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Part 174
Final Fantasy Tactics

Part 174

Explore the powerful abilities of the Fusilier and Moogle Knight jobs in Final Fantasy Tactics A2. Learn about skills like Ultima Charge, Stopshot, and more.

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Explore the powerful abilities of the Fusilier and Moogle Knight jobs in Final Fantasy Tactics A2. Learn about skills like Ultima Charge, Stopshot, and more.

Moogle Knight Abilities:

  1. Defensive Stance - 250 AP: Wastes a turn for a temporary DEFENCE and RESISTANCE buff, generally not recommended.
  2. Moogle Rush - 250 AP (Shadow Blade): A powerful melee attack with double damage but half accuracy. Best used from behind or against Stone/Stop status enemies.
  3. Moogle Lance - 250 AP (Atomos Blade): A mid-range melee attack with more damage than a normal attack, suitable as a basic attack for the Moogle Knight.
  4. Moogle Aid - 300 AP (Icebrand): Similar to First Aid, it heals a small amount of HP and removes debuffs, but cannot be used if the user is Disabled.
  5. Moogle Disarm - 350 AP (Paraiba Blade): A strong attack that attempts to destroy a piece of enemy equipment, most effectively their weapon.
  6. Ultima Charge - 990 AP (Materia Blade): The most powerful Moogle Knight ability, dealing massive damage. Can be used as a secondary ability with Fusilier or Flintlock for long-range attacks.
  7. Critical: Haste - 250 AP (Golden Armour) - Reaction: Grants HASTE when the user's HP is critically low, allowing for a quick escape or repositioning.
  8. Shieldbearer - 150 AP (Round Shield) - Passive: Allows any job to equip shields, providing extra defense, though not compatible with two-handed weapons like those used by Fusiliers.

Fusilier Abilities:

The Fusilier is a powerful class with extremely long-range guns, capable of covering most of the battlefield. They can also deal elemental damage and apply debuffs. Requires 1 Animist Skill and completion of "The Goug Consortium" Quest.

  • Fireshot - 150 AP (Aiot Gun): Deals fire damage instead of normal gun damage.
  • Iceshot - 150 AP (Giot Gun): Deals ice damage instead of normal gun damage.
  • Boltshot - 150 AP (Riot Gun): Deals lightning damage instead of normal gun damage.
  • Blindshot - 200 AP (Silver Cannon): Damages and BLINDS the target, significantly reducing their accuracy.
  • Silenceshot - 200 AP (Lost Gun): Damages and SILENCES the target, effective against enemy mages.
  • Confushot - 400 AP (Chaos Rifle): Damages and CONFUSES the target, causing them to attack allies.
  • Charmshot - 400 AP (Peacemaker): Damages and CHARMS the target, making them fight for your party until hit.
  • Stopshot - 450 AP (Outside): Damages and STOPS the target, preventing them from taking turns and allowing guaranteed hits from allies.
  • Concentration - 250 AP (Longbarrel) - Passive: Increases the user's chance to hit.

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