUTO-REGEN AUTO-REGEN. Better than an IV drip full of Potions, this auto-ability ensures that the berserker is always in a state of recovery. They constantly regenerate lost HP up to the maximum, and as long as they stay alive the effect will remain active. Vital for keeping healthy during those flip-out moments. |