Learn about powerful Blue Magic like Matra Magick and Roulette, Animist support skills like Cuisine, and Thief abilities in Final Fantasy Tactics.
Blue Magic Abilities:
- Matra Magick: A powerful move that can be used for healing or offense. Lowering an enemy's MP can induce an HP Critical state. If your unit has high MP but low HP, switching to this can heal them.
- Roulette (Ahriman - Active): Randomly KO's one unit, friend or foe. Learning this requires Reraise on your unit when it is targeted, which is difficult.
- Doom (Deathscythe - Active): Places a curse that takes 3 turns to kill the enemy. Matra Magick can be used to finish the enemy faster.
- MP Shield (Reaction): Damage taken depletes the user's MP instead of HP. It has no effect if the user has no MP. Early on, it acts as a 10 HP buffer as unabsorbed damage goes to HP. Requires 450 AP (Mirage Vest).
- Learning (Passive): Learn the blue magick equivalent of any special monster abilities that target the user. Essential for learning Blue Mage abilities. Requires 100 AP (Blue Saber).
- Immunity (Passive): Neither buffs nor debuffs can be removed from the user. Requires 250 AP (Survival Vest). This ability is generally less useful than Learning or Geomancy.
Moogle Classes: Animist
Animists tap into primal animal powers for support. They do not have strong stat growth but offer powerful support abilities.
Animist Calling Abilities:
- 100% Wool (Active): Wraps the unit in wool, granting PROTECT and SHELL. Requires 100 AP (Glass Bell).
- Sheep Count (Active): Summons sheep that lull units in a small area to SLEEP with a 50-60% success rate. Affects up to 5 units for 3-5 turns or until hit. Requires 150 AP (Hurdy-Gurdy).
- Catnip (Active): Drives the target into a BERSERK frenzy. Useful against mages or healers, turning them into melee attackers. Requires 200 AP (War Trumpet).
- Chocobo Rush (Active): Sends charging Chocobos to trample enemies in a straight line, dealing significant damage. Requires 250 AP (Satyr Flute).
- Cuisine (Active): Fully restores the target's HP. Considered the best healer in the game for restoring full HP. Requires 350 AP (Heal Chime).
- Tail Wag (Active): CHARMS the target with the wiles of a cute barnyard animal. CHARM makes the enemy fight for you. Requires 350 AP (Frigid Viol).
- Friend (Active): Summons an Esper (e.g., Ifrit or Ramuh) to aid in battle, similar to Summoner attacks but less powerful than Scions. Requires 400 AP (Shining Lute).
- Toadsong (Active): Transforms the target into a TOAD, a powerful debuff that severely limits their attack capabilities. Requires 400 AP (Blueleaf Future).
Animist Reaction Abilities:
- Archer's Bane (Reaction): Avoids all bow-based basic attacks. Useful for support units not on the front line. Requires 200 AP (Green Beret).
Thief Class:
Thieves are dextrous and nimble, excelling at stealing and evading. Requires 1 Soldier Ability.
Thief Thievery Abilities:
- Loot Level 1 (Active): Steals all unranked loot from the target. Requires 100 AP (Scramasax).
- Steal Gil (Active): Steals a varying amount of Gil from the target. Useful if you need money. Requires 200 AP (Jackknive).
- Steal Items (Active): Steals items from the target. Requires 200 AP (Kard).
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