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Star Fantasy :+: Final Fantasy VII - Materia Combos
Materia tips, tricks, and combos

 

TypeColor
MagicGreen
LinkingBlue
IndependentPink
SummonRed
CommandYellow

 

Whicked Combos

Part 1

Written by Casey of the FF7 Ultimate Guide; edited by me.

            Someone like you may ask, "Is it possible to have more than one blue materia working on any one green materia?" Well, the answer is YES! But it takes up a lot of slot space.
            The only condition to the amount of linking materia you can use on any one spell is that you have to have many copies of that one green materia, all basically the same level.
            But if you take the principle and carry it to the logical extreme, you can do some wnderful things later on. It only takes 2,000 AP to get the second level attack spell from the basic attack materia, which is a snap later in the game, and even level 2 spells are devastatingly effective in the combo listed below. And if you plan ahead and specialize in one attack materia early in the game, you might even have enough level 3 materia to make something like this work:
         In the combo below, the princliple is basically just to take one character and make him/her a living materia combo, capable of only one basic action, but an action that does an obscene amount of damage, steals from its targets, and completely refills the caster's MP and HP, over time. Sounds useful? You bet!
            I chose Quadra Magic over Enemy-All for this one, because it allowed me to use fire and steal eight times, (when Quadra Magic is at level 2) even though it won't target all creatures (Quadra Magic and Enemy-All won't work together, so you'll have to choose one or the other). In practice, this beyond-evil combo casts Fire/Lightning/Ice/whatever 3 at random targets four times, pausing in between each blast to steal the target's sole possession before they die and give the caster a nice little MP and HP bonus. At the end of the four attacks, any surviving enemy gets nailed with one regular attack (you steal four times, but only attack once), and then, thanks to the power of W-Magic, it  happens all over again! Eight Fire 3s, Eight steal attempts, two attacks, and the caster ends up with a lot more MP than it cost to cast it in the fire place. Still sound good?
            If you don't have enough space or enough duplicates of your attack spell, a lot of the parts of this are optional. MP Turbo and Magic Plus add more bite to your magic, which you probably don't need (I couldn't find a single group of enemies capable of surviving the eight spells as it is), and HP Absorb is kind of a lame materia all around, so you can toss that one too, and still have a horribly effective combo capable of beating anyone or anything in almost any situation! Magic Counter is just for fun, since it allows you to launch into the combo without even waiting for your turn to begin! Enjoy!


Part 2


Part 3


Part 4



Part 5