Learn how to use Prayer abilities like Cura, Dispel, and Holy in Final Fantasy Tactics Advance. Discover the Palace Knight job and its anti-magic skills.
Hey there! So, you're looking into the Prayer abilities in Final Fantasy Tactics Advance? These are mostly support and elemental spells, with a few unique ones thrown in. Let's break down what you can do with them and how they fit into your team.
Prayer Abilities:
- Cura (ケアルラ) — This is your basic healing spell. It's not super powerful, but it'll get the job done when you need to top off some HP. Costs 10 MP.
- Dispel (デスペル) — Essential for taking down enemy buffs! Dispel removes positive status effects from a target. Keep this handy for tougher fights. Costs 12 MP.
- Holy (ホーリー) — A powerful holy elemental attack. This one packs a punch, so use it when you need to deal some serious damage. Costs 32 MP.
- Barrier (バリア) — This spell casts both 'Protect' and 'Shell' on your target, boosting their defense against physical and magical attacks. Great for setting up your front-liners. Costs 10 MP.
- Judge (ジャッジ) — A unique ability that lets you steal JP (Judge Points) from a target. This can be really useful for slowing down an enemy's ability development or boosting your own. Costs 6 MP.
- Water (ウォータ) — A standard water elemental attack spell. Good for hitting enemies weak to water. Costs 12 MP.
- Aero (エアロ) — Similar to Water, but with wind elemental damage. Another solid choice for exploiting elemental weaknesses. Costs 12 MP.
- Break (ブレイク) — This spell has a chance to inflict the 'Stone' status on the target, which petrifies them. Very effective against certain enemies, but can be resisted. Costs 20 MP.
- Magic Return (魔法返し) — A Reaction ability that allows you to cast a magic spell back at the enemy who cast it. Pretty neat for turning their own magic against them!
- Half MP (消費MP半減) — A Support ability that halves the MP cost of all your spells. This is a huge MP saver, letting you cast more spells overall.
- Prayer Combo (祈祷コンボ) — A Combo ability that lets you use JP to perform a special combination attack. The specifics aren't detailed here, but combo abilities are usually powerful finishers.
The Palace Knight (神殿騎士) Job:
Now, let's talk about a job that really makes use of anti-magic: the Palace Knight, also known as Temple Knights or Templars. These guys are Bangaa-only and require you to have learned 2 White Monk Action Abilities. They're basically the anti-mages of the game.
Why are they so good at stopping magic? Well, they get access to abilities like Silence, which completely prevents magic use. They also have Rasp and Soul Sphere, which deal MP damage, draining your enemy's magical reserves. Since Bangaa are usually pretty vulnerable to magic themselves, the 'Guard Skill' ability is a fantastic secondary choice for them, helping them balance out their weaknesses. Plus, Bangaa can be a bit slow, but Guard Skill also gives you Haste to speed them up and War Cry to boost their attack. And if things get really hairy, Lifebreak is an awesome ability to have for when your character is low on health!
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