Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
mostly atk junction + strenght % bonus for squall whenever possible basicaly that's it
If you get some nice magic early for HP like Curaga (from tents)/Earthquake (dino bones, the trex card/enemy)/etc. this lets you have safe HP levels while still being low hurt enough to count as critical state.
You can get triples and str % bonus from Zell/Quistist card early which can get Squall to max Str 255 before leaving for Timber.
You get deaths from Tonberry cards (try troupes or w/e at back of cafeteria).
Basically, the game is normal attack = enough dmg to 1-shot nearly anything in the game including many bosses, if it doesn't death will activate at 100% chance and unlike most FF games/JRPG it works on almost every non-boss enemy in the game in FF8, and anything you think is extra strong you can just limit break once on and auto-win.
That will have you set for pretty much the entire game. Make sure you get Siren from the seed test flying boss and diablos from the lamp from Cid when leaving Garden to go to Timber talk to him (draw demi from diablos and cast it on Diablo which breaks his AI kinda hard... and blind him = easy win or just limit break it).
Get meltdown when you see it later on. Makes enemy defense = 0 so melee chars will easily hit 9999 damage.