Final Fantasy X
Blitzball Guide
Blitzball is the popular mini-game of Final Fantasy 10; you can play it at save points once you participate in your first Blitzball tournament. (You can only play it at Level 2 Save Travel Spheres).
The Basics
The Teams are:- Besaid Aurouchs
- Kilika Beasts
- Luca Goers
- Ronso Fangs
- Al Bhed Psyches
- Guado Glories
The players of Blitzball have different stats and are best suited for different positions. You default setup can be effective, however by recruiting new and better players, you can make your team even stronger. (Press the SQUARE button to recruit someone, not everyone plays Blitzball though
Blitzball is played in two halves of 5 minutes each. The game ends right on time, last shots or passes are not allowed. The game also has a few ways of controlling players; manual and auto. Obviously once you become more experienced you would switch to manual movement, auto is good for beginners.
Statistics
In Blitzball, everyone has statistics that affect their ability to perform certain actions. Blocking, passing, attacking, catching and shooting all rely on the player's stats. i.e If a player's SH (Shot) is lower than the Goal Keeper's CA (Catch), then the player has a very small chance of scoring.| HP - Hitpoints | A players' energy or Stamina. It slowly decreases and HP is required to do certain special attacks. |
|---|---|
| SP - Speed | How fast a player moves. This affects you ability to catch and out run other players in the water. |
| SH - Shot | The ability to shoot the ball into a goal. You score if your SH is higher than the opponents CA. SH slowly goes down as friction slows it down. SH also decreases from opponents trying to block the ball. |
| PA - Pass | The ability to pass a ball. This number slowly decreases as the ball travels. The pass can only be caught if the PA is above 0 by the time it reaches the person catching the ball. |
| EN - Endurance | The ability to withstand attacks. The endurance is a defensive number. If the endurance is higher than an opponents AT, then you can break through them. Every time you break, you lose some EN. |
| AT - Attack | The ability to take out a person breaking. If the AT is higher than the EN, you will cause the opposing player to fumble the ball. |
| BL - Block | The ability to block an oncoming pass or shot. If a person chooses to pass or shoot instead of break, the SH/PA is measured against the defender's BL. A higher BL than the SH/PA means the player will intercept the ball. |
| CA - Catch | The Goalies' ability to block a shot. If the CA is higher than the SH, the goal will be saved. |
Blitzball Playing
Teams are made:- LF Left Forward (need good SH and EN)
- RF Right Forward (need good SH and EN)
- MF Midfielder (needs best PA and AT)
- LD Left Defense (needs good AT and EN)
- RD Right Defense (needs good AT and EN)
- GL Goalie (needs best CA)
When you have the ball, press the SQUARE button to open a menu, as long as no opponents nearby, you can choosen 1 of these options:
- Dribble (Move around)
- Shoot (Attempt a Shot)
- Pass (Attempt a Pass)
If you choose no break, you will attempt to do an action while risking the ball by being caught by the opponents. You can also break to a person. You break through 1 person by choosing the first person on the list to break through. You break through all of them by picking the last one. When you try to get through opponents, the enemy AT is subtracted from your EN. If the number is higher than zero, the break suceeds, and you have 1 less opponent to worry about catching your ball. If you break through all the opponents, you have a clear shot or pass, or you can keep dribbling the ball.
Formulas
Note that all the stats (AT, BL, SH) have a randomizer attached to them. This changes the number by 50%-150%, meaning a shot against a goal with 5, while the goal keeper has a 6 CA, means the shot has a slight chance of going in.Breaking success:
EN - AT
If number left is higher than zero, you break
If number left is zero, you fumble the ball
Normal pass with no one blocking:
If PA is above zero when it reaches the catcher, its a pass
If number left is zero when it reaches the catcher, you fumble the ball
Passing success against a block:
PA - BL
If number left is higher than zero, you pass
If number left is zero, the opposition intercepts the ball
Shooting success against a goal keeper:
SH - CA
If number left is higher than zero, you score
If number left is zero, you don't score
Status Effects
Certian abilites in Blitzball cause Status effects on other players; they are listed below.Sleep (Nap): The sleep ability will put a target to sleep under certain conditions. The player stops moving and cannot be played. Sleep can be cured in three ways;
- You can throw the ball to that person, who will be hit by the ball and then wake up.
- Once a goal is scored, all players will wake.
- Wait for a certain time frame and the player will wake naturally.
Wither (Stat killer): A player inflicted with Wither will experience a reduction in certain statistics by half, indicated by blue lettering. A withered player can only be cured in two ways;
- Wait for the effect to wear off
- Wait for end of the half
Poison (Venom): Poison increases the HP loss of a person by triple the normal ammount. This also hinders the players ability to use any shot techs at all until the poison wears off over time. Pile Venom will hinder the ability to use any special techs at all until the venom is gone. Only way to remove this effect is to wait; either til the end of a half or after a certain time frame. Players recover no HP whilst under this effect.
Formations
By pressing Triangle, you can choose your movement, then your teams formation.Normal Formation: Defenders and Forwards try to go after the guy with the ball while not moving too far away from their normal areas. The MF tries to get the main guy to any extent, except for going far into the opponents area.
Marking Formation: Before the game, you can mark opponents. When this formation is on, all the players go after the marked person. This is effective to mark a good shooter etc.
Left Side: Players chase anyone down who has the ball in the left side of the Sphere arena. The other side is left defenseless.
Right Side: Players chase anyone down who has the ball in the right side of the Sphere Arena. The other side is left defenseless.
Center: The defenders are focused into the center, leaving the rest of the field defensless. This is effective against opponents who have their shooters go stright down the middle. This is also effective for you offense, because you have back-up very close.
All Defense: Your whole team defends your side of the Sphere pool, creating a hard defense for opponents to get through. They find themselves rushed by up to 4 blockers at a time. However, your going to be the only one who tries to enter the other side of the pool to score.
Flat Line: Your entire team goes on offense, leaving your goal open. You teamates will get early blocking on the enemy though. This formation is good when you need people blocking others in order for you to get a solid shot in.
Counter: Ally our defenders block both goals on the field. This still leaves your goal somewhat open to distant shots. Blocking their goal helps slightly, but your better off with something else.
Double Side: Places the defenders and forwards into the sides of the pool, on each side of the goals. This creates a good defense and an okay defense. Opponents will find it very hard to get a goal in while this mode is in. The two defenders side attack any threat to the goal.
Techniques
To Learn some new abilities, you can have your players 'Mark' specific opponents. When an opponent uses one of their abilities, the words TECHCOPY will appear. Press X while it says it to learn how to use that ability. (Japanese version is CIRCLE not X) (You can mark opponents with your players before matches and at half-time). When you press X at TECHCOPY, 3 things can happen:- You learn the ability. It says who learned it on the bottom.
- You do not learn the ability. It says your level is too low.
- You do not learn the ability. Your hear a buzz sound. (Pressed to late)
Your Forwards need to have a TACKLE ability and a SHOT ability. Try to give your MF (midfielder, the passing guy) passing abilities and a tackle. Give your defenders Tackles and PASSING abilities and give the Goalie, Goalie abilities (Grip, Super Goalie, etc.).
List of Techniques
| Technique | HP Cost | Description |
| Anti-Drain | Costs 10 HP | 50% Preventing of Drain Attacks |
|---|---|---|
| Anti-Drain 2 | Costs 50 HP | 100% Preventing of Drain Attacks |
| Anti-Nap | Costs 40 HP | 50% of blocking Sleep |
| Anti-Nap 2 | Costs 210 HP | 100% of blocking sleep |
| Anti-Venom | Costs 5 HP | 50% chance of blocking poison |
| Anti-Venom 2 | Costs 50 HP | 100% chance of blocking posion |
| Anti-Wither | Costs 30 HP | 50% chance of blocking wither |
| Anti-Wither 2 | Costs 200 HP | 100% chance of blocking wither |
| Aurochs Spirit | Costs 600 HP | Adds total SH of team to Wakkas SH |
| Brawler | Costs 10 HP | 60% of being in encounters from far |
| Drain Tackle | Costs 0 HP | Absorb 30 HP |
| Drain Tackle 2 | Costs 0 HP | Absorb 150 HP |
| Drain Tackle 3 | Costs 0 HP | Absorb 500 HP |
| Elite Defense | Costs 5 HP | Interecpt ball farther away |
| Gamble | Costs 300 HP | Random Stats after waking up |
| Golden Arm | Costs 30 HP | Slower SH and PA decrease while traveling |
| Good Morning | Costs 80 HP | Makes charcter better after waking up |
| Grip Gloves | Costs 30 HP | Raises goalkeepers ball contro; |
| High Risk | Costs 300 HP | Lower stats dramaticlly while doubling EXP |
| Invisible Shot | Costs 220 HP | Ball is invisbale, control with analog |
| Jecht Shot | Costs 120 HP | Downs 2 blocking players. SH+5 |
| Jecht Shot 2 | Costs 999 HP | Downs 3 blocking players. SH+10 |
| Nap Pass | Costs 40 HP | Puts opponent to sleep if they touch ball |
| Nap Pass 2 | Costs 200 HP | Puts opponent to sleep if they touch ball |
| Nap Pass 3 | Costs 510 HP | Puts opponent to sleep if they touch ball |
| Nap Shot | Costs 45 HP | Puts opponent to sleep if they touch ball |
| Nap Shot 2 | Costs 80 HP | Puts opponent to sleep if they touch ball |
| Nap Shot 3 | Costs 350 HP | Puts opponent to sleep if they touch ball |
| Nap Tackle | Costs 40 HP | If EN=0, oppenent falls asleep. AT+3 |
| Nap Tackle 2 | Costs 90 HP | If EN=0, oppenent falls asleep. AT+5 |
| Nap Tackle 3 | Costs 180 HP | If EN=0, oppenent falls asleep. AT+7 |
| Pile Venom | Costs 30 HP | Poisons enemy dramaticlly |
| Pile Wither | Costs 70 HP | Withers enemy dramaticlly |
| Regen | Costs 50 HP | Triple HP recovery when not holding ball |
| Sphere Shot | Costs 90 HP | SH+3. Adds random amounts to SH. (0-10) |
| Spin Ball | Costs 30 HP | Makes a ball harder to catch by Goalie |
| Super Goalie | Costs 30 HP | Adds random amounts to CA (0-10) |
| Tackle Slip | Costs 40 HP | 40% chance to evade tackles |
| Tackle Slip 2 | Costs 170 HP | 80% chance to evade tackles |
| Tech Find | Costs 0 HP | Unlocks slots in characters skill listing |
| Venom Pass | Costs 40 HP | PA+3. Poisons whoever touches ball |
| Venom Pass 2 | Costs 120 HP | PA+5. Poisons whoever touches ball |
| Venom Pass 3 | Costs 250 HP | PA+7. Poisons whoever touches ball |
| Venom Shot | Costs 20 HP | SH+3. Poisons whoever touches ball |
| Venom Shot 2 | Costs 35 HP | SH+3. Poisons whoever touches ball |
| Venom Shot 3 | Costs 100 HP | SH+3. Poisons whoever touches ball |
| Venom Tackle | Costs 30 HP | AT+3. 40% of poisoning blocker |
| Venom Tackle 2 | Costs 70 HP | AT+5. 70% of poisoning blocker |
| Venom Tackle 3 | Costs 160 HP | AT+7. 100% of poisoning blocker |
| Volley Shot | Costs 10 HP | Player can shoot fumbled balls. 40%. |
| Volley Shot 2 | Costs 40 HP | Player can shoot fumbled balls. 75%. |
| Volley Shot 3 | Costs 250 HP | Player can shoot fumbled balls. 100%. |
| Wither Pass | Costs 40 HP | PA+3. 30% of withering enemy |
| Wither Pass 2 | Costs 180 HP | PA+5. 60% of withering enemy |
| Wither Pass 3 | Costs 4400 HP | PA+7. 100% of withering enemy |
| Wither Shot | Costs 30 HP | SH+3. 40% of withering goal keeper |
| Wither Shot 2 | Costs 180 HP | SH+5. 70% of withering goal keeper |
| Wither Shot 3 | Costs 390 HP | SH+7. 100% of withering goal keeper |
| Wither Tackle | Costs 8 HP | AT+3. 40% of withering blockers |
| Wither Tackle 2 | Costs 80 HP | AT+5. 70% of withering blockers |
| Wither Tackle 3 | Costs 250 HP | AT+7. 100% of withering blocker |


