Final Fantasy XV - Skills

Final Fantasy XV has no traditional spell list or job skills. Its abilities come from three places: the warp and royal power set that Noctis unlocks through the story and the Ascension Grid, the companion techniques and link-strikes the party triggers together, and the crafted magic and Astral summo...
of 14 entries · updated 2026-11-14
Name Type Description Cost Prerequisite Weapon Type
Warp-Strike Combat Ability Noctis throws his weapon at a target and warps to it, closing large gaps instantly and hitting for bonus damage on the arrival. MP per use Available from the start Any equipped weapon
Point-Warp Combat Ability Warping to a perch point such as a rock spire or a lamp post refills Noctis's MP while he hangs there. MP per use Available from the start Any equipped weapon
Airstep Combat Ability A mid-air warp that lets Noctis chain aerial attacks instead of dropping to the ground. Ascension Grid AP Unlocked in the Combat branch of the Ascension Grid Any equipped weapon
Blink Combat Ability A short-range dodge that phases Noctis out of an incoming attack while holding the guard direction. Ascension Grid AP Unlocked in the Combat branch of the Ascension Grid Any equipped weapon
Death Drop Combat Ability A plunging warped attack whose damage scales with the height of the drop. Ascension Grid AP Unlocked in the Combat branch of the Ascension Grid Any equipped weapon
Armiger Royal Power When the Armiger gauge is full, Noctis calls all thirteen Royal Arms at once and enters a floating state with boosted attack and movement. Armiger gauge Collect Royal Arms to fill the gauge Royal Arms
Armiger Unleashed Royal Power An upgraded Armiger that hands the player direct control of a far more elaborate moveset: air combos, weapon-specific finishers and a much longer duration. Armiger gauge Royal Edition or Royal Pack; found in the Insomnia endgame Royal Arms
Link-Strikes Teamwork Ability Parries, blindsides and warp-strikes put a companion in position for a scripted joint attack with its own animation and damage. Automatic on trigger Positioning and parry timing Party-wide
Companion Techniques Teamwork Ability Each companion spends the technique gauge on signature moves: Gladiolus's Dawnhammer, Tempest and Impulse, Ignis's Mark, Enhancement, Overwhelm and Sagefire, and Prompto's Trigger Happy, Starshell, Gravisphere and Piercer. Technique gauge Unlocked per companion through the Ascension Grid Party-wide
Elemancy (Crafted Magic) Magic Magic is not cast from a spell list: the party absorbs fire, ice and lightning energy from deposits, then crafts flasks at camp by mixing elements with items. Elemental energy plus items Elemental deposits; crafting at camp Magic flask
Ring of the Lucii Royal Power The ring of the Lucian kings, which Noctis wears in the late chapters. MP and a health cost for the strongest spell Story progress in the imperial arc Ring
Astral Summons Summon The Astrals answer Noctis in specific places and conditions rather than on command: Ramuh on open plains, Titan in the Duscae wilds, Leviathan at Altissia, Shiva in the snow and Ifrit in the final battle. Automatic when conditions are met Earn each Astral's favour through the story Astral
Character Swap Combat Ability Lets the player take direct control of Gladiolus, Ignis or Prompto mid-fight using the D-pad. None Royal Edition or Royal Pack Party-wide
Blindsides and Parries Combat Ability Attacking an enemy that is not targeting Noctis counts as a blindside and deals bonus damage, while holding guard into an incoming hit triggers a parry prompt that opens a counter. None Available from the start Any equipped weapon
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