Ifrit Guardian Force

Guardian Force - Ifrit
Ifrit
Attack 'Hell Fire'
Fire based elemental damages all enemies - Ifrit summons a huge scoldering spherical rock from hell, pulling it into dark sky as if it were magnetised, and pummels it into the enemy.
How to Gain
As part of your graduation to SeeD, Quistis will take you to the 'Cave of Fire' at the very beginning of the game. Simply defeat Ifrit in here. It's very easy, but for more information, go here.
Ifrit Screenshots


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


- Abilities Ifrit
   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
Rush Automatically casts haste, beserk and sheild on the equiped character.
60
|
   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 Strength Enables you to junction magic to improve a character's physical strength for attacking. Getting a higher number depends on the magic junctioned and the quantity available to that particular character. Complete
-- Attribute Attack Allows you to junction an attacking element to your character's attack; so if you junction the elemental Fire, you would inflict fire damage with your weapon.
160
Attribute Defense Allows you to junction an elemental to your character's defense. Say if you junction 100 'fire' magics to your Attribute Defense, all fire attacks by the enemy will be nullified.
100
Attribute Defense x2 Enables you to junction 2 different elements for your Attribute Defense. (See Above).
130
|
   Guardian Force Abilities AP Needed
-- Summon Magic +10% Increases the guardian force's attacking power by 10%.
40
Summon Magic +20% Increases the guardian force's attacking power by 20%.
70
Summon Magic +30% Increases the guardian force's attacking power by 30%.
140
-- Aid Increases the amount of damage the Guardian Force can do by means of you pressing 'select' when summoning is in process. Keep pressing the square button as much as possible to make a red cross dissapear; the higher the number you reach, the higher the damage inflicted on the enemy. The maximum is 250.
10
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
|
   Menu Abilities AP Needed
-- Make Fire Magic Allows a character to turn specific items into a fire based elemental magic.
30
Make Bullets Allows a character to turn specific items into bullets (for Irvine's special attacks and Squall's best weapon).
30
|
   Character Abilities AP Needed
-- Strength +20% Increases your character's physical strength by 20%.
60
Attack +40% Increases your character's attacking strength and accuracy by 40%.
120
Strength Bonus When your equiped character gains a level, he/she will gain 1 more strength point.
100