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Part 179
Final Fantasy Tactics

Part 179

Explore Part 179 of the Final Fantasy Tactics A2: Grimoire of the Rift guide, detailing active and reaction abilities like Exorcise, Air Render, Revive, Holy Sign, Aurablast, Earth Render, Counter, Reflex, and Dragoon skills.

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Explore Part 179 of the Final Fantasy Tactics A2: Grimoire of the Rift guide, detailing active and reaction abilities like Exorcise, Air Render, Revive, Holy Sign, Aurablast, Earth Render, Counter, Reflex, and Dragoon skills.

Abilities:

  1. Exorcise - 250 AP (Rising Sun) - Active: Wards off evil, destroying undead units. Effective on maps with undead, with 40% accuracy normally and 100% when the target is in a tombstone state.
  2. Air Render - 250 AP (Kaiser Knuckles) - Active: A powerful physical attack that sends blades of air, stronger than normal attacks, but does not deal Wind damage.
  3. Revive - 300 AP (Survivor) - Active: Revives a KO'd unit. Only usable when a judge is present.
  4. Holy Sign - 300 AP (White Fangs) - Active: Weaves a sacred symbol to remove buffs from the target. Useful for de-priming Flintlock cannons.
  5. Aurablast - 350 AP (Godhand) - Active: Unleashes a ki detonation in a 5-tile cross shape, dealing physical damage. Comparable to Air Render in power.
  6. Earth Render - 350 AP (Tiger Fangs) - Active: A focused attack that deals earth damage in a line from the user.
  7. Counter - 150 AP (Chainmail) - Reaction: Counter-attacks when targeted by an offensive action. A staple reaction until better options are found.
  8. Reflex - 350 AP (Ever Robe) - Reaction: Avoids all basic attacks, including ranged ones, but not ability-based attacks at close range.

Dragoon Abilities:

Master of the spear, Dragoons leap high into the air, striking foes with deadly force. Requires 2 Warrior Abilities and the "Kyrra, Dragoon" Quest completion.

  1. Jump - 150 AP (Javelin) - Active: Leaps into the air and impales the target. Deals double normal attack damage, potentially more with height advantage. Accuracy is halved.
  2. Wyrmtamer - 150 AP (Burglar Sword) - Active: Persuades target wyrms and dragons to flee the battlefield.
  3. Wyrmkiller - 200 AP (Blood Sword) - Active: Deals heavy damage to dragons.
  4. Lancet - 300 AP (Restorer) - Active: Steals HP from the target, transferring the damage dealt back to the user.
  5. Fire Breath - 300 AP (Lava Spear) - Active: Breathes flame in a cone, dealing fire damage to the front row and three units in the second row.
  6. Thunder Breath - 300 AP (Gae Bolg) - Active: Breathes electricity in a cone, dealing lightning damage.
  7. Ice Breath - 300 AP (Ice Lance) - Active: Breathes frost in a cone, dealing ice damage.
  8. Bangaa Cry - 400 AP (Dragon Whisker) - Active: Damages and confuses targets in a cone in front of the user.
Tips
  • Recovery abilities are useful until a White Mage is available.
  • Exorcise is particularly useful on maps with many undead units.
  • Air Render and Aurablast are strong basic attacks that can replace normal attacks.
  • Revive is crucial for keeping the team alive in prolonged battles, but requires a judge to be present.
  • Holy Sign can negate enemy buffs, including the priming of Flintlock cannons.
  • Jump, while powerful, has reduced accuracy.
  • Wyrmtamer can be useful for avoiding fights and gaining loot, though fighting is generally more rewarding.
  • Wyrmkiller is situational due to the rarity of dragons.
  • Lancet provides both damage and healing.
  • The Breath attacks (Fire, Thunder, Ice) offer elemental damage in a cone.
  • Bangaa Cry is effective for crowd control by inflicting Confusion.

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