Nó là môn thể thao vua ở Spira và được rất nhiều người yêu thích, đến nỗi người hâm mộ có thể tạm thời quên đi sự hiện diện của Sin. Hai năm sau ngày Sin bị đánh bại và theo sau là Eternal Calm, Blitzball vẫn được chơi nhưng phải chia sẻ sự phổ biến của mình với trò chơi Sphere Break đang trở thành hiện tượng toàn cầu.
Động từ chơi Blitzball là "Blitzing" hay "to Blitz".
- "Không không không, khi tôi nói 'mục tiêu của chúng ta là gì?', các anh phải nói: 'chiến thắng!'"
- —Tidus nói với đội Aurochs.
Final Fantasy X mở đầu với trận chung kết Blitzball "Jecht Memorial Cup"- cup tưởng nhớ cầu thủ huyền thoại Jecht, giữa 2 đội Zanarkand Abes và Zanarkand Duggles. Trận đấu bị ngừng khi Sin tấn công Dream Zanarkand. Nhân vật chính, ngôi sao của đội tuyển Zanarkand Abes, Tidus bị đưa đến một thế giới có địa lý, lịch sử, và cả trò chơi Blitzball mà anh ấy quen thuộc.
Tidus washes up on the shores of Besaid; returning a stray Blitzball to the Besaid Aurochs practicing by the shoreline, he demonstrates his talent for the game. Wakka, the team captain, knows that Tidus is a blitz player, and proposes he accompanies the team to the Blitzball tournament in Luca, in the hopes someone would know him there. In exchange for passage, Tidus agrees to join the Aurochs and help them win the Tournament cup.
During the tournament's first match, Yuna is kidnapped by the Al Bhed Psyches in an attempt to force the Besaid Aurochs into surrendering the match. While Wakka plays, Tidus goes with the other Guardians to hunt down those who took Yuna. After rescuing Yuna from the Al Bhed, Tidus learns that Yuna is half Al Bhed herself. After Lulu sends a signal to Wakka, he wins the game just in time, ending the 23-year-long losing streak without Tidus' help. The next Blitzball match is the tournament's final, against the Spiran Champions, the Luca Goers. The outcome of the match depends on player, though Wakka resigns from professional Blitzball after the game, regardless of the final result.
After the match, a group of Fiends are unleashed upon the stadium, creating chaos. Tidus and Wakka go off to fight the beasts, and are given the surprise aid of Auron. The rest of the Fiends are dispatched by Seymour's Aeon, Anima. Yuna, along with thousands of spectators, are left in awe of the power of Seymour's Summon.
Field and Playerssửa
Once the Water Sphere is filled a pair of triangular goals are suspended at opposing points inside the sphere's diameter (usually at the North and South horizontal points).
The objective of the game is for the player and their team to kick the Blitzball, a dimpled ball about thirty centimeters in diameter, into the opposing team's goal while the opposing team simultaneously defends their goal and attempts to steal the Blitzball in order to make an attempt at the player's goal while the player defends it and tries to steal the ball back.
Blitzball teams are made up of six players per side; three Fielders, two Defenders, and one goalkeeper. Team captains tend to have bands on their left arms as a sign of their status. It also seems to be common practice to have females play the part of defenders; the Besaid Aurochs is the exception to this, being the only team consisting of only males.
As Blitzball players advance through the ranks they learn many new tricks to improve both their offensive and defensive skills, called Techniques. Defensive techniques in Blitzball often include violent tackles. Some tackles are intended to poison, cripple, or knock opponents unconscious altogether. As substitutions are not allowed outside of halftime intermissions, the use of these techniques can offer teams a temporary numerical advantage. Special goal-shooting and goal-tending techniques can also be learned.
Each Blitzball game lasts for two five-minute periods. The team with the highest score at the end of the second period wins.
If the two teams should remain tied during regular Season or Exhibition play, the game ends in a tie. Inversely, if the two teams are tied at the conclusion of Tournament play, the game proceeds to Overtime.
Overtime consists of continuous 5 minute rounds in Golden Goal format.
Advancing the Ballsửa
Players can swim with the Blitzball down the field, however the opposing team's players can attempt a tackle to knock the ball from the player's hands. Similiarly the player can pass the ball between his/her teammates to advance however the opposing team are allowed to intercept a pass to claim it as their own.
To score a goal the Blitzball must be kicked, not thrown or carried, into the opposing goal.
By the time of the Eternal Calm the Blitzball rules were altered slightly,
- If a team leads the game by seven goals at any point in the game the game is ended and the team automatically wins.
- There are now eight players per team; three Fielders, four Defenders, and one goalkeeper.
- There is only one five-minute round, with no break or half time.
|Normal||Fielders & Defenders chase after opposing ball carrier for a short time. Good enough until other formations are acquired.|
|Mark||Fielders & Defenders chase after the person they marked before the game and at half-time. Unlike normal, they follow them all over the pool. For defense, it makes it easier to block shots & passes.|
|Left Side||Everyone (excluding goalie) focuses on the left side of the pool, leaving the right side virtually defenseless but might be overlooked if a fielder or defender is lucky enough to be on the right side.|
|Right Side||Essentially just the same as Left Side, but on the right side & with the same weakness: the opposite side is left without any defense.|
|Center Attack||Offense: All three fielders charge down the middle of the field giving each other backup at a close range. Perfect for raising some EXP with your shooters.|
Defense: All three fielders charge down the middle of the pool while trying to hold off any opposing player. Works well if your fielders know some tackle skills.
|All-out Defense||The fielders try to block off the ball carrier while the defenders try to intercept him if he gets close to your goal. Defenders should have a decent amount of AT & some tackle skills to further increase your defense.|
|Flat Line||Everyone lines up & charges right down the middle, providing good offense with a downside of poor defense since even the defenders move with the fielders. This can be countered if they manage to intercept someone.|
|Counter||Both of your defenders move towards the opposing goal to do exactly what the formation says: counter their pass-in if your shot was blocked &, if they have sufficient PA, allow your fielders another try at scoring a goal.|
|Double Sides||Defense: The right fielder & defender block the right side & the left fielder and defender do the same for their side. The mid-fielder simply follows the opposing ball carrier.|
Offense: This becomes helpful as you have each fielder of both sides of the field, ready to catch and score before the other team has time to react; perfect if your main shooter has high speed as well.
|Represents how much stamina the player has left. HP dwindles as the player swims with the ball, is spent when passing and shooting, and is also used for performing various blitzball techniques.|
If a player has low HP, passing and shooting stats are halved, and techniques can't be used. HP slowly regenerates when players are not carrying the ball.
|Varies how fast the player swims through the water. Speed is very important for escaping the tackles of opposing players and getting closer to the opponent's goal.|
|Calculates how much damage from tackles a player can take before surrendering the ball to their attacker. The higher a player's EN, the less likely it is that (s)he will lose the ball.|
|Is the player's strength in tackling the ball carrier. The higher the player's AT, the more likely it is that they will steal the ball from their opponent.|
|Varies how far the player passes the blitzball. When making a pass, the player's PA is steadily reduced by friction while traveling through the water. If PA reaches 0 before the ball reaches the intended target, the ball is fumbled, leaving it "loose" and open for retrieval by the opposing team.|
|Is based on the player's ability to block passes and shots. The higher a player's BL, the more of his/her opponent's PA or SH will diminish when trying to get the ball past the player. If the BL/PA or BL/SH ratio is lopsided enough, the ball will be intercepted. If a player tackles, (s)he will no longer be able to block the ball.|
|Decides how well the player can shoot the ball at the opposing team's goal. Like PA, SH is lowered by the defender's BL and by how long the blitzball travels through the water. When close enough to the goal, it will be calculated against the goalkeeper's CA.|
|Is a statistic used exclusively by goalkeepers to determine their success at making saves. The keeper will either catch the ball and throw it to a friendly player, or just parry the ball away from the net, knocking it back into play for retrieval by anyone.|
|Is how far the player can accurately pass or shoot. (Only appears in Final Fantasy X-2)|
|Is how well the player can receive passes. (Only appears in Final Fantasy X-2)|
|Is how well a player can reach shots, intercept passes, tackle opponents, etc. (Only appears in Final Fantasy X-2)|
|Is how tired the player is from training and playing blitzball matches. A player suffering from high fatigue increases the likelihood of becoming injured while training or after a hard tackle during a game for prolonged periods of time. This can be easily lowered through the Downtime and Hot Springs training modes. (Only appears in Final Fantasy X-2)|
|OUT||Displays the number of matches that the player must sit out until (s)he can actively play again and is applicable only if (s)he is injured through training or playing. (Only appears in Final Fantasy X-2)|
Players gain experience with each game played, increasing their stamina, speed, endurance and attack along with other skills they need in order to become better players.
Great players of the game are treated as sport heroes, receiving extra attention and drawing in crowds to their games. For recreation, while they're not training, players usually either occupy the hotsprings or participate in some "downtime activity" of their choosing.
Blitzball Locales and Stadiumssửa
Blitzball stadiums have a superstructure of varying design, supporting hemispherical seating around a circular masonry courtyard, above which an invisible spherical and semi-permeable force field is suspended. Water fills the force field to create the Water Sphere playfield.
By the time of the events in Final Fantasy X the Luca Stadium in the City of Luca is the sole surviving Blitzball stadium in Spira.
Protected by the Chocobo Knights, the stadium is a vital monument of hope for the world's populace who are constantly under the threat of the monster, Sin.
A locale in Dream Zanarkand, it was the home stadium for the Zanarkand Abes, Tidus and Jecht's team. It was destroyed along with the rest of the city during Sin's attack on the dream world. Its structure is similar to that of the Zanarkand Dome.
It appears in a ruined, ethereal state Within Sin called Dream's End. In Final Fantasy X, the party fights the final battles of the game here. It also appears as the representative arena of Final Fantasy X in Dissidia Final Fantasy.
The player can play Blitzball anytime they want after the tournament in Luca. After the player leaves Luca, most save points will have a new option that lets them play in a league, tournament, or exhibition game. A league consists of 10 games,and the score system is: 3 points for a win, 1 point for a draw and 0 for a loss, also note that the top scorer in a league is subject to a prize as well as first, second, and third place. The team with the most points at the end of the league wins. A tournament is a single elimination match. Whoever wins advances to the next round. At the end of the tournament, a championship match is played. Whoever wins the championship match, wins the tournament. An exhibition is a friendly match against another team, which you can choose. The player won't receive exp or items in an exhibition match. The top scorer in a league is also subject to a prize.
Wakka's overdrives can only be acquired by playing blitzball, various items including megalixirs and the elusive dark matter can be also won in the tournaments and leagues of this minigame.
The player is in control of the Besaid Aurochs. There are 6 teams: Besaid Aurochs, Luca Goers, Guado Glories, Kilika Beasts, Ronso Fangs and the Al Bhed Psyches.
After the tournament in Luca, the player can scout players for stats and hire them. Press "Square" when you see someone, however not everybody is a blitzball player. They require a salary for each game they play. Scout level increases as your blitzball prowess increases, allowing you to view statistics and even abilities of a candidate.
- Three of the main characters in Final Fantasy X, Tidus, Wakka, and Jecht, are professional Blitzball players of varying skill.
- Blitz is German for Lightning, a term reflecting the quick nature of the sport also commonly used in the sport of American Football.
- In Another Story, Yuna notes that after much training from Wakka, she is able to hold her breath for over two-and-a-half minutes.
- While in Final Fantasy X the player can actively participate in the game, in Final Fantasy X-2, the player take a more managerial role, whose tasks include training players, assigning formations and adjusting how hard they play during play. Instead of the players leveling up while on the field, the player must level up the Blitzball players with points received after each game. Training one stat may lower another.
- List of Blitzball Free Agents
- List of Blitzball Techniques
- List of Blitzball Teams and Players
- Jecht Shot (Sublimely Magnificent Jecht Shot Mark III)