Power you can hold
Materia
Definition
What is Materia?
Materia are orbs of crystallized Mako, the Lifestream in processed form. Set into the slots of weapons and armor, they let a character cast magic, use new commands, call summons or gain new abilities.
Materia earns AP in battle and grows stronger as it levels up. When one reaches its highest level it is mastered, and a brand new copy of the same Materia appears at zero AP. Slots come singly or in linked pairs, and a weapon holds at most eight slots: four linked pairs.
Sources: Final Fantasy Wiki, Materia (Final Fantasy VII equipment) (opens in a new tab); Final Fantasy Wiki, Mako (opens in a new tab); Wikipedia, Final Fantasy VII (opens in a new tab)
Five colors
Every orb has a job

Green
Magic
Teaches spells such as Fire, Cure and Bolt.
Examples: Fire, Ice, Lightning, Restore, Poison, Revive, Seal
Source: Final Fantasy Wiki, Magic Materia (Final Fantasy VII) (opens in a new tab)

Yellow
Command
Adds new battle commands such as Steal and Throw.
Examples: Steal, Throw, Sense, Deathblow
Source: Final Fantasy Wiki, Command Materia (Final Fantasy VII) (opens in a new tab)

Red
Summon
Calls a summoned creature into battle.
Examples: Shiva, Ifrit, Ramuh, Phoenix, Bahamut
Source: Final Fantasy Wiki, Summon Materia (Final Fantasy VII) (opens in a new tab)

Purple
Independent
Raises stats or grants passive abilities such as Cover.
Examples: HP Plus, Cover, Long Range, Counter Attack
Source: Final Fantasy Wiki, Independent Materia (Final Fantasy VII) (opens in a new tab)

Blue
Support
Does nothing alone; it changes the Materia linked next to it.
Examples: All, Elemental, Added Effect, HP Absorb, MP Turbo, Quadra Magic, Counter, Steal as well, Final Attack
Source: Final Fantasy Wiki, Support Materia (Final Fantasy VII) (opens in a new tab)
Try it
The Materia Bench
Linking only matters when one orb in a pair is blue Support Materia. Pick up an orb, set it into a slot, and the bench explains what each linked pair does, or why it does nothing.
Weapon: eight slots in four linked pairs
Materia
Choose an orb to pick it up, then choose a slot. Choose a filled slot to take its orb out.
Magic
Command
Summon
Independent
Support
What this weapon does
- Pair 1: empty linked pair.
- Pair 2: empty linked pair.
- Pair 3: empty linked pair.
- Pair 4: empty linked pair.
Pairings at a glance
What linking actually does
| Linked pair | Result |
|---|---|
| All + Restore | Restore can target every enemy or every ally at once, a limited number of times per battle. Higher levels of All allow more uses. |
| Elemental + Ice | In a weapon, attacks take on the element of Ice. In armor, damage of that element to the wearer is halved. |
| Added Effect + Poison | In a weapon, each hit has a chance to inflict the status effect of Poison. In armor, the wearer is protected from it. |
| Quadra Magic + Bahamut | Bahamut is cast four times in a row. |
| Counter + Deathblow | When the wearer is attacked, they may answer with Deathblow. |
| Final Attack + Phoenix | When the wearer is knocked out, Phoenix is summoned and can bring the whole party back. |
| Elemental + Bahamut | Elemental cannot boost Bahamut. Bahamut still works on its own. |
| Fire + Cover | Fire and Cover both work independently. Linking only matters when one of them is blue Support Materia. |
Sources: Final Fantasy Wiki, Support Materia (Final Fantasy VII) (opens in a new tab); Final Fantasy Wiki, Magic Materia (Final Fantasy VII) (opens in a new tab); Final Fantasy Wiki, Command Materia (Final Fantasy VII) (opens in a new tab); Final Fantasy Wiki, Summon Materia (Final Fantasy VII) (opens in a new tab); Final Fantasy Wiki, Independent Materia (Final Fantasy VII) (opens in a new tab)





