Discover Doomtrain's powerful abilities in Final Fantasy VIII Remastered. Learn about Absorb, Darkside, Auto-Shell, Junk Shop, and Forbid Med-RF to boost your party's defenses and utility.
Hey there! Let's talk about Doomtrain, one of the Guardian Forces you can snag in Final Fantasy VIII Remastered. While Doomtrain doesn't have any stat junctions to offer, honestly, by the time you get it, you probably won't need them for the usual stats anyway. What Doomtrain *does* bring to the table are some seriously useful abilities that can make your party way more resilient.
First off, Doomtrain can learn Elem-Def-Jx4 and ST-Def-Jx4. Slap these on a character and they'll get some awesome boosts against status effects and elemental damage. Super handy!
Beyond that, Doomtrain has a few other tricks up its sleeve:
- Absorb: This drains 10% of the target's current HP and heals the user for the same amount. Great for keeping your active GF topped up in a tough fight.
- Darkside: This ability makes your regular attack hit for 3x normal damage, but it costs you 1/10 of your HP. It's a risky but powerful option if you need to dish out some serious damage quickly.
- Auto-Shell: This one permanently gives the character the Shell status effect, which reduces magic damage taken. Always a nice passive buff to have.
But wait, there's more! Doomtrain also teaches some incredibly useful support abilities:
- Junk Shop: This lets you call upon a junk shop anywhere, allowing you to craft weapons on the fly. Super convenient for upgrading your gear when you're out in the field.
- Forbid Med-RF: This is a game-changer. It lets you refine items into some of the best medicines in the game, like Elixirs, Megalixirs, and even stat-boosting items (HP Up, Str Up, Vit Up, Mag Up, Spr Up, and Spd Up). Seriously, this is a must-have.
- Card Mod: Another essential ability for refining cards into items.
- GF Abl Med-RF: This is a bit more niche, but it allows you to refine items into GF-specific medicines.
Here's a quick look at what abilities Doomtrain can learn and how much AP they cost:
| Ability | AP |
| Elem-Atk-J | -- |
| ST-Atk-J | -- |
| Elem-Def-Jx4 | 180 |
| ST-Def-Jx4 | 180 |
| Magic | -- |
| GF | -- |
| Draw | -- |
| Item | -- |
| Absorb | 80 |
| Auto-Shell | 250 |
| Darkside | 100 |
| SumMag+10% | 40 |
| SumMag+20% | 70 |
| SumMag+30% | 140 |
| SumMag+40% | 200 |
| GFHP+10% | 40 |
| GFHP+20% | 70 |
| GFHP+30% | 140 |
| GFHP+40% | 200 |
| Boost | 10 |
| Forbid Med-RF | 200 |
| Junk Shop | -- |
As you can see, abilities like Auto-Shell, Forbid Med-RF, and Junk Shop have higher AP costs, so you'll want to focus on earning AP for those first. Happy gaming!
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