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Techs
Final Fantasy X/X-2 HD Remaster

Techs

Learn all about Techs in Final Fantasy X/X-2 HD Remaster, including their HP costs, effects, how to learn them via Techcopy or tournaments, and their impact on Blitzball stats.

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Learn all about Techs in Final Fantasy X/X-2 HD Remaster, including their HP costs, effects, how to learn them via Techcopy or tournaments, and their impact on Blitzball stats.

Walkthrough
  1. 1
    Anti-Drain: HP Cost: 10 HP. Effects: Prevents HP drainage 50% of the time. Learned: Techcopy.
  2. 2
    Anti-Drain 2: HP Cost: 50 HP. Effects: Prevents HP drainage 100% of the time. Learned: Techcopy.
  3. 3
    Anti-Nap: HP Cost: 40 HP. Effects: Gain a 50% resistance to Nap. Learned: Techcopy.
  4. 4
    Anti-Nap 2: HP Cost: 210 HP. Effects: Gain full immunity to Nap. Learned: Techcopy.
  5. 5
    Anti-Venom: HP Cost: 5 HP. Effects: Gain a 50% resistance to Poison. Learned: Techcopy.
  6. 6
    Anti-Venom 2: HP Cost: 50 HP. Effects: Gain a full immunity to Poison. Learned: Techcopy.
  7. 7
    Anti-Wither: HP Cost: 30 HP. Effects: Gain a 50% resistance to Wither. Learned: Techcopy.
  8. 8
    Anti-Wither 2: HP Cost: 200 HP. Effects: Gain full immunity to Wither. Learned: Techcopy.
  9. 9
    Aurochs Spirit: HP Cost: 600 HP. Effects: The original SH of the entire Aurochs team is added to Wakka’s SH, and SH +10 is applied. Learned: Prize from a Tournament if Wakka has all his key techs.
  10. 10
    Brawler: HP Cost: 10 HP. Effects: Increases the range for encounters to occur. Learned: Prize from Tournaments and Leagues.
  11. 11
    Drain Tackle: HP Cost: 30 HP. Effects: Gain HP from the opposition 40% of the time. Learned: Techcopy.
  12. 12
    Drain Tackle 2: HP Cost: 150 HP. Effects: Gain HP from the opposition 70% of the time. Learned: Techcopy.
  13. 13
    Drain Tackle 3: HP Cost: 500 HP. Effects: Gain HP from the opposition every time. Learned: Techcopy.
  14. 14
    Elite Defense: HP Cost: 5 HP. Effects: Increases the range for finding the ball-carrier. Learned: Win from Tournaments and Leagues.
  15. 15
    Gamble: HP Cost: 300 HP. Effects: Half of the time after losing the Nap status, you get randomized stats. .
  16. 16
    Golden Arm: HP Cost: 30 HP. Effects: Halves HP reduction from shots and passes. .
  17. 17
    Good Morning!: HP Cost: 180 HP. Effects: You get stronger stats 50% of the time after waking up from Naps. .
  18. 18
    Grip Gloves: HP Cost: 30 HP. Effects: Effectively - but hiddenly - increases the catcher’s CA. Learned: Techcopy.
  19. 19
    High Risk: HP Cost: 300 HP. Effects: Doubles your EXP. earnings, but your stats will be halved. .
  20. 20
    Invisible Shot: HP Cost: 220 HP. Effects: The ball is invisible on the way to the goal when shot, which you can control with the Left Analog Stick; also, SH +3. Learned: Techcopy.
  21. 21
    Jecht Shot: HP Cost: 120 HP. Effects: Ignores the first two foes in an encounter; SH +5. Learned: Complete the Jecht Shot thingy with the Blitzball on the SS Winno’s deck.
  22. 22
    Jecht Shot 2: HP Cost: 999 HP. Effects: Ignores the first three foes in an encounter; SH +10; “Invisible Shot” tech effect. Learned: Get Tidus’s three Key Techs, then you can win it from Tournaments.
  23. 23
    Nap Pass: HP Cost: 40 HP. Effects: Those blocking your pass get Napped 30% of the time; PA +3. Learned: Techcopy.
  24. 24
    Nap Tackle 2: HP Cost: 90 HP. Effects: Tackled players get Napped 70% of the time; AT +5. Learned: Techcopy.
  25. 25
    Nap Tackle 3: HP Cost: 180 HP. Effects: Tackled players get Napped all of the time; AT +7. Learned: Techcopy.
  26. 26
    Pile Venom: HP Cost: 30 HP. Effects: Allows Poison status to stack, increasing HP loss of the afflicted and the amount of abilities lost. .
  27. 27
    Pile Wither: HP Cost: 70 HP. Effects: Allows Wither status to stack, further reducing stats on the afflicted. .
  28. 28
    Regen: HP Cost: 50 HP. Effects: You restore HP much faster when you’re not holding the ball. .
  29. 29
    Sphere Shot: HP Cost: 90 HP. Effects: SH +3 and another random number. Learned: Techcopy (Tidus has it from the start).
  30. 30
    Spin Ball: HP Cost: 30 HP. Effects: The ball will have spin when shot, making it tougher to block somehow. Learned: Techcopy.
  31. 31
    Super Goalie: HP Cost: 30 HP. Effects: Adds a random number to your CA 60% of the time. Learned: Techcopy.
  32. 32
    Tackle Slip: HP Cost: 40 HP. Effects: Allows you to dodge 40% of tackles, but you may become disoriented. Learned: Techcopy.
  33. 33
    Tackle Slip 2: HP Cost: 170 HP. Effects: Allows you to dodge 80% of tackles, but you may become disoriented. Learned: Techcopy.
  34. 34
    Tech Find: HP Cost: 0 HP. Effects: You can choose an empty slot in your ability list and press X to Techcopy it. .
  35. 35
    Venom Pass: HP Cost: 40 HP. Effects: Poisons those blocking your pass 30% of the time; PA +3. Learned: Techcopy.
  36. 36
    Venom Pass 2: HP Cost: 120 HP. Effects: Poisons those blocking your pass 60% of the time; PA +5. Learned: Techcopy.
  37. 37
    Venom Pass 3: HP Cost: 250 HP. Effects: Poisons those blocking your pass 100% of the time; PA +7. Learned: Techcopy.
  38. 38
    Venom Shot: HP Cost: 20 HP. Effects: Poisons those blocking your shot (and the Goalie) 40% of the time; SH +3. Learned: Techcopy.
  39. 39
    Venom Shot 2: HP Cost: 65 HP. Effects: Poisons those blocking your shot (and the Goalie) 70% of the time; SH +5. Learned: Techcopy.
  40. 40
    Venom Shot 3: HP Cost: 100 HP. Effects: Poisons those blocking your shot (and the Goalie) 100% of the time; SH +7. Learned: Techcopy.
  41. 41
    Venom Tackle: HP Cost: 30 HP. Effects: Those you tackle are Poisoned 40% of the time; AT +3. Learned: Techcopy.
  42. 42
    Venom Tackle 2: HP Cost: 70 HP. Effects: Those you tackle are Poisoned 70% of the time; AT +5. Learned: Techcopy.
  43. 43
    Venom Tackle 3: HP Cost: 160 HP. Effects: Those you tackle are Poisoned 100% of the time; AT +7. Learned: Techcopy.
  44. 44
    Volley Shot: HP Cost: 10 HP. Effects: You can intercept loose balls and shoot them with blockage 50% of the time. Learned: Techcopy.
  45. 45
    Volley Shot 2: HP Cost: 40 HP. Effects: You can intercept loose balls and shoot them with blockage 75% of the time. Learned: Techcopy.
  46. 46
    Volley Shot 3: HP Cost: 250 HP. Effects: You can intercept loose balls and shoot them with blockage 100% of the time. Learned: Techcopy.
  47. 47
    Wither Pass: HP Cost: 40 HP. Effects: Withers those blocking your pass 30% of the time; PA +3. Learned: Techcopy.
  48. 48
    Wither Pass 2: HP Cost: 180 HP. Effects: Withers those blocking your pass 70% of the time; PA +5. Learned: Techcopy.
  49. 49
    Wither Pass 3: HP Cost: 440 HP. Effects: Withers those blocking your pass all of the time; PA +7. Learned: Techcopy.
  50. 50
    Wither Shot: HP Cost: 30 HP. Effects: Withers those blocking your shot (and the Goalie) 40% of the time; SH +3. Learned: Techcopy.
  51. 51
    Wither Shot 2: HP Cost: 180 HP. Effects: Withers those blocking your shot (and the Goalie) 70% of the time; SH +5. Learned: Techcopy.
  52. 52
    Wither Shot 3: HP Cost: 390 HP. Effects: Withers those blocking your shot (and the Goalie) 100% of the time; SH +7. Learned: Techcopy.
  53. 53
    Wither Tackle: HP Cost: 8 HP. Effects: Withers those you tackle 40% of the time; AT +3. Learned: Techcopy.
  54. 54
    Wither Tackle 2: HP Cost: 80 HP. Effects: Withers those you tackle 70% of the time; AT +5. Learned: Techcopy.
  55. 55
    Wither Tackle 3: HP Cost: 250 HP. Effects: Withers those you tackle 100% of the time; AT +7. Learned: Techcopy.

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