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SaGa Frontier 2 Arts
Arts are the collective term for attacks and spells in SaGa Frontier 2. Arts are learnt through the constant use of weapons and Anima (spells), or by manually inputting battle commands in a Duel. Any Art that has been used can be equipped to any character you currently have in your party, dependant on their weapons/equipment.
Each Art has it's own 'spark' level which determines how difficult it is to learn, and how strong the enemy has to be before you learn it. In general, the harder or more powerful the Art the stronger the enemy needs to be in order to learn it. A character's Skill Level in a given weapon/Anima does not affect how easy it is to learn. Skill Levels only affect how powerful an Art is, and how likely it is to Spark new Arts or cause Status Effects.
Arts are broken down into 3 separate categories: Weapon Arts, Spell Arts and Hybrid Arts.
Weapon Arts
The most common type of Art, Weapon Arts require only the use of a weapon. Weapon Arts are arranged by Weapon Type and consume WP when used.
Martial:
Name | Commands | WP | Power | Notes |
Punch | Punch | 1 | 3 | |
Karate Punch | Ready - Punch | 2 | 9 | |
Counter | -- | - | 10 | React to attack, negate damage |
Backhand | Feint - Punch | 3 | 15 | Cannot be evaded |
Rotation Kick | Charge - Kick | 3 | 21 | |
Bear Paw | Charge - Grab | 4 | 24 | |
Brawl | Punch - Kick - Punch | 4 | 27 | |
Ogre Run | -- | 4 | 32 | Party battle only, Line area |
Crush Beat | Charge - Punch - Punch | 4 | 35 | Bonus vs Rock monsters |
Heart Breaker | Focus - Grab - Punch | 5 | 38 | + Cripple |
Arm Hammer | Charge - Charge - Punch | 5 | 45 | Chance to miss |
Kick Rush | Kick - Kick - Kick | 5 | 49 | |
Corkscrew | Charge - Focus - Punch | 6 | 51 | |
Somersault | Charge - Kick - Kick | 5 | 54 | |
Triangle Kick | Feint - Kick - Kick | 6 | 57 | Cannot be evaded |
Sumo Throw | Punch - Grab - Kick | 8 | 60 | + Cripple |
Kitchen Sink | Charge - Feint - Kick | 7 | 62 | Morale down |
Rolling Thunder | Focus - Punch - Punch - Punch | 9 | 64 | |
Tumbler | Feint - Grab - Charge - Grab | 9 | 72 | + Cripple |
Cascade Rising | Focus - Kick - Kick - Kick | 10 | 79 | |
Dragon Revolution | Feint - Grab - Kick - Punch | 10 | 85 | Cannot be learnt by commands |
KAMIKAZE | Charge - Charge - Charge - Grab | 10 | 90 | Lose 1 LP per use |
Eradication | Punch - Punch - Kick - Kick | 10 | 99 | Deathblow |
Note: Ogre Run and Dragon Revolution cannot be learnt in a Duel. They can only be learnt at the end of a battle. Once learnt, Dragon Revolution can be used in a Duel, but Ogre run cannot. Lastly, Counter is a default move that has a chance to negate an enemy move and cause them damage. It has a fixed chance of being activated during an enemy turn if you are using Martial Arts.
Sword:
Name | Commands | WP | Power | Notes |
Deflect | -- | - | - | React to attack, negate enemy damage |
Slash | Slash | 1 | 9 | Basic sword attack |
Double Slash | Cleave - Cleave | 2 | 21 | |
Cross Slash | Slash - Backslash | 3 | 25 | Bonus vs. Undead |
Strike Slash | Feint - Slash | 3 | 27 | + Cripple |
Running Slash | Feint - Backslash | 3 | 33 | |
Mist Double | Feint - Cleave - Slash | 3 | 3 | |
Smash | Charge - Cleave | 4 | 37 | May fail |
Final Letter | Backslash - Cleave - Backslash | 6 | 39 | Deathblow |
Dead End | Cleave - Backslash - Slash | 7 | 42 | Deathblow |
Double Stroke | Ready - Backslash - Backslash | 4 | 44 | |
Cross Break | Charge - Cleave - Cleave | 5 | 46 | |
Slice & Dice | Slash - Backslash - Cleave | 5 | 49 | |
Dragon Tail | Feint - Slash - Backslash | 5 | 50 | |
Head Cracker | Ready - Charge - Slash | 6 | 52 | Bonus vs. Insects |
Aftervision | -- | 7 | 55 | Damage all enemies |
Heaven & Hell | Charge - Slash - Backslash | 6 | 55 | + Cripple |
Head Wind | Feint - Cleave - Backslash | 7 | 59 | |
Bull Crush | Charge - Charge - Cleave | 8 | 63 | May fail |
No Moment | Ready - Ready - Ready - Slash | 8 | 66 | Cannot be evaded |
Blade Spray | Ready - Charge - Charge - Backslash | 9 | 71 | Small fan area |
Bear Crush | Charge - Charge - Charge - Cleave | 10 | 80 | May fail |
Multi-Way | Slash - Backslash - Cleave - Slash | 13 | 88 |
Axe:
Bow:
Spear:
Staff:
Spell Arts
Spell Arts are, as the name implies, the magical form of Arts and require the use of various forms of Anima and SP. Spell Arts are arranged by Anima type and can be either offensive, defensive or recovery.
Type | Name | Commands | SP | Power | Notes |
Tree | Bushfire | Tree + Flame | 6 | 28 | Large circle area |
Life Water | Tree - Water | 5 | 30 | Recover HP | |
Sleep | Tree - Tree - Flame | 5 | -- | Small circle area, + Sleep | |
Needle Shot | Tree - Stone | 4 | 36 | ||
Song of Earth | Tree + Tone | 8 | -- | All opponents, + Fear/Confusion | |
Woodstock | Tree - Beast | 5 | 32 | ||
Stone | Delta Petra | Stone - Tree | 6 | 50 | + Petrify |
Guard Beast | Stone - Stone - Beast | 9 | -- | Chance to negate damage taken | |
Magmaxplosion | Stone - Flame | 5 | 38 | Small circle area | |
Stone Armor | Stone - Stone - Stone | 4 | -- | Defence Up | |
Water Hammer | Stone - Water | 5 | 20 | + Fear/Confusion | |
Flame | Firestorm | Fire + Tree | 8 | 66 | All opponents |
Flame Naga | Flame + Beast | 5 | 40 | Small circle area, Bonus vs Frogs | |
Incineration | Flame - Flame - Tree - Stone | 10 | 75 | + Deathblow | |
Recovery Breath | Flame - Tree | 4 | -- | Remove abnormal status effect | |
Soul Hymn | Flame + Beast + Tone | 16 | -- | All allies + Regenerate, Morale Up | |
Water | Aqua Viper | Water - Beast | 4 | 18 | Line area, Bonus vs Frogs |
Call Thunder | Water - Water - Tone | 7 | 60 | ||
Heavenly Thunder | Water - Water - Tone - Tree | 9 | 70 | ||
Permanence | Water - Water - Stone - Tree | 8 | -- | Prevents abnormal status | |
Sonic Poison | Water + Tone | 5 | 44 | All opponents + Poison | |
Tone | Hymnal | Tone - Tree - Beast | 11 | 60 | All opponents, Bonus vs Undead |
Sonic Burner | Tone + Flame | 6 | 21 | Small fan area | |
Sonic Sanctuary | Tone - Stone | 4 | -- | Magic Up | |
Spoil Wave | Tone + Water | 3 | -- | Large line area, Psyche down | |
Stone Memory | Tone - Tone - Stone | 7 | -- | + Petrify | |
Beast | Berserk | Beast - Beast - Beast | 3 | -- | Ally Berserk, Morale Up |
Howling Heaven | Beast + Tone | 5 | 32 | All opponents, Morale down | |
Mindscape | Beast + Tree | 3 | -- | All allies, Quick Up | |
Regenerate | Beast - Beast | 3 | -- | Recover HP each turn | |
Reviva | Beast - Flame - Flame - Beast | 9 | -- | Auto-Revive on character |
Note: Spells classified as "Anima + Anima" cannot be learnt or used in a Duel. They can only be learnt at the end of a battle. The Anima(s) listed are the different types required to use the Art once it has been learnt.
Hybrid Arts
Hybrid Arts are a combination of Weapon and Spell Arts, using both a weapon and Anima. As these Arts are a combination they can deal large amounts of damage, or heal characters. The power of Hybrid Arts are based on both the weapon and Anima(s) skill levels. Hybrid Arts are also arranged by Weapon Type and consume SP (only) when used.
Type | Name | Commands | SP | Power | Special Notes |
Sword | Thunder Blade | Water - Backslash - Cleave | 6 | 50 | -- |
Tornado Blade | Automatically learnt by Johan | 7 | 74 | Large Circle area | |
Gale Blade | Tree - Cleave - Cleave - Cleave | 10 | 94 |
-- | |
Axe | Fire Wheel | Flame - Charge - Throw | 5 | 45 | -- |
Bow | Poison Arrow | Water - Choot | 4 | 25 | Poison |
Bird Hunter | Flame - Shoot | 2 | 31 | Bonus vs Flying | |
Flame Bird | Flame - Beast - Shoot | 9 | 33 | User alse recovers HP | |
Death Shot | Tree - Flame - Shoot | 4 | 42 | Deathblow | |
Spark Shot | Flame - Quickshot - Quickshot | 7 | 51 | -- | |
Windbreaker | Tree - Charge - Charge - Shoot | 8 | 60 | -- | |
Spectral Shot | Beast - Beast - Beast - Quickshot | 9 | 66 | -- | |
Spear | Snake Blast | Water - Charge - Thrust | 6 | 72 | Bonus vs Frogs |
Twin Dragon | Flame - Water - Thrust - Thrust | 9 | 90 | -- | |
Jewel Strike | Stone - Water - Backslash - Backslash | 15 | 99 | -- | |
Staff | Gale Strike | Tree - Swing - Swing - Swing | 7 | 74 | -- |