☆ How to Unlock All 36 Characters
★ Trophy Guide and Achievements List
☆ Tier Lists: Best Characters and Best Jobs
★ Farming Guides: EXP, JP, Money
☆ All 9 Forbidden Weapon Locations
★ All 9 Battle-Tested Equipment Locations

These are the best skills that you can use in combat in Octopath Traveler 0 (Octopath 0). Find out all the best and strongest battle skills, passive skills, ultimate techniques, and action skills that you can use in battle here!
List of Contents
| Jump to a Skill Type! | |||||
|---|---|---|---|---|---|
| Physical | Magic | Recovery | |||
| Buff | Debuff | ||||
| Skill | User | Details |
|---|---|---|
Rain of Arrows
|
Damage Type:
SP Cost: 12 Deal bow damage to random foes 5 to 8 time(s). |
|
Phantom Strike
|
Damage Type:
SP Cost: 40 Deal great sword damage to random foes 2 time(s). Attack count increases based on Boost Lv. |
|
Triple Throw
|
Damage Type:
SP Cost: 26 Deal dagger damage to random foes 3 time(s). Has an increased chance of being a critical hit. |
|
Arrowstorm
|
Damage Type:
SP Cost: 36 Deal bow damage to all foes 5 to 8 time(s). |
|
Vengeful Blade
|
Damage Type: N/A
SP Cost: 14 Counter physical attacks with a sword 2 time(s). Lower Shield Points with counter regardless of target's weak points. |
|
Stormblade
|
Damage Type:
SP Cost: 36 Deal sword damage to a foe 3 to 5 time(s). |
|
Sublime Slash
|
Damage Type:
SP Cost: 45 Deal great sword damage to a foe 3 time(s). |
These physical skills stand out because they give the best multiple hits, high damage, and AoEs into a single attack. These moves consistently outperform others thanks to their efficiency and sheer burst potential.
You'll want to rely on these when you want fights to end fast by inflicting maximum damage.
| Skill | User | Details |
|---|---|---|
Fire Storm
|
Damage Type:
SP Cost: 33 Deal fire damage to all foes 2 time(s). |
|
Maelstrom
|
Damage Type:
SP Cost: 33 Deal wind damage to all foes 2 time(s). |
|
Blinding Light
|
Damage Type:
SP Cost: 33 Deal light damage to all foes 2 time(s). |
|
Duskblight
|
Damage Type:
SP Cost: 33 Deal dark damage to all foes 2 time(s). |
|
Radiant Light
|
Damage Type:
SP Cost: 19 Deal light damage to random foes 3 time(s). |
|
Thunderclap
|
Damage Type:
SP Cost: 12 Deal lightning damage to all foes. |
|
Lightning Blast
|
Damage Type:
SP Cost: 33 Deal lightning damage to all foes 2 time(s). |
|
Arcane Meteor
|
Damage Type: N/A
SP Cost: 24 Deal great non-elemental damage to all foes. |
|
Arcane Comet
|
Damage Type: N/A
SP Cost: 36 Deal great non-elemental damage to all foes. More potent if acting from the back row. |
These spells dominate because they hit entire enemy groups at once, often with multiple strikes or added potency, making them super efficient for clearing waves! These skills deliver consistent, high-impact damage without wasting turns.
| Skill | User | Details |
|---|---|---|
Vivify
|
Damage Type: N/A
SP Cost: 24 Revive an ally. |
|
Heal All
|
Damage Type: N/A
SP Cost: 15 Grant HP regeneration to the entire front row or entire back row for 3 turn(s). |
|
Heal More
|
Damage Type: N/A
SP Cost: 38 Greatly restore HP of the entire front row or entire back row. |
|
Healing Touch
|
Damage Type: N/A
SP Cost: 12 Restore HP of an ally, and cure status ailments. |
|
Sacred Flame's Blessing
|
Damage Type: N/A
SP Cost: 8 Restore own HP/SP for 2 turn(s). |
|
Curl Up
|
Damage Type: N/A
Greatly restore own HP/SP.
|
These recovery skills shine because they keep the whole squad alive without burning too many turns or SP.
These skills have the best big group heals, status ailment cleaners, revives, and even self-sustain options that let characters keep fightining continuously without fail.
| Skill | User | Details |
|---|---|---|
Focus
|
Damage Type: N/A
SP Cost: 6 Raise own Phys. Atk./Accuracy for 3 turn(s). |
|
Almighty
|
Damage Type: N/A
SP Cost: 12 Raise own Phys. Atk., Phys.Def., Elem.Atk., Elem.Def. for 3 turns. |
|
Take Aim
|
Damage Type: N/A
SP Cost: 12 Raise Accuracy/Crit. of the entire front row or entire back row for 2 turn(s). |
|
War Cry
|
Damage Type: N/A
SP Cost: 6 Raise own Phys. Atk./Crit. for 3 turn(s). |
|
Dark Panther Dance
|
Damage Type: N/A
SP Cost: 24 Raise Phys. Atk./Speed of the entire front row or entire back row for 2 turn(s). Dance Skill |
|
Focus Energy
|
Damage Type: N/A
SP Cost: 6 Raise own Phys. Atk./Elem. Atk. for 3 turn(s). |
|
Offensive Maneuver
|
Damage Type: N/A
SP Cost: 12 Raise Phys. Atk. of the entire front row or entire back row for 2 turn(s). |
|
Defensive Maneuver
|
Damage Type: N/A
SP Cost: 12 Raise Phys. Def. of the entire front row or entire back row for 2 turn(s). |
|
Fleeting Feline
|
Damage Type: N/A
SP Cost: 10 Raise own Speed for for 2 turn(s), and grant self the ability to dodge physical attacks 1 time(s). |
These buffs are the best because they amp up your damage, accuracy, crits, speed, and defense perfectly.
You’ve got self-buffs with multiple effects and row-wide buffs for team synergy. These skills will make sure your team will hit harder, faster, and with maximum damage!
| Skill | User | Details |
|---|---|---|
Goad
|
Damage Type: N/A
SP Cost: 18 Attempt to draw the attention of all foes to the caster for 3 turn(s), and lower Accuracy of all foes for 3 turn(s). |
|
Mind Sap
|
Damage Type: N/A
SP Cost: 6 Lower Elem. Def. of a foe for 2 turn(s). |
|
Inhibit Offense
|
Damage Type: N/A
SP Cost: 6 Lower Phys. Atk./Elem. Atk. of a foe for 2 turn(s) |
|
Lower Defenses
|
Damage Type: N/A
SP Cost: 6 Lower Phys. Def./Elem. Def. of a foe for 2 turn(s). |
|
Weak to Poison
|
Damage Type: N/A
SP Cost: 4 Make a foe weak to poison for 2 turn(s). |
These debuffs stand out as the best as they can chop down enemy defenses, ruin their damage output, mess with their accuracy, and even make them extra vulnerable to status effects.
These debuffs are perfect for boss fights, especially the ones that can prove difficult.
| Skill | User | Details |
|---|---|---|
Peak Performance
|
Raise the equipped character's attack skill potency when HP is at least 100%. | |
Inspiriting Break
|
Restore the equipped character's SP when breaking a foe. | |
Extra Experience
|
Receive additional EXP at the end of battle. (The effect is not cumulative.) | |
Crit. +50
|
Raise the equipped character's Crit. by 50. | |
Study Foe
|
At the start of battle, discover 1 weak point of each foe. | |
Extra JP
|
Receive additional JP at the end of battle. (The effect is not cumulative.) | |
Boost-Start
|
At the start of battle, restore 1 BP. | |
Incidental Heal
|
After the equipped character acts, gain a 50% chance to restore the HP of an ally in the front row with the least HP. | |
Fortitude
|
Raises the equipped character's attack skill potency the lower their HP. | |
Hang Tough
|
When the equipped character is not near death, they will survive an otherwise lethal attack with 1 HP remaining. |
These support skills shine because they boost your damage, survivability, and resource gain for farming purposes, which makes them very efficient. Skills like Peak Performance and Fortitude ramp up damage when you need it most, while Inspiriting Break and Boost-Start keep your BP flowing. Study Foe and Extra JP/EXP give you consistent rewards every battle, and Hang Tough literally saves you from a one-shot.
Still, the best choice depends on the characters you bring, but these passives deliver reliable value across most team setups, which is why they stand out.
| Skill | User | Details |
|---|---|---|
Full Cheer
|
Damage Type: N/A
Raise BP recovery of the entire front row or entire back row by 1, and grant SP regeneration for 2 turn(s).
|
|
Ruinous Aria
|
Damage Type: N/A
Grant an ally the ability to exploit weaknesses regardless of weak points for 2 turn(s). Song skill.
|
|
Divine Protection
|
Damage Type: N/A
Nullify damage taken from physical attacks for the entire front row or entire back row 1 time(s).
|
|
Grand Trinity
|
Damage Type:
Deal fire, ice, and lightning damage to all foes 2 time(s) each.
|
|
Prayer for Tomorrow
|
Damage Type: N/A
Revive and restore HP/SP of all allies.
|
|
Take Command
|
Damage Type: N/A
Raise Phys. Atk., Phys. Def., Elem. Atk., and Elem. Def. of all allies for 3 turn(s).
|
These Ultimates earn their spot because they swing the momentum of a battle efficiently. It consists of full-party saves, massive AoE damage, and team-wide buffs that can turn the tides of battle.
Ults like Grand Trinity can wipe entire enemy formations, while Prayer for Tomorrow pulls your team back from the brink whenever you need it. Defensive Ultimates such as Divine Protection can completely flip a losing fight, and buffs like Take Command crank your whole squad to literal powered up beasts.
List of All Ultimate Techniques
| Skill | SP | Effect |
|---|---|---|
Greater Heal
|
N/A | Raise the amount restored by the equipped character's HP/SP recovery skills. |
Helmcleaver
|
8 | Deal sword damage to a foe, and lower Phys. Def. for 2 turn(s). |
Lunar Arc
|
55 | Deal great polearm damage to all foes, then move to the back row. |
Shadow Bind
|
8 | Deal dark damage to a foe, and lower Speed for 2 turn(s). |
Smite of Fury
|
36 | Select a weapon and deal great damage to all foes. |
| Weaken Foundation | 6 | Lower Phys. Atk/Phys. Def. of a foe for 2 turn(s). |
Rehabilitate
|
15 | Grant an ally immunity to status ailments for 2 turn(s). |
These Action Skills shine because they’re flexible, efficient, and slot neatly into almost any team setup. The ones highlighted here offer a mix of crowd control, debuffs, and solid damage while keeping SP costs reasonable.
Skills like Smite of Fury and Lunar Arc deliver heavy hits or wide-range damage, while Shadow Bind and Weaken Foundation chip away at enemy stats to make the rest of your party hit harder. Support options such as Rehabilitate add valuable survivability without tying you to a specific character.
Walkthrough |
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Map and Regions |
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Latest News |
Best Skills to Use in Combat



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