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Blitzball Blitzball is basically an underwater version of Rugby. If you don't know what that is, it's a mix of North American football and soccer. The basic goal is to use your techniques and various players efficently enough, to send the Blitzball right into the other guys net. Simple enough? Here's where it gets tricky. All the players have different stats which enable them to do different things, and suit them for different positions. Keepa for one, has good CA stats and bad stats for everything else until level 99, so he is best suited for being a goalie. The Stats are:
Encounters: You saw them mentionned above. Whenever a player is blocked by 1+ opposing players, an encounter begins. The offender will choose how many Defenders to tackle him before passing. After they are done, the offender can dribble (if he let all the defenders attack), shoot, or pass. Certain abilities like the Jecht Shot will get rid of players, so remember you don't have to remove all of them. Statuses: Poison: The player's HP will remain constant without the ball, and drop rapidly with the ball.Status' wear off after time, or at the end of the half. Tech Copy: While choosing your players, be sure to choose a mark that has abilities they can learn. Also, use each player once and only once for each mark. Two players against the same player will not learn Techs. Now during play, whenever the marked player uses a tech, if you can learn it, TECH COPY will appear in the top left. Hit the X button before it goes away to try to learn the tech. Depending on level, or key techs, you may not be able to learn the tech. Key Techniques: Key techniques are techniques which a player must learn in order. Only after they learn all their key techniques may they learn certain techniques. Tidus for one, can't learn the Jecht Shot 2 until he has all three key techniques.
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Technique | HP Cost | Effect |
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Anti-Drain | 10 | Prevents Drain half the time |
Anti-Drain 2 | 50 | Always prevents Drain |
Anti-Nap | 40 | Prevents Sleep half the time |
Anti-Nap 2 | 210 | Always prevents Sleep |
Anti-Venom | 5 | Prevents Poison half the time |
Anti-Venom 2 | 50 | Always prevents Poison |
Anti-Wither | 30 | Prevents Wither half the time |
Anti-Wither 2 | 200 | Always prevents Wither |
Auroch's Spirit | 600 | SH+10, plus original Auroch's SH |
Brawler | 10 | Chance of participating in farther encounters |
Drain Tackle | 30 | Low chance of Draining defender |
Drain Tackle 2 | 150 | Medium chance of Draining defender |
Drain Tackle 3 | 500 | High chance of Draining defender |
Elite Defense | 5 | Automatically play better defense |
Gamble | 300 | Chance of Randomizing stats after waking |
Golden Arm | 30 | SH and PA decrease slower |
Good Morning! | 80 | Power up after recovering from Sleep |
Grip Gloves | 30 | Goalie can hang onto the ball more often, rather than knocking away |
Hi-Risk | 300 | Doubles EXP but halves Stats |
Invisible Shot | 220 | SH+10 Blitzball MAY disappear on the way to the goal |
Jecht Shot | 120 | SH+5 Knocks away two players |
Jecht Shot 2 | 999 | SH+10 Knocks away three players, invisible |
Nap Pass | 40 | PA+3 Small chance of knocking defenders to sleep |
Nap Pass 2 | 200 | PA+5 Medium chance of knocking defenders to sleep |
Nap Pass 3 | 510 | PA+7 Always puts defenders to sleep |
Nap Shot | 45 | SH+3 Small chance of knocking goalie to sleep |
Nap Shot 2 | 80 | SH+5 Medium chance of knocking goalie to sleep |
Nap Shot 3 | 350 | SH+7 Always puts goalie to sleep |
Nap Tackle | 40 | AT+3 Always puts offender to sleep if EN reaches 0 |
Nap Tackle 2 | 90 | AT+5 Always puts offender to sleep if EN reaches 0 |
Nap Tackle 3 | 180 | AT+7 Always puts offender to sleep if EN reaches 0 |
Pile Venom | 30 | Poison effects accumulate |
Pile Wither | 70 | Wither effects accumulate |
Regen | 50 | HP recovers faster when not handling the ball |
Sphere Shot | 90 | Random ammount of extra SH |
Spin Ball | 30 | Harder for goalie to catch the ball. Usually blocks it instead |
Super Goalie | 30 | Chance of adding random ammount of extra CA |
Tackle Slip | 40 | Higher tackle evasion rate. May be disoriented after |
Tackle Slip 2 | 170 | Very high tackle evasion rate. May be disorianted after |
Venom Pass | 40 | PA+3 Small chance of poisoning defenders |
Venom Pass 2 | 120 | PA+5 Medium chance of poisoning defenders |
Venom Pass 3 | 250 | PA+7 Always poisons defenders |
Venom Shot | 20 | SH+3 Small chance of poisoning goalie |
Venom Shot 2 | 35 | SH+5 Medium chance of poisoning goalie |
Venom Shot 3 | 100 | SH+7 Always poisons goalie |
Venom Tackle | 30 | AT+3 Small chance of poisoning offender |
Venom Tackle 2 | 70 | AT+5 Medium chance of poisoning offender |
Venom Tackle 3 | 160 | AT+7 Always poisons offender |
Volley Shot | 10 | Small chance of double-playing shots fumbled by the goalie |
Volley Shot 2 | 40 | Medium chance of double-playing shots fumbled by the goalie |
Volley Shot 3 | 250 | Player always double-plays shots fumbled by the goalie |
Wither Pass | 40 | PA+3 Small chance of withering defenders |
Wither Pass 2 | 180 | PA+5 Medium chance of withering defenders |
Wither Pass 3 | 440 | PA+7 Always withers defenders |
Wither Shot | 30 | SH+3 Small chance of withering goalie |
Wither Shot 2 | 180 | SH+5 Medium chance of withering goalie |
Wither Shot 3 | 390 | SH+7 Always withers goalie |
Wither Tackle | 8 | AT+3 Small chance of withering offender |
Wither Tackle 2 | 80 | AT+5 Medium chance of withering offender |
Wither Tackle 3 | 250 | AT+7 Always withers offender |
All stat changes only occur of the target is hit. If for instance, Tidus uses Wither Shot 3, if he scores, the goalie will not be withered. You must hit the target. |