The Final Fantasy series has gone through a variety of battle systems that have evolved with the growth of the series and with technological improvements to gaming as a whole. Final Fantasy VII: Remake's yet unnamed battle system is the ninth (tenth if you include the variation of a system found only in Lightning Returns: Final Fantasy XIII) battle system in the decades-spanning franchise.

Of course, some of these battle systems (much like the games themselves) have worked better or are simply more memorable than others. With that in mind, here are our picks for the best battle systems from throughout the Final Fantasy games.

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10. Active X Battle

This combat system from Final Fantasy XV, pronounced Active Cross Battle, is a variation of the real-time combat system. Players interact with enemies directly on the field, rather than a separate battle screen, giving them the choice between actively instigating or avoiding battles. There is a chance that near-by enemies may join in, which can turn a small fight into a huge foray. There is only one playable character in the game, Noctis, and all other party members are AI-controlled.

During the battle, a timed gauge fills that allows the player to direct party members to unleash devastating, special attacks. The premise is innovative, but the battle design falls short when it comes to its controls. There is little variation in the buttons used, taking away impact from the action and making it feel more like a button-masher than strategizing gameplay.

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9. Style-Change Active Time Battle

Style-Change Active Time Battle (SATB) is only used in Lightning Returns: Final Fantasy XIII. As Lightning is the sole playable character in the game, she is capable of switching between three different roles, or schemata. Using attacks will lower the ATB bar for that schemata only, and the bar will refill much faster when the schema is not in use, so players must switch between Lightning's various schemata throughout the battle.

SATB has many interesting elements. It takes inspiration from previous battle systems and has some innovative concepts. Unfortunately, the execution of it leaves the battle system feeling like another button-masher.

8. Command Synergy Battle

The battle system in Final Fantasy XIII and XIII-2 had interesting concepts. Party members each can use three of a possible six Paradigms, the game's class system. The Paradigm's synergy system allows players to customize their three-person party, rotating between various synergy combinations to suit the battle.

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Each party member has their own unique timed gauge bar, though players only have control over the party leader's actions. The gauge is made up of equal segments that fill during the battle, and actions and attacks each use a portion of the gauges segments so players must strategize chaining spells and attacks. The concept of the CSB system is innovative and adds a deeper strategy system into the gameplay. In the midst of battle, though, the controls get repetitive.

7. Traditional Turn-Based

battle system from final fantasy ii

Gamers familiar with series like Pokemon and Dragon Quest will recognize this battle system that was used in the first three Final Fantasy games, as well as Final Fantasy: The 4 Heroes of Light. These battles are pretty standard for many JRPGS. The player and AI take turns making moves. The action pauses to allow players to take as much time as needed to strategize, resuming once all party members and AI-characters have selected their actions. Units could lose a turn if they are staggered by an attack or spell, though turns tend to go back and forth, with the order being determined by each character's Speed or Agility stat.

6. Charge Time Battle

Charge Time Battle was introduced in Final Fantasy Tactics. It uses a charge time meter that fills up to 100 to allow units to take action. Speed determines how quickly each unit's charge meter will refill. This system changes traditional video game battles into a virtual chess match within a 3D environment. It adds challenge and strategy to how players battle, as they need to consider the movements of the enemy and AI-controlled party members to plan their next move. You can easily miss receiving a healing spell or potion if you move out of range of a friendly AI character.

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5. Conditional Turn-Based Battle

Known as Count Time Battle in Japan, this battle system was used in Final Fantasy XDimensions II and Dissidia Final Fantasy Opera Omnia. It is based around a turn-based system that has an "Act List," rather than rounds. The acting characters in upcoming rounds can be affected by a number of factors in battle. Speed is one of the most important stats in this game, allowing characters to take more turns. Players can substitute party members in the midst of battle and use spells and abilities, such as Haste, to their advantage. This system was simplistic enough for new players while having an underlying layer of strategy for longtime fans to enjoy.

4. Real-Time Battle

This combat system was introduced in Final Fantasy XI, the series' first MMO-style game. In RTBs, spells and actions have cooldown timers, so players will need to wait a certain amount of time before repeating an action. This system was later used with some changes for Final Fantasy XIV, the franchise's second dabble into the online mass-multiplayer world. FFXI also eliminated random encounters and separate battle screens. This was an innovative move for the franchise, and it's influenced later Final Fantasy battle systems.

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3. Active Dimension Battle

gambit system in final fantasy xii

This combat system evolved from the Active Time Battle system and has only been used, so far, in Final Fantasy XII. The ADB system allowed battles for outside of a separate screen, eliminating random battle encounters and giving players the choice to charge into battle or keep their distance when exploring new areas.

What really makes the ADB system stand out is gambits. These allow players to program their party's actions as much or as little as they want. Gambits control how your party reacts in battle, down to their targets and how frequently potions and healing spells are used. Players only directly control the party leader, but Gambits allow for better AI control of other party members during battles.

2.  Unnamed Final Fantasy VII Remake System

Final Fantasy PlayStation Game

The newest battle system from Final Fantasy VII Remake, has yet to be named. It keeps elements of the original's ATB system and incorporates real-time aspects as well. Players can dodge, block and attack in real-time or use a Tactical Mode reminiscent of the ATB system from the original. Players can select actions from a menu in Tactical Mode or bind commands to shortcuts, allowing players to choose between two different battle systems depending on their preference.

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1. Active Time Battle

The Active Time Battle system has similarities to the traditional turn-based system it replaced, adding timing into attacks and commands. As the battle progresses, a gauge will fill, and when it is full, the party member will perform an action. The ATB system has two modes of play: Active and Wait. Time will either stop while players navigate menus or continue to flow. Stalling can lead to enemies getting multiple hits in before you make your move.

ATB was introduced in Final Fantasy IV, with chaining and the ability to switch classes on the fly added in Final Fantasy X-2. Many games later in the series have elements of an ATB system incorporated, making it easily one of the most recognizable and beloved systems in the series.

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