The topic was messy, so I compiled it. Also, added in GFs for the main PCs to give you something to compared GF Squall to. No actual testing was done, all info gathered from this topic and this FAQ:
http://www.gamefaqs.com/console/psx/file/197343/50775Note that non-Squall claims to GFs are VERY weak, so please don't take them seriously unless you just really like handing out skillsets based on weak claims (like me! Yay full-cast-medium WA5! FF6 Espers for everybody!)EDIT: Characters have unique starting compatibilities with each of the GFs. If you allow GFs by this method, the main PCs are listed here with their highest-compatibility GFs (Except in Rinoa's case, who still has Leviathan due to Selphie having a better claim to Rinoa's top GF).
Final Fantasy 8 - Averages up top (Permanent PCs only, no Junctioning)
Average HP= 3971
Average strength= 49.5 (w/ weapon bonus: 67 (73 if you count Squall's crit bonus as *1.5))
Average VIT= 32
Average SPR= 33
Average SPD= 36
Average LUK= 22
Average damage using only physicals: 653
Junctioned Damage Average: 2270.5 (2764.5 w/ Zell's Str Bonus)
(7022 Zell's Physical w/ Str Bonus)
4058 Zell's Physical
2235 Squall's Darkside
2185 Rinoa's Leviathan summon
1897 Quistis' Shiva summon
1892 Irvine's Quezacotl summon
1356 Selphie's Siren summon
Junctioned averages!
Average HP: 5673
Average VIT: 40
Average SPR: 61
Average SPD: 36
Squall LeonhartHP - 4187
STR - 47
VIT - 41
MAG - 45
SPR - 36
SPD - 37
LUK - 22
Lionheart +31 (255 HIT, ITE)
Squall's Physical: 745 (1117 critical trigger)
Squall's Renzokuken: 1215 per hit.
4-9 hits, depending on Crisis level. Sometimes leads to a Renzokuken Finisher. (23.8%)
Renzokuken Finishers (1 in 4 chance of selecting any of the following.)
---
1. Rough Divide: 1797. ST
2. Fated Circle: 1414. MT
3. Blasting Zone: 1672 MT.
4. Lion Heart: 18x3712 = 66816
Your mileage may vary, but if you allow Gfs, Squall has the strongest plot claim to Quezacotl and Shiva, as they are given to him in the tutorial when he’s by himself.
If you allow GFs based on starting GF compatibility, then Squall gets the highest compatibility with Diabolos compared to all other GFs -and- PCs.
Quezacotl
HP: 2850
Summon: Thunder Storm – 1892 MT Thunder magic damage
Card - ID. Sucess percentage increases as enemy's HP decreases, turns enemy into a card. Godly.
Innate boosts:
Mag+20%, 40%
SumMag+10%,20%,30%
Boost 180%
GFHP+10%,20%
Menu commands:
Thunder Magic Refine - Thunder, Thundara, Thundaga, Aero, Tornado
Mid Magic Refine
Card Mod
Junctions: HP, Vit, Elem DefX2, Elem Atk
Shiva
HP: 2750
Summon: Diamond Dust – 1897 MT Ice magic damage
Doom – 100% ID when Timer reaches 0.
Innate boosts:
Spr+20%,40%
Vit+20%,40%
SumMag+10%,20%,30%
GFHP+10%,20%
Boost 180%
Menu commands:
Ice Magic Refine - Blizzard, Blizzara, Blizzaga, Water
Junctions: Spr, Str, Vit, Elem Atk, Elem DefX2
Diablos
HP: 3000
Summon: Dark Messenger - Gravity-based percentage damage, MT Percentage based on level (50% mHP damage at L50, 100% mHP damage at L100) Damage cannot exceed 9999 cap.
Mug: Physical + Steal
Darkside : 3x Physical damage (2235), costs 10% mHP
Innate boosts: (Can only equip 3, stackable)
Mag+20%,40%
HP+20%,40%,80%
GFHP+10%,20%,30%
Ability x3 – can equip up to 3 innate boosts.
Menu abilities:
Time Magic Refine -Slow, Haste, Stop, Quake, Demi, Double, Triple
Status Magic Refine - Silence, Berserk, Bio, Blind, Confuse, Sleep, Break, Pain, Meltdown
Junctions: Mag, HP, Hit
Squall's stats [with Junctions] (Junctioned spells/abilities)
HP - 4187 [9999] (PainX100) (HP+80%, HP+40%)
STR - 78
VIT - 41
MAG - 45 [115] (TripleX100)
SPR - 36
SPD - 37
LUK - 22
Hit - 255 [255] (DoubleX100 for a +40 boost! Yes!)
Squall's physical: 745 (1117 with/ critical trigger)
Squall can increase his Hit, too, but his weapon is already a 255 (max) Hit weapon. With Diablo, Squall gets access to a summoning meatshield that deals cHP damage against anything that doesn't resist Gravity. He also gets Darkside to deal 3x his normal physical for the minor cost of 10% mHP. Oh, and he hits the HP cap easily with HP+80% and +40%, which stack. He even has room left over for another innate boost thanks to Ability x3. If you allow the PCs to actually -cast- their refined spells and not simply equip them (I don't), then Squall is also a nasty status whore.
Rinoa HeartillyHP - 4181
STR - 67
VIT - 31
MAG - 63
SPR - 39
SPD - 36
LUK – 22
Shooting Star +17 (Ranged)
Physical: 815
Limits
Combine:
25% chance of each of the following:
Angelo Cannon: 1378
Angelo Strike: 2938
Invincible Moon: Invincible for 3 Turns
Wishing Star: 6191*8 = 49529
There is also a chance of Angelo performing mid-battle skills to aid the party. The chance of this is low, but for completion, here they are. Activation rates from this BMG (
http://www.forte.spacequadrat.de/home/ff8/final_fantasy_viii_battle_mechanics.txt) .
Angelo Rush: 1068 randomly counters when Rinoa is attacked. (6.2% counter rate)
Angelo Recover: 62.5% Healing (6.6% counter rate)
Angelo Reverse: Angelo uses a Phoenix down on a fallen party member (Revive + 12.5% mHP). This works if Rinoa is the last one standing. (3/256 activation rate)
Angelo Search: Steals an item! (8/256 activation rate)
Angel Wing: Can be selected instead of Combine on Disk 3/4
-Rinoa becomes berserk and casts magic seemingly randomly from her entire range of useable spells, including Attack, Status, and Recovery magic. Casting does not effect the party’s inventory while in this mode. Not effected by crisis level.
-Magic power is 5x normal damage.
-Rinoa becomes immune to negative status.
-She will not cast attack magic or negative status on the party, nor will she cast healing magic or positive status on the enemy. She seems to favor damage spells.
Your mileage may vary, but if you allow GFs, Rinoa automatically had Leviathan junctioned in the FF8 demo, and this is probably her strongest claim to any of the GFs.
If you allow GFs based on starting GF compatibility, Rinoa's highest compatibility is the same as Selphie's, only Selphie has a higher base compatibility, so Rinoa defaults to her next-highest, Leviathan, conveniently.
Leviathan
HP: 3550
Summon: Tsunami – 2185 MT Water magic damage
Recover - Heals at no MP cost!
Innate boosts: (Can only equip two, stackable)
Spr+20%,40%
SumMag+10%,20%,30%
GFHP+10%,20%,30%
Boost 230%
Menu commands:
Support Magic Refine - Esuna, Dispel, Protect, Shell, Reflect, Drain, Aura
Junctions: Spr, Mag, Elem DefX2, Elem Atk
Rinoa's stats [w/ Junctions] (Junctioned spells/abilities)
HP - 4181
STR - 84
VIT - 31
MAG - 63 [87] (AuraX100)
SPR - 39 [111 (177 w/ Spr+40%,20%)] (ReflectX100)
SPD - 36
LUK – 22
Fire, Ice, Thunder Def: 40% (ProtectX100, ShellX100)
All other Elem Def: 20% (ShellX100)
Rinoa's physical: 815
Rinoa gets a big boost to her magic durability if you allow Junctioning. She also picks up the hardest-hitting GF of the PCs, so she'll be using that primarily for offense. More importantly, she gets the Recover commad, which is nearly-full free healing that she can spam every turn. So she basically becomes a staller who you must OHKO or outspeed.
Quistis TrepeHP - 3883
STR - 46
VIT - 30
MAG - 42
SPR - 34
SPD - 34
LUK - 21
Save the Queen +13
Physical: 460
Limit: Blue Magic.
At high crisis, Quistis' limits power up. She either needs incredibly low HP or a pretty debilitating status to achieve this, though.
---
1. Lv? Death: Higher Crisis makes the ? smaller. Lv4-1
2. Degenerator: ID? Or is it like Black Dragon Grief?
3. Micro Missile: Does 50% of target's max HP. (75%)
4. Fire Breath: 1824 (2900)
5. Bad Breath: Sleep, Poison, Silence, Blind. VIT 0, Confusion, Berserk, Slow, Stop, and a bunch of other crap come at high crisis. If she's really beat up, Bad Breath can also inflict ID.
6. White Wind: Heals damage equal to the difference of Quistis' current and max HP.
7. Homing Laser: 3299 (~7000)
8. Mighty Guard: Shell + Protect. Regen, Float, Haste, and Aura? at higher Crisis.
9. Shockwave Pulsar: 6845 (~11800)
If you allow GFs based on starting compatibility, Quistis' highest compatibility is with Shiva compared to all other GFs, and only Rinoa has a higher compatibility with Shiva than her, and Rinoa has better claim to better GFs anyway, so she doesn't care.
Shiva
HP: 2750
Summon: Diamond Dust – 1897 MT Ice magic damage
Doom – 100% ID when Timer reaches 0.
Innate boosts: (Can only equip two, stackable)
Spr+20%,40%
Vit+20%,40%
SumMag+10%,20%,30%
GFHP+10%,20%
Boost 180%
Menu commands:
Ice Magic Refine - Blizzard, Blizzara, Blizzaga, Water
Junctions: Spr, Str, Vit, Elem Atk, Elem DefX2
Quistis' stats [w/ Junctions] (Junctioned spells/abilties)
HP - 3883
STR - 59 [89] (BlizzagaX100)
VIT - 30 [44 (62 w/ Vit+40%) (70 w/ Vit+40,20%)] (WaterX100)
MAG - 42
SPR - 34 [42 (59 w/ Spr+40%) (72 w/ Spr+40,20%)] (BlizzaraX100)
SPD - 34
LUK - 21
Ice Def: 50% (BlizzardX100)
*Ice Def: 150% (Absorbs damage as HP) (BlizzagaX100)
*Ice Atk: 100% (Physical becomes Ice-elemental) (BlizzagaX100)
Quistis' physical: 949
*Quistis can drop her STR boost to opt for an Ice-elemental attack for whatever reason, she probably prefers to just summon Shiva in this case. But she can also drop her STR boost for the ability to absorb Ice-elemental attacks.
Quistis gets a nice STR boost, but at the moment, I'm not sure what kind of effect this has on her physical damage output besides 'it increases'. She also picks up some fun Ice-elemental tricks and Doom, which might allow her to stall until ID hits against slower opponents. The defense boosts are a nice addition, too. Water is sucky spell for Junctioning compared to the other elemental magic refine sets.
Zell DinchtHP - 4018
STR - 47
VIT - 33
MAG - 42
SPR - 27
SPD - 35
LUK - 20
Ehrgeiz +18
Physical: 572
Limit: Duel. Basically, Zell has 4.66, 6.66, 9, or 12 Seconds to pull off as many combos as he can. Booya/Heel Drop seems to be the best one for this.
Booya: 520
Punch Rush: 450
Mach Kick: 605
Heel Drop: 560
Dolphin Strike: 803
Meteor Strike: This is a percentage attack, but I don't know what it is, exactly.
Finishers:
Burning Rave: 1318 (Punch Rush, Mach Kick, Punch Rush, Heel Drop)
Meteor Barret: 1503 (Booya, Heel Drop, Mach Kick, Heel Drop, Booya, Punch Rush, Mach Kick)
Different Beat: 2081 (Booya, Heel Drop, Mach Kick, Heel Drop)
My Final Heaven: 1430 (Booya, Heel Drop, Mach Kick, Punch Rush)
If you allow GFs based on starting compatibility, then Zell's highest compatibility is with Ifrit as compared to all other GFs. Additionally, only a temp, Edea, has a higher base compatibility with Ifrit.
Ifrit
HP: 3100
Summon: Hell Fire - 1980 MT Fire magic damage
Mad Rush: Grants Berserk (Damage+50%), Protect, Haste to party
Innate boosts: (Can only equip two, stackable)
Str+20%,40%
Str Bonus (+1 Str per level up)
SumMag+10%,20%,30%
GFHP+10%,20%30%
Boost 180%
Menu commands:
Fire Magic Refine - Fire, Fira, Firaga, Flare
Ammo Refine
Junctions: Str, HP, Elem-DefX2, Elem-Atk
Zell's stats [w/ Junctions] (Junctioned spells/abilities)
HP - 4018 [5418] (FiragaX100)
STR - 65 [171 (239 w/ Str+40%) (255 w/ Str+40%,20%)] (FlareX100) (Str Bonus)
VIT - 33
MAG - 42
SPR - 27
SPD - 35
LUK - 20
Fire Def: 130% (Absorbs Fire as HP) (FiraX100, FireX100 to both Elem-Defs)
*Fire Atk: 50% (Physical gets Fire-element attributes) (FireX100)
Zell's physical (full boosts): 7022
Zell's physical (Flares only) : 1684
Zell's physical (Flares+Str+40%) : 3177
**Zell's physical (Flares+Str+60%) : 4058
**Str Bonus of 50 is ridiculous, so some people might prefer this number.
*Zell can lose some Fire resistance (down to 80%) and Junction his Fire spells to Elem-Atk to get a Fire elemental physical for whatever reason. He probably wants to use Ifrit in this case, but then again, his STR stat is awesome.
Yikes. Ifrit's skills are well-tailored for dueling. STR Bonus grants a point of STR at every level up. This would mean that if Zell had Ifrit from level 1, he'd get a +98 STR increase because FF8 characters' stats are taken at L99 in the DL for some reason. I'm capping this at STR+50 for a more conservative estimate, but just be aware that it could be higher. Additionally, Ifrit also allows STR junctioning AND STR percent boosts, so Zell can hit the STR cap. Not sure how much damage this translates to in his physical, but needless to say, it's a lot. To top it off, he can use Mad Rush, which Berserks him (no Limit hype then), but it also boosts his damage further AND he gets Haste and Protect out of the deal to become a speedy physical powers who absorbs Fire for good measure. If he needs magic damage for whatever reason, he'll drop the Str boosts and go for Summon Magic boosting to get some mileage out of Ifrit's not-too-shabby summon, too.
Selphie TilmittHP - 3680
STR - 45
VIT - 28
MAG - 49
SPR - 38
SPD - 37
LUK - 26
Strange Vision +13 (255 hit, ITE)
Physical: 465
Slots: This allows Selphie to cast a large repertoire of spells 1-3 times. She has lots to choose from, but obviously, the better damage spells like Ultima and The End are rare. Useful stuff like Full-Cure and the statuses are pretty common.
Ultima: ~2500
Flare: ~1200
Holy: ~1200
Meteor: 3300, Hits 10 times for ~330. Higher magic defense will null this damage.
Drain: Takes ~500 HP away from an enemy.
Firaga: ~700
Blizzaga: ~700
Thundage: ~700
Aura: Gets Limits easier.
Full-Cure: Full Healing + Status healing.
The End: Immunity bypassing instant death. The End instantly defeats any enemy in the game, except undead or zombified foes. If the boss has multiple forms, The End reduces HP of current form to zero (0), triggering the battle with next form immediately.
Dispel: Removes stat buffs from enemy.
Haste: ATB charges 50% faster
Protect: Physical Attacks reduced by 50%
Shell: Magical Attacks reduced by 50%
Wall: MT Shell and Protect status
Statuses:
Death, Berserk, Blind, Zombie, Sleep, Pain (Silence and Poison), Stop (rare), Silence, Meltdown (0 VIT)
If you allow GFs based on starting compatibility, Selphie has really strong claim with several GFs. Her highest compatibility of all GFs is Cerberus, followed by Carbuncle, both of which top Rinoa's list of GF compatibilities, but Selphie's compatibility is higher. So Rinoa defaults to Leviathan (her next-highest compatibility GF where she has a higher compatibility than Selphie), and Selphie gets Cerberus (and possibly Carbuncle if you're feeling nice). If you allow Junctioning spells based solely on what a PC can refine from their GFs' menu commands, then Selphie wants Siren, who can refine Life/Recovery magic spells, whereas Cerberus and Carbuncle do not have spell-refining commands. Selphie also has the highest compatibility with Siren of all the PCs.
Cerberus
HP: 3000
Summon: Counter Rockets - grants Double and Triple status to all allies
Alert: Party cannot be surprise-attacked!
Auto-Haste: Permanently grants Haste status to user. Cannot be dispelled.
Expend x2-1: Only one unit of stocked magic is expended if cast while user is under Double status.
Innate boosts: (Can only equip two, stackable)
Spd+20%,40%
GFHP+10%,20%,30%
Junctions: Str, Hit, Mag, Spr, Spd, St-Atk, St-Defx4Carbuncle
HP: 3350
Summon: Ruby Light - grants Reflect status to all allies
Counter: Automatically counters physical attacks with a basic physical.
Auto-Reflect: Permanently grants Reflect status to user. Cannot be dispelled.
Innate Boosts: (Can only equip two, stackable)
HP+20%,40%
Vit+20%,40%
Vit Bonus
GFHP+10%,20%,30%
Menu Commands:
Recovery Medicine Refine
Junctions: Vit, HP, Mag, St-Defx2, St-AtkSiren
HP: 2700
Summon: Silent Voice - 1356 and high chance of Silence
Treatment: Cures all status effects
Innate boosts: (Can only equip two, stackable)
Mag+20%,40%
Mag Bonus
SumMag+10%,20%,30%
GFHP+10%,20%
Boost 200
Menu commands:
Life Magic Refine - Cure, Cura, Curaga, Regen, Life, Full-Life, Holy, Zombie, Death
Status Medicine Refine
Tool Refine
Junctions: Mag, St-DefX2, St-Atk
Selphie's stats [w/ Junctions] (Junctioned spells/abilities)
HP - 3680
STR - 58
VIT - 28
MAG - 49 [119 (167 w/ Mag+40%) (190 w/ Mag+40,20%)] (CuragaX100) (Mag Bonus)
SPR - 38
SPD - 37
LUK - 26
Selphie's physical: 465
Status Attack: 100% ID attached to physical (DeathX100)
*Status Attack: 100% Zombie status attached to physical (ZombieX100) I believe Zombie ends a match if all remaining opponents are Zombies.
Status Def(x2 slots): 80% ID resist, 40% resist against Poison, Berserk, Zombie, Sleep, Curse, Confuse, Drain (HolyX100, Full-LifeX100)
*Stat Def(x2 slots): 100% ID resist (DeathX100), 100% Zombie resist (ZombieX100)
Well, Siren works really well with Selphie's weapon. She's able to get two flavors of 100% ID attached to her ITE physical. Yikes. She can also opt to junction these to her status defense for 100% ID protection if necessary. Her Magic stat got a nice boost too, which is useful if you allow her to cast Holy from the menu, or if not, STILL useful thanks to how it effects the power of her Limits. She also has Silence by summoning Siren should she be facing an ID-immune mage. Regen and Curaga are nice too if you allow them to cast their menu-refined spells (I don't).
Irvine KinneasHP - 3880
STR - 45
VIT - 31
MAG - 42
SPR - 28
SPD - 39
LUK - 21
Exeter +13
Physical: 490
Normal Shot: 400x6 = 2400 (sometimes 5 shots)
Scattered Shot: 345x6 = 2070 (MT)
Dark Shot: 345*6 = 2070. Causes Blind, Poison, Sleep, Slow, and Silence.
Flame Shot: 960*4 = 3840 (Fire elemental)
Canister Shot: 1500*3 = 4500 (Uses Demolition Ammo)
Quick Shot: 170*15 = 2550
Armor Shot: 1960*3 = 5880 (ITD)
Hyper Shot: 3000*4 = 12000 (Uses Pulse Ammo)
At high crisis, the time Irvine gets for Shot is almost tripled.
Normal Shot: 400*17 = 6800
Scattered Shot: 345x17 = 5865
Flame Shot: 960*11 = 10560
Canister Shot: 1500*7 = 10500
Quick Shot: 46*165 = 7820
Armor Shot: 1960*7 = 13720
Hyper Shot: 3000*7 = 21000
If you allow GFs based on starting compatibility, the Irvine's highest compatibility is with Quezacotl compared to all other GFs. He also has the highest compatibility with Quezacotl of the PCs, excluding the temp Edea.
Quezacotl
HP: 2850
Summon: Thunder Storm – 1892 MT Thunder magic damage
Card - ID. Sucess percentage increases as enemy's HP decreases, turns enemy into a card. Godly.
Innate boosts: (Can only equip two, stackable)
Mag+20%, 40%
SumMag+10%,20%,30%
Boost 180%
GFHP+10%,20%
Menu commands:
Thunder Magic Refine - Thunder, Thundara, Thundaga, Aero, Tornado
Mid Magic Refine
Card Mod
Junctions: HP, Vit, Elem DefX2, Elem Atk
Irvine's stats [w/ Junctions] (Junctioned spells/abilities)
HP - 3880 [6880] (TornadoX100)
STR - 53
VIT - 31 [47] (ThundagaX100)
MAG - 42 [42 (59 w/ Mag+40%) (67 w/ Mag+40,20%)]
SPR - 28
SPD - 39
LUK - 21
Thunder Def (x2 slots): 130% (Absorbs Thunder as HP) (ThundaraX100, ThunderX100)
*Wind Def (+Thun Def in slot2): 80% (AeroX100, ThundaraX100)
*Thunder/Wind Atk (1 slot only): 80% Thunder or Wind-elemental physical (ThundaraX100 OR AeroX100)
Irvine's physical: 490
Irvine picked up some increased durability and Thunder/Wind elemental tricks. Nothing particularly exciting, but the increased HP means that his Limit range is little broader and he's more likely to survive being knocked into range so he can unleash the big damage or status whoring. Also spoils Thunder/Wind reliant characters and picks up a summoning meatshield with magic damage. He probably doesn't care about the Magic stat boost and will opt for the SumMag boost instead to increased Quezacotl's summoning effectiveness.
TEMPS:
Laguna
HP - 4148
STR - 48
VIT - 41
MAG - 46
SPR - 36
SPD - 37
LUK - 21
Physical: 380
Limit
Desperado: 2740
Kiros
HP - 3728
STR - 43
VIT - 31
MAG - 50
SPR - 41
SPD - 48
LUK - 23
Physical: 317
Limit
Blood Pain: 2378
Ward
HP - 4768
STR - 56
VIT - 44
MAG - 36
SPR - 30
SPD - 27
LUK - 14
Physical: 500
Limit
Massive Anchor: 3970
Seifer
HP - 5823
STR - 48
VIT - 39
MAG - 45
SPR - 38
SPD - 45
LUK - 19
Hyperion: +17 (scaled)
255% Hit Rate
Seifer's Physical: 580 (870)
Limit:
No Mercy: 2320
Seifer seemed to get Limits 40% of the time when he was near full health. Naturally, this is higher when he is at lower health.
Edea
HP - 3777
STR - 41
VIT - 20
MAG - 55
SPR - 45
SPD - 31
LUK - 15
No Weapon
Physical: 373
Limit: Sorcery
Ice Strike: 5106