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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.

Selecting the Gun Mage Dresspheres in the menu screen

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:

Yuna in the Alchemist Dressphere

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.

StatPrimarySecondary
HP at Level 120
Attack Range3 squares
Gain Per Level
Physical Att.00
Magic+1+1⁄2
Physical Def.00
Magic Def.+1+1⁄2
Accuracy+1+1⁄2
Evasion00
AbilityCostEffectNotes
Item Cannon4 MPAttack using items. Effect depends on the item.Primary slot only
Item Mine6 MPDetonate all items in the room to damage nearby enemies.
Item Esuna6 MPRemove cursed/BOOM status from items.
Auto-AbilityEffectAlso Equip
Ability IconDetect EnemiesDetect positions of enemies on the floor.Mascot
Ability IconDress GuardPrevents dresspheres from being removed.Songstress
Ability IconMagic Defense TrainingMagic defense goes up easier.Black Mage
Ability IconMarksmanAttacks always hit.Gunner
Gun Mage
Ability IconSleepproofPrevent sleep.Berserker

Yuna in the Berserker Dressphere

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 Ability IconIceproof against the Protean Gels if you have room, then drop it.

StatPrimarySecondary
HP at Level 134
Attack Range1 square
Gain Per Level
Physical Att.+2+1
Magic00
Physical Def.00
Magic Def.00
Accuracy00
Evasion+1+1⁄2
AbilityCostEffectNotes
Berserk4 MPEnter “berserk” status.Primary slot only
Bull Charge3 MPMove behind enemy while attacking.
Wallop5 MPKnock targeted enemy back.
Auto-AbilityEffectAlso Equip
Ability IconDefensive TrainingPhysical defense goes up easier.Thief
Ability IconIceproofNullifies ice damage.Songstress
Ability IconImpenetrable FrontImmune to frontal attacks.Warrior
Psychic
Ability IconPoisontouchAttacks sometimes poison enemies.White Mage
Ability IconSleepproofPrevent sleep.Alchemist

Yuna in the Black Mage Dressphere

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 Ability IconMP Heal Over Time.

Verdict: Keep this Dressphere, but equipping it is optional.

StatPrimarySecondary
HP at Level 124
Attack Range1 square
Gain Per Level
Physical Att.00
Magic+1+1⁄2
Physical Def.+1+1⁄2
Magic Def.+1+1⁄2
Accuracy00
Evasion00
AbilityCostEffectNotes
Ultima18 MPDeals heavy damage to all enemies in the room.Primary slot only
Firaga4 MPDeals fire damage to one enemy.Yuna only
Thundaga4 MPDeals lightning damage to one enemy.Rikku only
Blizzaga4 MPDeals ice damage to one enemy.Paine only
Bio4 MPPoisons enemy.
Auto-AbilityEffectAlso Equip
Ability IconDetect Nearby TrapsDetect traps in adjacent squares.Lady Luck
Ability IconLightningproofNullifies lightning damage.Trainer
Ability IconMagic Defense TrainingMagic defense goes up easier.Alchemist
Ability IconMP Heal Over TimeRestores MP every few turns.Gun Mage
Dark Knight
Ability IconSilenceproofPrevent silence.Songstress

Yuna in the Dark Knight Dressphere

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 Ability IconConfuseproof, Ability IconDoomproof, and Ability IconMP Heal Over Time.

Verdict: Keep this Dressphere; it’s worth considering as your primary.

StatPrimarySecondary
HP at Level 136
Attack Range1 square
Gain Per Level
Physical Att.00
Magic+1+1⁄2
Physical Def.+1+1⁄2
Magic Def.00
Accuracy+1+1⁄2
Evasion00
AbilityCostEffectNotes
Dark Blade40 HPExpend HP to deal heavy damage.Primary slot only
Black Sky80 HPExpend HP to deal damage to all enemies in the room.
Doom5 HPExpend HP to put “doom” status on enemy.
Auto-AbilityEffectAlso Equip
Ability Icon50% DiscountBuy shop items at a 50% discount.Warrior
Samurai
Ability IconConfuseproofPrevent confusion.Gunner
Ability IconDarktouchAttacks sometimes cause darkness.Gun Mage
Ability IconDoomproofPrevent doom.Samurai
Trainer
Ability IconMagic TrainingMagic goes up easier.White Mage
Ability IconMP Heal Over TimeRestores MP every few turns.Gun Mage
Black Mage

Yuna in the Festivalist Dressphere

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.

StatPrimarySecondary
HP at Level 132
Attack Range1 square
Gain Per Level
Physical Att.+1+1⁄2
Magic+1+1⁄2
Physical Def.00
Magic Def.00
Accuracy+1+1⁄2
Evasion00
AbilityCostEffectNotes
Spark Wheel16 MPDeals heavy damage to all enemies in the room.Primary slot only
Fortune3 MPTry your luck!
Spinner5 MPEnemy is stopped.
Auto-AbilityEffectAlso Equip
Ability IconBerserkproofPrevent berserk.Thief
Ability IconCurse GuardPrevents items from being cursed.Lady Luck
Ability IconDarkproofPrevent darkness.Samurai
Ability IconDefeat To Heal MPRestores MP when you defeat an enemy.Gunner
Ability IconDouble GilGil obtained is doubled.Psychic
Ability IconSecret ItemsSecret items are added to the shop inventory.Mascot

Yuna in the Gun Mage Dressphere

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 Ability IconMP Heal Over Time Auto-Ability, which can be very helpful.

Verdict: Keep this Dressphere and strongly consider using it as your primary.

StatPrimarySecondary
HP at Level 122
Attack Range3 squares
Gain Per Level
Physical Att.+1+1⁄2
Magic+1+1⁄2
Physical Def.00
Magic Def.+1+1⁄2
Accuracy00
Evasion00
AbilityCostEffectNotes
Enemy AbilityNoneUse a stolen enemy ability. Ability is gone after one use.Primary slot only
Steal Ability2 MPSteal an enemy ability and make it your own.
AA Shot4 MPDeals heavy damage to flying enemies.
Auto-AbilityEffectAlso Equip
Ability Icon1/2 DamageDamage received is halved.White Mage
Mascot
Ability IconAccuracy TrainingAccuracy goes up easier.Songstress
Ability IconDarktouchAttacks sometimes cause darkness.Dark Knight
Ability IconMarksmanAttacks always hit.Gunner
Alchemist
Ability IconMP Cost ProtectionPrevent double MP cost.Trainer
Ability IconMP Heal Over TimeRestores MP every few turns.Dark Knight
Black Mage

Yuna in the Gunner Dressphere

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 Ability IconConfuseproof 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 Accessory IconRune of Sanity accessory to prevent Confusion.

StatPrimarySecondary
HP at Level 116
Attack Range3 squares
Gain Per Level
Physical Att.00
Magic00
Physical Def.+1+1⁄2
Magic Def.00
Accuracy+2+1
Evasion00
AbilityCostEffectNotes
Staccato6 MPSave up shots and shoot every few turns.Primary slot only
Cross Shot4 MPAttack in four directions.
Fiend Piercer4 MPPierce a close enemy and damage enemies behind it.
Auto-AbilityEffectAlso Equip
Ability IconConfuseproofPrevent confusion.Dark Knight
Ability IconDefeat To Heal MPRestores MP when you defeat an enemy.Festivalist
Ability IconFireproofNullifies fire damage.White Mage
Ability IconGil For EXPObtain gil instead of EXP.Psychic
Ability IconMarksmanAttacks always hit.Gun Mage
Alchemist
Ability IconShopliftChance of stealing an item when leaving a shop.Thief
Lady Luck

Yuna in the Lady Luck Dressphere

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.

StatPrimarySecondary
HP at Level 118
Attack Range3 squares
Gain Per Level
Physical Att.00
Magic+1+1⁄2
Physical Def.00
Magic Def.+1+1⁄2
Accuracy00
Evasion+1+1⁄2
AbilityCostEffectNotes
Slots3 MPIf you get them to match...Primary slot only
Two Dice5 MPDamage relative to the roll of two dice.
MP Dice4 MPAbsorb enemy MP relative to dice roll.
Auto-AbilityEffectAlso Equip
Ability IconCurse GuardPrevents items from being cursed.Festivalist
Ability IconDetect Nearby TrapsDetect traps in adjacent squares.Black Mage
Ability IconEvasion TrainingEvasion goes up easier.Mascot
Ability IconShopliftChance of stealing an item when leaving a shop.Gunner
Thief
Ability IconSlowproofPrevent slow.White Mage

Yuna in the Mascot Dressphere

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.

StatPrimarySecondary
HP at Level 126
Attack Range1 square
Gain Per Level
Physical Att.00
Magic00
Physical Def.+1+1⁄2
Magic Def.+2+1
Accuracy00
Evasion00
AbilityCostEffectNotes
Moogle Beam5 MPStupendous beam attack!Primary slot only
Yuna only
PuPu Platter5 MPBlow the enemy sky high.Primary slot only
Rikku only
Cactus Gun14 MPShoot LV x 5 needles.Primary slot only
Paine only
Mini-Demi4 MPAll enemies in range lose 1/4 of current HP.
Jiggly Ripple4 MPPush enemies in four directions until they hit something.
Auto-AbilityEffectAlso Equip
Ability Icon1/2 DamageDamage received is halved.Gun Mage
White Mage
Ability IconDetect EnemiesDetect positions of enemies on the floor.Alchemist
Ability IconEvasion TrainingEvasion goes up easier.Lady Luck
Ability IconGil GuardPrevent gil drop.Samurai
Ability IconHP Heal Over TimeRestores HP every few turns.White Mage
Trainer
Ability IconSecret ItemsSecret items are added to the shop inventory.Festivalist

Yuna in the Psychic Dressphere

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 Accessory IconStealth 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 Accessory IconStealth Cape, then drop it.

StatPrimarySecondary
HP at Level 130
Attack Range1 square
Gain Per Level
Physical Att.00
Magic+1+1⁄2
Physical Def.00
Magic Def.00
Accuracy+2+1
Evasion00
AbilityCostEffectNotes
Teleport2 MPInstantly move to another location.Primary slot only
Psychic Bomb12 MPDeals heavy damage to all enemies in the room.
Telekinesis3 MPWarp enemy to another area of the floor.
Auto-AbilityEffectAlso Equip
Ability IconDouble GilGil obtained is doubled.Festivalist
Ability IconEvade TrapsTraps do not activate when stepped on.Songstress
Thief
Ability IconGil For EXPObtain gil instead of EXP.Gunner
Ability IconGrace Under PressureDeal double attack damage when HP is low.Samurai
Ability IconImmobileproofPrevent immobile.Warrior
Ability IconImpenetrable FrontImmune to frontal attacks.Warrior
Berserker

Yuna in the Samurai Dressphere

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 Ability IconDoomproof Auto-Ability or earn the Accessory IconLongevity Charm accessory.

Verdict: Keep this Dressphere for its stats, or as a primary/secondary Dressphere.

StatPrimarySecondary
HP at Level 132
Attack Range1 square
Gain Per Level
Physical Att.+1+1⁄2
Magic00
Physical Def.00
Magic Def.+1+1⁄2
Accuracy00
Evasion+1+1⁄2
AbilityCostEffectNotes
Zantetsuken4 MPDefeat one enemy instantly.Primary slot only
Gil Toss1 MPThrow gil to deal damage.
Tri-Blast5 MPAttack in three forward directions.
Auto-AbilityEffectAlso Equip
Ability Icon50% DiscountBuy shop items at a 50% discount.Warrior
Dark Knight
Ability IconDarkproofPrevent darkness.Festivalist
Ability IconDoomproofPrevent doom.Dark Knight
Trainer
Ability IconGil For DamageReceive gil when you take damage.Thief
Ability IconGil GuardPrevent gil drop.Mascot
Ability IconGrace Under PressureDeal double attack damage when HP is low.Psychic

Yuna in the Songstress Dressphere

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 Accessory IconStealth 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 Accessory IconStealth Cape, then drop it.

StatPrimarySecondary
HP at Level 126
Attack Range1 square
Gain Per Level
Physical Att.00
Magic00
Physical Def.+1+1⁄2
Magic Def.+1+1⁄2
Accuracy00
Evasion+1+1⁄2
AbilityCostEffectNotes
Lullaby5 MPPut all enemies in range to sleep.Primary slot only
Hyper Mode4 MPPhysical attacks/Magic up for several turns.
Change Out2 MPChange out to a different character.
Auto-AbilityEffectAlso Equip
Ability IconAccuracy TrainingAccuracy goes up easier.Gun Mage
Ability IconDefeat To Heal HPRestores HP when you defeat an enemy.Warrior
Ability IconDress GuardPrevents dresspheres from being removed.Alchemist
Ability IconEvade TrapsTraps do not activate when stepped on.Thief
Psychic
Ability IconIceproofNullifies ice damage.Berserker
Ability IconSilenceproofPrevent silence.Black Mage

Yuna in the Thief Dressphere

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 Accessory IconStealth 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.

StatPrimarySecondary
HP at Level 126
Attack Range1 square
Gain Per Level
Physical Att.00
Magic00
Physical Def.00
Magic Def.00
Accuracy+1+1⁄2
Evasion+2+1
AbilityCostEffectNotes
Find Trap5 MPDetect all traps in a room.Primary slot only
Steal Item3 MPSteal an item from an enemy.
Shadowhold3 MPImmobilize enemy.
Auto-AbilityEffectAlso Equip
Ability IconBerserkproofPrevent berserk.Festivalist
Ability IconDefensive TrainingPhysical defense goes up easier.Berserker
Ability IconDetect All TrapsDiscover the location of all traps.Trainer
Ability IconEvade TrapsTraps do not activate when stepped on.Songstress
Psychic
Ability IconGil For DamageReceive gil when you take damage.Samurai
Ability IconShopliftChance of stealing an item when leaving a shop.Gunner
Lady Luck

Yuna in the Trainer Dressphere

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 Ability IconDoomproof or earn the Accessory IconLongevity 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.

StatPrimarySecondary
HP at Level 130
Attack Range1 square
Gain Per Level
Physical Att.+1+1⁄2
Magic00
Physical Def.00
Magic Def.+1+1⁄2
Accuracy+1+1⁄2
Evasion00
AbilityCostEffectNotes
Dig4 MPHave your pet dig up an item.Primary slot only
Yuna only
Mug5 MPHave your pet steal an item while attacking.Primary slot only
Rikku only
Steal EXP2 MPSteal EXP from an enemy.Primary slot only
Paine only
Long Shot4 MPAttack an enemy at any distance.
Swarm! Swarm!6 MPCall out your pet’s friends for an all-out attack.Yuna only
Pound!6 MPCall out your pet’s friends for an all-out attack.Rikku only
Maulwings!6 MPCall out your pet’s friends for an all-out attack.Paine only
Auto-AbilityEffectAlso Equip
Ability IconDetect All TrapsDiscover the location of all traps.Thief
Ability IconDoomproofPrevent doom.Samurai
Dark Knight
Ability IconHP Heal Over TimeRestores HP every few turns.White Mage
Mascot
Ability IconLightningproofNullifies lightning damage.Black Mage
Ability IconMP Cost ProtectionPrevent double MP cost.Gun Mage
Ability IconPhysical TrainingPhysical attack goes up easier.Warrior

Yuna in the Warrior Dressphere

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.

StatPrimarySecondary
HP at Level 134
Attack Range1 square
Gain Per Level
Physical Att.+1+1⁄2
Magic00
Physical Def.+2+1
Magic Def.00
Accuracy00
Evasion00
AbilityCostEffectNotes
Delay Attack3 MPCancel attack target’s next turn.Primary slot only
Omni-Guard20 MPDefends against all attacks while in effect.
Hard Break6 MPDeals heavy damage.
Auto-AbilityEffectAlso Equip
Ability Icon50% DiscountBuy shop items at a 50% discount.Samurai
Dark Knight
Ability IconDefeat To Heal HPRestores HP when you defeat an enemy.Songstress
Ability IconImmobileproofPrevent immobile.Psychic
Ability IconImpenetrable FrontImmune to frontal attacks.Berserker
Psychic
Ability IconPhysical TrainingPhysical attack goes up easier.Trainer

Yuna in the White Mage Dressphere

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 Ability IconMP 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.

StatPrimarySecondary
HP at Level 126
Attack Range1 square
Gain Per Level
Physical Att.00
Magic+1+1⁄2
Physical Def.+1+1⁄2
Magic Def.00
Accuracy00
Evasion+1+1⁄2
AbilityCostEffectNotes
Holy8 MPDeals holy damage to one enemy.Primary slot only
Curaga5 MPRestore HP.
Esuna4 MPCure character’s status ailments.
Auto-AbilityEffectAlso Equip
Ability Icon1/2 DamageDamage received is halved.Gun Mage
Mascot
Ability IconFireproofNullifies fire damage.Gunner
Ability IconHP Heal Over TimeRestores HP every few turns.Trainer
Mascot
Ability IconMagic TrainingMagic goes up easier.Dark Knight
Ability IconPoisontouchAttacks sometimes poison enemies.Berserker
Ability IconSlowproofPrevent 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:

TierDressphereWhy
Keep: Primary CandidatesDark KnightThe highest HP of any Dressphere, solid defense, and three important Auto-Abilities make it worth considering as your primary.
Gun MageIts ranged attack and good physical attack growth make it the strongest candidate for your primary Dressphere.
SamuraiIts Physical Attack, Magic Defense, and Evasion growth let it work well as either a primary or a secondary.
TrainerGood physical attack growth, above-average HP, and solid accuracy make it worth considering as your primary, especially with Yuna’s Dig.
KeepBlack MageIts powerful spells take out Cactuars from a distance, so keep one on hand even if you don’t equip it.
ThiefKeep one for “Steal Item” and the Founder strategy; its Accuracy and Evasion growth also make it a good secondary.
White Mage“Curaga” heals both your character and your Dresspheres, so you don’t have to rely on Potions and Folios.
DependsGunnerKeep it for the Ability IconConfuseproof Auto-Ability, or drop it once you have a Accessory IconRune of Sanity.
PsychicKeep it until you create a Accessory IconStealth Cape, then drop it.
SongstressKeep it until you create a Accessory IconStealth Cape, then drop it.
LeaveAlchemistIts stat growth suits a secondary, but it offers little utility beyond “Item Esuna.”
BerserkerIt’s the most powerful Dressphere, but its mediocre defense makes it hard to rely on.
FestivalistIts stat growth is decent, but none of its Auto-Abilities are must-haves, so leave it behind when space is tight.
Lady LuckIt barely gets stronger as it levels, and its Auto-Abilities are available elsewhere.
MascotIt only gains Physical Defense and Magic Defense, and relying on its abilities slows you down.
WarriorIts growth favors Physical Defense with no Accuracy or Evasion, so other Dresspheres do its job better.