FINAL FANTASY X/X-2 HD Remaster

FINAL FANTASY X/X-2 HD Remaster

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How to use Yojimbo correctly
Por MechMK1
How to obtain, train and use Yojimbo correctly to defeat the most powerful monsters
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How to obtain Yojimbo
Where Yojimbo hides
After the party has left the Calm Lands to the north-east, a boss fight against Guardian X will trigger. Upon successfully defeating the boss, the party can choose between crossing the bridge and continuing the story, or going down to the "scar's bottom", where a cave awaits.

The area is called "Cavern of the Stolen Fayth", and contains medium-to-challenging monsters, depending on how much time you've spent training your party. The cavern is pretty much straight-forward and contains several loot chests, as well as an Al Bhed Primer. In the far end of the cavern lies a save sphere, right before a boss fight.

The boss fight
The player will have to fight Yojimbo himself, before being able to obtain him. There are two strategies to defeat him, which work equally well.
  • The first is to summon Bahamut, either normally or via Yuna's Grand Summon, and cast Mega Flare on him. Should Yojimbo not die instantly, Bahamut usually has more than enough HP to survive Yojimbo's attacks, which are pretty weak, and cast Mega Flare again. Alternatively, the player can also fill up both Yuna's and Bahamut's overdrive bar, then cast Mega Flare twice.
  • Alternatively, Yojimbo can be defeated by casting Doom on him, either by using Kimari's Overdrive "Doom", which can be learned from the Ghosts in the area. Yojimbo will die within five rounds.

After the boss fight, the player will be able to visit the Chamber of the Fayth. Yojimbo is different than the other Aeons, and outright refuses to go with Yuna out of the kindred of his heart.
Instead, he asks Yuna for the reason of her journey, and then demands 250000 gil upfront in order to join her.

The aquisition
The answer you choose affects how Yojimbo acts in battle.
  • "To train as a summoner."
  • "To gain the power to destroy fiends."
  • "To defeat the most powerful of enemies."
The detailled effects of each option are listed later, although many players gravitate towards option 3, as it's the most end-game-friendly behaviour.

After selecting an option, Yojimbo will require Yuna to make a payment for him to join him. In order to get the best possible price, first offer him half his asking price + 1 gil. So if his price is 250000 gil, offer him 125001 gil. In the second round, offer him half his asking price + 1 again. In the third and final round, you have two options:
  • The economy option is to offer him 0.7 times his final offer. Round up if you're uncertain.
  • The generous option is to offer him 3 times his final offer. This will also give you two Teleport-spheres, but has no influence on his behaviour.

Afterwards, Yojimbo is yours.
Yojimbo's moves
Yojimbo cannot be controlled like all other summons. Instead of being able to choose which action to perform, one can only either give him money and let him "do his thing", or dismiss him.

In order to get Yojimbo to attack, you need to pay him at least 1 gil per turn. If you pay him 0 gil, he'll get angry (more on that in later chapters) and dismiss himself. Otherwise, he'll use one of these attacks:

  • Daigoro - The weakest attack, and only used if the player has bad standing or paid very little. Yojimbo will not even attack himself, but instead send his dog to attack a single enemy. You bring much dishonor to your family!
  • Kozuka - Yojimbo will throw several throwing knives at a single enemy. They are a bit stronger than his dog.
  • Wakizashi (Single) - Yojimbo will attack with his short-sword and strike a single enemy. A powerful attack, and often very deadly.
  • Wakizashi (Multiple) - Yojimbo will attack with his short-sword and strike all enemies. Even more powerful than the single version.
  • Zanmato - Yojimbo will summon a blade from the depths of hell itself and cleave all thine enemies in twain. It doesn't deal damage, it doesn't inflict status effects. It just ends them. Additional effects of Zanmato may include disbelief of the player in what just happened, or spontaneous outburts of "♥♥♥♥♥♥♥♥♥ what the ♥♥♥♥ was that!?!?!"

Which move Yojimbo will use depends on his motivation, which is calculated each turn in a series of steps I will explain in the next section. Please refer to the following table to find out how much motivation is required for each attack:

Motivation
Attack
80+
Zanmato!
64 - 79
Wakizashi (Multiple)
48 - 63
Wakizashi (Single)
32 - 47
Kozuka
0 - 31
Daigoro

How motivation and each attack is calculated is explained in the following section!
How Yojimbo determines his move
First of all Yojinbo has a hidden stat called "Compatibility", which determines how much Yojimbo likes Yuna. His compatibility has high influence on his motivation, so keep it as high as possible. I will explain what affects compatibility below.

Yojimbo's turn is calculated in a number of steps, which are used to calculate motivation.

Step 0 - Free Attack
As soon as Yojimbo's turn begins, a calculation is made before any user input happens. This calculation determines if he attacks for free, and has a chance of (Compatibility / 1024) to succeed. Since Compatibility caps at 255, the maximum chance of getting a free attack is about 1-4.

If Yojimbo decides to do a free attack, a value F will be calculated as follows:
F = (Compatibility/4) + Random(0..63)

Since, 255 is the maximum compatibility and the system rounds down, the left part can be 63 at maximum, before a random value between 0 and 63 is added. Afterwards, an attack from his normal table is chosen, with a slight difference: If the Zanmato Level of the enemies is 1, Zanmato will be used, otherwise Wakizashi against all enemies. This means that Yojimbo might use Zanmato with about a 1/8 chance against weak enemies for free.

If a free attack was made, Yojimbo's turn ends and the next starts. Depending on the attack, compatibility may be affected.

If no free attack was made, the player will be prompted for payment. If at least 1 gil were paid, the calculation will begin.

Step 1 - Payment

Depending on the ammount of gil paid, the initial motivation "Motivation 1" (Motivation after step 1) will be determined.
Paying 4 Gil will yield 4 motivation. From then on, paying double the ammount will result in increments of 4 for motivation. This table should illustrate the idea:

Gil paid
Motivation 1
4 (to 7)
4
8 (to 15)
8
16 (to 31)
12
32 to 63
16
...
...
536870912+
112

In order to maximize gain, one should not pay more than one has to. Yojimbo doesn't care if one pays 512 gil, 600 gil, 1000 gil or 1023 gil, it'll always yield 32 motivation.

Step 2 - Compatibility

In this step, your compatibility is added to the calculation as follows:
Motivation 2 = Motivation 1 + (Compatibility/4)

Step 3 - Your choice

Remember the choice you made when obtaining Yojimbo?
If you chose the first option, his motivation will change as follows:
Motivation 3 = [Motivation 2 * (0.75 + (Payment * 0.5 / TotalGil))]
This means that his motivation will decrease if you paid less than 25% of your total gil, and increase if you paid more, up to a 125% boost if you spent all your gil.

If you chose option 2 or 3, then this step is skipped. (Motivation 3 = Motivation 2)

Step 4 - Zanmato Level

Every enemy encountered in the game has a so-called Zanmato Level, rangin from 1 - 6, which affects Yojimbo's motivation. In general, the tougher a foe, the higher its Zanmato Level. How exactly will depend on your choice again:

  • If you picked either option 1 or 2, your motivation will be divided by the enemies Zanmato Level:
    Motivation 4 = (Motivation 3 / ZanmatoLevel)
  • If you picked option 3, then Motivation 3 will be multipied by 0.8 for Zanmato Levels 1-3, and by 0.4 for 4-6. This may sound like a generally better deal, but the vast majority of enemies encountered is Level 1, which means a 20% decrease of motivation. For level 6 enemies, this means only a 60% decrease, instead of a 84% decrease.

Extensive lists of Zanmato Levels of each enemy can be found in the sources at the end.

Step 5 - Overdrive

If Yojimbo's Overdrive gauge is full, it'll be depleted with the next attack and +20 motivation will be added. If not, this step is skipped.

Step 6 - Random

After all these steps, a random number between 0 and 63 will be added. This is the final value of the calculation:

Motivation = Motivation 5 + Random(0..63)

Attack

If Zanmato was used, then the battle is over and you're victorious.
If not, then the motivation is reset to 0 and the calculation begins anew, with the difference that the following rounds Zanmato Level is calculated like 1. This is due to the fact that basically every high level enemy will kill Yojimbo in one attack if Zanmato was not successful.
Compatibility and you
As explained before, compatibility is a hidden stat of Yojimbo, which can range from 0 to 255. When first obtaining Yojimbo, his compatibility starts at 128, which works pretty well.

Depending on several actions you take, his compatibility may increase or decrease, according to the following table:

Action
Compatibility Change
Zanmato is used
+4
Wakizashi (Multiple) is used
+3
Wakizashi (Single) is used
+1
Kozuka is used
0
Daigoro is used
-1
Dismiss Yojimbo immediately after summoning
-3
Dismiss Yojimbo after at least one attck
0
Yojimbo is KO'd
-10
Pay Yojimbo 0 gil (Except for free attacks)
-20

The last entry only applies if you actively offer him 0 gil, not if he voluntarily executes a free attack. Further, letting Yojimbo die is also a bad idea. Do not use him as sacrifice unless you absolutely have to, as this will upset him.

Sadly, there is no way to measure his compatibility without savegame editors, mods or other tools. In general, if he uses Wakizashi and Zanmato often, and now and then does a free attack, you're on the right way. If he uses Daigoro often, pay him more!

My tip is to pay him 512 gil per attack in an area where enemies drop around 2000 gil per fight, such as Mt. Gagazet. This usually yields good results and increases his compatibility.
Sources
This guide was hand-written after a lot of research through the Final Fantasy wiki and other sources. Most calculations and their style were taken from this excellent guide[www.gamefaqs.com], which contains far more information than provided here. I sincerely hope that the author of the previous mentioned guide does not see this guide as copy of his. The underlying math is the same, so it's hard to express it in a different way.

Other information was taken from the wiki[finalfantasy.wikia.com], which contains more information on surrounding topics.
20 comentarios
LeavesCat 21 MAR a las 9:17 p. m. 
Personally I always give him 1100 gold because it's easy to input while being cheap and effective (it's slightly above 1028). If I want to spend more, I do 20,000 as it's a quick input that's a bit above 16k.
MechMK1  [autor] 22 MAR 2023 a las 4:35 p. m. 
@Catastrophic: The guide explains when he automatically uses a move and why. Half-full overdrive does not matter.
Catastrophic 20 MAR 2023 a las 2:08 p. m. 
I just had the weirdest Yojimbo experience. Replaying game now. I JUST GOT Yojimbo 5 minutes ago. I am still in the cavern. The first time I summon him he automatically uses Wakazashi fight ends. Next fight summon him, again, he also again immediatly uses Wakazashi fight ends. Next fight I summon him and he AGAIN! automatically uses Wakazashi. 1 of 3 mobs dies. I pay him 2k he uses Wakazashi one the 2nd mob. I pay him 2k again he uses Zanmato to 1 shot a mob with 1800 hp lol. His overdrive bar wasn't even at half. WTF? I have summoned him 3 times and paid him 4k and and he didn't even have half his overdrive bar full and he uses the strongest attack in the game. I think I have only ever seen this move 1 time.
atomskthepirate 15 DIC 2022 a las 10:39 p. m. 
FUN FACT: Yojimbo is the name of a Japanese film from 1961 from Akira Kurosawa. It was also made into a western called "Fist Full of Dollars" starting Clint Eastwood. In the story the wandering Samurai comes to a town that is constantly raided by bandits. So bandits try to shake him down and when the Samurai easily defeats them, the town offers all their money and anything else they can spare to have the Wandering Samurai save them. Its actually one of those cool Shakespeare like stories that can easily be adapted to any generation. Oh and if you have never heard of Akira Kurosawa, go look him and his works. Its all subtitled and black and white, but I think most people who would play Final Fantasy would be fine with that.
Nekogod 9 OCT 2022 a las 3:55 p. m. 
Against enemies with zanmato resistance levels 4-6 and after picking option 3 and once compatibility is maxed you need to pay 16384 gil with a full overdrive to guarantee zanmato and with 0 overdrive 524288 gil. This is worse case scenario if the random motivation rolls a 0.

If it rolls 63 then with full overdrive 1 gil and without 8 gil.

If you assume an average of 31 then 16 gil with a full overdrive and 512 gil without should over time get you zanmato about 50% of the time on average.

At 512 gil it's impossible to get Daigoro so basically just always pay him at least that and his compatibility will always go up and eventually you'll be hitting zanmato half the time on average.
MechMK1  [autor] 6 AGO 2022 a las 5:45 a. m. 
@Liimustelieth Thanks for the info. I'll need some time to adapt it all (if I don't forget)
Liimustelieth 3 AGO 2022 a las 6:28 a. m. 
Hey, the gamefaqs is wrong, the 2nd step isn't "compatibility/4" but "compatibility/10", let's take an exemple:

Mode = 3
Compatibility = 156
Gil= 8192
Ennemy = 1
Overdrive = full

With the gamefaqs data the calculation would be:

M1 = Gil Paid = 48
M2 = M1 + (Compatibility/4) = 48 + 39 = 87
M3 = M2 = 87
M4 = M3*0.8 = 87*0.8 = 69
M5 = M4 + 20 = 69 + 20 = 89
M6 = M5 + [0~63] = 89 + [0~63] = 89~152

So 100% chance of Zanmato (your excel file also says 100%), but with the true formula it would be:

M1 = Gil Paid = 48
M2 = M1 + (Compatibility/10) = 48 + 15 = 63
M3 = M2 = 63
M4 = M3*0.8 = 63*0.8 = 50
M5 = M4 + 20 = 50 + 20 = 70
M6 = M5 + [0~63] = 70 + [0~63] = 70~133

So 84%

Look, it's confirmed on the wiki: "This compatibility parameter is then divided by 10 in the International, PAL, and HD remaster versions" https://finalfantasy.fandom.com/wiki/Zanmato_(ability) !
Marsailene 5 FEB 2022 a las 3:28 p. m. 
For those struggling to get Yojimbo's fourth and final offer (190350) - it seems that if you can't afford his previous offer (202500), he won't offer this deal at all when you try to offer 70%. He would only offer it to me once I'd gone out and gotten enough to afford the third offer that I could haggle him down to his fourth and final offer.

Mind, I'm just one player, might be a different issue, but this is what I've observed.
MechMK1  [autor] 27 NOV 2020 a las 10:02 a. m. 
Exactly. Choice 3 is the most end-game friendly against Zanmato Level 6 enemies. This is mostly due to step 4, where his motivation is only reduced by 60% instead of 84%.

A comparison of options 1, 2 and 3, and assuming you give him all your Gil for a Zanmato Level 6 enemy, leads to the following modifiers:

Option 1: 0.208333
Option 2: 0.166666
Option 3: 0.400000

As you can see, Option 3 is almost twice as good as Option 1, and does not require you to pump 100% of your money into one strike.
Caelum Nox 26 NOV 2020 a las 10:04 p. m. 
Nevermind. I did the math and choice 1 with all the money is better only for fiend level 1-3, it is much worse for 4-6(arena bosses and the likes). And considering I dont really need him for killing trash, choice 3 is still the much better choice even if it takes a bit longer to train him to like you since he will use the dog more often. I guess choice 1 can be fun if you want him using zanmato every fight against random mobs lol.