Spheres Hub

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Spheres tl;dr: Remnants of the CHAOS era when their boosts were more relevant, most spheres act as a very minor improvement to a character which makes your character feel more special for you to use. You get a sphere when you realize and max limit break + level an EX weapon to max (it becomes purple).

Spheres are just to make your favorites look better, though in certain cases, as noted below, can expand role coverage

Role Expansion

...which can be helpful to meet a Lufenia orb condition or just slightly expand your character to shore up something you wanted your team to minimally have
C slotHeal vs Broken
C Slot Heal on Crit
C SlotHeal on Weak
E slotDispel on Break
E slotPoison
E slotPoison

Note on ATK vs Physical/Magic/Melee/Ranged ATK vs BRV DMG:

Raw ATK boosts effect battery and HP Poison DMG while other listed stats will not.

All characters want ATK or BRV DMG up, both are very effective, other stats are not relevant

  • ATK vs enemies with high DEF

  • BRV DMG vs enemies with high BRV DMG Reductions

  • Gladio/Snow/Basch if character can Lock

  • Gabranth/Celes if character cannot

  • Galuf if unit can evade often

  • Paladin Cecil for Encouragement armor

  • Ceodore, Braska or Minwu for Some extra healing

  • Garnet for attackers that can heal (selfish ATK boost)

  • Maria/Llyud on healers/HP regen units

  • Alphinaud for units who buff often

3T buffing
with 5+ buffs
3T broken
3T crit

Party ATK & mBRV +5%

with 3+ buffs
6T broken enemy
6T buffing
6T on crit
1% (x5) buffing
1% (x5) buffing

Party ATK +5%

  • ATK spheres for all attackers

    • Seymour is best always

    • Auron for melee attacking debuffers

    • Irvine for ranged attacking debuffers

    • Kefka for magic attacking debuffers

  • Paine if character can hit weakness

  • Quistis for other supports

  • Faris/Fujin for non-debuffers