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Best Abilities - Recommend Priority To Learn

FF16 | Best Abilities - Recommend Priority To Learn | Final Fantasy 16

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Recommended Abilities Guide in Final Fantasy 16 (FF16). Learn the best abilities to get first, recommended Eikon abilities in combat, all abilities list, and automatic ability learning.

Table of Contents

Recommended Abilities

Recommended Learn Priority

AbilityRating / Explanation
Swift RecoverySwift RecoveryRecommendation: ★★★
- Learn for 10AP
- Recovers your stance quickly
- Highest Priority
Burning BladeBurning BladeRecommendation: ★★★
- Learn for 25AP
- Chargable melee attack that breaks enemy's guard
- Can evade/move while charging
Charged MagicCharged MagicRecommendation: ★★★
- Learn for 20AP
- Chargable long-range attack that breaks enemy's guard
- Can evade/move while charging
LungeLungeRecommendation: ★★☆
- Learn for 25AP
- Can attack distant enemies while approaching
DownthrustDownthrustRecommendation: ★★☆
- Learn for 30AP
- A follow-up attack used after a combo in the air
StompStompRecommendation: ★★☆
- Learn for 15AP
- Can make combos to aerial attacks
TauntTauntRecommendation: ★☆☆
- Learn for 40AP
- Draws the enemy in before a ranged attack

Swift Recovery Is The First To Learn

Swift Recovery is an excellent Ability that allows you to quickly regain your stance, improving your survivability and easy to use. It is recommended to learn it first before any other abilities.

How To Get Swift Recovery Passive

Other Than That, Learn Abilities You Can Master

The abilities other than Swift Recovery are powerful if you can master them, but they are difficult for those who are not good at actions because of the complexity of the controls. Learn only the abilities you can master, and reset the ones you can't to get the AP back.

▶Best Abilities - Recommend Priority To Learn

Abilities To Be Prioritized For Mastery

AbilityMastery AP / Expanation
Precision DodgePrecision DodgeMastery AP: 500
- Extends time and increases success rate
- The Best for those who are not good at actions
Burning BladeBurning BladeMastery AP: 180
- Shorter cooldown time makes it easier to use
- Recommended for those who are good at actions
Charged MagicCharged MagicMastery AP: 250
- Shorter cooldown time makes it easier to use
- Recommended for those who are good at actions

Make Precision Dodge Your Priority If You're Not Good At Action

For those who are not good at action game, mastering the Precision Dodge is recommended, as it makes it easier to avoid enemy attacks and greatly improves your survivability. It is recommended to prioritize mastering the Precision Dodge over learning new Eikon Abilities.

If You're Good At Action, Consider Mastering The Other Two

Those who can consistently avoid attacks without mastering Precision Dodge should consider mastering Burning Blade or Charged Magic. Making the Abilities with high firepower easier to use would be helpful especially when doing attack combos.

▶Best Combo Guide - How To Do & Tips

Recommended Eikon Abilities

Tap To Jump
▼Phoenix▼Garuda▼Ramuh
▼Ifrit▼Titan▼Bahamut
▼Shiva▼Odin

Recommended Abilities For Phoenix

Phoenix
AbilityRating / Details
Flames of RebirthFlames of RebirthRecommendation: ★★★
- Learn for 1695 AP
- Wide area attack and recovers white HP gauge
- Offensive and defensive at the same time
- Long cooldown time but most recommended
Rising FlamesRising FlamesRecommendation: ★★★
- Learned from the start
- Attack while launching an enemy
- Fast attack and short cooldown
┗ Easy to link up a combo.
- Use this on Boss Fights
Scarlet CycloneScarlet CycloneRecommendation: ★★★
- Learned from the start
- Range Attack that reduces Will Gauge easily
- Power increases when being attacked
 ┗ Increases power & shortens cooldown
- Make a priority for beating minor enemies
HeatwaveHeatwaveRecommendation: ★★☆
Learn for 120 AP
- Create a wall of flame while releasing shockwaves from the distance
- Power increases when canceling Magic
 ┗ Can be difficult to get used to it.
▶Phoenix - How To Unlock & Abilities

Recommended Abilities For Garuda

Garuda
AbilityRating / Details
Wicked WheelWicked WheelRecommendation: ★★★
- Learned from the start
- Launches the enemy into the air and attacks while leaping
- It is possible to follow up an attack on enemies launched into the air
┗ Easy to create a combo attack
RookRook's GambitRecommendation: ★★★
- Learn for 120 AP
- Can be used for Dodge
- Increases power when you evade with precise timing
┗ Increases power significantly & shortens cooldown
- Difficult to get used to it
Aerial Blast Aerial BlastRecommendation: ★★☆
- Learn for 1695 AP
- Wide-range attacks that automatically track enemies
- It performs well in both group battles and boss battles
- The 110 seconds cooldown time is quite long
Gouge GougeRecommendation: ★☆☆
- Learned from the start
- Increases the number of attacks by button mashing
- Easy to increase damage multiplier when the enemy is 100% Staggered
- Low attack power & easy to gets hit back

Prioritize Other Abilities If You Can't Use Rook's Gambit

To maximize Rook's Gambit, you will have to be able to Precision Dodge which is difficult to execute. For new players, it is recommended to use other abilities such as Aerial Blast.

▶Garuda - How To Unlock & Abilities

Recommended Abilities For Ramuh

Ramuh
AbilityRating / Details
Pile DriverPile DriverRecommendation: ★★★
- Learned from the start
- Ranged attack & blows enemies away
 ┗Only light enemies can be blown away
- Easy to break through when surrounded by minor enemies
Judgment BoltJudgment BoltRecommendation: ★★★
- Learn for 2300 AP
- Powerful lightning strike on a single enemy & its surroundings
- Excellent damage output against bosses
- 90 secs cooldown is quite long
ThunderstormThunderstormRecommendation: ★★☆
- Learned from the start
- Long-range attack on a single enemy
 ┗Causes long falls for enemies who are hit
- The rolling of the wand before the lighting can also be an attack
Lightning RodLightning RodRecommendation: ★☆☆
- Learn for 120 AP
- Sets a ball that electrical discharges when hit
 ┗Need to lead the enemy to the ball
- Hard to hit enemies with the narrow range
▶Ramuh - How To Unlock & Abilities

Recommended Abilities For Ifrit

Ifrit

Abilities Can Be Equipped To Phoenix

Abilities Can Be Equipped To Phoenix

Unlike other Eikons, Ifrit cannot be equipped in Clive as an Eikon. Ifrit's Abilities can be used by equipping Phoenix with them.

Recommended Abilities For Phoenix

AbilityRating / Details
Flames of RebirthFlames of RebirthRecommendation: ★★★
- Learn for 1695 AP
- Wide range attack & recovers white HP gauge
 ┗Offensive and defensive at the same time
- Long cooldown time but most recommended
Rising FlamesRising FlamesRecommendation: ★★★
- Learned from the start
- Attacks while launching an enemy
- Activates fast and small opening
 ┗Easy to make combos and follow up
- Make a priority in boss fight
IgnitionIgnitionRecommendation: ★★★
- Learn for 120 AP after awakening Ifrit
- Ranged attack with very high firepower
 ┗Make a priority for beating minor enemies
- Bad at fighting bosses
Scarlet CycloneScarlet CycloneRecommendation: ★★☆
- Learned from the start
- Ranged attack that reduces Will Gauge easily
- Lower firepower than Ignition
HeatwaveHeatwaveRecommendation: ★★☆
- Learn for 120 AP
- Throws shockwaves while creating a fire wall
- Increases power while removing Magic
 ┗Increases shockwaves & shortens cooldown
Will-oWill-o'-the-WykesRecommendation: ★☆☆
- Learn for 100 AP after Ifrit awakening
- Nullifies enemy's damage up to 2 times
 ┗Up to 4 times after upgrade
- Very low attack
- Only for those who are not good at actions

Recommended Abilities For Titan

Titan
AbilityRating / Details
WindupWindupRecommendation: ★★★
- Learned from the start
- Attack with high firepower after charging
 ┗Increases power greatly when releasing at red gauge
- Main damage output for boss fights
UpheavalUpheavalRecommendation: ★★★
- Learned from the start
- Ranged attack that needs charging
 ┗Increases power & range when releasing at red gauge
- Effective against both bosses/minor enemies
- Can be connected to combos
Raging FistsRaging FistsRecommendation: ★☆☆
- Learn for 120 AP
- Aim attack that can counter
- Increases power for successful counters
- Excellent but not better than the top two
Earthen FuryEarthen FuryRecommendation: ★☆☆
- Learn for 1895 AP
- High-power attack to a wide frontal area
- Long cooldown time is a problem
- Low priority due to the top two
▶Titan - How To Unlock & Abilities

Recommended Abilities For Bahamut

Bahamut
AbilityRating / Details
GigaflareGigaflareRecommendation: ★★★
- Learn for 2730 AP
- Overwhelming firepower with 5x attack
- Powerful but short cooldown time
 ┗Can be used multiple times against minor enemies
- Big opening after shooting
 ┗Use it when the boss is 100% staggered
ImpulseImpulseRecommendation: ★☆☆
- Learned from the start
- Continuous damage & can explode at will
- Can make combos but low damage
Flare BreathFlare BreathRecommendation: ★☆☆
- Learned from the start
- Good against minor enemies but limited firepower & range
- Gets hit easily since enemies won't be staggered
- Powerful against minor enemies in tight spaces
SatelliteSatelliteRecommendation: ★☆☆
- Learn for 100 AP
- Automitic attacks with △ button
 ┗Triggered even when Magic is not available
- Low damage anyway
▶Bahamut - How To Unlock & Abilities

Recommended Abilities For Shiva

Shiva
AbilityRating / Details
Diamond DustDiamond DustRecommendation: ★★★
- Learn for 1940 AP
- Versatile ability with wide range & high firepower
 ┗Effective against both bosses & minor enemies
- Reduces Will Gauge easily
- Long cooldown time but most recommended
Ice AgeIce AgeRecommendation: ★★★
- Learned from the start
- Widens range when releasing at red gauge
- Able to freeze enemies
- Takes time to activate but high firepower
- Make a priority in boss fights
MesmerizeMesmerizeRecommendation: ★★★
- Learned from the start
- Draws an enemy in after attacks
 ┗Easy to make combos
 ┗Bosses cannot be drawn in
- Make a priority against minor enemies
RimeRimeRecommendation: ★★☆
- Learn for 110 AP
- An ability that can be set to attack enemies in the back
- Can trap targets when against minor enemies
- Not suitable for boss fights
▶Shiva - How To Unlock & Abilities

Recommended Abilities For Odin

Odin
AbilityRating / Details
Dancing SteelDancing SteelRecommendation: ★★★
- Learn for 1845 AP
- A large increase for Zantetsuken gauge
- Increases number of attacks after upgrade
 ┗Further easier to charge
- Essential if you want to use Odin mainly
HeavenHeaven's CloudRecommendation: ★★☆
- Learned from the start
- Easy to charge Zantetsuken but low firepower
- For different situations from Gungnir
 ┗Increases slightly more gauge
GungnirGungnirRecommendation: ★★☆
- Learned from the start
- Easy to charge Zantetsuken but low firepower
- For different situations from Heaven's Cloud
 ┗Slightly shorter cooldown
Rift SlipRift SlipRecommendation: ★☆☆
- Learn for 100 AP
- Removes openings except when damaged
- Eliminates the opening after powerful abilities and easy to follow up
- Deal no damage since it is not for attacks

Not Recommended For Equipping To Other Eikons

Odin's Abilities don't increase the Limit Gauge, but instead charges the Zantetsuken Gauge. This helps the Zantetsuken gauge charging and increases the firepower of Odin's Feat, so mastering the abilities and equipping them to other Eikons is not recommended, since that only causes their Limit gauges not to increase.

▶Odin - How To Unlock & Abilities

How To Learn Abilities Automatically

Press And Hold L3 In The Abilities Screen

Learn Abilities Automatically

If you are not sure which abilities to learn, press and hold L3 on the abilities screen. Use the Recommended Abilities feature which automatically shows you the recommended abilities to learn.

List Of All Abilities And Feats

Abilities
Feats
Phoenix
Garuda
Ifrit
Ramuh
Titan
Bahamut
Shiva
Odin
ATK
Will
  1. Heatwave
    ATK
    Will
    Summon a projectile-dispelling wall of liquid flame before launching several deadly shockwaves. Wave force is amplified upon dispelling magic.Increases the number of shockwaves released.Allows assignment to any Eikon.
  2. Rising Flames
    ATK
    Will
    Summon a fiery wing that deals damage and can launch lighter enemies into the air.Increases number of attack hits.Allows assignment to any Eikon.
  3. Scarlet Cyclone
    ATK
    Will
    Spin quickly, creating a ring of fire that burns all enemies in range.Increases number of attack hits.Allows assignment to any Eikon.
  4. Rook
    ATK
    Will
    Jump back then deliver a punishing counter. If the jump evades an attack, counter potency is increased. Can be used in midair.Increases number of attack hits.Allows assignment to any Eikon.
  5. Gouge
    ATK
    Will
    Summon twin claws that relentlessly tear at a target. Can be used in midair.Continuous button presses will accelerate the attack movement.Extends the shooting range.
  6. Wicked Wheel
    ATK
    Will
    Perform a rising attack, striking all enemies within range and lifting them from the ground. Can be used in midair.Increases number of attack hits.Allows assignment to any Eikon.
  7. Raging Fists
    ATK
    Will
    Step forward and deliver a blinding flurry of high-speed punches. Blocking an enemy attack with the step forward increases the potency of the following punches.Increases attack power.Allows assignment to any Eikon.
  8. Windup
    ATK
    Will
    Punch forward. Hold button to wind up attack, further increasing potency.The width of the colored part of the gauge becomes wider.Allows assignment to any Eikon.
  9. Upheaval
    ATK
    Will
    Slam a fist to the ground, dealing damage to all enemies within range. Hold button to increase range. Can be used in midair.The width of the colored part of the gauge becomes wider.Allows assignment to any Eikon.
  10. Melee Attack
    ATK
    Will
    Use □ to strike an opponent. Use in succession to chain up to four attack.
  11. Dodge
    ATK
    Will
    Use R1 to move swiftly out of harm's way.
  12. Jump
    ATK
    Will
    Use x to jump.
  13. Precision Dodge
    ATK
    Will
    Executing a dodge with R1 at the moment of an enemy attack not only increases evasion efficacy, but also allows for counterattacks using either □ or △.Slightly extended activation time for Precision Dodge.
  14. Lunge
    ATK
    Will
    Use X + □ to swiftly close in and attack a distant enemy.Extend travel distance and enhance power when triggered from a greater distance.
  15. Downthrust
    ATK
    Will
    Use X + □ while in the air to slice down.The sword is covered in flames, and its power and range are enhanced by launching it from a higher elevation.
  16. Burning Blade
    ATK
    Will
    Hold □ to imbue Clive's blade with fire. Release to unleash a powerful attack.Reduce Charge time.
  17. Taunt
    ATK
    Will
    Use R2 + Touch Pad to pull the attention of an enemy target.
  18. Swift Recovery
    ATK
    Will
    Use R1 to recover immediately after being knocked back or down by an enemy.
  19. Stomp
    ATK
    Will
    Use X while in the air to kick off a nearby enemy, increasing jump height and duration.Allows you to jump up to twice while in the air.
  20. Charged Magic
    ATK
    Will
    Hold △ to increase the potency of a magic spell. Release to cast.Charge time is reduced.
  21. Magic Burst
    ATK
    Will
    Use △ immediately after landing a melee attack to deliver a close-ranged magic burst.Slightly longer activation time for Magic Burst.
  22. Magic
    ATK
    Will
    Use △ to launch an elementally aspected spell at a distant target.
  23. Aerial Attack
    ATK
    Will
    Use □ while in the air to chain up to three consecutive attacks.
  24. Limit Break
    ATK
    Will
    Use L3 + R3 when the Limit Break gauge is filled to semi-prime, improving battle performance for a short period of time.Limitbreak gauge increases to 3.Limit Break gauge increases to 4.
  25. Flames of Rebirth
    ATK
    Will
    Summon a massive pillar of fire that burns all enemies caught within the flame, while also partially restoring Clive's HP.Increases number of attack hits.Allows assignment to any Eikon.
  26. Aerial Blast
    ATK
    Will
    Summon a tornado that slowly hunts down nearby enemies and, upon ensnaring them, inflicts multiple hits.Increases Tornado duration.Allows assignment to any Eikon.
  27. Will-o
    ATK
    Will
    Summon a storm of fireballs that circle about Clive, damaging nearby targets, while also absorbing damage.Increased number of fireballs, and enhances attack power, plus up to 4 damage negation.Allows assignment to any Eikon.
  28. Ignition
    ATK
    Will
    Attack while charging, inflicting multiple hits and forcing the enemy back. Can be used in midair.Ranged attacks added and attack power increases.Allows assignment to any Eikon.
  29. Pile Driver
    ATK
    Will
    Drive Ramuh's staff into the ground, electrifying all enemies within a radius of the strike.Increases range and number of hits.Allows assignment to any Eikon.
  30. Thunderstorm
    ATK
    Will
    Call forth a powerful thunderstorm that rains multiple bolts of lightning down upon a target.Increased number of lightning strikes.Allows assignment to any Eikon.
  31. Lightning Rod
    ATK
    Will
    Create a ball of lightning that, upon being struck, chains lightning to other nearby enemies.Increases the range of magic ball discharge.Allows assignment to any Eikon.
  32. Judgment Bolt
    ATK
    Will
    Summon from the heavens a mighty levinbolt that deals massive damage to a single target.Increases lightning frequency.Allows assignment to any Eikon.
  33. Earthen Fury
    ATK
    Will
    Drive both hands into the ground, causing the land to surge upwards, sending nearby enemies flying.Increases attack range and number of hits.Allows assignment to any Eikon.
  34. Impulse
    ATK
    Will
    Summon multiple spheres of light that, upon striking an enemy, deal it continuous damage, binding it to the spot.Increases the number of magics produced.Allows assignment to any Eikon.
  35. Flare Breath
    ATK
    Will
    Breathe forth a plume of light-aspected flame that deals continuous damage.Increases shooting range.Allows assignment to any Eikon.
  36. Satellite
    ATK
    Will
    Summon multiple light-aspected familiars that attack any enemy on which Clive uses magic.Increases the number of satellites generated.Allows assignment to any Eikon.
  37. Gigaflare
    ATK
    Will
    Fire a massive beam of overcharged light that burns any enemy it hits.Increases number of attack hits.Allows assignment to any Eikon.
  38. Ice Age
    ATK
    Will
    Unleash a river of icicles that greatly knocks back any enemies it strikes. Hold button to increase potency.Extends precise execution window.Allows assignment to any Eikon.
  39. Mesmerize
    ATK
    Will
    Launch multiple shards of ice that, upon striking lighter enemies, draw them toward Clive. Can be used in midair.Also fires three shards behind Clive.Allows assignment to any Eikon.
  40. Rime
    ATK
    Will
    Summon a clossal ice crystal that deals continuous damage to all enemies that become trapped inside it.Increases crystal duration.Allows assignment to any Eikon.
  41. Diamond Dust
    ATK
    Will
    Summon a winter storm that freezes enemies in place within a radius before dealing massive ice damage and knocking them back.Increases number of ice blasts to two, and increases hits for each blast.Allows assignment to any Eikon.
  42. Heaven
    ATK
    Will
    Surge foward to strike an enemy. Can be executed multiple times in succession if previous hit lands. Each hit landed fills the Zantetsuken gauge.Increases number of times the ability can be chained.Allows assignment to any Eikon.
  43. Gungnir
    ATK
    Will
    Summon the legendary spear Gungnir and execute an extended flourish of deadly slices and strokes. Each hit landed fills the Zantetsuken gauge.Increases follow-up attack speed.Allows assignment to any Eikon.
  44. Rift Slip
    ATK
    Will
    Use to recover immediately from any ability or action.Immediately recover poise after taking damage. Using to recover poise after taking damage also reduces Rift Slip cooldown by 50%. Lengthens time slow and further reduces ability cooldown when used while executing an ability.Allows assignment to any Eikon.
  45. Dancing Steel
    ATK
    Will
    Summon a second blade and unleash a flurry of attacks. Each hit landed significantly fills the Zantetsuken gauge.Significantly increases number of hits.Allows assignment to any Eikon.
  46. Phoenix Shift
    ATK
    Will
    Swiftly approach a distant enemy. □ & △ can be used to attack while shifting.The distance you can travel is extended.
  47. Deadly Embrace
    ATK
    Will
    Send a grappling claw out to grab an enemy and pull it toward Clive. Grappling heavier enemies will launch Clive into the air.Allows assignment to any Eikon.
  48. Titanic Block
    ATK
    Will
    Block enemy attack. When a guard is timed perfectly, □ can be used to launch up to three counterattack.Increases the value of the Limit Break gauge when guarding an attack.
  49. Blind Justice
    ATK
    Will
    Launch a barrage of ball lightning at one or more enemies. Targets are determined by locking onto them before executing the ability. Ball lightning will affix itself to a target and can be caused to discharge, dealing additional damage, if the target is attacked.Increases the maximum number of targets.
  50. Wings of Light
    ATK
    Will
    Begin casting Megaflare. Press 〇 to execute. The length of the casting determines the potency of the spell.Megaflare gauge increases.
  51. Cold Snap
    ATK
    Will
    Slide effortlessly across the ground in any direction. Attacking with 〇 while sliding can temporarily freeze enemies.Increases Permafrost duration.
  52. Arm of Darkness
    ATK
    Will
    Replace Clive's current weapon with Odin's blade. Landing abilities with the Arm of Darkness fills the Zantetsuken gauge. Hold □ to execute Zantetsuken.Increases maximum Zantetsuken level to 5.

FF16 Related Articles

Combat System

▶Combat System Guide

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