| Attack | ATB |
| MP | 0 |
| Charge | None |
| Recover | 100% |
| Learning |
| AP | N/A |
| Prerequisite | N/A |
The staple of the Warrior class, and the reason they stay up all night polishing their swords. They like swords. |
| |
| Sentinel | ATB |
| MP | 0 |
| Charge | None |
| Recover | 200% |
| Learning |
| AP | 20 |
| Prerequisite | N/A |
The best fighters know that they are not invulnerable, and understand the value of tactical defence. Sentinel offers considerable protection from physical attacks, but takes a long time to recover from; This is a perfect opportunity for friendly white mages to offer their help to their ailing comrade. Sentinel also leads the way to some very useful abilities. |
| |
| Flametongue | ATB |
| MP | 4 |
| Charge | 100% |
| Recover | None |
| Learning |
| AP | 20 |
| Prerequisite | N/A |
By pausing for a moment to focus power, this ability allows a Warrior to engulf her sword in flame before launching an attack. Against enemies weak to the Fire element, this will do much more damage than a normal attack. |
| |
| Ice Brand | ATB |
| MP | 4 |
| Charge | 100% |
| Recover | None |
| Learning |
| AP | 20 |
| Prerequisite | N/A |
Sitting side-by-side with Flametongue is the sister skill, Ice Brand. Effective against fire-based fiends, this charges up a one-shot Ice elemental attack. |
| |
| Thunder Blade | ATB |
| MP | 4 |
| Charge | 100% |
| Recover | None |
| Learning |
| AP | 20 |
| Prerequisite | N/A |
Electricity is particularly dangerous around water, and vice-versa, so plugging in your sword before using it allows for a devastating elemental attack. |
| |
| Liquid Steel | ATB |
| MP | 4 |
| Charge | 100% |
| Recover | None |
| Learning |
| AP | 20 |
| Prerequisite | N/A |
Though Yuna's sword looks like the Brotherhood, it's not naturally water-based. To perform physical water-elemental attacks, it's necessary to charge up first with the Liquid Steel ability. |
| |
| Demi Sword | ATB |
| MP | 6 |
| Charge | 112.5% |
| Recover | None |
| Learning |
| AP | 60 |
| Prerequisite | All elemental attacks |
A powerful attack carrying the Gravity element, to which few fiends are immune and almost none absorb. The extra oomph provided in addition to a regular attack makes the slightly longer charge time worthwhile. |
| |
| Excalibur | ATB |
| MP | 24 |
| Charge | 140% |
| Recover | None |
| Learning |
| AP | 120 |
| Prerequisite | Demi Sword |
The ultimate elemental sword, with MP and time costs to match. Many of the more powerful fiends are weak against the Holy element which this attack carries, making it especially useful against bosses and the undead. |
| |
| Power Break | ATB |
| MP | 4 |
| Charge | 100% |
| Recover | None |
| Learning |
| AP | N/A |
| Prerequisite | N/A |
Changed slightly from its position as status ailment in FFX, a successful Power Break knocks the target's physical strength down two levels to reduce the damage of their attacks. Successive breaks may pile up to a total reduction of ten levels. |
| |
| Armour Break | ATB |
| MP | 4 |
| Charge | 100% |
| Recover | None |
| Learning |
| AP | 30 |
| Prerequisite | N/A |
As with Power Break, the effects of this skill are a little different. Tough fiends are no longer armoured or vulnerable only to piercing weapons, so this skill must be repeated to knock off two defence levels with each successful hit. |
| |
| Magic Break | ATB |
| MP | 4 |
| Charge | 100% |
| Recover | None |
| Learning |
| AP | 30 |
| Prerequisite | N/A |
Each hit may lower the target's magical ability by two levels, steadily reducing the amount of damage done by their spells. |
| |
| Mental Break | ATB |
| MP | 4 |
| Charge | 100% |
| Recover | None |
| Learning |
| AP | 30 |
| Prerequisite | N/A |
Completing the quartet of Break skills (sorry, no Full Break this time) is this, to reduce an opponent's resistance to your own magic. As Warriors possess no spells of their own, this is best used in conjunction with a few friendly Black Mages or as a precursor to a Spherechange. |
| |
| Delay Attack | ATB |
| MP | 10 |
| Charge | 112.5% |
| Recover | None |
| Learning |
| AP | 100 |
| Prerequisite | Armour Break |
With the CTB system dismantled like an old machina, Delay Attack is much more difficult to pin down than its original incarnation. It reportedly halts an enemy's action, yet I personally have never noticed a difference. |
| |
| Delay Buster | ATB |
| MP | 16 |
| Charge | 140% |
| Recover | None |
| Learning |
| AP | 120 |
| Prerequisite | Delay Attack |
A supposedly more powerful version of Delay Attack, costing just a little more MP and taking a touch longer to charge. |
| |
| Assault | ATB |
| MP | N/A |
| Charge | 140% |
| Recover | None |
| Learning |
| AP | 100 |
| Prerequisite | Sentinel |
The Warrior's trump card is a double-edged sword, to mix metaphors. At a cost of 0MP and a moderate charge time, Assault hits the entire party with Berserk, increasing their physical prowess and causing them to attack the enemy with fury. This even effects those immune to it or lacking a physical attack command, in which case they will attack nonetheless. In addition, they are granted Shell, Protect, and Haste to help finish the battle off quickly. All statuses will eventually fade out, should the assault prove futile. |
| |
| SOS Protect | ATB |
| MP | N/A |
| Charge | N/A |
| Recover | N/A |
| Learning |
| AP | 20 |
| Prerequisite | Sentinel |
SOS Protect is a lifesaver (quite literally) for Warriors in drawn-out fights. Once learned, running low on HP automagically triggers Protect, halving damage from future physical attacks until the Warrior has recovered her HP. |