Dissidia Duellum Final Fantasy has a gacha system that actually relies much more on the abilities you can draw for your characters rather than the characters themselves. This makes the abilities you can pull even more important, as some characters are only as good as the UR ability you pull for them.
Each character has two UR abilities, and they shape what they can do. If you're looking to create a powerful Final Fantasy character, you'll need to pull the right UR abilities to make it happen. We've ranked all the UR abilities in the game to determine which one you should pull for.
Updated on April 7, 2026 by Jerel Levy: We've added the latest UR abilities to the game with the release of Iroha and Onion Knight, including both their options and the new UR ability Hope/Renew. We've also included some non-UR abilities that you need in your loadout because they're so necessary at this point in the game for a definitive Dissidia Duellum ability list.
Complete Dissidia Duellum Ability Tier List
Abilities are your bread and butter in Dissidia Duellum, making picking and pulling for the right ones the biggest part of the game. You can't make game-breaking combos if you don't have the right tools at your disposal.
We have ranked the UR abilities based on practicality, ease of useand only how integral they are to a character's kit to make them really shine.
Dissidia Duellum Final Fantasy: Character Tier List
Which Dissidia characters should you pull for?
S+ level abilities
|
Ability |
Description |
|---|---|
|
Ace/Fire RF |
Excellent as one combo finisher for any character. The the supply is ridiculousand after a combo, it comes almost guarantees a kill. This UR ability is otherwise too niche to recommend. Substitute with SR Firaga if you don't have this one. |
|
Ramza/Cheer Up |
If you are dying and you have enough courage to transfer 80 percent of it can snap your team to a win or even a boss fight, you want this ability. Its a must for Krile and Zidane to keep your team in the fight to finish the boss before the enemy team. |
|
Selphie/Wall |
Cancellation of status ailments is nice, but one 80% damage reduction is ridiculous. Every character will benefit from running this must have the ability to keep you alive. Use SR Barrier as substitute if you don't have this one. |
|
Ground breaker |
The range is great, the damage is low, but that's about it a must to break any barriers you will encounter the entire match. Everyone will run some sort of barrier, and you need a way to stop them. Even as an SR, it is a great ability to have prepared. |
|
Hope/Renew |
A 100% healgives you back into battle at full health. A healing is a must in most matchesbecause you'll never know if you're paired with a support player and don't want to be stuck with 9999 bravery and die because you have no health. SR Heal is a good substituteand it is one AoE healsso it can be more useful to help heal yourself and your teammates. |
S level abilities
|
Ability |
Description |
|---|---|
|
Supreme Soul |
Useful for the whole party, give all your allies a damage dealing area around them to help finish off anything in their path. |
|
Cross-Slash |
A cooldown that isn't too long, combined with an attack that doesn't just does decent damage thanks to Cloud, but also provides a short stun for a follow up from you or your team to seal the deal. |
|
Meteor |
Similar to Lightning's Thunderfall, it is a AoE circle attack that can get rid of all monsters below one crystal at a time, making it a good addition for Rinoa. More importantly, it can kill someone near a boss, steal their BP and gives you 9,999 if they are killed during an explosion. |
|
Diamond Destroyer |
A UR ability to frees the enemy and buffs you at the same time is a big deal. Raise your ATK and SPD while lower the enemies to unleash deadly blows as a follow-up while rendering them nearly immobile. |
|
Gachirin |
While Iroha needs both UR abilities to shine, this is her best. A good way to take out enemies around a bossand to do lots of damage generally. A high damage move with devastating consequences. |
|
Ninjutsu |
The main single target damage dealer for Onion Knight, Ninjutsu can disposable enemies after you've leveled up during the match, unleashes devastating damage to knock out any enemy and turn the battle. |
A level abilities
|
Ability |
Description |
|---|---|
|
Ultimate Shield |
Decent damage handling ability. The cone can capture multiple enemies at once if it is correctly placed. That's all it does though. Fairly powerfulbut nothing special. |
|
The Legend of the Deep Forest |
Continuous healing that can heal up to 300 percent/15 secondsit is the ultimate healing ability and a staples for Krile's loading. However, its 75-second cooldown is too long for S-tier. |
|
Riot Blade |
Terra offers major damage to an area quite far away. This attack has large selection to keep enemies at bay and hit those who try to run in a long line away from you. |
|
Omnislash |
The classic ability returns, deal with serious injury and delete everything that gets in its way. A well-timed Omnislash can devastate any enemy. |
|
Angel wing |
A strong attack that stacks to increase Rinoa's ATK, this ability also fully restores her HP. If you are goes to Rinoa, you should pull for this. However, you need to increase her stats to get the most out of this. |
|
Grand Lethal |
Transform Zidane into a deadly powerhouse with just a 32 second cooldown. This UR ability causing serious damage in a cone, so with good positioning you can attack multiple enemies for a large amount of damage on a cooldown that won't be too hard to wait for. |
|
Fateful moment |
A timed explosion means you can hit enemies without being close. Just make sure it goes off properly and be prepared to wait 75 seconds. That too reduces their SPD and launches them into the air for your team to finish them. |
|
Trigger-happy |
Prompto AoE cone damage ability. That's decent enough on a 42-second cooldown. It deals enough damage take out enemies under a crystal also. An overall good addition. |
|
Thunder |
A devastating AoE attack which has the ability to take out an entire area of monsters. Along with her passive Bright Blaze, which deals additional damage to monstersthis UR ability hits everything in a wide area for great damage, proving her power. |
|
Spell book |
A AoE attack that fits well with its main claimant, Ninjutsu. It is one good setup for launching enemies in the air for a combo, but Ninjutsu is more your bread and butter. |
|
Fugue |
The debuffs on Fuga are goodeven if they are only moderate. Reduced DEF and SPD makes Fuga a wonderful installation tool in a cone in front of you. |
B level abilities
|
Ability |
Description |
|---|---|
|
Sealed Holy Light |
Krile's only damaging UR ability, this one has one sufficiently long cool down, doesn't do much damage, and is really only useful for escaping, but that's about it mostly used to destroy the enemies around a crystal. |
|
Trance (Terra) |
A ridiculously long cooldown for a UR that relies on you being adequately prepared has multiple fire element abilities in your charge. But when you can do it, it's amazing. |
|
Trance (Zidane) |
Good when you can combine it with its ability, but it has a long cooldown and relies on other options to take full advantage. It's just an ok UR ability, though not a priority for him. |
|
Crack shot |
Perfect for a follow up, this UR ability reduces enemy DEF after dealing critical damage. The debuff is nice, but the range and positioning for the follow-up from a teammate can be difficult to coordinate. |
|
Army of One |
Lightning rushes forward and deals heavy damage to an enemy. This is her gap closer and high damage handling attack, but she already has high mobilityand it will most likely only hurt your opponent on the enemy team. |
|
Minwu/Teleport |
Situationally useful for everyone character that has limited mobilitythis UR ability is otherwise unnecessary and a waste of a slot that could be used for something more useful. |
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