FINAL FANTASY X/X-2 HD Remaster

FINAL FANTASY X/X-2 HD Remaster

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^6Tallguy May 26, 2016 @ 5:24pm
Capture Weapons
I just killed Yunalesca and now I'm thinking about starting to capture monsters. So I was wondering what ability is best to put in the last slot of capture weapons.
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Showing 1-15 of 16 comments
Fraggoso May 26, 2016 @ 5:31pm 
It really doesn't matter as long as you have someone with Sensor on it.
I would go +Attack but like I said, it doesn't really matter.
cerebus23 May 26, 2016 @ 5:35pm 
Break damage :P its nice to 1 hit everything.
Bakou May 26, 2016 @ 5:51pm 
just get that skill that lets you attack first so you don't get raped by morbol and his friends early on
Terra May 26, 2016 @ 5:58pm 
Deathstrike
Stonestrike
Initiative
arkuatic May 26, 2016 @ 7:31pm 
Originally posted by Terra:
Deathstrike
Stonestrike
Initiative
Does death and petrify apply to captures? I never bothered to check but as far as I am aware you cannot use overdrives and spells for capture.

I recommend using break damage if you have it available if not blind/silence if death/petrify does not work. Initiative is a really nice one to have to avoid ambushes and down time.
ShinkuTear May 26, 2016 @ 7:48pm 
Death and Stone strikes should both count for Capture, when they work on the target.
M. Mizie May 26, 2016 @ 8:58pm 
I recommend deathstrike or stonestrike for capture weapon, sensor if pretty much useless when you know which monster you want to capture since they died when you hit deathstrike to them minus some monster in Omega ruin.
KarmaTheAlligator May 26, 2016 @ 11:17pm 
Originally posted by Terra:
Deathstrike
Stonestrike
Initiative
Why initiative and not first strike?
Terra May 26, 2016 @ 11:23pm 
Originally posted by KarmaTheAlligator:
Originally posted by Terra:
Deathstrike
Stonestrike
Initiative
Why initiative and not first strike?

I honestly can't tell the difference between them you're probably right.
Originally posted by ^6Tallguy:
I just killed Yunalesca and now I'm thinking about starting to capture monsters. So I was wondering what ability is best to put in the last slot of capture weapons.

That deppennds on how strong you actually are
If you are really far in the sphere grid you should concidder Break DMG limit
If you are not that far rn you should get something along like 10% or 5% DMG boost
Shiny May 27, 2016 @ 12:20am 
Initiative
Sensor
Piercing

For Omega Ruins
I usually have Tidus, Auron, and Yuna as main and then have their capture wepaons with Tidus having Initiative, Auron having piercing and Yuna having sensor, and then switching between their celstials for breaking the damage limit for the tougher enemies and overkilling after you've captured the limit. And then keep Rikku on backup for when you have Mimics with her Godhand for the extra gil.
KarmaTheAlligator May 27, 2016 @ 12:58am 
Originally posted by Terra:
Originally posted by KarmaTheAlligator:
Why initiative and not first strike?

I honestly can't tell the difference between them you're probably right.
Initiative increases the chances of getting a pre-emptive attack. First strike lets that charcater attack first, no matter what (and you'll want that for some enemies).
Shiny May 27, 2016 @ 1:34am 
Initiative increases pre-emptive strikes and removes the chance of ambush except for when an enemy has a 100% chance of ambushing you. First strike is good for Great Malboro in the Omega Ruins as it always ambushes. That bad breath can end you quickly if you're not careful and I've lost quite a bit of progress in the past for not planning ahead :steamsad:
Last edited by Shiny; May 27, 2016 @ 1:34am
Graves May 27, 2016 @ 4:32am 
Originally posted by cerebus23:
Break damage :P its nice to 1 hit everything.
best answer
TheOne320 May 27, 2016 @ 4:35am 
=-=-=-=-=-=-=-=-=-=-=-=-=-=
6.3 Capture Weapons
=-=-=-=-=-=-=-=-=-=-=-=-=-=

This is one section that I added in version 2.00. What ability is the best as
second ability to be used when still capturing? Find out. Notice there is no
"Drop" section. You always have to buy the Capture Weapons yourself, so this
MUST be customized.

At first, I had Stone/Deathstrike here. After going into a discussion with
Theoden (don't do that), he convinced me that Overkills can help you early on,
by boosting Aeon's abilities/attributes (Ability Spheres have no attribute, so
every Aeon can easily learn Scan (& Extract Ability, if you're planning on
maxing them). These I consider best abilities on a Capture Weapon, in a party
of 3:

1) E&C. Of the regular fiends, no attack will hit, besides Magic.
2) First Strike. A must when capturing in Inside Sin or the Omega Ruins.
3) Initiative. Just to prevent the battle from taking longer.
4) Piercing. When having the Tidus/Wakka/Auron party, Wakka or Tidus can have
a major advantage of Piercing (aka breaking armor automaticly). Auron could
also armor break the fiends though.
5) Gillionaire. Nice for one of them, not really needed though.
6) Stone/Deathstrike. For Omega Ruins or Inside Sin. You won't Overkill most
fiends in those areas with 9999, so shattering or killing them doesn't
matter then actually.

I'd go with:
Tidus: Initiative.
Wakka: Piercing/First Strike.
Auron: E&C/Piercing.

Source: https://www.gamefaqs.com/ps2/197344-final-fantasy-x/faqs/37533
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Date Posted: May 26, 2016 @ 5:24pm
Posts: 16