Carbuncle Guardian Force

Guardian Force - Carbuncle
Carbuncle
Attack 'Ruby Light'
Carbuncle slowly pokes his head from a hole in the ground that magically appears, looks around, and suddenly jumps into the air to cast Reflect on your party using his brilliant red ruby.
How to Gain
Near the end of disc 1, when Squall and Irvine battle those two goblins (called Shumerukes) to protect Rinoa, draw Carbuncle from either of them. For more information, go here.
Carbuncle Screenshots


| Command Abilities | Junction Abilities | Guardian Force Abilities |
| Menu Abilities | Character Abilities | Party Abilities |


- Abilities Carbuncle
   Command Abilities AP Needed
-- Magic Allows your character to cast any stored magic spell you have. Unavailable if character is silenced. Complete
G.F. Gives your character the ability to summon any Guardian Force you have available. Unavailable if you are silenced. Complete
-- Draw Gives your character the ability to 'Draw' magic from an enemy. After you have drawn you selected magic, you are given the choice of either using it immediatly or storing it for later use (where you get more than one spell). The more powerful the enemy and/or the magic, the harder it is to draw. Complete
Item Allows your character to use items from your inventory during battle. Very useful when you have summons available, such as Phoenix. This ability is not affected by Silence. Complete
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   Junction Abilities AP Needed
-- HP Enables you to junction magic to improve your HP total. The amount of HP added depends on the magic used and the quantity available to that particular character. Please view the Magic Junction Chart.
50
Raise Body Strength Enables you to junction magic to improve a character's physical strength for defense. Getting a higher number depends on the magic junctioned and the quantity available to that particular character. Complete
-- Raise Magic Strength Enables you to junction magic to improve your character's magic power. Getting a higher number depends on the magic junctioned and the quantity available to that particular character.
50
Status Attack Allows you to junction a status ailment to your character's attack, so if you junction the status ailment Poison, you would inflict Poison damage with your weapon.
160
Status Defense Allows you to junction a status ailment to your character's defense. Say if you junction 100 'poison' magics to your Status Defense, all poison attacks by the enemy will be nullified.
100
Status Defense x2 Allows you to junction two status ailments to your character's defense.
130
Ability x3 Enables you to attribute 3 abilities to your character. Complete
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   Guardian Force Abilities AP Needed
-- G.F. HP +10% Increases your Guardian Force's HP by 10%.
40
G.F. HP+ 20% Increases your Guardian Force's total by 20%.
70
G.F. HP+ 30% Increases your Guardian Force's total by 30%.
140
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   Menu Abilities AP Needed
-- Make Heal Medicine Allows your equipped character to turn specific items into healing magic.
30
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   Character Abilities AP Needed
-- Body Strength +20% Increases your character's defense by 20%.
60
Body Strength +40% Increases your character's defense by 40%.
120
Body Strength Bonus When your equipped character goes up a level, one extra point will be added to his or hers body strength bonus.
100
-- Counter The equipped character will randomly physically attack the enemy when they are themselves attacked.
200
Auto Reflect At the start of the battle, the equipped character will automatically have Reflect cast on them.
150