After extensive playing and searching I have found out a couple things:
For the best team, in my opinion, is to have Squall, Rinoa and Zell in the party.
To max out every ones ablilities and to have the main party the strongest, wtih the original abilities of the GFs, I had them junctioned as follows.
Squall: Ifrit, Bahamut, Diablos, Cerberus
Rinoa: Leviathan, Carbuncle, Eden
Zell: Quezacotl, Doomtrain, Pandemona
Irvine: Alexander, Brothers
Quistis: Shiva, Tonberry
Selphie: Siren, Cactuar
Also it would be good to have Odin, who will later in the game become Gilgamesh, a few pheonix pinions to summon Pheonix.
To max out character stats it is best to keep at low levels until you get Cactuar. When you get Cactuar you have the ability to raise HP, Str, Vit, Mag, and Spr with bonus abilities which the GF comes with already learned. However if you are like me and like to have easy kills early in the game, I've have magic to stat junctions below.
(Note: it is best to have 100 of each spell to have full effect.)
HP - Ultima | |
Str - Meteor | Spd - Haste |
Mag - Pain | Eva - Triple |
Vit - Meltdown | Hit - Tornado |
Spr - Full-life | Luck - Aura |
Here is a list for elemental and status attack and one for elemental and status defense. Again it is best to have 100 of each spell for full effect.
(Note: The second column for status defense works well against Marlboros.)
Elem-Atk - Aero | St-Atk - Death | OR | St-Atk - Death |
Def x1 - Life | Def x1 - Esuna | Def x1 - Bio | |
Def x2 - Shell | Def x2 - Holy | Def x2 - Confuse | |
Def x3 - Protect | Def x3 - Reflect | Def x3 - Berzerk | |
Def x4 - Flare | Def x4 - Sleep | Def x4 - Sleep |
For easy boss fights youcan junction Meltdown to your St-Atk. This will cut the boss' defenses in half. Also cast aura on your characters, this will allow their limit breaks to occur more often. However, I found that keeping a party member alive at low health with Aura casted on them allows for their limit break to used nearly every turn.
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Last Updated on 09/10/2005 12:01 A.M.
~For the Ultimate Weapon I had a party of Squall, Zell, and Irvine. All had their ultimate weapons, magic junctioned according to the table above and all were on level 100. The only GFs used was Doomtrain and Cerberus so those junctioned did not really matter or substitute for casting Meltdown. However, the GFs junctioned were as follows.
-- Squall: Ifrit, Diablos, Cerberus, Bahamut
-- Zell: Quezacotl, Pandamona, Doomtrain
-- Irvine: Alexander, Brothers, Carbuncle
Prepare for the battle by having Squall in Auto-Haste, Irvine with the Med Data, and Zell with magic command and also be sure to have plenty of Mega Potions. Start by using Cerberus and have Zell cast Haste on Irvine and himself. Irvine can attack or cure. Second round have Zell summon Doomtrain or cast Meltdown. Squall and Irvine attack. During the battle let Squall's HP drop but be sure not to let him die While Aura is casted on him. After Doomtrain have Zell Cast Aura on Squall. Keep cycling throught until Squall can use his limit break. Irvine Attack or cure. Round four, have Zell cast Protect on everyone, have Squall use his limit break and Irvine attack or cure. Follow this tactic and the Ultimate Weapon should fall within a half hour or so.