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FFX | X-2 · FFX: Overdrives and optional aeons

Final Fantasy X | X-2 HD Remaster

Overdrives and Optional Aeons in Final Fantasy X

Updated 2026-10-10

Full spoilers.

Every party member has one kind of Overdrive, and most of them start with only the first move of their set. The rest are earned in very different ways: by use, by collecting spheres, by playing blitzball, or by letting enemies hit Kimahri with their best attacks. This page covers all seven, then the Overdrive modes that decide how fast the gauge fills, then the three aeons Yuna can only get by going looking for them.

The quick table

Character Overdrive Starts with How the rest are learned
Tidus Swordplay Spiral Cut Using his Overdrives: 10, 30 and 80 times
Auron Bushido Dragon Fang Jecht Spheres: 1, 3 and 10
Wakka Slots Element Reels Blitzball prizes
Kimahri Ronso Rage Jump Lancet on enemies
Lulu Fury Fury with every black magic spell she knows New spells only
Rikku Mix Mix Nothing to learn — results depend on the items you combine
Yuna Grand Summon Grand Summon Nothing to learn — new aeons widen it

Overdrive damage is neither physical nor magical: Strength and Magic auto-abilities do not boost it, and Protect and Shell do not reduce it.

Tidus — Swordplay

Stop a sliding pointer inside the highlighted part of a bar. The faster you stop it in the sweet spot, the harder it hits; miss and the move fizzles.

Overdrive Effect Unlocked by
Spiral Cut One heavy hit on one enemy Start
Slice & Dice Six hits on random enemies 10 Overdrive uses
Energy Rain One hit on every enemy 30 Overdrive uses
Blitz Ace A string of slashes on one enemy, finished by a shot 80 Overdrive uses

The counts are successful uses of his Overdrive, not battles. On a normal run Energy Rain arrives mid-game and Blitz Ace near the end. To speed it up, put Tidus on an Overdrive mode that suits how you play him (see below) and spend the gauge on weak enemies whenever it fills.

Auron — Bushido

Type the button sequence shown on screen before the timer runs out. Finish it and you get the full move; fail and you get a cut-down version.

Overdrive Effect Unlocked by
Dragon Fang Hits every enemy Start
Shooting Star Heavy single hit that can eject the target 1 Jecht Sphere
Banishing Blade Heavy single hit with all four breaks 3 Jecht Spheres
Tornado Two heavy hits on every enemy 10 Jecht Spheres

The first Jecht Sphere comes with the win over Spherimorph in Macalania and teaches Shooting Star at once. From then on the other nine appear around Spira, mostly in places you have already been. All ten unlocks Tornado and the Messenger from the Past achievement. The Jecht Spheres guide has every location.

Wakka — Slots

Stop three reels. Matching symbols decide what happens.

Reels How to get them
Element Reels Start. Fire, ice, lightning and water; three of a kind hits every enemy
Attack Reels Win a blitzball tournament
Status Reels Win a blitzball league, after the Attack Reels and 250 battles
Aurochs Reels Win a blitzball tournament, after the Status Reels and 450 battles

The Attack Reels are the ones to get. Each reel shows one or two hits; matching all three doubles the total, so a perfect line is twelve full-power hits. They come from your first tournament win, and you can get them as soon as blitzball opens after Luca. The other two are long grinds that are mostly worth it for the Blitzball Master achievement and because the Aurochs Reels unlock the Jupiter Sigil. The blitzball guide covers all of it, including how to make the right prize appear.

Kimahri — Ronso Rage

Kimahri learns enemy skills by using Lancet on the enemy that has them. If it carries a Rage he does not know yet, he learns it on the spot. There are twelve. He starts with Jump.

Rage Effect Lancet one of these
Jump Damage to one enemy Known from the start
Seed Cannon Damage to one enemy Ragora (Kilika), Grat (Mt. Gagazet caves)
Self-Destruct Big damage to one enemy, Kimahri falls Bomb (Mi’ihen Highroad), Grenade (Mt. Gagazet), Puroboros (Omega Ruins), Biran Ronso
Fire Breath Fire damage to every enemy Dual Horn (Mi’ihen Highroad), Valaha, Grendel, Yenke Ronso
Stone Breath Can petrify every enemy Basilisk (Djose road), Anacondaur (Calm Lands), Yenke Ronso
Aqua Breath Water damage to every enemy Chimera (Macalania Woods), Chimera Brain, Yenke Ronso
Thrust Kick Damage, can eject one enemy YKT-63 (Bevelle), YKT-11, Biran Ronso
Bad Breath A pile of status ailments on every enemy Malboro (Calm Lands), Great Malboro
Doom Doom on one enemy Ghost (Cavern of the Stolen Fayth), Wraith (inside Sin), Biran Ronso
White Wind Heals the party Dark Flan (Mt. Gagazet caves), Spirit (Omega Ruins), Yenke Ronso
Mighty Guard Protect, Shell and NulAll on the party Behemoth (Mt. Gagazet caves), Behemoth King, Biran Ronso
Nova Huge non-elemental damage to every enemy Omega Weapon (Omega Ruins), Nemesis (Monster Arena)

Biran and Yenke, the two Ronso brothers Kimahri fights alone on Mt. Gagazet, carry eight Rages between them. Lancet them early and often. Some of their Rages — Mighty Guard and White Wind at least — can only be taken after that brother has used them, which they do once hurt. Anything you miss there turns up on regular enemies.

Nothing on this list can be lost for good. Nova is the last and hardest: Lancet the Omega Weapon at the bottom of the Omega Ruins, or Nemesis at the very end of the Monster Arena.

Lulu — Fury

Pick any black magic spell Lulu knows, then spin the stick as fast as you can for a few seconds. Every rotation adds another cast. The spells hit random enemies at reduced power, cost no MP, and work even while she is Silenced. Higher Magic makes each spin count for more; stronger spells need more spins per cast.

There is nothing to unlock: Fury grows as Lulu learns spells. Firaga, Blizzaga, Thundaga or Waterga Fury against an enemy’s weakness is her best damage for most of the game. Status spells like Bio work but at a lower hit rate, and bosses immune to gravity ignore Demi Fury.

Rikku — Mix

Pick two items and Rikku combines them into something else: grenades and bombs, elemental attacks, full heals and revives, party-wide buffs, and a few things that break the game. The order of the two items does not matter, and you lose both.

Some results worth knowing:

  • Two Potions make an Ultra Potion — full HP for the party, from the cheapest item in the game.
  • Two Wings to Discovery make Trio of 9999: for a few turns every hit and heal your party makes is 9,999. Remiem Temple’s chocobo race pays thirty Wings to Discovery.
  • Hyper Mighty G puts Protect, Shell, Haste, Regen and Auto-Life on the whole party.
  • Final Elixir heals everything, cures everything and revives everyone.
  • Hot Spurs and Eccentrick speed up everyone’s Overdrive gauge.

The full recipe list is long; Mix rewards experimenting with whatever you have too many of. Rikku also steals a lot of the best ingredients.

Yuna — Grand Summon

When Yuna’s gauge is full, she summons any aeon with its Overdrive gauge already full. Afterwards the aeon’s gauge goes back to where it was — so an aeon that was already full can fire two Overdrives in a row. It is the quickest way to land a big hit early in a fight.

Each aeon has its own Overdrive: Energy Ray (Valefor, later Energy Blast too), Hellfire (Ifrit), Thor’s Hammer (Ixion), Diamond Dust (Shiva), Mega Flare (Bahamut), Oblivion (Anima) and Delta Attack (the Magus Sisters). Yojimbo’s gauge works differently: a full one raises the odds of Zanmato.

Aeon gauges fill when the aeon takes damage. Boost fills them faster at the cost of defence.

Overdrive modes

The mode decides what fills a character’s gauge. Everyone starts with only Stoic (taking damage). Every other mode is learned by doing its action enough times in battle — the game tells you when a character learns one. Change modes from the main menu’s Overdrive screen. One mode per character at a time.

Mode Gauge fills when this character… Learn it after (Tidus / Yuna / Wakka / Lulu / Kimahri / Auron / Rikku)
Stoic takes damage From the start
Warrior damages an enemy 150 / 200 / 160 / 300 / 120 / 100 / 140
Comrade sees an ally take damage 300 / 240 / 100 / 300 / 100 / 220 / 100
Healer heals an ally 80 / 60 / 100 / 170 / 100 / 200 / 70
Tactician lands a status ailment on an enemy 75 / 100 / 80 / 75 / 60 / 200 / 70
Victim is hit by a status ailment 100 / 80 / 100 / 110 / 130 / 120 / 90
Dancer dodges an attack 250 / 200 / 200 / 300 / 130 / 200 / 200
Avenger sees an ally fall 100 / 80 / 100 / 150 / 100 / 120 / 90
Slayer finishes off an enemy 100 / 110 / 90 / 130 / 120 / 80 / 100
Hero finishes off an enemy with 10,000 HP or more 50 / 50 / 50 / 70 / 45 / 40 / 50
Rook blocks a spell with a Nul spell or Reflect 120 each
Victor wins a battle 120 / 150 / 160 / 200 / 120 / 200 / 140
Coward flees a battle 600 / 900 / 400 / 980 / 700 / 1,000 / 450
Ally takes a turn 600 / 500 / 350 / 480 / 300 / 450 / 320
Sufferer takes a turn while carrying a status ailment 100 / 80 / 100 / 110 / 130 / 120 / 90
Daredevil takes a turn at low HP 170 / 90 / 140 / 150 / 200 / 260 / 110
Loner takes a turn as the last one standing 60 / 180 / 110 / 45 / 90 / 35 / 170

Which to use:

  • Warrior on your damage dealers once they learn it. Stoic leaves the gauge empty in the fights where you are winning.
  • Healer on Yuna. She learns it quickly and fills fast doing her normal job.
  • Ally is the reliable choice for everyone in the late game: a little every turn, no matter what. It takes a long time to learn but comes on its own just by playing.
  • Slayer for farming, where every battle ends with someone landing the last hit.
  • Comrade on someone sitting in the back row of a fight that is hitting the front.

Auto-abilities change the gauge too: SOS Overdrive doubles the fill rate at low HP, Double and Triple Overdrive double and triple it, and Overdrive → AP turns the gauge into ability points instead.

The optional aeons

Yuna gets five aeons on the story path. Three more are optional, and each has its own long quest.

Yojimbo

Where: the Cavern of the Stolen Fayth, off the gorge under the Calm Lands bridge. You fight him first — a hard battle with no steals and no drops — then meet his fayth.

How: he is a mercenary. Answer the fayth’s question with “To defeat the most powerful of enemies” for the best opening price, then haggle; the cheapest he goes is a little over 190,000 gil. Once hired, you pay him every time he attacks, and the more you pay, the more likely he is to pull Zanmato, which kills almost anything outright — superbosses included. His other attacks (Daigoro, Kozuka, Wakizashi) scale from a dog bite to a party-wide slash. Hiring him unlocks It’s All About the Money. The Cavern of the Stolen Fayth page has the haggling line.

Anima

Where: Baaj Temple — the ruin where the game started, reachable again by airship search.

How: collect the Destruction Sphere treasure from all six Cloisters of Trials (Besaid, Kilika, Djose, Macalania, Bevelle, Zanarkand). Each one lights a statue at Baaj. Bevelle’s cannot be collected after you leave Bevelle, so open it regardless; whether skipping it costs Anima is disputed (some players say its statue lights anyway, since the Destruction Sphere is compulsory there). Beat Geosgaeno in the flooded passage, light the statues, and her fayth is behind them. Feel the Pain unlocks. Her Overdrive, Oblivion, is one of the hardest-hitting moves in the game, and her Pain attack can kill outright. The Anima guide and the Cloisters of Trials guide cover it all.

The Magus Sisters

Where: the sealed Chamber of the Fayth behind Belgemine at Remiem Temple.

How: you need Yojimbo, Anima, the Flower Scepter (beat Belgemine’s Bahamut) and the Blossom Crown (capture every Mt. Gagazet fiend for the Monster Arena). Three sisters, one summon, partly autonomous — you give orders, they choose how to follow them. Their Overdrive, Delta Attack, hits every enemy six times. Delta Attack! unlocks with them, and all eight aeons together unlock Summon Master. The Remiem Temple guide has the details.

Dark aeons

This version adds a dark version of every aeon, Yojimbo and the Magus Sisters included, as optional superbosses that block places you have already visited. They do not affect getting the aeons themselves, with one exception worth knowing: once they are loose and Yojimbo is already yours, walking out of the Cavern of the Stolen Fayth the normal way starts a fight with Dark Yojimbo. Take the teleport pad at the back to the entrance instead. The Dark Aeons guide covers them.