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Final Fantasy VIII

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Ifrit

By
Nathan Garvin

Ifrit is your basic fire GF. You’ll acquire him after defeating him in the Fire Cavern near the beginning of the game. His attack, Hell Fire, deals fire damage (base power 45) to all enemies.

Ifrit Stats

Level HP Attack
1 305 298
100 6,150 3,695

Ifrit Base Compatibility

Squall Quistis Zell Selphie Rinoa Irvine
600 570 630 600 620 570

Ifrit Compatibility Factors

Compatibility Factor Source
Opposed GF Shiva
Compatibility Items Bomb Fragment, Red Fang
Favored Magic Fire, Fira, Firaga
Opposed Magic Blizzard, Blizzara, Blizzaga

Ifrit Abilities

A basic GF, Ifrit will bestow its user with Str-J and can natively learn HP-J, making it a fine junction for the early-game warrior. As is standard for elemental GFs, Ifrit also starts with Elem-Atk-J learned and can natively learn Elem-Def-J and Elem-Def-Jx2. It begins with all base command options, including Magic, GF, Draw and Item. Its Mad Rush ability is quite powerful in the early going, as it inflicts the party with Berserk, Haste and Protect - turning them into veritable melee powerhouses. Provided the fight at hand doesn’t require any finesse, it’s a fine way to turn off your brain and let your party whack foes to death.

Ifrit also learns Str+20% and Str+40%, which is a welcome early-game boost to your offensive powers, and this tree ultimately culminates in Str Bonus, which will increase the junctioned character’s Strength stat by 1 every time they level up. F Mag-RF will allow the player to refine fire magic from items, including the potent Flare spell, which, while powerful, is probably too much of a grind to bother with, especially with the perfectly acceptable Tornado more easily obtained.

Finally, at level ten Ifrit can learn Ammo-RF, which will allow you to create a variety of ammo from items (even other ammo!). If you want the Lion Heart weapon early, you’ll need to learn this. You can do so without leveling up your main party by just junctioning your GFs to Seifer during the SeeD Field Exam, KOing your other characters (Squall and Zell) and just dispatching foes with Seifer until you’ve made the gains you desire.

Ability AP
HP-J 50
Str-J --
Elem-Atk-J --
Elem-Def-J 100
Elem-Def-Jx2 130
Magic --
GF --
Draw --
Item --
Mad Rush 60
Str+20% 60
Str+40% 120
Str Bonus 100
SumMag+10% 40
SumMag+20% 70
SumMag+30% 140
GFHP+10% 40
GFHP+20% 70
GFHP+30% 140
Boost 10
F Mag-RF 30
Ammo-RF 30
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Guide Information
  • Publisher
    Square Enix
  • Platforms,
    PC, PS1, PS4, Switch, XB One
  • Genre
    RPG
  • Guide Release
    15 March 2019
  • Last Updated
    4 June 2022
    Version History
  • Guide Author

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Follow the exploits of Squall, a resident of Balamb Garden and SeeD aspirant whose first contract as a professional mercenary expands into a fight to save the world from an evil sorceress.

This guide will cover the main quest-line chronologically, giving advice on leveling (and how to avoid it), where to find the best spells, how to acquire all GFs and defeat all bosses. In addition the guide will cover all side quests and will also include in-depth mini-guides for Chocobo World and Triple Triad. By following this guide you can aspire to the following:

  • Complete walkthrough of the main questline.
  • All side quests and optional content.
  • How to defeat both of the game’s superbosses.
  • Information on how to acquire each GF and a discussion of their abilities, including where to assign them.
  • Information on Triple Triad, including the location of every card in the game and how to best use them.
  • Low-level run information.
  • Information on min-maxing stats.
  • A mini-guide for Chocobo World.
  • Information on all characters, including stats and how to acquire all their weapons and limits.
  • Triple Triad guide.

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