Final Fantasy VIII: FanZone
Junctioning
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Final Fantasy VIII hosts a new system called the Junction System. Based upon the powerful Guardian Forces from which the characters derive most of their power, the Junction System allows the player to modify character abilities, commands and even their attributes. Unlike previous games in the series, the magic in Final Fantasy VIII is not earned or purchased, but drawn from enemies in battle. Players can choose to cast the magic drawn from enemies right away, or store it as spells for later use. The Junction System lets the player attach the magic spells to attributes, enhancing character stats or special defenses that provide resistance to certain attacks.

Junctioning allows you to 'attach' the magic that your character has in his or hers inventory to produce noticable effects to your character's statistics. For example, if Squall's HP is at 2143 and you then junction 100 Fire spells to his HP statistic through the 'HP J' junction ability, his HP will increase. That example replaces Final Fantasy VII's 'HP Plus' Materia idea.
You can mess around with all sorts of statistics, such as luck and strength, but only when you have gained the appropiate junction ability first; you can't junction magic to your character's Strength statistic without having an equipped Guardian Force learnt the 'Strength Juntion' ability.
Junctioning also works in the same way as Final Fantasy VII's elemental combination where, for example, if you linked a Fire materia with an Elemental in Cloud's armor, he would be better defended against Fire. If you wanted to be better protected against Fire in Final Fantasy VIII, you would junction Fire magic to a character's 'Attribute Defense'.

You can attribute magic to your character's attack and defense through the junction System with the results depending on what magic you use. With your attribute attack, say if you wanted Squall to do more damage to fire-based creatures, you would junction fire magic to his attribute attack. If you want Squall to be better protected against fire attacks, you would attribute fire magic to his attribute defense.
The effectiveness of your 'attributing' is governed by two factors:

Power of the Magic - For example, Firaga will be much more effective than Fire.
Quantity of the Magic - For example, 30 Firaga's junctioned will be much more effective than 10 Firaga's.

Status Attack and Defense
Say if you wanted Rinoa to be protected against Poison attacks, you would simply junction Poison to her Status Defense. If you junctioned Poison to her Status Attack, she would inflict Poison everytime she attacked physically with her weapon.

Here are the top 4 spells to junction to each attribute. Each number is the amount by which a 100 spells increases the statistic:

HP-J
Ultima 6000
Full Life 4800
Meteor 4600
Holy 3800

Strength-J
Ultima 100
Meteor 75
Aura 70
Triple 70

Vit-J
Ultima 82
Full life 80
Meltdown 80
Regen 70

Magic-J
Ultima 100
Triple 70
Pain 60
Meteor 52

Spirit-J
Ultima 95
Full Life 85
Reflect 72
Curaga 65

Speed-J
Triple 70
Ultima 60
Haste 60
Stop 48

Evasion-J
Ultima 60
Triple 40
Tornado 32
Meteor 30

Accuracy-J
Triple 150
Ultima 60
Aura 50
Double 40

Luck-J
Ultima 60
Aura 40
Pain 40
Death 38

Example:
HP: Full Life
Stength: Ultima
Defense: Meltdown
Magic: Triple
Spirit: Reflect
Speed: Haste
Evasion: Tornado
Accuracy: Aura
Luck: Pain