Dresspheres and Strategies
This section provides an overview of the different Dresspheres that you’ll obtain as you progress through Iutycyr Tower. Eventually, you’ll end up seeing a copy or two of nearly every Dressphere on your way up, but it’s likely that in early floors of the tower you’re going to be restricted to whichever Dresspheres you’re lucky enough or unlucky enough to find.
The only Dressphere you have control over is which Dressphere you begin the tower with, which is dictated by which character you pick:
- Yuna will start with the Gunner Dressphere
- Rikku will start with the Thief Dressphere
- Paine will start with the Warrior Dressphere
If you follow the recommendations in the Advanced Tips and Tricks section, start the game with Rikku, so you have the Thief Dressphere immediately and can use the strategy of stealing from the Founder. That means you’ll be stuck with the Thief and stuck with whichever Dresspheres you can find.
All Dresspheres are usable, and early in the game you may have to use a suboptimal one, but even a bad Dressphere is better than no Dressphere.

Full Dressphere List
The Dresspheres you can pick up are the same as the ones you can find during a regular playthrough of X-2, excluding the Special Dresspheres. In this section, they are included in alphabetical order:

The Alchemist Dressphere is more of a mixed role in the regular game, but in Last Mission, its stat growth is focused on Magic and Magic Defense, Accuracy, and limited HP growth. These stats make it a better Secondary/Support Dressphere than almost anything else.
It has some useful abilities, like Item Esuna to remove curses from items, but beyond that, it doesn’t offer much utility and tends to be one of the less useful Dresspheres.
Verdict: Don’t keep or use this Dressphere.
| Stat | Primary | Secondary |
|---|---|---|
| HP at Level 1 | 20 | |
| Attack Range | 3 squares | |
| Gain Per Level | ||
| Physical Att. | 0 | 0 |
| Magic | +1 | +1⁄2 |
| Physical Def. | 0 | 0 |
| Magic Def. | +1 | +1⁄2 |
| Accuracy | +1 | +1⁄2 |
| Evasion | 0 | 0 |
| Ability | Cost | Effect | Notes |
|---|---|---|---|
| Item Cannon | 4 MP | Attack using items. Effect depends on the item. | Primary slot only |
| Item Mine | 6 MP | Detonate all items in the room to damage nearby enemies. | |
| Item Esuna | 6 MP | Remove cursed/BOOM status from items. |
| Auto-Ability | Effect | Also Equip |
|---|---|---|
| Detect positions of enemies on the floor. | Mascot | |
| Prevents dresspheres from being removed. | Songstress | |
| Magic defense goes up easier. | Black Mage | |
| Attacks always hit. | Gunner Gun Mage | |
| Prevent sleep. | Berserker |

The Berserker Dressphere is a good example of all offense and no defense, unless you consider Evasion to be defense, and it’s great if you don’t get hit. If you do take damage in a Berserker Dressphere, you’ll at least have high HP to (hopefully) take it.
Playing through the game with the goal of never getting hit is an interesting, if not gimmicky, strategy, but this Dressphere isn’t really recommended. It’s the most powerful Dressphere in the game, but that power is offset by its mediocre defense.
Verdict: You can keep it through Floor 16 for
Iceproof against the Protean Gels if you have room, then drop it.
| Stat | Primary | Secondary |
|---|---|---|
| HP at Level 1 | 34 | |
| Attack Range | 1 square | |
| Gain Per Level | ||
| Physical Att. | +2 | +1 |
| Magic | 0 | 0 |
| Physical Def. | 0 | 0 |
| Magic Def. | 0 | 0 |
| Accuracy | 0 | 0 |
| Evasion | +1 | +1⁄2 |
| Ability | Cost | Effect | Notes |
|---|---|---|---|
| Berserk | 4 MP | Enter “berserk” status. | Primary slot only |
| Bull Charge | 3 MP | Move behind enemy while attacking. | |
| Wallop | 5 MP | Knock targeted enemy back. |
| Auto-Ability | Effect | Also Equip |
|---|---|---|
| Physical defense goes up easier. | Thief | |
| Nullifies ice damage. | Songstress | |
| Immune to frontal attacks. | Warrior Psychic | |
| Attacks sometimes poison enemies. | White Mage | |
| Prevent sleep. | Alchemist |

The Black Mage Dressphere offers many useful benefits as you progress through the tower’s floors. Some guides describe it as mandatory to deal with Cactuars, but you can actually avoid Cactuars by not damaging them (they only counterattack). Still, a quick magic spell will take a Cactuar out instantly, and having a Black Mage’s spells on hand can make an ascension through the tower much easier.
Relying on magic attacks and MP for your entire run can slow you down, so it’s recommended that you keep a Black Mage Dressphere on hand so you can swap it in and cast spells, or keep it in a secondary slot so that you can benefit from some of its Auto-Abilities like
MP Heal Over Time.
Verdict: Keep this Dressphere, but equipping it is optional.
| Stat | Primary | Secondary |
|---|---|---|
| HP at Level 1 | 24 | |
| Attack Range | 1 square | |
| Gain Per Level | ||
| Physical Att. | 0 | 0 |
| Magic | +1 | +1⁄2 |
| Physical Def. | +1 | +1⁄2 |
| Magic Def. | +1 | +1⁄2 |
| Accuracy | 0 | 0 |
| Evasion | 0 | 0 |
| Ability | Cost | Effect | Notes |
|---|---|---|---|
| Ultima | 18 MP | Deals heavy damage to all enemies in the room. | Primary slot only |
| Firaga | 4 MP | Deals fire damage to one enemy. | Yuna only |
| Thundaga | 4 MP | Deals lightning damage to one enemy. | Rikku only |
| Blizzaga | 4 MP | Deals ice damage to one enemy. | Paine only |
| Bio | 4 MP | Poisons enemy. |
| Auto-Ability | Effect | Also Equip |
|---|---|---|
| Detect traps in adjacent squares. | Lady Luck | |
| Nullifies lightning damage. | Trainer | |
| Magic defense goes up easier. | Alchemist | |
| Restores MP every few turns. | Gun Mage Dark Knight | |
| Prevent silence. | Songstress |

The Dark Knight Dressphere has the highest HP of any Dressphere, reasonably powerful attacks, and solid defense. Even if you don’t plan to use it as your primary Dressphere, it provides real value when equipped in your secondary slots. Its stats will add Magic and Physical Defense and improve Accuracy, which is great if you plan to use a Gunner or Gun Mage Dressphere as your primary.
Be careful using abilities that drain HP, such as Dark Blade, Black Sky, or Doom, because they drain your character’s HP, not the Dressphere’s, so you’ll have to watch both.
This Dressphere can also help you activate important Auto-Abilities like
Confuseproof,
Doomproof, and
MP Heal Over Time.
Verdict: Keep this Dressphere; it’s worth considering as your primary.
| Stat | Primary | Secondary |
|---|---|---|
| HP at Level 1 | 36 | |
| Attack Range | 1 square | |
| Gain Per Level | ||
| Physical Att. | 0 | 0 |
| Magic | +1 | +1⁄2 |
| Physical Def. | +1 | +1⁄2 |
| Magic Def. | 0 | 0 |
| Accuracy | +1 | +1⁄2 |
| Evasion | 0 | 0 |
| Ability | Cost | Effect | Notes |
|---|---|---|---|
| Dark Blade | 40 HP | Expend HP to deal heavy damage. | Primary slot only |
| Black Sky | 80 HP | Expend HP to deal damage to all enemies in the room. | |
| Doom | 5 HP | Expend HP to put “doom” status on enemy. |
| Auto-Ability | Effect | Also Equip |
|---|---|---|
| Buy shop items at a 50% discount. | Warrior Samurai | |
| Prevent confusion. | Gunner | |
| Attacks sometimes cause darkness. | Gun Mage | |
| Prevent doom. | Samurai Trainer | |
| Magic goes up easier. | White Mage | |
| Restores MP every few turns. | Gun Mage Black Mage |

The Festivalist Dressphere provides some useful stat growth and can be a decent secondary Dressphere, but it offers little beyond that. It also offers some interesting and entertaining Auto-Abilities, but none that are a “must-have.”
Because inventory spots come at a premium in Last Mission and you have to be discerning about what you carry up the tower, you can leave this Dressphere behind if you’re out of space.
Verdict: Don’t keep or use this Dressphere.
| Stat | Primary | Secondary |
|---|---|---|
| HP at Level 1 | 32 | |
| Attack Range | 1 square | |
| Gain Per Level | ||
| Physical Att. | +1 | +1⁄2 |
| Magic | +1 | +1⁄2 |
| Physical Def. | 0 | 0 |
| Magic Def. | 0 | 0 |
| Accuracy | +1 | +1⁄2 |
| Evasion | 0 | 0 |
| Ability | Cost | Effect | Notes |
|---|---|---|---|
| Spark Wheel | 16 MP | Deals heavy damage to all enemies in the room. | Primary slot only |
| Fortune | 3 MP | Try your luck! | |
| Spinner | 5 MP | Enemy is stopped. |
| Auto-Ability | Effect | Also Equip |
|---|---|---|
| Prevent berserk. | Thief | |
| Prevents items from being cursed. | Lady Luck | |
| Prevent darkness. | Samurai | |
| Restores MP when you defeat an enemy. | Gunner | |
| Gil obtained is doubled. | Psychic | |
| Secret items are added to the shop inventory. | Mascot |

The Gun Mage is one of the strongest Dresspheres in the game for two reasons: it has good physical attack stat growth and lets you attack fiends from a distance. It’s not the most powerful Dressphere, and it’s a bit weak on physical defense, so things can get dicey if you start taking a lot of damage, but that shouldn’t happen often.
The Gun Mage’s range lets you dictate how and when you engage enemies and probably allows for the most streamlined runs in the game.
As an added benefit, it also helps you learn the
MP Heal Over Time Auto-Ability, which can be very helpful.
Verdict: Keep this Dressphere and strongly consider using it as your primary.
| Stat | Primary | Secondary |
|---|---|---|
| HP at Level 1 | 22 | |
| Attack Range | 3 squares | |
| Gain Per Level | ||
| Physical Att. | +1 | +1⁄2 |
| Magic | +1 | +1⁄2 |
| Physical Def. | 0 | 0 |
| Magic Def. | +1 | +1⁄2 |
| Accuracy | 0 | 0 |
| Evasion | 0 | 0 |
| Ability | Cost | Effect | Notes |
|---|---|---|---|
| Enemy Ability | None | Use a stolen enemy ability. Ability is gone after one use. | Primary slot only |
| Steal Ability | 2 MP | Steal an enemy ability and make it your own. | |
| AA Shot | 4 MP | Deals heavy damage to flying enemies. |
| Auto-Ability | Effect | Also Equip |
|---|---|---|
| Damage received is halved. | White Mage Mascot | |
| Accuracy goes up easier. | Songstress | |
| Attacks sometimes cause darkness. | Dark Knight | |
| Attacks always hit. | Gunner Alchemist | |
| Prevent double MP cost. | Trainer | |
| Restores MP every few turns. | Dark Knight Black Mage |

The Gunner Dressphere has a similar long-range attack to the Gun Mage, but without the same strong stat growth. Its Physical Attack stat doesn’t improve as it levels up, making it worse than the Gun Mage overall, and it has the lowest HP stat of any Dressphere.
This Dressphere isn’t recommended as a primary, and even as a secondary it tends to be weaker, other than providing some increased Accuracy (nothing worse than missing your attacks and then taking damage).
The other useful benefit it provides is activating the
Confuseproof Auto-Ability. This is minor, since you can avoid attacks that would trigger the “Confuse” status, but getting hit by it can be a game-ender, so activating the Auto-Ability can help.
Verdict: You can keep or drop it; either keep the Gunner Dressphere or the
Rune of Sanity accessory to prevent Confusion.
| Stat | Primary | Secondary |
|---|---|---|
| HP at Level 1 | 16 | |
| Attack Range | 3 squares | |
| Gain Per Level | ||
| Physical Att. | 0 | 0 |
| Magic | 0 | 0 |
| Physical Def. | +1 | +1⁄2 |
| Magic Def. | 0 | 0 |
| Accuracy | +2 | +1 |
| Evasion | 0 | 0 |
| Ability | Cost | Effect | Notes |
|---|---|---|---|
| Staccato | 6 MP | Save up shots and shoot every few turns. | Primary slot only |
| Cross Shot | 4 MP | Attack in four directions. | |
| Fiend Piercer | 4 MP | Pierce a close enemy and damage enemies behind it. |
| Auto-Ability | Effect | Also Equip |
|---|---|---|
| Prevent confusion. | Dark Knight | |
| Restores MP when you defeat an enemy. | Festivalist | |
| Nullifies fire damage. | White Mage | |
| Obtain gil instead of EXP. | Psychic | |
| Attacks always hit. | Gun Mage Alchemist | |
| Chance of stealing an item when leaving a shop. | Thief Lady Luck |

The Lady Luck Dressphere gains Magic and Magic Defense as it levels, along with Evasion, and these stats can help, but it’s a bit weird since this Dressphere doesn’t really rely on Magic power. It essentially does not get much stronger as you level it.
It has a ranged attack, like the Gunner and Gun Mage Dresspheres, but with much less overall utility. It also has barely any Auto-Ability worth discussing because you can get all its effects elsewhere, without relying on a mediocre Dressphere.
Verdict: Don’t keep or use this Dressphere.
| Stat | Primary | Secondary |
|---|---|---|
| HP at Level 1 | 18 | |
| Attack Range | 3 squares | |
| Gain Per Level | ||
| Physical Att. | 0 | 0 |
| Magic | +1 | +1⁄2 |
| Physical Def. | 0 | 0 |
| Magic Def. | +1 | +1⁄2 |
| Accuracy | 0 | 0 |
| Evasion | +1 | +1⁄2 |
| Ability | Cost | Effect | Notes |
|---|---|---|---|
| Slots | 3 MP | If you get them to match... | Primary slot only |
| Two Dice | 5 MP | Damage relative to the roll of two dice. | |
| MP Dice | 4 MP | Absorb enemy MP relative to dice roll. |
| Auto-Ability | Effect | Also Equip |
|---|---|---|
| Prevents items from being cursed. | Festivalist | |
| Detect traps in adjacent squares. | Black Mage | |
| Evasion goes up easier. | Mascot | |
| Chance of stealing an item when leaving a shop. | Gunner Thief | |
| Prevent slow. | White Mage |

The Mascot Dressphere may be the hardest to obtain and the strongest Dressphere in Final Fantasy X-2, but it’s a completely different story in the Last Mission. For some reason, the only stats that it gains when it levels is Physical Defense and Magic Defense.
Additionally, the Abilities it provides aren’t worth going out of your way for. They are pretty strong, but having to rely on abilities instead of regular attacks to take out enemies makes traversing the tower even more of a time-waster.
Verdict: Don’t keep or use this Dressphere.
| Stat | Primary | Secondary |
|---|---|---|
| HP at Level 1 | 26 | |
| Attack Range | 1 square | |
| Gain Per Level | ||
| Physical Att. | 0 | 0 |
| Magic | 0 | 0 |
| Physical Def. | +1 | +1⁄2 |
| Magic Def. | +2 | +1 |
| Accuracy | 0 | 0 |
| Evasion | 0 | 0 |
| Ability | Cost | Effect | Notes |
|---|---|---|---|
| Moogle Beam | 5 MP | Stupendous beam attack! | Primary slot only Yuna only |
| PuPu Platter | 5 MP | Blow the enemy sky high. | Primary slot only Rikku only |
| Cactus Gun | 14 MP | Shoot LV x 5 needles. | Primary slot only Paine only |
| Mini-Demi | 4 MP | All enemies in range lose 1/4 of current HP. | |
| Jiggly Ripple | 4 MP | Push enemies in four directions until they hit something. |
| Auto-Ability | Effect | Also Equip |
|---|---|---|
| Damage received is halved. | Gun Mage White Mage | |
| Detect positions of enemies on the floor. | Alchemist | |
| Evasion goes up easier. | Lady Luck | |
| Prevent gil drop. | Samurai | |
| Restores HP every few turns. | White Mage Trainer | |
| Secret items are added to the shop inventory. | Festivalist |

The Psychic Dressphere is another one that really struggles with the stats that improve when you level it up. It gains additional Magic and Accuracy, which can help in some situations, but it’s not enough to make the Psychic your primary Dressphere (and barely even a secondary).
It does have one important use, though: it can be used to create a
Stealth Cape accessory that allows you to walk over any traps. A really helpful accessory! In other words, make the accessory, and then throw these Dresspheres on the ground.
Verdict: Keep this Dressphere until you have a
Stealth Cape, then drop it.
| Stat | Primary | Secondary |
|---|---|---|
| HP at Level 1 | 30 | |
| Attack Range | 1 square | |
| Gain Per Level | ||
| Physical Att. | 0 | 0 |
| Magic | +1 | +1⁄2 |
| Physical Def. | 0 | 0 |
| Magic Def. | 0 | 0 |
| Accuracy | +2 | +1 |
| Evasion | 0 | 0 |
| Ability | Cost | Effect | Notes |
|---|---|---|---|
| Teleport | 2 MP | Instantly move to another location. | Primary slot only |
| Psychic Bomb | 12 MP | Deals heavy damage to all enemies in the room. | |
| Telekinesis | 3 MP | Warp enemy to another area of the floor. |
| Auto-Ability | Effect | Also Equip |
|---|---|---|
| Gil obtained is doubled. | Festivalist | |
| Traps do not activate when stepped on. | Songstress Thief | |
| Obtain gil instead of EXP. | Gunner | |
| Deal double attack damage when HP is low. | Samurai | |
| Prevent immobile. | Warrior | |
| Immune to frontal attacks. | Warrior Berserker |

The Samurai Dressphere can function effectively as a primary Dressphere. Its strong stat growth also lets it function well as a secondary. Leveling it up increases the character’s Physical Attack, Magic Defense, and Evasion, all of which are very helpful stats.
The Abilities it brings aren’t worth spending much time on, but you can use it to obtain the
Doomproof Auto-Ability or earn the
Longevity Charm accessory.
Verdict: Keep this Dressphere for its stats, or as a primary/secondary Dressphere.
| Stat | Primary | Secondary |
|---|---|---|
| HP at Level 1 | 32 | |
| Attack Range | 1 square | |
| Gain Per Level | ||
| Physical Att. | +1 | +1⁄2 |
| Magic | 0 | 0 |
| Physical Def. | 0 | 0 |
| Magic Def. | +1 | +1⁄2 |
| Accuracy | 0 | 0 |
| Evasion | +1 | +1⁄2 |
| Ability | Cost | Effect | Notes |
|---|---|---|---|
| Zantetsuken | 4 MP | Defeat one enemy instantly. | Primary slot only |
| Gil Toss | 1 MP | Throw gil to deal damage. | |
| Tri-Blast | 5 MP | Attack in three forward directions. |
| Auto-Ability | Effect | Also Equip |
|---|---|---|
| Buy shop items at a 50% discount. | Warrior Dark Knight | |
| Prevent darkness. | Festivalist | |
| Prevent doom. | Dark Knight Trainer | |
| Receive gil when you take damage. | Thief | |
| Prevent gil drop. | Mascot | |
| Deal double attack damage when HP is low. | Psychic |

To no one’s surprise, the Songstress Dressphere offers little real value. It gains Physical Defense, Magic Defense, and Evasion each time it levels up, so it’s not bad defensively, but you shouldn’t focus too much on defense over offense. You will need one briefly in order to create a
Stealth Cape, but then you’re pretty much done with it.
What’s interesting, though, is that you can also use it to use its “Change Out” ability, which lets you swap in Yuna, Rikku, or Paine for whoever you’re currently using.
Why would you do this? The process itself adds a random item to the floor, which is a neat benefit but not worth going out of your way for. Additionally, each Trainer Dressphere offers different abilities depending on which character you’re using, with Yuna having the best abilities by far (namely the ability to Dig). You can swap her in if you started with Rikku in order to get the Thief Dressphere and if you plan to use the Trainer… It’s a very niche use case, for sure.
Verdict: Keep this Dressphere until you have a
Stealth Cape, then drop it.
| Stat | Primary | Secondary |
|---|---|---|
| HP at Level 1 | 26 | |
| Attack Range | 1 square | |
| Gain Per Level | ||
| Physical Att. | 0 | 0 |
| Magic | 0 | 0 |
| Physical Def. | +1 | +1⁄2 |
| Magic Def. | +1 | +1⁄2 |
| Accuracy | 0 | 0 |
| Evasion | +1 | +1⁄2 |
| Ability | Cost | Effect | Notes |
|---|---|---|---|
| Lullaby | 5 MP | Put all enemies in range to sleep. | Primary slot only |
| Hyper Mode | 4 MP | Physical attacks/Magic up for several turns. | |
| Change Out | 2 MP | Change out to a different character. |
| Auto-Ability | Effect | Also Equip |
|---|---|---|
| Accuracy goes up easier. | Gun Mage | |
| Restores HP when you defeat an enemy. | Warrior | |
| Prevents dresspheres from being removed. | Alchemist | |
| Traps do not activate when stepped on. | Thief Psychic | |
| Nullifies ice damage. | Berserker | |
| Prevent silence. | Black Mage |

The Thief Dressphere is important mainly for its ability to steal from enemies with “Steal Item.” It has reasonable HP and gains Accuracy and Evasion as it levels up, which is a solid combination, but you really just need one to keep stealing items.
Having a Thief Dressphere handy is how you make use of the “Founder” strategy that you can find outlined in the Advanced Tips and Tricks section, and it’s worth starting the game as Rikku in her Thief Dressphere just so you can utilize this strategy as soon as possible (i.e., from the first floor onward).
You’ll also want to have one to create the
Stealth Cape as well, which you should keep equipped for most levels of the tower.
Verdict: Keep this Dressphere for its ability to steal items. You can unequip it when you’re not stealing, but it has strong stats as well, so it’s worth keeping as a secondary.
| Stat | Primary | Secondary |
|---|---|---|
| HP at Level 1 | 26 | |
| Attack Range | 1 square | |
| Gain Per Level | ||
| Physical Att. | 0 | 0 |
| Magic | 0 | 0 |
| Physical Def. | 0 | 0 |
| Magic Def. | 0 | 0 |
| Accuracy | +1 | +1⁄2 |
| Evasion | +2 | +1 |
| Ability | Cost | Effect | Notes |
|---|---|---|---|
| Find Trap | 5 MP | Detect all traps in a room. | Primary slot only |
| Steal Item | 3 MP | Steal an item from an enemy. | |
| Shadowhold | 3 MP | Immobilize enemy. |
| Auto-Ability | Effect | Also Equip |
|---|---|---|
| Prevent berserk. | Festivalist | |
| Physical defense goes up easier. | Berserker | |
| Discover the location of all traps. | Trainer | |
| Traps do not activate when stepped on. | Songstress Psychic | |
| Receive gil when you take damage. | Samurai | |
| Chance of stealing an item when leaving a shop. | Gunner Lady Luck |

The Trainer Dressphere is considered one of the stronger options for Last Mission (the complete opposite of the regular game). Each party member has a different set of skills, with Yuna’s being the best, but it has good physical attack growth, above-average HP, and solid accuracy, and you can one-shot many enemies through much of the game.
You’ll need a Trainer Dressphere to obtain
Doomproof or earn the
Longevity Charm accessory, and don’t forget to dig around if you’re using Yuna, as you may find some absolutely fantastic items buried on the various floors.
Verdict: Keep this Dressphere; it’s worth considering as your primary.
| Stat | Primary | Secondary |
|---|---|---|
| HP at Level 1 | 30 | |
| Attack Range | 1 square | |
| Gain Per Level | ||
| Physical Att. | +1 | +1⁄2 |
| Magic | 0 | 0 |
| Physical Def. | 0 | 0 |
| Magic Def. | +1 | +1⁄2 |
| Accuracy | +1 | +1⁄2 |
| Evasion | 0 | 0 |
| Ability | Cost | Effect | Notes |
|---|---|---|---|
| Dig | 4 MP | Have your pet dig up an item. | Primary slot only Yuna only |
| Mug | 5 MP | Have your pet steal an item while attacking. | Primary slot only Rikku only |
| Steal EXP | 2 MP | Steal EXP from an enemy. | Primary slot only Paine only |
| Long Shot | 4 MP | Attack an enemy at any distance. | |
| Swarm! Swarm! | 6 MP | Call out your pet’s friends for an all-out attack. | Yuna only |
| Pound! | 6 MP | Call out your pet’s friends for an all-out attack. | Rikku only |
| Maulwings! | 6 MP | Call out your pet’s friends for an all-out attack. | Paine only |
| Auto-Ability | Effect | Also Equip |
|---|---|---|
| Discover the location of all traps. | Thief | |
| Prevent doom. | Samurai Dark Knight | |
| Restores HP every few turns. | White Mage Mascot | |
| Nullifies lightning damage. | Black Mage | |
| Prevent double MP cost. | Gun Mage | |
| Physical attack goes up easier. | Warrior |

The Warrior Dressphere has decent stat growth, but it boosts Physical Defense more than Physical Attack and offers no Accuracy or Evasion, so its growth is mediocre at best. It has strong HP if you make mistakes and workable stats, but other Dresspheres offer more useful combinations.
On top of that, the Warrior Dressphere doesn’t offer Abilities or Auto-Abilities worth going out of your way for.
Verdict: Don’t keep or use this Dressphere.
| Stat | Primary | Secondary |
|---|---|---|
| HP at Level 1 | 34 | |
| Attack Range | 1 square | |
| Gain Per Level | ||
| Physical Att. | +1 | +1⁄2 |
| Magic | 0 | 0 |
| Physical Def. | +2 | +1 |
| Magic Def. | 0 | 0 |
| Accuracy | 0 | 0 |
| Evasion | 0 | 0 |
| Ability | Cost | Effect | Notes |
|---|---|---|---|
| Delay Attack | 3 MP | Cancel attack target’s next turn. | Primary slot only |
| Omni-Guard | 20 MP | Defends against all attacks while in effect. | |
| Hard Break | 6 MP | Deals heavy damage. |
| Auto-Ability | Effect | Also Equip |
|---|---|---|
| Buy shop items at a 50% discount. | Samurai Dark Knight | |
| Restores HP when you defeat an enemy. | Songstress | |
| Prevent immobile. | Psychic | |
| Immune to frontal attacks. | Berserker Psychic | |
| Physical attack goes up easier. | Trainer |

The White Mage Dressphere isn’t offensive, but it offers great benefits during your run through the tower that help streamline the experience.
Namely, equipping the White Mage Dressphere lets you use “Curaga” to heal your character and the damage your Dresspheres have taken. Pair this with the
MP Heal Over Time ability, and you’ll have nearly endless healing without waiting and hoping the right Folio or Potion appears on a floor. You can also use its “Esuna” ability to clear most negative status effects.
Leveling it adds Magic, Physical Defense, and Evasion, which aren’t the worst stats, but some players may want to swap it out if they don’t need heals.
Verdict: Keep this Dressphere to help you heal up yourself when needed.
| Stat | Primary | Secondary |
|---|---|---|
| HP at Level 1 | 26 | |
| Attack Range | 1 square | |
| Gain Per Level | ||
| Physical Att. | 0 | 0 |
| Magic | +1 | +1⁄2 |
| Physical Def. | +1 | +1⁄2 |
| Magic Def. | 0 | 0 |
| Accuracy | 0 | 0 |
| Evasion | +1 | +1⁄2 |
| Ability | Cost | Effect | Notes |
|---|---|---|---|
| Holy | 8 MP | Deals holy damage to one enemy. | Primary slot only |
| Curaga | 5 MP | Restore HP. | |
| Esuna | 4 MP | Cure character’s status ailments. |
| Auto-Ability | Effect | Also Equip |
|---|---|---|
| Damage received is halved. | Gun Mage Mascot | |
| Nullifies fire damage. | Gunner | |
| Restores HP every few turns. | Trainer Mascot | |
| Magic goes up easier. | Dark Knight | |
| Attacks sometimes poison enemies. | Berserker | |
| Prevent slow. | Lady Luck |
Which Dresspheres to Keep?
With a full list of potentially good Dresspheres above and limited inventory space, you may have to decide which Dresspheres to carry as you progress up Iutycyr Tower. So which ones should you keep?
You should actually keep quite a few, as the benefits they provide are really valuable; quite often more valuable than the items and Folios you can find lying around. Here is some general guidance:
| Tier | Dressphere | Why |
|---|---|---|
| Keep: Primary Candidates | The highest HP of any Dressphere, solid defense, and three important Auto-Abilities make it worth considering as your primary. | |
| Its ranged attack and good physical attack growth make it the strongest candidate for your primary Dressphere. | ||
| Its Physical Attack, Magic Defense, and Evasion growth let it work well as either a primary or a secondary. | ||
| Good physical attack growth, above-average HP, and solid accuracy make it worth considering as your primary, especially with Yuna’s Dig. | ||
| Keep | Its powerful spells take out Cactuars from a distance, so keep one on hand even if you don’t equip it. | |
| Keep one for “Steal Item” and the Founder strategy; its Accuracy and Evasion growth also make it a good secondary. | ||
| “Curaga” heals both your character and your Dresspheres, so you don’t have to rely on Potions and Folios. | ||
| Depends | Keep it for the | |
| Keep it until you create a | ||
| Keep it until you create a | ||
| Leave | Its stat growth suits a secondary, but it offers little utility beyond “Item Esuna.” | |
| It’s the most powerful Dressphere, but its mediocre defense makes it hard to rely on. | ||
| Its stat growth is decent, but none of its Auto-Abilities are must-haves, so leave it behind when space is tight. | ||
| It barely gets stronger as it levels, and its Auto-Abilities are available elsewhere. | ||
| It only gains Physical Defense and Magic Defense, and relying on its abilities slows you down. | ||
| Its growth favors Physical Defense with no Accuracy or Evasion, so other Dresspheres do its job better. |