Final Fantasy VII: The First Soldier is a rather complex battle royal. In addition to weapons and vehicles (or in this case Chocobos), First Soldier players also have a large number of special abilities, some of which can be very powerful when used correctly.
There are currently four classes in Final Fantasy VII: The First Soldier, and each comes with unique abilities available only to them. Each class also comes with a unique melee weapon and passive abilities. Let’s get rid of it: in Final Fantasy VII: The First Soldier there are no “best” abilities of the class, because everyone should play the class in which they feel most comfortable.
- Monks can deploy and Manawall: A small barrier that reduces shot damage.
- Rangers can throw Assesswhich works a bit like a Bloodhound scan in Apex Legends: the Ranger emits a pulse that temporarily reveals enemies and gravity and blizzards in a large circle around them.
- Wizards can use Mysterious field create a ground pool that will quickly restore the MP and speed up the cooldown of players standing inside. This is a great ability to support a team that will intensify in late play.
- Warriors have straightforwardness Rush an ability that allows them to move quickly in the direction they are facing.
The best abilities of Magic Materia in the first soldier
Magic Materia are abilities found during Final Fantasy VII: The First Soldier matches. They can be used in any class and each player can carry up to three Magic Materia abilities. Many of them are named after the recognizable spells of Final Fantasy, but they work very differently in the battle soldier of the first soldier. Of all the currently available Final Fantasy VII: First Soldier capabilities, four stand out best, as they can be useful in most situations.
ANDero is one of the most flexible abilities in the game. Creates a temporary mini-tornado that can move enemies and block vision and movement with a choke. The tornado is motionless and can be an absolute pain for him. This ability can be used defensively or offensively and can even help your team move to a higher level.
Blind deploys a cloud covering the vision, which fades after a while. This ability Final Fantasy VII: The first soldier is basically a smoke grenade, and because he is a shooter, Blind is a must. Like Aero, this ability can be used defensively or offensively, allowing you to quickly advance on enemies in hiding, hide from snipers, or heal in the open.
Blizzard deploys an ice tower, which automatically shoots at nearby enemies and expires after a while. The beauty of this ability is that you don’t have to do anything to get value from it: simply deploy it and keep playing. The tower will do what it has to do, albeit to a limited extent. This ability shines in late play, when close combat is more frequent. It’s also great when you’re fighting powerful map bosses or summoning enemies.
Raise is a revival spell: it lifts down shot teammates. This spell works well away and is a must when playing with friends. A well-executed revival in the middle of a battle can be the difference between defeat and victory.
The remaining Magic Materia abilities in Final Fantasy VII: The First Soldier are less useful than the best described above. They are still worth using and under the right circumstances can change the game.
- Bio creates a group of harmful poison that has a short duration and can be used to block entrances. Damage to this ability affects your teammates as well as enemies.
- Comet is a very harmful spell with an effect that unfortunately has a long delay before it hits the target area.
- Medicine is just a simple healing ability acting on the area. It’s good for team play, especially for Monks.
- Fanger will allow you to fire a burning projectile that will cause decent damage. This ability is best used in close range.
- Protate puts on a magic barrier to prevent damage for a while.
- Thunter is another spell acting on the area of effect that falls somewhere between Bio and Comet.