
Final Fantasy VII Rebirth Hard Mode and New Game Plus Guide
How Hard Mode and New Game Plus work in Final Fantasy VII Rebirth, covering carryover rules, no-item survival, materia loadouts, and rewards.
Clear Final Fantasy VII Rebirth once and a meaner version of the game unlocks. Hard Mode flips the rules in ways that punish sloppy habits, and beating the story also opens Chapter Select, which doubles as a New Game Plus. The nice part is you hang on to almost everything you earned the first run. The painful part is the new rules go straight for your item pouch and your MP bar. Here is what transfers over, what actually changes in combat, how to stay alive without items, what materia to slot, and which rewards make the whole thing worth doing.
What Carries Over in New Game Plus
In Rebirth, New Game Plus and Chapter Select are basically the same feature. Beating the campaign on any difficulty unlocks Chapter Select, and from there you replay any chapter on top of your finished save. Whatever you built up the first time comes along for the ride.
Levels, gil, and the roster
You keep all character levels, all your gil, and your full roster progress. Characters who joined late in the story still show up on time in early chapters during a replay, which is a fun change of pace. You also keep records from minigames, odd jobs, and world intel, so nothing you explored has to be redone unless you want to redo it.
Materia, including all the AP
This is the big one. Every materia you found stays with you, and so does the AP you poured into it. A near-maxed spell lineup going into chapter 1 feels borderline unfair, in a good way. On top of that, your clear data grants a permanent boost to AP gain, so leveling the materia you missed the first time is a lot faster on the second pass. That AP boost is doing real work, because a few of the best materia only show up late.
Weapons, armor, and accessories
Weapons, armor, and accessories all transfer. That includes the SP you already spent on weapon upgrades, so the trees you built are still built. You walk into chapter 1 fully geared, not stripped back to a starter sword.
Folios and Party Level
Rebirth's folio system, the grid of skill cores for each character, carries over too, along with your Party Level. Anything you unlocked, like Synergy Abilities, extra skills, and stat boosts, stays unlocked. Most folio perks apply no matter which weapon you have equipped, which matters more than it sounds when you are swapping loadouts around.
The Nibelheim flashback bonus
One small but cool detail. During the chapter 1 Nibelheim flashback, you can use your endgame gear and materia on Cloud instead of the preset loadout. It is still a flashback narratively, but the fights run on your real build, so that section just flies by.
What does not carry over
Story progress resets, so you start the plot from the top. A handful of key items tied to specific chapters reset as well. That is about it. You are not losing anything that matters for builds. You can also reset odd job progress to redo those quests without wiping your completion data, and you can skip story-required minigames if those wore you out the first time. A Play Log unlocks too, which is handy for tracking what you still need to clean up.
Hard Mode Combat Changes to Expect
Hard Mode sits on top of Chapter Select, and it changes more than just enemy health. A few of these rules rewrite how you play the game.
The no-item rule
The headline change is that you can't use consumable items at all. Not in battle, not in the field. No potions, no ethers, no phoenix downs, nothing. If someone goes down, you bring them back with a spell, not a feather. This single rule is why your whole approach to fights has to shift, and it is the thing that catches people off guard the most.
The MP economy
Rest spots behave differently too. Inns, benches, and chocobo stops refill your HP on Hard Mode, but they don't refill MP. Your MP carries over from one fight to the next across a whole chapter, which makes it your scarcest resource by far. The only ways to top up MP are Mako Shards from smashing crates and Cushions you can pick up along the way. Suddenly every spell costs something real, and a wasted Firaga actually stings.
Tougher, meaner enemies
Enemies fight at a much higher level and play more aggressively. Some bosses pull out new moves and attack patterns they didn't have on normal, so a fight you memorized can still surprise you. Damage coming in is high enough that sloppy blocking gets a character killed fast. Assume anything you used to facetank will now chunk you for most of a health bar.
Difficulty is locked per chapter
You can't swap difficulty mid-chapter on Hard. If you start a chapter on Hard, you are on Hard until you finish it or back out and pick a different chapter. Plan your loadout before you commit, because you can't bail out to easy mid-fight when things go sideways.
No Item Restriction Survival Tactics
With items off the table, survival comes down to materia, smart blocking, and not wasting MP. Here is the toolkit that keeps a party upright.
Healing without a potion in sight
Free healing is your new best friend. Prayer heals the whole party for two ATB charges and zero MP, and it scales with the caster's Magic, so put it on someone with a high Magic stat. Chakra costs one ATB and no MP, heals the user more the lower their HP already is, and cures Poison into the bargain. Pair Healing materia with Magnify and you can Curaga the whole team back to full in a single cast. Stack a couple of these and you barely miss potions.
Status cures without items
No items also means no Remedy in a pinch. Cleansing materia covers you with Poisona, Esuna, and Resist, so status effects don't spiral out of control. Chakra doubles as your Poison cure for whoever has it slotted. If a boss loves to stack Fury, Sleep, or Toad on you, bring Cleansing on someone quick and keep Resist up before the big hits land.
Making your MP last
Since MP doesn't come back at benches, treat it like currency. MP Absorption materia, linked to an offensive spell, gives you MP back every time it connects, and with enough magic attack behind it you can hover near full on long fights. Magic Efficiency materia shaves MP off every cast, which adds up over a chapter. The bigger habit, though, is just not casting at all on trash mobs. Burn the weak stuff down with free abilities and weapon skills, and save your real spells for the things that actually threaten you.
Free damage and free ATB
Synergy Skills cost no ATB and no MP, just a shared charge bar, so spam them to pile on pressure for free. Synergy Abilities eat ATB but build toward your limit break and often tack on bonuses like MP recovery, HP recovery, or brief invincibility frames. First Strike materia starts you with ATB already in the gauge, and ATB Boost doubles whatever ATB you have, so you can open fights with your best move instead of slowly building up to it. A clean opener is often the difference between a clean win and a depleted MP bar.
Block like your life depends on it
Because you can't chug a potion mid-combo, guarding does the work items used to do. Steadfast Block materia cuts incoming damage further when you guard and fills your ATB gauge while you do it, which is especially huge for AI party members since they already play defensive. Precision Defense Focus rewards well-timed guards. Against a hard-hitting boss, a single perfect block is worth more than a heal, because it costs nothing and sets up your next move.
Optimal Materia Loadouts for Hard Mode
There's no single correct loadout, but the bones of a good Hard Mode party are the same every time. You want one reliable healer, one tank who can take a hit, and one or two damage dealers who can end fights before resources run dry.
The sustain core
These are the materia that keep a Hard Mode party alive. Costs are rounded where the wiki gives a range, but the function is exact.
| Materia | Type | Cost to use | What it does on Hard Mode | |---|---|---|---| | Prayer | Command | 2 ATB, no MP | Heals the whole party at once, scales with Magic | | Chakra | Command | 1 ATB, no MP | Heals the user (more when low HP), cures Poison | | Revival | Magic | Raise 7 MP, Arise 14 MP | Revives a downed ally, Arise brings them back at full HP | | Cleansing | Magic | small MP | Poisona, Esuna, and Resist for status effects | | Steadfast Block | Complete | passive | Less damage and faster ATB when guarding | | HP Absorption | Support | passive | Returns HP when the linked spell hits | | MP Absorption | Support | passive | Returns MP when the linked spell hits | | Magnify | Support | passive | Spreads a linked spell to all allies or all enemies | | Elemental | Support | passive | Adds an element to attacks, or cuts that element's damage in armor | | First Strike | Complete | passive | Starts fights with ATB already in the gauge | | ATB Boost | Command | 1 ATB, has a cooldown | Doubles your current ATB gauge |
Aerith the healer
Aerith is the backbone of most Hard Mode parties because her Magic stat is the highest and her Arcane Ward amps up magic cast inside it. Load her up with Magnify linked to Healing for party-wide heals, Prayer as an MP-free backup, Cleansing for status, and MP Absorption linked to whichever elemental spell the area calls for. Revival with Arise goes on her too, since you want raises coming from someone who survives long enough to cast them, and Arise's full-HP revive is well worth the higher MP cost over plain Raise. Her wards also protect the team, so she pulls double duty as support and safety net.
The tank slot
Barret and Red XIII both tank well. Barret is ranged, which helps a lot against flying enemies, and his Lifesaver ability bumps his HP by 1000, so he soaks damage like a sponge. Give him Provoke to pull enemy attention, Steadfast Block to build ATB while taking hits, and Chakra to patch himself up for free. Red XIII leans into Vengeance Mode and retaliation, so he punishes enemies for hitting him instead of just eating the damage. Either way, the tank's job is to stay in front, hold aggro, and give your healer room to work.
The damage dealers
Cloud, Tifa, and Yuffie all work as your carry. Cloud is a great all-rounder with strong magic attack, so HP Absorption linked to an elemental spell can almost fully heal him on a big hit. Tifa generates ATB fast and drives up the stagger bonus with True Strike, which ends fights quickly, and she comes with Chakra for self-sustain. Yuffie's Elemental Ninjutsu lets her match whatever weakness the enemy has, and her Doppelgänger keeps damage rolling even when she's repositioning. Pair any of them with HP Absorption and their matching element so they heal as they hit, and don't sleep on Genji Gloves to break the damage limit, since that's what lets HP Absorption turn a nuke into a full heal.
Boss-specific swaps
For known bosses, swap Elemental materia into armor paired with the element that boss throws at you to gut that damage. Gilgamesh and the late summons hit hard with specific elements, and a matched Elemental pairing turns a deadly attack into something mild. Keep a Revival, or Reraise, on someone who isn't your main healer too, as a backup plan for when the healer goes down first. Reraise sits on a character and brings them back automatically after a KO, which is exactly the kind of safety net you want when you can't crack a phoenix down.
Rewards Worth Grinding For
Hard Mode isn't just a difficulty spike. It gates some of the best stuff in the game behind it, which is the real reason most people push through.
Manuscripts and folio cores
The big reward is manuscripts. Manuscripts grant SP, the same currency you spend on folio skill cores. You get a little SP from leveling up, 5 per level, but the bulk of your SP comes from manuscripts found in odd jobs, bought at Moogle emporiums, and dropped by bosses when you replay chapters on Hard Mode. This matters a lot, because fully maxing a character's folio, including their level 3 limit break, requires Hard Mode. There's no other way to get enough SP. So if you want every skill core lit up, Hard Mode is mandatory rather than optional.
Weapon mastery
Weapons also run on SP. A nice quirk of the system is that every weapon, once fully leveled, ends up with the same number of materia slots, so you pick weapons for their skills and passives, not for raw slot count. That means your favorite-looking sword is perfectly viable endgame once you pour enough SP into it. Spread SP around early, then focus on two or three weapons per character once you know which skills you actually use.
Hard Mode only accessories
New accessories can be transmuted from materials that only drop in Hard Mode. If you're the type who wants every piece of gear, that's your carrot, and a few of these accessories are genuinely strong rather than just collectible filler.
The combat simulator gauntlets
Chadley's combat simulator holds the hardest fights in the game, and several of the best materia live behind them. Brutal Challenges unlock after you beat Gilgamesh, and they reward top-tier materia like Magnify and the third Elemental. The legendary summon fights are in there too, and they hit like trucks. These gauntlets are where a fully built Hard Mode party earns its keep, and the rewards are worth the pain. Bring your sustain core and a lot of patience.
If you only chase one thing from Hard Mode, chase the manuscripts. Finishing Hard Mode is the only path to a fully maxed folio, and that's where each character's level 3 limit break lives. Everything else, the accessories, the combat simulator drops, the maxed weapons, is a nice bonus stacked on top.