Prima Games eGuides Final Fantasy Type-0 HD eGuide

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Final Fantasy Type-0 HD eGuide Characters

Seven

Seven specializes in mid-range melee combat. She’s not only capable of imbuing her weapon with various properties, but she’s also a fairly impressive magic user.

Essential Details

Initial Status
  • Level:
  • 9
  • EXP:
  • 10121
  • AP:
  • 8
  • Accessories:
  • Glacies Prima, Vol. I; Gauntlets
  • Weapon:
  • Whipblade
  • Commands:
  • Snakebite; Blizzara BOM
  • Defense Command:
  • Cura
Basic Attributes
  • Movement Speed—Weapon Stowed:
  • 7.8 meters per second
  • Movement Speed—Weapon Drawn:
  • 5.4 meters per second
  • Flinch Resistance:
  • 0
  • Knockdown Resistance:
  • × 0.92
  • Knockback Resistance:
  • × 1.0

Stats and Abilities

Growth by Level
Level Max HP Max MP Attack Defense Fire Magic Ice Magic Lightning Magic Defense Magic
9 363 262 67 55 59 65 47 62
10 379 270 68 55 60 66 48 63
20 530 310 78 58 65 71 53 68
30 668 350 88 60 70 76 58 73
40 792 390 98 63 75 81 63 78
50 904 430 108 65 80 86 68 83
60 1001 470 118 68 85 91 73 88
70 1086 510 128 70 90 96 78 93
80 1157 549 138 73 95 101 83 98
90 1215 589 148 75 100 106 88 103
99 1255 621 157 77 104 110 92 107
Class Zero Rank 7th 7th 6th 8th 4th 2nd 10th 3rd

These numbers do not reflect stat bonuses granted by accessories or weapons.

Available Abilities
Ability Effect
Accelerate Increase movement speed.
Twinspell Equip two spells at once.
Quick Draw II Cast level II finishing magic.
Quick Draw III Cast level III finishing magic.
Triple Slip Execute up to three dodges in succession.
Slipstream Execute any number of dodges in succession.
Untouchable Window for dodging increases.
Intel Check status of locked-on targets.
Quick Draw Cast finishing magic after a normal attack.
Foreflay Deliver a long-reaching attack with Left Analog Stick Up + normal attack.
Foreflay II Increase number of hits for Foreflay.
Foreflay III Further increase number of hits for Foreflay.
Whirlwhip Deliver a wide-area attack with Left Analog Stick Down + normal attack.
Whirlwhip II Increase number of hits for Whirlwhip.
Whirlwhip III Further increase number of hits for Whirlwhip.
Insult to Injury Powerfully lash enemies inflicted with Stun.
Snakebite Capture an enemy and either reel them in or instantaneously approach the target.
Livewire Electrify ensnared enemies to damage and possibly inflict Stun with Left Analog Stick Up + Ability button.
Snakebite: AG Down Reduce AG cost of Snakebite.
Diving Strike Launch whipblade skyward to pierce enemies from above.
Diving Strike: Power Up Increase power of Diving Strike.
Elementalash Strike enemies with a whip imbued with elemental magic (defaults to Fire).
Flamelash: Power Up Increase power of Elementalash’s Flamelash.
Frostlash Imbue whip with Ice Magic with Left Analog Stick Up + Ability button.
Frostlash: Power Up Increase power of Elementalash’s Frostlash.
Thunderlash Imbue whip with Lightning Magic with Left Analog Stick Down + Ability button.
Thunderlash: Power Up Increase power of Elemenalash’s Thunderlash.
Sadistic Spikes Drive whipblade into the ground to summon Stop-inflicting thorns.
Sadistic Spikes: Time Up Sadistic Spikes remains active for a longer time.
Sadistic Spikes: AG Down Reduce AG cost of Sadistic Spikes.
Drainlash Attack enemies and absorb HP.
Drainlash: Power Up Increase power of Drainlash.
Osmoselash Attack enemies and absorb MP.
Osmoselash: Power Up Increase power of Osmoselash.

Unlocking Abilities: Required Conditions

Recommended Strategies

Seven is able to alter the range of her melee strikes. She’s adept in Fire Magic and Ice Magic, but she rates fairly low in Lightning Magic. With her Elementalash ability, however, she can imbue her weapon with various bursts of elemental power. Her more elaborate techniques tend to leave her fairly vulnerable, but Seven’s normal attacks are capable of dealing fast, reliable damage.

With abilities like Snakebite, Diving Strike, and Sadistic Spikes, Seven can be used to fill a variety of roles, and choosing the best skills for a given mission can be a challenge. At her core, however, Seven is still a melee fighter. Her normal attack, Foreflay, and Whirlwhip can be used at any time to deal damage and replenish her AG.

Once Insult to Injury is unlocked, Seven is particularly effective against stunned enemies. Consider selecting allies with Stun-inflicting abilities to maximize her damage output over the course of a mission.

Unlocking Recommended Abilities
Ability Required Level AP Cost
Snakebite: AG Down 5
Livewire 3
Elementalash 10 4
Frostlash 10 4
Thunderlash 10 4
Triple Slip 15 4
Slipstream 15 6
Untouchable 15 8
Diving Strike 15 2
Sadistic Spikes 17 3
Sadistic Spikes: Time Up 17 6
Sadistic Spikes: AG Down 17 10
Foreflay II 25 5
Foreflay III 25 6
Whirlwhip II 25 6
Whirlwhip III 25 8
Insult to Injury 25 4

Seven’s various abilities have a significant effect on her fighting style. Your personal preferences and mission parameters will determine exactly which skills are most useful in battle, so acquire and test her various command abilities as they become available. Before each mission, consider which role you’d like Seven to fill, then equip the abilities that are likely to be most helpful.

Snakebite: AG Down and Livewire both enhance Seven’s Snakebite ability. Unlock these abilities to allow for more frequent use of Snakebite, and to gain the option of electrocuting ensnared enemies.

Elementalash and its upgrades Frostlash and Thunderlash all become available at Level 10. This combination of skills allows Seven to better exploit elemental weaknesses found in some enemies. Elementalash abilities will quickly drain Seven’s AG, however, so it’s best to use them sparingly. Avoid investing in additional Elementalash upgrades until you’ve unlocked some of Seven’s less situational abilities.

Triple Slip, Slipstream, and Untouchable all become available at Level 15. Unlock all of these abilities to enhance Seven’s dodge, then invest in Diving Strike to add a true ranged attack to her arsenal. When equipped, Diving Strike allows Seven to launch mortar-like attacks at distant targets.

When combined, Sadistic Spikes, Sadistic Spikes: Time Up, and Sadistic Spikes: AG Down create one of Seven’s most useful support abilities. This command ability creates a large cluster of Stop-inducing spikes, so proper use can severely limit enemy movements in confined spaces.

At Level 25, upgrade Seven’s Foreflay and Whirlwhip, then unlock Insult to Injury. This ensures that Seven is capable of dealing maximum damage regardless of which command abilities you choose to bring into a specific mission.

Combat Tips: Seven

Seven’s attacks vary in range, power, and bonus effects, so her combat style is surprisingly flexible. In general, however, she’s a mid-range melee expert. Abilities like Elementalash and Diving Strike make her a force on the battlefield, while Drainlash and Osmoselash can make her one of the most self-sufficient members of Class Zero.

Many of Seven’s more powerful attacks can quickly deplete her AG. For basic combat, it’s usually best to rely on a mixture of normal attacks and Foreflay. This allows Seven to deal consistent short-range and medium-range damage.

Seven is gifted in most magic types, and her Ice Magic proficiency is the second highest in Class Zero. Equipping Osmoselash along with a spell like Blizzard BOM can make Seven a formidable magic user during prolonged battles.

Snakebite is a great way to strike distant enemies when they are vulnerable to Killsight attacks. Under normal conditions, a successful Snakebite offers multiple follow-up moves. Once you’ve latched on to an enemy, your options will be determined by enemy type, unlocked abilities, and available AG.

Snakebite Follow-Up Commands
Input Result
Left Analog Stick Seven moves in the corresponding direction.
Ability button Seven pulls herself toward the ensnared enemy.
Left Analog Stick Up + Ability button (Requires Livewire and sufficient AG) Seven electrocutes the ensnared enemy, possibly inflicting Stun.
Left Analog Stick Down + Ability button Seven pulls the ensnared enemy to her location.
Normal attack Seven releases the ensnared enemy.
Dodge Seven releases the ensnared enemy and performs a dodge.