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Cater
Final Fantasy Type-0 HD

Cater

Learn about Cater's abilities in final fantasy type 0, including AP costs and prerequisites like Bullet Boost (8 AP) and Quick Draw III (Level 45).

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Learn about Cater's abilities in final fantasy type 0, including AP costs and prerequisites like Bullet Boost (8 AP) and Quick Draw III (Level 45).

Abilities:

  • Accelerate: Increase movement speed. Costs 2 AP. Requires Level 10.
  • Bullet Boost: Increase power of rapid-fire bullets used in normal attacks. Costs 8 AP. Requires Level 25.
  • Charged Shot: Charges shots when gun is unholstered but not in use. No AP cost listed. No prerequisite listed.
  • Debuff Shot: Fire shots that lower enemies’ Defense. Costs 2 AP. No prerequisite listed.
    • Debuff Shot: AG Down: Reduce AG cost of Debuff Shot. Costs 4 AP. Requires Debuff Shot.
    • Debuff Shot: Effect Up: Increase effect of Debuff Shot. Costs 3 AP. Requires Debuff Shot.
  • Elementillery: Fire shots imbued with elemental magic. No AP cost listed. No prerequisite listed.
    • Flame Shot: Power Up: Increase the power of Elementillery’s Flame Shot. Costs 16 AP. Requires Level 15.
    • Frost Shot: Imbue shots with Ice magic with left analog stick up + ability button. Costs 8 AP. Requires Level 13.
    • Frost Shot: Crit Up: Increase critical hit rate of Elementillery’s Frost Shot. Costs 16 AP. Requires Frost Shot.
    • Voltaic Shot: Imbue shots with Lightning magic with left analog stick down + ability button. Costs 8 AP. Requires Level 13.
    • Voltaic Shot: Power Up: Increase power of Elementillery’s Voltaic Shot. Costs 16 AP. Requires Voltaic Shot.
  • Explosive Shell: Fire exploding shots with left analog stick up + normal attack. No AP cost listed. No prerequisite listed.
    • Explosive Shell: Stun Up: Increase stun rate of Explosive Shell. Costs 8 AP. Requires Level 14.
  • Hawkeye: Aim and fire at distant enemies. Costs 8 AP. Requires Level 13.
    • Hawkeye: AG Down: Reduce AG cost of Hawkeye. Costs 10 AP. Requires Hawkeye.
  • Intel: Check status of locked-on targets. No AP cost listed. No prerequisite listed.
  • Land Mine: Set a bomb in the ground that can be detonated later. Costs 6 AP. Requires Level 20.
    • Land Mine: AG Down: Reduce AG cost of Land Mine. Costs 12 AP. Requires Land Mine.
    • Land Mine: Power Up: Increase power of Land Mine. Costs 8 AP. Requires Land Mine.
  • Quick Draw: Cast finishing magic after a max-level charged shot. Costs 6 AP. Requires Level 28.
    • Quick Draw II: Cast level II finishing magic. Costs 12 AP. Requires Quick Draw.
    • Quick Draw III: Cast level III finishing magic. Costs 28 AP. Requires Level 45; Get Quick Draw II.
  • Quick Reflexes: Dodge or attack even during other actions. No AP cost listed. No prerequisite listed.
  • Slipstream: Execute any number of dodges in succession. Costs 3 AP. Requires Triple Slip.
  • Speedy Charge: Reduce amount of time needed to charge a shot. Costs 12 AP. Requires Bullet Boost.
  • Stilling Shot: Fire ammo that inflicts Stop. Costs 2 AP. Requires Level 10.
    • Stilling Shot: AG Down: Reduce AG cost of Stilling Shot. Costs 5 AP. Requires Stilling Shot.
    • Stilling Shot: Time Up: Stilling Shot remains active for a longer time. Costs 2 AP. Requires Stilling Shot.
  • Triple Slip: Execute up to three dodges in succession. Costs 2 AP. Requires Level 12.
  • Twinspell: Equip two spells at once. Costs 4 AP. Requires Level 19.
  • Untouchable: Window for dodging increases. Costs 5 AP. Requires Level 26.
  • Viral Spray: Release a venomous gas that inflicts Poison. Costs 3 AP. Requires Level 12.
    • Viral Spray: AG Down: Reduce AG cost of Viral Spray. Costs 4 AP. Requires Viral Spray.
    • Viral Spray: Time Up: Viral Spray remains active for a longer time. Costs 4 AP. Requires Viral Spray.

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