Guardian Forces
Select a Guardian Force profile.




 Acquiring

Cid will give Squall a "Magical Lamp" prior to his departure for Balamb to forego his first SeeD mission. Use the lamp from your inventory at any time. You must battle and defeat Diablos in order for him to join you.


GF

HP

AP

Diablos

8000+

20

Wkn
Def
NoEf
Abs

Draw
Demi, Cure
Battle Strategies
Diablo's strength and HP depends on the experience level of the characters and varies. Diablo is somewhat of a "teaser," letting your party take several shots at him with no reprisal. He'll either return the attack or just decide to fatally slaughter them.

Diablo's weakness is wind, so using spells such as Aero and GF's such as Pandemona will inflict significant damage. His Gravija attack is a super-powered Demi and can do serious damage to your party if you fight him early. Devote two characters to attacking him while the remaining character cures the party. You can switch these roles throughout battle.

Limit Breaks do considerable damage to Diablos. Using Aura Stones or allowing your HP to drop low can give you the ability to cause significant damage. Since gravity damage only splices available HP instead of causing direct damage, you can afford to prepare at least two characters for Limit Break usage.
Win Items
Mug Items
G-Returner
Diablos Card
None


     Main >   Final Fantasy VIII > Guardian Forces > Diablos


 Dark Messenger

A large black liquid orb decends from above and deposits Diablos into the open. He reaches into the sky and charges the massive orb with gravity energy and slams it onto the battlefield. It brutally crushes all enemies.

 V I T A L   S T A T I S T I C S

Level
9+
10+
20+
30+
40+
50+
60+
70+
80+
90+
100
MaxHP
730
784
1326
1876
2434
3000
3574
4156
4746
5344
5950
% of HP
9%
10%
20%
30%
40%
50%
60%
70%
80%
90%
100%

 G U A R D I A N   F O R C E   A B I L I T I E S

 Junction

Display in ascending order based on the 'Junction' field.Display in descending order based on the 'Junction' field.

 AP

Display in ascending order based on the 'AP' field.Display in descending order based on the 'AP' field.

HP-J
Junction magic to HP.

50

Mag-J
Junction magic to magic.


Hit-J
Junction magic to accuracy.

120

Abilityx3
Allows the equipped character to junction 3 abilities.


Magic
Allows the equipped character the ability to use stocked magic.


GF
Allows the equipped character to summon a Guardian Force.


Draw
Allows the equipped character to draw magic from an enemy.


Item
Allows the equipped character to use an item.


Darkside
Allows the equipped character to use the Darkside command ability. Sacrifices 1/20th of the current HP and transfers it to strength.

100

HP+20%
Increases the equipped characters HP by 20%.

60

HP+40%
Increases the equipped characters HP by 40%.

120

HP+80%
Increases the equipped characters HP by 80%.

240

Mag+20%
Increases the equipped characters magic by 20%.

60

Mag+40%
Increases the equipped characters magic by 40%.

120

Mug
Allows you the equipped character to mug an item while attacking.

200

Enc-Half
Encounter 50% less random battles.

30

Enc-None
Encounter no random battles.

100

GFHP+10%
Increases GF total HP by 10%.

40

GFHP+20%
Increases GF total HP by 20%.

70

GFHP+30%
Increases GF total HP by 30%.

140

Time Mag-RF
Allows you to refine time-based magic from an item.

30

ST Mag-RF
Allows you to refine status-ailment magic from an item.

30


 G U A R D I A N   F O R C E   C A R D


Diablos
5
3
8
A
 Element
 CCI
 Amt
None
Black Hole
100
Defeat a Diablos in Win after defeating Diablos. in battle.

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A B I L I T Y   P R O P E R T I E S
Guardian Force abilities in Final Fantasy VIII are either innate or command activated, depending on the type of ability. There are four ability categories: junction, command, GF, and character abilities. Guardian forces learn abilities by acquiring AP from enemies defeated in battle. Certain abilities can grow to become new abilities once their AP requirements have been met.

Junction
Junctions magic to a statistic, such as strength or speed.
Command
Ability is an action command, available during battle.
Character
Ability is equipped to the character's statistic.
GF
Ability is equipped to the GF's statistic.
Ability
Ability is a menu command, available from the game menu.
Party
Ability is equipped to the entire party.

Junction*
AP*
Ability that can be junctioned to the Guardian force.
AP requirement to learn the ability. Abilities indicated as Complete are already learned and available for use when obtaining the GF.

* field can be sorted in ascending or descending order.




G U A R D I A N   F O R C E   P R O P E R T I E S
Select a Final Fantasy VIII Guardian Force from the GF selection menu for a complete and comprehensive profile, including GF bio, ability list, vital by-level statistics, and acquiring properties. Non-junctional Guardian Forces include innate ability and acquiring properties.

GF Profile
Ability List*
Acquring Properties
General information about the GF, including attack name, elemental/status properties, and vital statistics.
GF Ability list featuring all available supported abilities, their AP requirements, and descriptions.
Detailed method of acquring the GF, including boss/GF battle strategy guides for where a battle is required.

* information fields can be sorted in ascending or descending order.




V I T A L   S T A T I S T I C   P R O P E R T I E S
Vital statistics of a GF aren't much different from that of a character. As experience and AP is collected from battles, Guardian Forces also gain strength and HP.

Level
MaxHP
Atk Pwr
Experience level of the Guardian Force. Certain GF's start at a level beyond 1 when acquired. Values defined at N/A or None indicate the GF isn't available at this level.
Maximum HP of the GF at its corresponding level.
The effectiveness of the Guardian Force's attack. This value is independent and does not effect the character which has the GF equipped in any way.




C A R D   P R O P E R T I E S
Cards can be acquired typically by defeating enemies, mugging them, completeing subquests, and battling characters to a game of Triple Triad throughout the entire world. Rules vary, based on where you've played and what your opponent may desire to play under.

Card
Name*
Top*
Lft*
Image of what the card looks like.
Name of the card.
Top numerical value of the card. If this value is greater than the bottom of a card above, this card is stronger.
Left numerical value of the card. If this value is greater than the right of a card to the left, this card is stronger.
Rgt*
Btm*
Element
CCI
Right numerical value of the card. If this value is greater than the left of a card to the right, this card is stronger.
Bottom numerical value of the card. If this value is greater than the top of a card below, this card is stronger.
Elemental value of the card. When battling another card, elemental variants can either improve or hinder the overall strength during battle.
What the card can be turned into using the Card Mod refinement ability from Quezacotl.
Amt
Acquire
The amount of resulting CCI items that can be refined from a single card. Values shown with an equal sign (for example 10=1) indicates it takes 10 cards to refine to 1 CCI item.
Method of obtaining the card via battle, card battle, or side quest.

* information fields can be sorted in ascending or descending order.