QuickNavigation - FF Odyssey Final Fantasy VIII Junction System
(Last updated on 11/25/2008)

 

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Junctioning

Topics:
     Abilities required to junction
     Regular Statistics (Junction stats)
     Elemental Attack/Defense Junction stats
     Status Attack/Defense Junction stats

     In Final Fantasy VIII, Square tried some more innovation this time around by introducing the Junction System.  It allows you (with the proper GF abilities) to junction the magic you have drawed to boost attributes in your raw statistics.  The Elemental Attack Junction (Elem-Atk-J) allows certain kinds of magic to be junctioned to gain elemental attacks.  The Elemental Defense Junction (Elem-Def-J) allows certain kinds of magic to be junctioned to gain certain elemental defenses.  The Status Attack Junction (St-Atk-J) and Status Defense Junction (St-Def-J) abilities allow you to equip (junction) certain kinds of magic to provide status attacks and defenses respectively.  Other junctions such as HP-J

Abilities needed to junction:

     You can learn these abilities from certain GFs.  To find out which GFs could, check out the Characters/GF section for more information.

Regular Stats Elemental Attack/Defense Status Attack/Defense
HP-J Elem-Atk-J St-Atk-J
Str-J Elem-Atk-J x2 St-Atk-J x2
Vit-J Elem-Atk-J x3 St-Atk-J x3
Mag-J Elem-Atk-J x4 St-Atk-J x4
Spr-J Elem-Def-J St-Def-J
Spd-J Elem-Def-J x2 St-Def-J x2
Eva-J Elem-Def-J x3 St-Def-J x3
Hit-J Elem-Def-J x4 St-Def-J x4
Luck-J    

Regular Statistics (Junction stats):

     Here is a list of approximate basic values for each spell that can be junctioned for a character's basic stat.  The stats shown below are added to the basic value to get the final value.  Example: If you junction wind to Squall for his HP, it will add 300 to his current HP value.  Note that these apply when you have 100 in quantity of the specified magic spell.  If you have certain abilities that will let you junction more than one to a certain category, numbers will vary.

Spell (name) HP Strength Vitality Magic Spirit Speed Evade Hit Luck
Required ability ---> HP-J Str-J Vit-J Mag-J Spr-J Spd-J Eva-J Hit-J Luck-J
Fire 100 10 4 10 4 8 3 10 8
Fira 200 15 8 15 8 12 4 16 12
Firaga 1400 30 16 30 16 14 4 20 14
Blizzard 100 10 4 10 4 8 3 10 8
Blizzara 200 15 8 15 8 12 4 16 12
Blizzaga 1400 30 16 30 16 14 4 20 14
Thunder 100 10 4 10 4 8 3 10 8
Thundara 200 15 8 15 8 12 4 16 12
Thundaga 1400 30 16 30 16 14 4 20 14
Water 300 20 14 18 14 12 4 18 13
Wind
Tornado
300
3000
17
48
10
24
16
42
10
24
20
33
8
13
22
38
15
14
Bio 700 24 15 24 15 5 2 4 4
Demi 1600 34 18 36 18 12 4 14 10
Holy 3800 55 28 45 48 10 8 24 14
Flare 3200 56 26 44 26 12 4 26 12
Meteor 4600 75 34 52 34 30 12 40 22
Quake 2600 40 20 40 20 7 3 30 12
Ultima 6000 100 82 100 95 60 24 60 64
Apocalypse 4200 80 80 80 90 30 12 30 30
Cure 200 4 15 4 15 3 2 2 2
Cura 500 8 28 8 28 4 2 3 3
Curaga 2200 20 65 20 65 10 4 10 10
Life 1200 8 50 10 50 4 2 3 4
Full-Life 4800 20 80 20 85 8 4 8 20
Regen 2600 18 70 18 60 8 4 12 8
Dispel 1000 12 36 16 60 8 4 8 14
Protect 400 6 40 10 18 3 2 3 14
Shell 400 6 18 10 40 3 2 3 14
Reflect 2000 14 46 20 72 10 4 8 16
Aura 3400 70 22 24 24 10 2 40 50
Double 200 15 6 18 6 10 4 40 2
Triple 2400 70 10 70 10 70 16 150 30
Haste 500 12 16 20 20 50 8 10 10
Slow 500 12 16 20 20 40 8 10 10
Stop 800 18 20 30 24 48 10 20 10
Blind 100 6 5 12 10 3 2 30 2
Confuse 700 22 18 28 18 18 4 8 8
Sleep 100 6 5 8 10 4 4 3 2
Break 1000 20 20 34 35 10 4 10 12
Death 1800 22 22 38 58 10 4 10 38
Drain 400 13 30 20 24 6 2 5 4
Curse 2800 42 36 60 45 4 2 4 40
Berserk 300 13 8 14 8 5 2 4 3
Float 200 8 15 8 15 16 4 12 20
Zombie 800 15 24 15 12 2 1 2 2
Meltdown 1500 24 80 20 20 3 2 12 8
Scan 100 5 5 5 5 3 2 3 3

Elemental Attack/Defense Junction stats:

     Here is a list of approximate basic values for each spell that can be junctioned for a character's elemental attack/defense.  Note that these apply when you have 100 in quantity of the specified magic spell.  If you have certain abilities that will let you junction more than one to a certain category, numbers will vary.  Abilities having x2, x3, etc. allow more than one magic junctioned to the category.  If a certain percentage of the elemental defense can be absorbed, you can gain some HP equivalent to the damage you would receive.

Spell (name) Elements Supported Elemental Attack Elemental Defense
Required ability/abilities ---------------------------------------------> Elem-Atk-J, x2,
x3, x4
Elem-Def-J, x2,
x3, x4
Fire Fire Ice Thunder Water Wind Holy Earth Poison 50% 50%
Fira Fire Ice Thunder Water Wind Holy Earth Poison 80% 80%
Firaga Fire Ice Thunder Water Wind Holy Earth Poison 100% 100%
Blizzard Fire Ice Thunder Water Wind Holy Earth Poison 50% 50%
Blizzara Fire Ice Thunder Water Wind Holy Earth Poison 80% 80%
Blizzaga Fire Ice Thunder Water Wind Holy Earth Poison 100% Absorbs 20%
Thunder Fire Ice Thunder Water Wind Holy Earth Poison 50% 50%
Thundara Fire Ice Thunder Water Wind Holy Earth Poison 80% 80%
Thundaga Fire Ice Thunder Water Wind Holy Earth Poison 100% Absorbs 20%
Water Fire Ice Thunder Water Wind Holy Earth Poison 100% Absorbs 50%
Wind
Tornado
Fire Ice Thunder Water Wind Holy Earth Poison
Fire Ice Thunder Water Wind Holy Earth Poison
80%
100%
80%
Absorbs 100%
Holy Fire Ice Thunder Water Wind Holy Earth Poison 100% Absorbs 100%
Meteor Fire Ice Thunder Water Wind Holy Earth Poison None Absorbs 50%
Flare Fire Ice Thunder Water Wind Holy Earth Poison None 80%
Bio Fire Ice Thunder Water Wind Holy Earth Poison 100% Absorbs 50%
Quake Fire Ice Thunder Water Wind Holy Earth Poison 100% Absorbs 100%
Ultima Fire Ice Thunder Water Wind Holy Earth Poison None 100%
Apocalypse Fire Ice Thunder Water Wind Holy Earth Poison None 100%
Life Fire Ice Thunder Water Wind Holy Earth Poison None 30%
Full-Life Fire Ice Thunder Water Wind Holy Earth Poison None 40%
Protect Fire Ice Thunder Water Wind Holy Earth Poison None 20%
Shell Fire Ice Thunder Water Wind Holy Earth Poison None 20%
Float Fire Ice Thunder Water Wind Holy Earth Poison None 50%

Status Attack/Defense Junction stats:

     Here is a list of approximate basic values for each spell that can be junctioned for a character's status attack/defense.  Note that these apply when you have 100 in quantity of the specified magic spell.  If you have certain abilities that will let you junction more than one to a certain category, numbers will vary.  Abilities having x2, x3, etc. allow more than one magic junctioned to the category.

Spell (name) Status Ailments Supported Status attack Status defense
Required ability/abilities ---------------------------------------------------> St-Atk-J, x2, x3,
x4
St-Def-J, x2, x3,
x4
Aura Berserk Blind Confuse Curse Darkness Drain Death Petrify Poison Silence Sleep Slow Stop Zombie None 100%
Berserk Berserk Blind Confuse Curse Darkness Drain Death Petrify Poison Silence Sleep Slow Stop Zombie 100% 100%
Blind Berserk Blind Confuse Curse Darkness Drain Death Petrify Poison Silence Sleep Slow Stop Zombie 100% 100%
Bio Berserk Blind Confuse Curse Darkness Drain Death Petrify Poison Silence Sleep Slow Stop Zombie 100% 100%
Confuse Berserk Blind Confuse Curse Darkness Drain Death Petrify Poison Silence Sleep Slow Stop Zombie 100% 100%
Curse Berserk Blind Confuse Curse Darkness Drain Death Petrify Poison Silence Sleep Slow Stop Zombie 100% 100%
Death Berserk Blind Confuse Curse Darkness Drain Death Petrify Poison Silence Sleep Slow Stop Zombie 100% 100%
Dispel Berserk Blind Confuse Curse Darkness Drain Death Petrify Poison Silence Sleep Slow Stop Zombie None 50%
Drain Berserk Blind Confuse Curse Darkness Drain Death Petrify Poison Silence Sleep Slow Stop Zombie 100% 100%
Esuna Berserk Blind Confuse Curse Darkness Drain Death Petrify Poison Silence Sleep Slow Stop Zombie None 20%
Holy Berserk Blind Confuse Curse Darkness Drain Death Petrify Poison Silence Sleep Slow Stop Zombie None 40%
Life Berserk Blind Confuse Curse Darkness Drain Death Petrify Poison Silence Sleep Slow Stop Zombie None 20%
Break Berserk Blind Confuse Curse Darkness Drain Death Petrify Poison Silence Sleep Slow Stop Zombie 100% 100%
Reflect Berserk Blind Confuse Curse Darkness Drain Death Petrify Poison Silence Sleep Slow Stop Zombie None 25%
Silence Berserk Blind Confuse Curse Darkness Drain Death Petrify Poison Silence Sleep Slow Stop Zombie 100% 100%
Sleep Berserk Blind Confuse Curse Darkness Drain Death Petrify Poison Silence Sleep Slow Stop Zombie 100% 100%
Slow Berserk Blind Confuse Curse Darkness Drain Death Petrify Poison Silence Sleep Slow Stop Zombie 100% 100%
Stop Berserk Blind Confuse Curse Darkness Drain Death Petrify Poison Silence Sleep Slow Stop Zombie 100% 100%
Zombie Berserk Blind Confuse Curse Darkness Drain Death Petrify Poison Silence Sleep Slow Stop Zombie 100% 100%
 
 

 

 

   
   
   
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Abilities Required  
Regular Junction  
Elemental Junction  
Status Junction  
   
   
   
   
   
   
   
   
   
   
   
   
   
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