FFX end game weapons
In FFX most people will seek the Celestial weapons in order to clear the game, they are indeed easy to get in the beginning and will boost your team damage in the early farm. However in order to clear the game they are not really needed, at least not all of them. So far we tested the bellow build vs Nemesis and it almost always hit for 99999 with no problems. Defeating Nemesis was quite easy has no recovery was needed at low health compared to the celestials. The team was composed of Wakka for Attack Reels, Yuna for Anima and Magus sister overdrive, then entrust Wakka, and Tidus for Slice and Dice. All overdrives hit at 99999 per tick. Regarding the armor the choice was the Non-break HP limit has seen in our armor guide.
Celestial weapon
Or
Break Damage Limit
One MP Cost
Triple Overdrive
Piercing
Notes
Celestial weapons ignore armor by default, the only way to counter this on a custom made weapon is to add piercing. Celestial weapons also have modified damage formulas. Auron does max damage at low HP with it’s celestial weapon, but loses a good percentage at full health. Yuna and Lulu is based on how much MP they have remaining giving max damage at higher MP. The rest at full HP will do max damage and at low HP their damage is cut by a margin. With a custom made weapon they do the same damage at all times. If piercing and Break Damage Limit is not included, a custom made weapon cannot compete with a celestial.
Another great point about celestial weapons is that they allow some aeons to break damage limit, however the most important ones, Anima and Magus sister don’t need this and are the only ones that do more than 99999 on one turn. So after they are used Yuna will entrust Wakka or Tidus or use another aeon to soak a wiping attack, for example a Impulse followed by a Mega Flare of Bahammut.
FFX Weapons for Leveling at end game
Triple AP
Overdrive > AP
Triple Overdrive