Explore the Fighter class in Final Fantasy Tactics A2, detailing active and passive abilities like Aurablast, Air Render, and Beat Down, along with their AP costs and effects.
FIGHTER
Fighters are masters of the sword who place offence above defence.
Requirement - 3 Soldier Abilities, "To be a Fighter" Quest Complete
An extremely powerful class with exceptional abilities that ensure that your enemy knows you are here, and here to stay. They have some new abilities that they get to play with, and they are powerful, especially Aurablast. This is a very useful secondary set with their powers.
--==Pugilism==--
Rush - 100 AP (Sweep Blade) - Active
Attack with staggering force, knocking the target back.
A useful attack in some situations, this is one of the ways to knock your opponent back on command. It does normal damage and if possible, knocks your enemy back. However, if your enemy where to be knocked back off a cliff, it could be VERY interesting.
Beat Down - 250 AP (Shadow Blade) - Active
An all-out attack that deals heavy damage, but with a reduced chance to hit.
This is best used when your enemy isn't able to avoid your attack, that is, when they are sleeping. This basically does double the normal damage that you will normally do, but with about half the accuracy. Useful if you can hit, not useful if you can't.
Blitz - 250 AP (Sun Blade) - Active
Take the measure of the target before attacking. Increases chance to hit but deals less damage.
This is the opposite of Beat Down, it does less damage, but nearly guarantees your sword to land on the enemy. Useful if you require damage to kill the enemy, but are out of turns and you want him dead, now.
Air Render - 250 AP (Atomos Blade) - Active
Focus the user's ki, sending blades of air tearing through the target.
An extremely powerful ranged attack that will normally do more damage than your normal attack would. While it doesn't deal any elemental damage, it will do a lot of damage, and with decent range, it will certainly make your enemies think twice.
Wild Swing - 250 AP (Ogun Blade) - Active
Spin in a tight circle with weapon outheld, damaging surrounding units.
This is pretty useful if you are surrounded by enemy units, but the problem is that there is no knock-back. However, if you are willing to take some damage, the ability below is far more powerful.
Aurablast - 350 AP (Kwigon Blade) - Active
Unleash a detonation of ki, dealing damage to units in a small area.
Dealing damage in a cross formation like a normal magick attack would, this is EXTREMELY POWERFUL for a melee attack. It is a physical attack and would do a lot of damage to weak defence units such as archers and mages. This and Air Render make the Fighter a class that is one to be reckoned with.
Air Blast - 350 AP (Air Blade) - Active
Breathe a rush of air, dealing wind damage to units in a cone in front of the user.
A powerful wind attack, this actually does deal some elemental damage. It will work like the Breath attacks the Dragoon has, except they don't have Wind Breath.
Back Draft - 400 AP (Flametongue) - Active
Focus the user's ki into a fiery attack, dealing fire damage to the target and the user.
A very strong attack, deals a lot of fire damage to the enemy, but it will deal some damage back to yourself, so make sure you have some healers before you use this excessively.
Bonecrusher - 250 AP (Wygar) - Reaction
Counter attack after taking physical damage. Always deals greater damage than taken.
An advanced form of Counter, this ensures that whatever happens, you will deal more damage than you would take. Not particularly useful when you're dead, but its giving damage to the enemy that is important.
Doublehand - 250 AP (Venus Blade) - Passive
Wield one-handed weapons with both hands. Deals additional damage.
A useful passive ability if you aren't going to use a shield or any other passive ability, dealing more damage to the enemy is always a good thing if you plan to go melee.
PARIVIR
The Parivir are swift and skillful combatants who finish their foes with flair.
Requirements - 4 Fighter Abilities, "The Eastwatch" Quest Complete
This is a new class for the Humes, and they are a powerful class as well. They have the best physical attacks in the game, but that is coupled with the fact that they have the weakest defence, phyiscally, in the game. However, use of this as a secondary subset is harder because they always require a bladed weapon, no bludgeons or bows to use their abilities with
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