TheFinal Fantasyfranchise has a flurry of flashy finishers. Most powerful are the Limits. These are cinematic spectacles where characters unleash attacks of biblical proportions. No matter what form they take, these are always a godsend.
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That said, a handful of Limits stand above the others. The more reliable ones are those underplaying damage multipliers, as they’re more universal in their use. With attacks of such magnitude, Limits are liable to break anyFinal Fantasygame in half.
7Tornado
It’s amazing howsuch a grand spectacle comes with such little effort. Auron’s final Overdrive inFinal Fantasy 10envelops enemies in a massive twister. That would be enough in itself, but the technique allows players to inflict more damage.
Like all Bushido moves, it calls for a button command. Inputting it quickly and correctly will cause the ghostly warrior to toss his alcohol jug into the vortex. This ignites the tornado, creating a flaming inferno. Granted, the more convenient option would be to not have a button input, but the attack is useful regardless.

6Blitz Ace
It figures Tidus would utilize both of his specialties in his Overdrive: his sword and blitzball. He serves up eight strikes with the former, which is satisfying yet not the best he can offer. After all,Tidus’s melee strength isn’t as high as other party members, such as Auron.
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What seals the deal is the stylistic finale. Tidus ends the Overdrive by kicking a blitzball into the enemy. It then explodes on impact. The only downside is that missing the timing minigame can easily nullify the damage output. For those who nail that last shot, though, it’s well worth the effort.
5Catastrophe
Barrett has no shortage of hard-hitting projectiles in his firearm (pun intended). The best involves him taking to the sky and shooting a massive energy beam onto the battlefield. The visual is akin to an orbital strike and carries the devastation one would expect. It amounts to ten physical attacks, all of which are stronger than his normal strikes. What distinguishes this Limit is that it doesn’t just target one enemy.
Rather, Catastrophe deals blows to all foes on the field. Though some might prefer it to target a single adversary, it’s a great method of clearing a group. Plus,it acts as a normal Limit on bosses since they’re the only enemies in the vicinity. That means they get all the damage, thereby making Catastrophe a terrific Limit for its multitude of uses.

4Omnislash
One can’t match the brutality of the basics. Emerging inFinal Fantasy 7, Omnislash involves Cloud rushing at the enemy and delivering a series of sword strikes. These aren’t light flurries, but heavy blows. Such a move makes short work of foes.
That comes down to two factors: frequency and damage. Cloud hits his opponent a solid fifteen times. What’s more, is that each strike is as powerful as possible due to achieving critical damage. Because of these perks, the only enemies left standing after Omnislash arethe most elite bosses.

3Lion Heart
This is one area whereFinal Fantasy 8’s attempts to one-up its predecessor pay off. Squall begins his Lion Heart Limit with a tremendous upward slash. It sends foes flying into the air. He then leaps up and pummels them with midair strikes. Once he finishes, they plummet back to earth with a final crash.
Obviously, this has a similar appeal to Omnislash, albeit with the added factor of gravity. By the end, Squall strikes his opponent seventeen times, topping Cloud’s move in sheer ferocity. Even better is that it’s another instance that multiplies his strength. The only downside is thathe doesn’t use the gun feature on his gunblade, but that might have been overkill.

2Army Of One
Lightning’s ultimate move in theFinal Fantasy 13trilogy is Army of One. It’s consistently powerful, but never more so than in the third entry. That’s mainly down to the schemata system.
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Here, Army of One alternates between the three styles that Lightning has equipped. Each one generates progressively more hits, coming to a whopping forty-eight total. Afterward, she delivers a final blow well above the normal damage threshold. For the cherry on top, ten percent of the damage dealt goes to restoring Lightning’s health. It’s not just a last resort; it’s a way to bounce back for future fights. Indeed,who needs an army when this attack does all the work itself?
1Great Gospel
More important than defeating enemies is staying alive. Aerith ensures that with her Limit Breaks, particularly with Great Gospel. This completely refills the HP and MP bars of all party members. It’s an invaluable boon when their stats get ludicrously large later in the game. That’s not all, though.
The Limit Break also provides a safety net for the rest of the battle. The spell shields the party from all attacks–physical or magical–for several turns. They can then redouble their efforts without worrying about enemy reprisals or ability costs. In essence, Aerith’s Great Gospel turns the whole fight around in one fell swoop.That’s the real reason Cloud is heartbroken at her death.


