Final Fantasy X (North American Release) Blitzball Techniques: A Primer Key Techs, Specialty Techs, and Using TECH FIND Version 0.9, Sunday, July 24, 2005 (never published) Version 1.0, Sunday, November 19, 2006 Version 1.1, Monday, December 4, 2006 Version 1.2, Wednesday, December 6, 2006 Version 1.3, Thursday, December 14, 2006 Copyright (c) 2006, S. L. Richardson (a.k.a. Falconesque) "Everything you ever wanted to know about LEARNING Final Fantasy X's Blitzball techniques, but were afraid to ask." TECH CRIBSHEET ============== Blitzball Techniques, Page One Jecht Shot Wither Shot Wither Pass 2 Jecht Shot 2 Wither Shot 2 Wither Pass 3 Sphere Shot Wither Shot 3 Volley Shot Invisible Shot Venom Pass Volley Shot 2 Venom Shot Venom Pass 2 Volley Shot 3 Venom Shot 2 Venom Pass 3 Venom Tackle Venom Shot 3 Nap Pass Venom Tackle 2 Nap Shot Nap Pass 2 Venom Tackle 3 Nap Shot 2 Nap Pass 3 Nap Tackle Nap Shot 3 Wither Pass Nap Tackle 2 Blitzball Techniques, Page Two Nap Tackle 3 Anti Venom 2 Brawler Wither Tackle Anti Nap Pile Venom Wither Tackle 2 Anti Nap 2 Pile Wither Wither Tackle 3 Anti Wither Regen Drain Tackle Anti Wither 2 Good Morning! Drain Tackle 2 Anti Drain Hi Risk Drain Tackle 3 Anti Drain 2 Golden Arm Tackle Slip Spin Ball Gamble Tackle Slip 2 Grip Gloves Super Goalie Anti Venom Elite Defense Aurochs Spirit CONTENTS ======== ** TECH CRIBSHEET A. BACKGROUND B. THE BASICS C. ABOUT TECH FIND D. FAQ: FREQUENTLY ASKED QUESTIONS - How does Tidus get his JECHT SHOT technique? - I missed my chance on that first trip. Can I still get JECHT SHOT? - Why can't Tidus's JECHT SHOT be selected before the Luca Tournament? - Can TECH FIND be used to learn JECHT SHOT, JECHT SHOT 2, or AUROCHS SPIRIT? - How about with using Techcopy? - Hey, wait a second. Why isn't Wakka on my Aurochs team? - How about players on other teams using Techcopy? - How about players on other teams winning JECHT SHOT 2 and AUROCHS SPIRIT as prizes? - Why can't any Aurochs use JECHT SHOT 2 and AUROCHS SPIRIT after winning the techs as prizes? - What is Techcopy and how does it work? - How and why does Techcopy fail? - Exactly how does the opponent's level affect techcopy's success rate? - Is there a pattern to all the blinking? - Why does Techcopy fail with Tidus and Wakka's Key Techniques? - I marked someone, but they never use the tech. What can I do? - Does that include VOLLEY SHOT? - What about ANTI-DRAIN? No one ever has it equipped. - Why can't Tidus learn NAP TACKLE 3, for example, early on? - Why are some slots still blank, even with all three Key Techs learned? - What does TECH FIND do? - Why doesn't TECH FIND ever turn up as a prize? - What do you mean, stack the deck? How? - Hey, wouldn't this work for Wakka's reels or the Jupiter Sigil? - So this works with League prizes, too? - But if I only want Wakka's stuff, how much blitzball must I endure? - How is TECH FIND used? E. ACKNOWLEDGEMENTS ** AUROCHS CHECKLIST BACKGROUND ========== Embedded within Final Fantasy X is a challenging little sports game known as Blitzball. While the storyline requires playing only one blitzball match, gaining all of Wakka's overdrives and powering up his ultimate weapon (World Champion) are intimately linked with blitz. For players new to blitzball or those who have little interest in blitzing beyond collecting the prizes, one of the commonest stumbling blocks to winning matches is gaining the techniques needed to defeat your opponents. This guide endeavors to help you surmount that obstacle. THE BASICS ========== At the start of a blitzball game, at Halftime, and before any Overtime periods in Tournament play, techs may be specified for each Aurochs player from among that player's "learned" techniques. At Level 3, a player may pick one blitz tech for use in the game. As the player's Level increases, more techs may be selected until, at Level 30, the maximum of five techs is reached. To specify which tech(s) a player should use in the game: 1. Select the player. 2. Select the technique to change or an available slot ("_ _ _ _"). 3. Select the tech to use. Each of the two tech screens contain thirty (30) blitzball technique "slots". Each slot may display either, 1) the name of a tech ("Jecht Shot"); or, 2) a series of underscores ("_ _ _ _"); or, 3) the slot is completely blank. Named techs have already been learned and may be selected; underscores indicate the slot is "available" and the tech may be learned via Techcopy (at Level 3 or higher) or as a Blitzball prize in League or Tournament play; blank slots indicate techs that can't be learned by any means, not yet at least. Techs displayed on these screens always appear in the positions indicated in the tables, above. Learning players' Key Techniques makes more tech slots available so those techs may be learned. For example, Tidus's tech slot for JECHT SHOT 2 remains blank until all three of his Key Techs are learned; when his Key Techs have been learned, the slot then displays underscores. Even with all three Key Techs learned, some tech slots may still appear blank. With a few notable exceptions, this may be overcome by using TECH FIND. ABOUT TECH FIND =============== TECH FIND is a prize attainable in either League or Tournament play. TECH FIND "unlocks" or changes a blank, empty tech slot into a series of underscores and makes the tech "learnable". TECH FIND does not learn the tech; the tech must still be learned via Techcopy or won as a prize. FAQ: Frequently Asked Questions =============================== Q: How does Tidus get his JECHT SHOT technique? A: JECHT SHOT can be learned on the boat, the S.S. Winno, while traveling from Kilika to Luca the first time. Approaching the blitzball on the forward main deck initiates the Jecht Shot Mini-Game. Getting close is enough, you needn't examine the ball, so steer clear of the blitzball until you're ready. Tip: SAVE FIRST, below decks on the first crossing, so you may reset (L1+L2+R1+R2+Select+Start) and try again if you flub the mini-game. The upcoming tournament in Luca CAN be won without it, but JECHT SHOT makes getting on the board MUCH easier, so successfully completing the mini-game before arriving in Luca is worth the extra effort. Also, after winning the mini-game speaking with Yuna automatically progresses the story, so don't speak with her until you've finished talking with everyone else. Q: I missed my chance on that first trip. Can I still get JECHT SHOT? A: Yes. When you can -- and it may be quite a while -- return to Luca or Kilika and take the ship to the opposite shore. Save at the Save sphere, now found aft of the pilot house, and then approach the blitzball on the forward deck. (While you're there, talk to the guy on the upper deck for a cool bit of equipment for Wakka. The answer? [Or look away now.] Eleven.) Q: Why can't Tidus's JECHT SHOT be selected before the Luca Tournament? A: Techs can only be specified for use in a game for players who have reached AT LEAST Level 3 and at the beginning of the Luca Tournament Tidus has not yet reached Level 3. To use the JECHT SHOT in Luca, spend the first half of the game passing the ball to Tidus or otherwise using Tidus enough ("Shoot like crazy!") for his Level to increase sufficiently by Halftime, when EXP is computed. Before the second half begins, techs again may be selected and you can choose JECHT SHOT then. Tip: Use JECHT SHOT quickly, though. The storyline forces Tidus out of the game after only three minutes. On average, JECHT SHOT takes 40-45 seconds to fully execute, if you prefer to play it safe and allow time for it. Q: Can TECH FIND be used to learn JECHT SHOT, JECHT SHOT 2, or AUROCHS SPIRIT? A: No, these techs are the exceptions mentioned earlier. JECHT SHOT can only be learned aboard the S.S. Winno, whether before first seeing Luca or afterward by again taking the boat between Kilika and Luca. JECHT SHOT 2 and AUROCHS SPIRIT can only be earned as blitz prizes in League or Tournament play -- and even then these two techs can only be successfully learned if Tidus or Wakka has learned ALL of his respective Key Techniques; TECH FIND won't override that requirement. You can try using TECH FIND to unlock another player's slots for these shots, but the player will never be able to actually learn the techs, short of using a "cheat" device (and even then, the effect is greatly diluted). Q: How about with using Techcopy? A: Again, no. Techcopy can't be pointed at your own team. Tidus is a permanent member of the Aurochs and can't be "released" to play for another team. (Some reports say otherwise, but I've never seen it happen.) Though Wakka is a Free Agent, Wakka is also a diehard and won't play for any team but the Besaid Aurochs. Q: Hey, wait a second. Why isn't Wakka on my Aurochs team? A: Wakka has officially retired, so you'll need to recruit him. When you leave Luca, stop at and examine the first Save sphere, on your left where you first enter the Mi'ihen Highroad. You're alerted to the sphere's upgrade and your ability to scout out other blitzers for your team. From then on, press Square whenever talking with any NPC; NPCs who mention blitz (24 in all, including a few shopkeepers) can invariably be recruited. Tip: Other guides, such as the one linked at the end of this FAQ, include lists of where each Free Agent may be found, his or her contract terms and salary, as well as many other choice tidbits. Your first opportunity to recruit Wakka comes after leaving the Al Bhed Home and before confronting Bevelle's guardian. Approach Wakka on the airship's bridge, press Square, then X, and select Yes when prompted. If you miss this chance, you can still recruit Wakka later...much later, once the airship is permanently at your disposal. Q: How about players on other teams using Techcopy? A: No. JECHT SHOT and JECHT SHOT 2 are uniquely Tidus's, while AUROCHS SPIRIT is exclusively Wakka's specialty. No other player can swipe these techs and use them against the Aurochs, so use them freely. Q: How about players on other teams winning JECHT SHOT 2 and AUROCHS SPIRIT as prizes? A: They can win the prizes, but no one on their team will be capable of learning the techniques. Q: Why can't any Aurochs use JECHT SHOT 2 and AUROCHS SPIRIT after winning the techs as prizes? A: Only Tidus and Wakka, respectively, can learn these techs, and ONLY after learning ALL THREE of their Key Techniques. If you win the prize before the Key Techs are learned, the prize is lost and you must wait for it to appear again. Tip: Once a League or Tournament begins, the prizes are locked in and won't change for however long you abstain from finishing. If the prize comes up, for example, in a Tournament and you haven't learned the Key Techs yet, play only one game in the Tournament and then play only League games until you've learned the Key Techs. You can also use Techcopy to gain Key Techs in Exhibition games. Q: What is Techcopy and how does it work? A: Techcopy is the mechanism for learning blitzball techniques from your opponents, much as Lancet lets Kimarhi learn his Ronso Rage overdrives. As the period begins, each team member may "mark" one opponent who has a technique (displayed in cyan) he or she can learn. During the game, when an opponent is about to use a tech a message appears on screen. If the tech may be copied, a moment later "Techcopy" flashes at the top of the screen. Press X at the opportune moment and, if successful, a message displays who has learned the tech. More than one player can mark and learn a given tech if the marked opponent uses the tech repeatedly. Only one player learns a tech per successful Techcopy, however. Q: How and why does Techcopy fail? A: Techcopy fails in three ways: 1. Monotone no-go sound: No reason given. 2. Monotone no-go sound and text message: "...Techcopy failed." 3. Monotone no-go sound and text message: "...level is too low." Timing is the reason for the first failure. "Techcopy" blinks between white and cyan. Tap the controller ONLY while "Techcopy" appears white. If the tech still won't copy, next time try the second (most common) or a later white blink. How long the word blinks varies from tech to tech. The second failure has a fifty-fifty chance of occurring when your player and the opponent are at the same Level. Your timing was correct, but the odds went against you. The third failure means the opponent's Level is higher than your player's Level. Failure is NOT a foregone conclusion, however. Trying to Techcopy from a higher-level player is simply less LIKELY to succeed, but it can succeed on occasion, so it's still a better choice than selecting No Mark. Q: Exactly how does the opponent's Level affect Techcopy's success rate? A: Techcopy's success varies, depending on the opponent's Level in comparison to your player's Level. Try to mark opponents who are below or equal to your player's Level for the best chance of success. Early on, the odds are decidedly stacked against you. Many opponents have not yet reached Level 3 (and therefore can't use techs) and the rest are either equal to your Level or a Level or two above you -- pretty slim pickings. Use this time to develop a rhythm that works for you with Techcopy. When your timing is right: OPPONENT SUCCESS RATE Lower Level Guaranteed Same Level 50/50 shot Higher Level Rare, but possible By the time you've gained a few Levels, most opponents will have reached Level 3 (a new well of techs to mark) and you'll have gained a Level or two over other opponents, as well. Q: Is there a pattern to all the blinking? A: Yes, there is. For most techs, press X on the second blink. Some find counting out loud easier, though, such as by saying "one-thousand one" before pressing X. Some techs give you little time to react, however. Press X immediately with VOLLEY SHOT, DRAIN TACKLE, and any of the anti-status techs. SPHERE SHOT copies best on the last (the ninth) blink, OR exactly as the shooter's foot connects with the ball, OR immediately after the shooter's selection chimes -- the last is by far the easiest method to time successfully. Tip: SPHERE SHOT is one of Tidus's default techs; use the tech a few times to get familiar with the timing. INVISIBLE SHOT involves similar timing; the twelfth is its last blink. Q: Why does Techcopy fail with Tidus and Wakka's Key Techniques? A: For both Tidus and Wakka, their Key Techs MUST be learned in order, from left to right (or top-down, as displayed on Team Data and Scout screens). Q: I marked someone, but they never use the tech. What can I do? A: Some techs are more difficult to learn and may need triggering. If you want to learn ANTI-WITHER from the opposing midfielder, for example, then tackle the midfielder using WITHER TACKLE, otherwise ANTI-WITHER is never used and therefore can't be Techcopied. There are three methods for triggering anti-status techs, in fact: 1. Use the appropriate tackle, as above. 2. Choose No Break or otherwise ensure the opponent can "get a hand" on the ball and use the appropriate pass. 3. Against the goalkeeper, use the appropriate shot. Tip: A favorite method is sandwiching the marked opponent between your two best passers (those with PA stats greater than the opponent's BL stat) and continually passing back and forth, with one or both using the appropriate passing tech. Another benefit of this method is that your passers can gain quite a bit of EXP. Other specialty techs may need similar intervention, whether directly or indirectly. Q: Does that include VOLLEY SHOT? A: It does, indeed. Learning VOLLEY SHOT requires a well-timed bad shot on your opponent's part -- while your goalie isn't using any techs all. But you needn't rely on your opponent's generosity. Even simpler is throwing a bad pass to your own teammate (by being far across the sphere pool, for instance) while the marked opponent is nearby. The opponent always goes for the fumbled pass. Q: What about ANTI-DRAIN? No one ever has it equipped. A: Learning the ANTI-DRAIN techs requires the most convolutions of all. 1. Recruit a player who knows the tech, equip the tech, and then release the player. 2. Play an Exhibition match against whichever team picks up the player. 3. In the first half, have everyone possible mark that player and then use Drain techs against the player continually. Your window of opportunity is limited. Before the second half begins, the tech is automatically unequipped. Q: Why can't Tidus learn NAP TACKLE 3, for example, early on? A: Tidus must learn all three of his Key Techs before the NAP TACKLE 3 slot becomes available and the tech may be learned. Learning each Key Tech makes more tech slots available. Advanced techs can be learned sooner, however, if you win TECH FIND in League or Tournament play. Q: Why are some slots still blank, even with all three Key Techs learned? A: Some players have a limited tech selection by default. Keepa, for example, can learn only eighteen of the sixty techs. Use TECH FIND to increase his available tech slots. Q: What does TECH FIND do? A: Except as noted earlier, TECH FIND makes a blank tech slot available. TECH FIND only makes the tech "learnable"; the technique must still be attained via Techcopy or as a prize. Q: Why doesn't TECH FIND ever turn up as a prize? A: TECH FIND isn't terribly rare. You can wait for it to come around or you can stack the deck in your favor. Q: What do you mean, stack the deck? How? A: After completing a Tournament, or after a few League games if Tournament is ignored, "Tournament" appears dimmed on the menu and remains dimmed through two League games. Tournament prizes are set when "Tournament" again becomes available on the Blitzball menu. With a little preparation, this can be used to your advantage. 1. Play until "Tournament" is dimmed and can't be selected on the menu. 2. Play a League game. 3. At the end of the game, select Continue. 4. "Tournament" should still appear dimmed. 5. Play another League game. 6. At the end of the game, select Back and return to the Save sphere. 7. Use the Save sphere to Save your game. 8. Use the Save sphere to again Play Blitzball. 9. Highlight (but do not select) Tournament. 10. If TECH FIND is among the prizes, select Tournament to lock in the prizes and play on. 11. Otherwise, reset (L1+L2+R1+R2+Select+Start), reload your game, and try again. [Note that this sequence varies slightly from earlier reports and perhaps changed in the North American release.] Steps 2 through 5 aren't actually required. By repeatedly choosing Play Blitzball then Cancel, eventually "Tournament" again becomes available on the Blitzball menu. Anywhere from five to nine iterations may be needed. Q: Hey, wouldn't this work for Wakka's reels or the Jupiter Sigil? A: Yes, many rare blitz prizes can be had this way. The sigil won't appear until after Wakka has won ALL of his reels, however, and some of the reels may not turn up as prizes until a certain number of random battles have been waged in the game's main storyline. Element Reels: No requirement; Wakka's default Overdrive Attack Reels: No requirement; appears very quickly Status Reels: Appears after 250 random battles Aurochs Reels: Appears after 450 random battles The numbers are nothing extraordinary, unless you're playing a battle- limiting challenge or otherwise avoiding fiend encounters. No indicator in the game reveals EXACTLY how many battles have been fought (although a few approximations are favored on the Blitzball message board; feel free to ask there, if you're curious), so if the prize doesn't appear after a number of resets don't drive yourself nuts. Go capture a batch of fiends for the Monster Arena and try again later. Q: So this works with League prizes, too? A: Yes, but because "League" never appears dimmed in the menu, at the end of a League's tenth game be sure to select Back and Save. Then check the new prizes, and you can safely reset and reload as needed. Choosing Reset Data from the Blitzball menu has the side-effect of resetting League prizes, but your team reverts back to its pre-Luca Levels. (Tip: Save first before trying Reset Data. If the loss is more than you'd like, reset your console and reload your saved game to undo the damage.) You MAY be able to accomplish the same end by repeatedly entering and leaving the blitzball stage (Play Blitzball then Cancel), though an inordinate number of repetitions are needed (forty-plus, reportedly). I've not had the opportunity to verify this report at this writing, however. Q: But if I only want Wakka's stuff, how much blitzball must I endure? A: The minimum you'll need to win in order to secure all of Wakka's Overdrives plus the sigil for his ultimate weapon are, in order: Tournament: Attack Reels League: Status Reels Tournament: Aurochs Reels League: Jupiter Sigil That's 24-26 matches, depending on whether you get a first-round bye in the Tournaments, in addition to the Luca Tournament. Stacking the deck as described earlier requires no recruiting -- not even Wakka himself. One incentive to continue blitzing, however, is gathering the rare items that often come up as prizes: Megalixirs; Mega Phoenix; Three Stars; Luck, Return, and Teleport Spheres; Underdog's Secret; Rename Cards; and the elusive Dark Matter. Q: How is TECH FIND used? A: After being awarded TECH FIND at the end of the game, carefully select a player -- you can't return to the players list once a player is selected. Then select the desired BLANK slot in the player's tech lists. DO NOT select a slot already displaying a named technique ("VENOM PASS"); DO NOT select a slot already showing underscores ("_ _ _ _"). Use Next and Previous as needed to reach the appropriate slot (see the tables, above). ACKNOWLEDGEMENTS ================ Techcopying Tidus's VENOM TACKLE kept failing. I went hunting for information (timing flubs, argh), cobbled together the myriad hints and clues, then refined and tested the lot, plugging in what I learned through game play. I play more blitz than the average Joe, but I'm no blitz expert. I enjoy the challenge of playing an all-Aurochs team (reaping the full benefit of AUROCHS SPIRIT) and my team is rarely beaten. Thanks to everyone who has ever written a FAQ or walkthrough for Final Fantasy X, including CB! (brilliant blitz tech FAQ), Sephiroth101, StoneKotr, Split Infinity, Diomedes, Spira (excellent chart), dingojellybean, SinirothX, and AlaskaFox (great usage tips), who all at least mention TECH FIND. Thanks, too, to Darryl Knight (thgink999) for the timing clues included in the original Omega Ruins FAQ. And of course thanks to CJayC, from whom all good GameFAQs things flow. My sincere appreciation goes out to Silent Voice, erict1628, and Endless_Dusk for the time each took in providing invaluable feedback on this guide. Ready to learn more? "FFX Blitzball Guide - Techs, Teams and Strategies", by Matt Burns (a.k.a. Endless_Dusk), is an excellent next step. Read Matt's guide by visiting: http://www.freewebs.com/xxendlessxx/ffxtechs.htm Permission to post is afforded GameFAQs alone. All other rights reserved. Contact: Please feel free to send me any questions, comments, or corrections you may have. E-mail: Falconesque Web form: http://www.esque.com/slr/gamefaqs/ AUROCHS CHECKLIST ================= Tip: Copy this section into its own document. Select a monospace font (such as Monaco or Courier), then adjust the font size and page margins until the entire thing fits on a single page. Print and keep handy while blitzing. LEGEND D, Default technique, already learned X, Available, immediately learnable *, Never learnable -, Unavailable, unlock with Tech Find 1, Requires first or one Key Technique 2, Requires second or two Key Techniques 3, Requires third or all three Key Techniques 1K, First Key Technique 2K, Second Key Technique 3K, Third Key Technique 2K1, Second Key Technique, requires first or one Key Technique 3K1, Third Key Technique, requires first or one Key Technique 3K2, Third Key Technique, requires second or two Key Techniques TECHNIQUE TIDUS WAKKA BOTTA DATTO JASSU KEEPA LETTY RECRUIT Jecht Shot X * * * * * * * Jecht Shot 2 3 * * * * * * * Sphere Shot D X 1 3 - 3 3 _____ Invisible Shot 2 2 - 3 - 3 3 _____ Venom Shot X D 1K X - - X _____ Venom Shot 2 1 X 1 X - - X _____ Venom Shot 3 1 2 2 X - - - _____ Nap Shot 1 X - D - - 1 _____ Nap Shot 2 2 1 - X - - - _____ Nap Shot 3 3 3 - 3 - - - _____ Wither Shot X 1K - 1K - - X _____ Wither Shot 2 2 1 - 3K - - - _____ Wither Shot 3 3 3 - 3 - - - _____ Venom Pass X X X X X - D _____ Venom Pass 2 1 1 2K X 3 - 1 _____ Venom Pass 3 1 1 - X - - 3K2 _____ Nap Pass X X - X - - 2K1 _____ Nap Pass 2 1 1 - X - - 2 _____ Nap Pass 3 3 3 - 3 - - - _____ Wither Pass X X - X X - X _____ Wither Pass 2 1 2 - X 3 - 1 _____ Wither Pass 3 3 2 - 3 - - 3 _____ Volley Shot X X - D - 2K1 1 _____ Volley Shot 2 1 1 - X - 2 - _____ Volley Shot 3 2 2 - X - - - _____ Venom Tackle 1K X D X X - X _____ Venom Tackle 2 X 3 X X 2 - 1 _____ Venom Tackle 3 3 2 X X 3 - - _____ Nap Tackle X X 3K2 X X - - _____ Nap Tackle 2 1 2 - X 3K1 - - _____ Nap Tackle 3 3 3 - 3 - - - _____ Wither Tackle X 1 3 X 1K 2 1K _____ Wither Tackle 2 1 1 - X 2K1 - 1 _____ Wither Tackle 3 3 3 - 3 3 - - _____ Drain Tackle X 2K1 3 X X - X _____ Drain Tackle 2 2K1 1 - X 1 - 3 _____ Drain Tackle 3 1 2 - X 2 - - _____ Tackle Slip 1 3K2 2 X - 3 2 _____ Tackle Slip 2 3 2 - X - - 3 _____ Anti Venom X 1 X 2K1 1 X 1 _____ Anti Venom 2 3K2 3 2 X - X 3 _____ Anti Nap 1 2 3 X 2 3 1 _____ Anti Nap 2 3 3 - X 3 - - _____ Anti Wither X 2 3 2 1 3K2 X _____ Anti Wither 2 2 3 - X - - - _____ Anti Drain X X 3 X 3 - X _____ Anti Drain 2 1 2 - X - - - _____ Spin Ball 1 X 3 X - - - _____ Grip Gloves 1 2 X X - 1 1 _____ Elite Defense X X X 1 X X X _____ Brawler X X 1 X 1 - 1 _____ Pile Venom 2 2 D X X - X _____ Pile Wither 1 1 - 2 2 - X _____ Regen 1 1 1 2 1 1 1 _____ Good Morning! 2 2 - 2 - 2 2 _____ Hi Risk 2 X - X - 2 - _____ Golden Arm 1 1 1 X X X 1 _____ Gamble 3 3 1 X - 3 - _____ Super Goalie X 2 - 1 - 1K 1 _____ Aurochs Spirit * 3 * * * * * * FIN.