There are a number of Technicks that can be quite useful, however they are a little odd in comparison to the other more straight forward Technicks. This is an explanation of how those odd Technicks work.
Charge
Alright first on the list is one that is an essential Technick to any of your party members that expend large amounts of their MP, but it certainly can't hurt if the rest of your team learn it. This very useful Technick restores the user's MP, though it has its side effects - if it fails you loose what MP you have left. Don't be worried though, the lower your MP the higher chance it has of being successful. A good early gambit combination would be [Self: MP < 20] -> [Charge] but at higher levels when MP stretches a little further you should use [Self: MP < 10%] as it is less risky mid battle.
Expose & Shear
Expose lowers the targets defence by 10% and Shear the foe's Magic Resist - which is very helpful against some of the high level marks, and the effect can be stacked multiple times which is where it truly proves its worth. What makes these two Technicks a little painful is that they only have a 33% chance of hitting the target, so although they are fantastic Technicks, you only have a 1 in 3 chance of hitting your opponent. Not only that but it is also effected by the user's Magick Power stat and the Target's Vitality stat, so this Technick is better off in the hands of your spell casters. On the plus side the Indigo Pendant will significantly improve that chance to 100% but only 50% if the target has Shell on them.
Wither & Addle
Wither and Addle are very similar to Expose and Shear, but are much more effective. Wither cuts a foe's Strength stat in half, and Addle does the same for their Magick Power. Not only that but the hit chance is twice Expose and Shear at 66%, this chance is much higher and is also effected by the same factors including the user's Magick Power stat and the targets Vitality stat. So you are best to leave casting these Technicks by your party members that have high Magick Power stats. Once again the Indigo Pendant will bump this percentage up to 100% for you, which is quite handy, but the if the target has Shell cast on it the chance will drop down to 50%
1000 Needles
One thousand needles is a classic of the Final Fantasy games, and has made its way into XII. As the name implys it fires 1000 Needles at the opponent, whats great is it deals 1000 damage no matter the creatures defence. It is quite helpful early on in the game when trying to shoot down pesky flying enemies, but eventually outdated. Another thing worth noting is that the chance of it hitting is dictated by how strong the user is compared to the enemy.
Gil Toss
Another of the old abilities has re-shown its face, the most expensive Technick of them all - Gil Toss! This Technick for those of you who don't know, deals damage equal to the amount of gil your throw, and can deal up to 9,999 damage to every enemy around you with no risk of failing. The big drawback to this Technick is that you don't even get to decide how much gil you toss. Unlike Final Fantasy X where you could decide how much you are going to throw, in XII it is determined by your party's current HP divided by how many enemies are in range - which could mean quite an expence.
Souleater
How much damage Souleater deals is determined by the user's Attack Power, Strength level and the targets Defence stat. It usually equates to a large amount of damage, but this is a double edged sword, it will suck 20% of your own HP. So its best used by your beefy tank characters. One last thing I should mention is that the attack will actually heal the undead, so use with caution.
Horology
Horology is the first of the truly interesting Technicks that I am explaining because the damage is governed by the minute count on your game time. The second element of the damage is based on is the character's level, the higher the level the better obviously. This Technick has a 30% failure rate, so be wary when using it. A damage calculation table is below.
| Minute | Damage (HP) |
| 0 | 0 |
| 1 | Level x 0.5 |
| 2 | Level x 2 |
| 3 | Level x 4 |
| 4 | Level x 8 |
| 5 | Level x 12.5 |
| 6 | Level x 18 |
| 7 | Level x 24.5 |
| 8 | Level x 32 |
| 9 | Level x 40.5 |
Traveller
Traveller never misses and hits every foe within range, which already makes it a pretty decent move, the only problem with it is you have to know when to use it. The trick to this Technick is to keep an eye on your step total, because once you get to 999 steps it resets to 0 damage. At 999 steps this technick will deal 9,990 damage, which is pretty powerful, pretty much more steps = more damage. Heres a damage calculation table.
| Steps | Damage (HP) |
| 0-99 | Steps x 1 |
| 100-499 | Steps x 2 |
| 500-989 | Steps x 3 |
| 990-999 | Steps x 10 |
Numerology
Numerology is by far my favourite Technick, not for its worth in battle, but for how it works, the more successive hits the more damage. So damage starts at 1 point and doubles to 2 points - you can continue doubling the damage up to 65,536 points. but it will not only hit the target, but the other foes in range for double the amount that the target was hit with - so 1 damage would be 2, 65,536 damage would deal 131,072to those around it, so it is a truly powerful Technick. But with great power comes great disadvantage... every time you hit the opponent your chance to hit it the next time drops... See below for a calulation table.
| Target | Enemies within range | |||
| Successive Hits | Chance to Hit (%) | Damage (HP) | Chance to Hit (%) | Damage (HP) |
| 1 | 85 | 1 | 85 | 2 |
| 2 | 85 | 2 | 84 | 4 |
| 3 | 84 | 4 | 83 | 8 |
| 4 | 83 | 8 | 81 | 16 |
| 5 | 81 | 16 | 79 | 32 |
| 6 | 79 | 32 | 76 | 64 |
| 7 | 76 | 64 | 73 | 128 |
| 8 | 73 | 128 | 69 | 256 |
| 9 | 69 | 256 | 65 | 512 |
| 10 | 65 | 512 | 60 | 1,024 |
| 11 | 60 | 1,024 | 55 | 2,048 |
| 12 | 55 | 2,048 | 49 | 4,096 |
| 13 | 49 | 4,096 | 43 | 8,192 |
| 14 | 43 | 8,192 | 36 | 16,384 |
| 15 | 36 | 16,384 | 29 | 32,768 |
| 16 | 29 | 32,768 | 20 | 65,536 |
| 17 | 20 | 65,536 | 13 | 131,072 |
| 18 | 0 | - | 0 | - |
