
- HP<->MP
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FFVII Materia
This independent materia switches the maximums of the bearer's HP and MP, enabling them to become a profusive spellcaster at the cost of a much higher risk of dying.
- Hrunting
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FFX Equipment
One of Tidus' swords, with the SOS Overdrive ability.
- Huge Materia
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Very powerful materia. There are four Huge Materia: green, red, yellow, and blue. One is obtained from the downed red submarine from Junon, one after successfully saving North Corel from the runaway train, one after successfully defending Fort Condor from the Shinra for the last time, and one from the Shinra No. 26 rocket after it is flown into space. Shinra wants the Huge Materia as a part of their futile plan to stop Meteor. The Huge Materia, after you've gained it, can be stored in Bugenhagen's laboratory. Examining it once it is there may yield, if the proper conditions are met, Bahamut ZERO, Master Magic, Master Summon, and/or Master Command.
- Hunter's Blade
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FFX Equipment
One of Auron's blades, with the Sensor ability.
- Hunter's Spear
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FFX Equipment
One of Kimahri's lances, with the Sensor ability.
- Hunter's Sword
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FFX Equipment
One of Tidus' swords, with the Sensor ability.
- Hurricane Claw
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FFX Equipment
One of Rikku's claws, with the potential to inflict two different status ailments via Statustouch.
- Hyper Ball
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FFX Equipment
One of Wakka's balls, with the Strength +5% ability.
- Hyper Jump
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Cid's first level 2 Limit Break. He attacks as in Boost Jump, but hits all and has a chance of inflicting Death.
- Hypno Spear
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FFX Equipment
One of Kimahri's lances, with the Sleepstrike ability.

