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Burning Rave is the basic Duel finishing move for Zell in Final Fantasy VIII. It deals physical damage to all enemies depending on Zell's Strength stat. Though the animation includes flames, the attack is non-elemental. When Duel initiates, the player has a variable amount of time to perform Duel moves on their chosen _target. Using a finishing move ends the chain, and is thus best used right before Zell is about to run out of time.

Burning Rave is strong and is performed with a Playstation Dpad Down Playstation Dpad Down Playstation Dpad Down Playstation Dpad Down Playstation-Button-C input. It has the simplest button input for a finishing move. However, building a long chain of moves is where Zell's damage potential lies and makes him potentially the strongest party member, meaning finishing moves are usually not needed and can be detrimental in cutting Zell's Duel short. The time allotted for performing moves depends on Zell's Crisis Level, a hidden calculation in the game. Duel is randomly available when Zell is on low health or under Aura.

Burning Rave is one of the best Duel-finishers despite being the default one: it _targets all enemies, has an easy button input, and is only marginally weaker than Zell's final finisher: My Final Heaven.

When Zell uses Burning Rave, he gains a flaming aura and punches the ground, creating an energy wave that tears the battlefield apart. Zell uses a move that resembles this but without the flames and other flourishes aboard the train leaving Timber; the entire train car shakes and a warning announcement comes on the intercom. This is an optional scene, as the player can leave Timber on foot rather than on train.

Mechanics

Burning Rave is performed either automatically when the player sets their Duel to "Auto" in the Status menu, or by chaining from another move by inputting Playstation-Button-L1 Playstation-Button-R1 Playstation-Button-L1 Playstation-Button-R1 when it appears in the command window.

Burning Rave deals non-elemental physical damage to all enemies calculated as per the following formula:[1]

Critical Determination
C r i t i c a l % = ( L u c k + 1 ) / 256 × 100 {\displaystyle Critical\% = (Luck + 1) / 256 \times 100}

Where "Luck" is Zell's Luck stat. If the hit criticals, it will deal double damage.

Base Damage Calculation
D a m a g e = S t r e n g t h 2 / 16 + S t r e n g t h {\displaystyle Damage = Strength^2 / 16 + Strength}
D a m a g e = D a m a g e × ( 265 T a r g e t s   V i t a l i t y ) / 256 {\displaystyle Damage = Damage \times (265 - _target's~Vitality) / 256}
D a m a g e = D a m a g e × 48 / 16 {\displaystyle Damage = Damage \times 48 / 16}

Where "Strength" is Zell's Strength stat and "Vitality" is the _target's Vitality stat. Burning Rave is around twice as powerful as his typical Duel moves, and _targets all enemies, increasing the damage potential further.

All damage is randomized slightly:[1]

D a m a g e = D a m a g e × ( [ 0..32 ] + 240 ) / 256 {\displaystyle Damage = Damage \times ([0..32] + 240) / 256}

The time Zell has for Duel depends on his Crisis Level in the following manner:

  • Crisis Level 1: 4.66 seconds (starts with Punch Rush)
  • Crisis Level 2: 6.66 seconds (starts with Punch Rush)
  • Crisis Level 3: 9.33 seconds (starts with Booya)
  • Crisis Level 4: 12 seconds (starts with Booya)

Crisis Level is a hidden stat calculated based on how low Zell's current HP is compared to his maximum, the number of dead allies, and the number of ailments he is afflicted with. The worse off he is, the longer Duel times the player can expect. Crisis Level is also raised with the Aura status.

Burning Rave can be used from any of the following combinations:

  • Punch Rush → Mach Kick → Punch Rush → Heel Drop → Burning Rave
  • Punch Rush → Mach Kick → Punch Rush → Meteor Strike → Burning Rave
  • Booya → Heel Drop → Meteor Strike → Booya → Burning Rave

Because of the complexity of Duel, it is best explained and summarized by viewing the following Google docs flowchart.

If the _target has Protect, damage is halved. Limit Breaks never miss and are unaffected by Elem-Atk junctions.

Use

Zell "Burning Rave" Limit Break from FINAL FANTASY VIII Remastered
Zell "Burning Rave" Limit Break from FINAL FANTASY VIII Remastered

Burning Rave is perhaps the best finisher despite being available by default for being easily chainable, with a simple button sequence, and _targeting all enemies, which is one the only reasons the player may want to use a finisher as opposed to continuing with basic moves for the longest possible chain. It is weaker than Meteor Barret and Different Beat, but the aforementioned only _target one enemy. Burning Rave and My Final Heaven _target all enemies, and Burning Rave is only slightly weaker with Power value of 48 in comparison to My Final Heaven's 50. My Final Heaven is a lategame technique and by that point in the game, both finishers might be doing equal damage in hitting the damage cap of 9999.

Zell's Duel is already at its best potential since the start of the game and does not need enhancement and investment outside of stat-maxing the same way the other permanent characters do (besides Selphie, though she still gets better spells to her Slot when on a higher level).

Burning Rave is best used when Zell is about to run out of time, but timing it perfectly would be lucky. Other uses include deliberately ending the Duel (with an added flourish), and to damage enemies other than the one Zell has been _targeting with his Duel, such as when this _target is presumed to be dead already. Against a group of weak enemies, the player can simply aim straight for Burning Rave. Most bosses appear alone, but Burning Rave can be good early on against Biggs and Wedge in the Dollet Communications Tower, and later on in the prison. Fujin and Raijin also fight together, and make for good _targets for using Burning Rave. NORG also has his orbs, and some bosses in the final dungeon and final battles summon minions. If the player additionally inflicts Vit 0 onto the enemies, Burning Rave can be even more powerful.

Zell should be junctioned toward high Strength to make the most of his Limit Break. The Guardian Forces that have Str-J natively are Shiva, Ifrit, Brothers, Pandemona, and Cerberus. It is also worthwhile to give Zell any Str+% abilities. Because each hit has a chance of being a critical hit, Zell is also an excellent choice for Luck-J and Luck+50%; the only GF that has Luck-J natively is Cactuar, but Luck-J Scroll is available from some sidequests to give to the GFs Zell is junctioning.

Citations

  1. 1.0 1.1 (2010). "Final Fantasy VIII – Battle Mechanics FAQ". From GameFAQs. Archived from the original on June 19, 2023.
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