Explore Part 166 of the Final Fantasy Tactics A2: Grimoire of the Rift guide, detailing powerful spells like Blizzaga and Thundaga, Archer abilities like Cupid and Leg Shot, and Paladin skills such as Cover and Defend.
Walkthrough
- 1Mage Abilities:
- Blizzaga - 300 AP (Chill Rod) - Active: The greatest Blizzard magick, impaling the target for massive ice damage.
- 2Thundaga - 300 AP (Thor Rod) - Active: The greatest Thunder magick, blasting the target with countless bolts for massive thunder damage.
- 3Reaction Abilities:
- Magick Counter - 400 AP (Samite Coat) - Reaction: Casts magicks targeting the user back at the caster, requiring MP. While decent, damage is often small due to high magic resistance, and MP usage is costly.
- 4Passive Abilities:
- Geomancy - 350 AP (Sage's Robe) - Passive: Lowers resistance to the user's elemental attacks, making enemies weaker to their spells. Extremely useful for exploiting enemy weaknesses.
- 5Archer Abilities:
- Focus - 100 AP (Longbow) - Active: Increases the next action's ATTACK. Useful early on before stronger abilities are available.
- 6Burial - 200 AP (Silver Bow) - Active: Deals significant damage to undead units. Only useful against undead.
- 7Take Aim - 200 AP (Yoichi Bow) - Active: Increases hit chance but deals less damage (about half). Useful for guaranteed hits.
- 8Leg Shot - 250 AP (Thorn Bow) - Active: IMMOBILIZES the target's leg, preventing movement. Useful against melee opponents.
- 9Blackout - 250 AP (Char Bow) - Active: BLINDS the target. Blind has an accuracy rate of about 75%, making it less useful than before.
- 10Lightning Strike - 300 AP (Perseus Bow) - Active: A fast attack that does not trigger reaction abilities. Excellent against units with reaction abilities.
- 11Arm Shot - 350 AP (Nail Bow) - Active: DISABLEs the target's arm, preventing them from dealing damage.
- 12Cupid - 450 AP (Artemis Bow) - Active: CHARMS the target with a magicked arrow, turning them against allies. Very useful for support units.
- 13Archer Reaction Abilities:
- Archer's Bane - 200 AP (Green Beret) - Reaction: Avoids all bow-based basic attacks. The best way to avoid enemy arrows.
- 14Archer Passive Abilities:
- Concentration - 250 AP (Target Bow) - Passive: Increases the user's chance to hit. Useful for ranged units to ensure shots land.
- 15Paladin Role: The Paladin acts as a tank, taking damage on the front lines while other units deal damage. They also possess Holy Attacks effective against non-undead Holy Weaknesses.
- 16Paladin Abilities:
- Nurse - 100 AP (Defender) - Active: Restores HP and removes most debuffs. Extremely useful unless the user is DISABLED.
- 17Parley - 100 AP (Barong) - Active: Compels the foe to flee. Only effective on very low HP enemies, making it generally pointless.
- 18Defend - 200 AP (Lionheart) - Active: Raises DEFENCE and RESISTANCE until the user's next action. Best used when out of enemy range but expecting an attack.
- 19Sanctify - 250 AP (Ogrenix) - Active: Banishes the undead with holy light. Less useful by the time Paladins are available due to more effective means.
- 20Cover - 300 AP (Save the Queen) - Active: Takes all damage directed at a target until the user's next turn. Better for protecting mages when the Paladin moves last.
- 21War Cry - 300 AP (Oblige) - Active: Lets out a hastening battle cry.
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