Eternal Legend - Final Fantasy X-2 - Dresspheres
Final Fantasy X-2 Dresspheres

Thief

Remember, the Gullwings are treasure hunters: What's theirs is theirs and so is everything else. The nimble Thief can dance around the battlefield with her high agility and evasion, and with judicious use of Steal she will liberate all sorts of goods from her opponents. Other skills, available through the rather absurdly-titled Flimflam ability set, enhance her kleptomaniac nature and allow her to fill the party's bags with gil and items galore. Her enchanted (and occasionally sticky) fingers can even steal energy and mental health.

Well, they won't need it when they're dead, will they?

Pros
Cons
Acquisition

Initial equipment; Rikku's standard dressphere.

Summary
NamePrerequisiteAP NamePrerequisiteAP
Attack-*** Steal-***
Pilfer Gil-30 Borrowed Time-100
Pilfer HPPilfer Gil60 Pilfer MPPilfer HP60
Sticky FingersPilfer HP120 Master ThiefSticky Fingers140
Soul SwipePilfer HP160 Steal WillSoul Swipe160
Flee-10 Item Hunter-60
First Strike-40 InitiativeFirst Strike60
SlowproofItem Hunter20 StopproofSlowproof40
Abilities
AttackATB
MP0
ChargeNone
Recover100%
Learning
APN/A
PrerequisiteN/A

It's fair to say that thieves aren't really designed for attacking. They're more of the sneaky stealy type, and it's hard to remain undetected when you're hanging off a blade sticking out of their back. That said, she does carry two weapons (for instant Chaining) and her high Luck means there's often critical damage in the offing...

 
StealATB
MP0
ChargeNone
Recover100%
Learning
APN/A
PrerequisiteN/A

If the enemy is carrying something nice, make it your own with a quick bit of pocket-pickery. Each enemy also has a rare item which might be stolen instead, and it's worth noting that Oversouled opponents usually have better or more numerous goodies. Stealing isn't guaranteed success even for the most skilled of thieves, and not every enemy will be willing to give up their precious goods on the first attempt. If it were that easy, everyone would be doing it.

 
Pilfer GilATB
MP2
ChargeNone
Recover100%
Learning
AP30
PrerequisiteN/A

Particularly useful in the early stages where money is in short supply, Pilfer Gil provides a quick boost to the party's coffers. The amount stolen is usually pretty small, but keep at it (against different enemies) and the pennies will soon mount up.

 
Borrowed TimeATB
MP16
ChargeNone
Recover100%
Learning
AP100
PrerequisiteN/A

They can't catch you if they can't... do anything. While it's easy to overlook a skill like this because it doesn't have the flashy pyrotechnics seen with other dresspheres, it casts Stop on an enemy. Not only does it protect the thief and her sistren from further attacks, it opens the door to repeated steal attempts with impunity.

 
Pilfer HPATB
MP10
ChargeNone
Recover100%
Learning
AP60
PrerequisitePilfer Gil

The Thief is not so hot in the HP stakes, but she can steal the very life force from her opponents. For a reasonably affordable MP cost and no charge time, this attack damages the opponent and restores her own HP by the same amount.

 
Pilfer MPATB
MP0
ChargeNone
Recover100%
Learning
AP60
PrerequisitePilfer HP

Many of the Thief's more useful abilities require MP, and she does not have a lot of magical energy to play around with. Top up her reserves with this useful command, which has the added bonus of draining the enemy's MP and thus reducing their spellcasting abilities.

 
Sticky FingersATB
MP20
ChargeNone
Recover100%
Learning
AP120
PrerequisitePilfer HP

All memories of Zidane and Hilgigars shall be banished just by learning this simple ability. It is expensive, at 20MP a pop, but it guarantees a successful steal if the enemy has anything to give up.

 
Master ThiefATB
MP20
ChargeNone
Recover100%
Learning
AP140
PrerequisiteSticky Fingers

High-class thieves know the tricks of the trade and how to recognise trash from treasure. The Master Thief ability offers an alternative to Steal which targets only the enemy's rare item. It has the same success rate as a normal steal, but if it does hit then she will always get the rare item.

 
Soul SwipeATB
MP12
ChargeNone
Recover100%
Learning
AP160
PrerequisitePilfer HP

Now this is an unusual choice. Soul Swipe attempts to steal an enemy's self-control, causing them to go Berserk if it is successful. Unlike most other steals the Thief doesn't gain anything by using this skill. The benefits to the party are questionable too.

 
Steal WillATB
MP18
ChargeNone
Recover100%
Learning
AP160
PrerequisiteSoul Swipe

Even stranger, but slightly more useful, is the ability to steal someone's fighting spirit. Expensive for a skill that rarely works, Steal Will attempts to encourage the victim to turn tail and flee. A further downside is that fleeing enemies do not give any spoils.

 
FleeATB
MP18
Charge20%
RecoverNone
Learning
AP10
PrerequisiteN/A

Learn this. Sometimes things just aren't going your way. Flee commands everyone to escape from battle, and is near-instant in terms of execution and certainly easier than issuing Escape instructions individually. Though remember that if one girl manages to Escape then the party survives overall, so use Flee when they need to get out fast without losing HP.

 
Item HunterATB
 N/A
Learning
AP10
PrerequisiteN/A

The Thief is all about the material gain, and so learning this ability early on is a must. With Item Hunter in the bag, enemies are much more likely to drop goodies at the end of a battle.

 
First StrikeATB
 N/A
Learning
AP40
PrerequisiteN/A

When combined with Flee, this skill is nigh-on essential. First Strike ensures that the Thief always starts the battle with a full ATB bar and is ready to act immediately.

 
InitiativeATB
 N/A
Learning
AP60
PrerequisiteFirst Strike

First Strike+, in other words. Initiative increases the chances of having the entire party start a battle in First Strike stance, meaning the Thief's slower allies can make their moves that much faster.

 
SlowproofATB
 N/A
Learning
AP20
PrerequisiteItem Hunter

The Thief's major advantage in battle is her speed, as it gives her the chance to act faster and so defend herself against the more powerful, more lumbering opponents. So getting caught with Slow is a major problem. Prevent it.

 
StopproofATB
 N/A
Learning
AP40
PrerequisiteSlowproof

Not a lot of enemies will use Stop, but when they do you don't want to get hit by it. Stopproof may not be useful all the time, but it can prevent very embarrassing disasters.


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