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SOME HELPFUL MATERIA COMBOS THROUGHOUT THE GAME

DISC ONE

Early in the game you should focus on mastering the basic materia combos. However here are some specific combos that will be helpful at certain points of the game.
At the Shinra HQ, use Elemental>>>Lightning in someone's weapon to give it an extra kick against the robot-type enemies.

After leaving Corel Prison (when you get the buggy) use the manipulate materia from Cait Sith to help you get the multitude of useful enemy skills in the game (such as Big Guard, White Wind, and Magic Hammer - see enemy skills section for more). This is not really a materia combination in the truest sense but since you have to have someone equipped with manipulate and someone else with the enemy skill materia(s) I went ahead and included this here.

At the GI Cave in Cosmo Canyon, equip Cloud with Butterfly Edge and use Added Effect>>>Status-Based Materia (such as Seal, Mystify or Transform) in one pair of connected slots and in the other use Elemental>>>Elemental-Based Materia (Such as Fire, Ice, Ifrit, or Shiva).

At the Shinra Mansion, use added effect>>>mystify in someone's armor to protect them from all the confusion spells.

To be honest, after getting the three slot double growth weapons at Midgar Area/Fort Condor/Junon Harbor and the four slot double growth weapons at the Gi Cave/Nibelheim/Mt Nibel areas, most of my materia placement is relevant to growing more materia. I usually equip one party member with a connected slot armor such as diamond bangle and put an all>>>restore combo in it but otherwise I equip whatever materia I am trying to grow (I try to get several mastered of each in my inventory so by late in disc two and early in disc three I am ready to start making master magic, master summon and master command materias).

DISC TWO

COMING SOON!!!

DISC THREE

Emerald and Ruby Weapon are some of the baddest bosses anywhere in the game. Here are some materia combos that may just help you overcome these enemies.

1)Final Attack>>>Revive or Phoenix (Note: if you rely heavily on this as I did make sure the Final Attack and the Revive or Phoenix Materias are mastered or you will only get to use them once)
2) HP Absorb/MP Absorb>>>Bahamut Zero or other Powerful Summons (although Knights of the Round takes so much AP to master you might have to decide if you need HP or MP more to use this combo) (Note: When I used these combos, I equipped the characters ultimate weapon and placed a mastered HP Absorb and mastered Bahamut Zero in the Ultimate weapon slots - I did not have the coveted Knights of Round - and then placed an unmastered MP Absorb with an unmastered Bahamut Zero in the Weapon Slots, that way I gained AP on the materia that needed it and was able to absorb hp and mp each time the summon was used - I used similar combos in other characters with other powerful summons just in case the cycle of Bahamut Zeros was interrupted somehow)
3) Of course mastered enemy skill, mime, hp plus and mp plus was necessary
4) Have one character equipped with magic counter paired up with knights of the round as well as a w-summon, then have everyone equipped with a [command] counter paired up with mime. Think about how that will work. You can start the battle casting knights of the round twice (via the w-summon), then if they attack, you could get a magic counter of knights of the round, as well as 3 counters miming the knights of the round. One turn could add up to as many as six castings of knights of the round.




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