Learn about Evasion Up, Blood Price, and the Summoner class abilities like Kirin, Unicorn, Carbuncle, Ifrit, Shiva, Ramuh, Maduin, and Phoenix in Final Fantasy Tactics.
Walkthrough
- 1Evasion Up (200 AP, Cachusha - Reaction): Gain EVASION when the user becomes HP Critical. This ability makes your unit harder to hit when their HP is low, but relies on the enemy missing multiple times.
- 2Blood Price (150 AP, Buster Sword - Passive): The user expends HP rather than MP when casting spells. The HP Cost is twice the usual MP cost. This is highly useful for mages, especially Summoners, allowing them to cast spells when out of MP by draining HP. Be cautious of letting your HP get too low.
- 3Summoner Class: Requires 2 Elementalist Abilities. Summoners call powerful Espers from the world of illusion to fight alongside them. They have high Magick growth and deal significant area damage. They also possess useful healing and offensive magicks.
- 4Summoning Magick - Kirin (250 AP, Healing Staff - Active): Summon the spirit beast Kirin to grant REGEN to units in a large area. Useful for starting teams to ensure HP regeneration at the start of each turn, making a White Mage's job easier.
- 5Summoning Magick - Unicorn (250 AP, Cleansing Staff - Active): Summon the spirit beast Unicorn to restore HP and purge debuffs from units in a large area. Combines the healing power of Cura with the cleansing ability of Esuna, making it a strong team healer.
- 6Summoning Magick - Carbuncle (250 AP, Pomegranate Staff - Active): Summon the spirit Carbuncle to grant REFLECT to units in a large area. This allows units to send hostile magick back to the caster. It is effective against maps with many mages.
- 7Summoning Magick - Ifrit (300 AP, Staff of Protection - Active): Summon the gigas Ifrit to deal fire damage to units in a large area. This is a powerful area-of-effect fire attack, superior to a Black Mage's standard fire spell.
- 8Summoning Magick - Shiva (300 AP, Serpent Staff - Active): Summon the gigas Shiva to deal ice damage to units in a large area. This is a potent area-of-effect ice attack, outperforming a standard Blizzard spell.
- 9Summoning Magick - Ramuh (300 AP, Judicer's Staff - Active): Summon the gigas Ramuh to deal lightning damage to units in a large area. This is the lightning variant of the large area attack, significantly outclassing a standard Thunder spell in area coverage.
- 10Summoning Magick - Maduin (350 AP, Cheer Staff - Active): Summon the spirit beast Maduin to deal holy damage to units in a large area. This is a rare holy damage attack, similar to Ifrit, Shiva, and Ramuh in its area of effect.
- 11Summoning Magick - Phoenix (450 AP, Nirvana - Active): Summon the spirit beast Phoenix to revive and restore HP to units in a large area. This is one of the best healing abilities, capable of reviving fallen allies and providing a powerful cure spell.
- 12Halve MP (400 AP, Luminous Robe - Passive): Reduces the MP cost of abilities by 50%. While useful, Blood Price is often preferred for Summoners as the HP cost can be healed, and Halve MP does not guarantee first-turn casting.
- 13Assassin Class: Requires 2 Elementalist Abilities, 1 Sniper Ability, and completion of the "Veis, Assassin" Quest. Assassins are very fast with high speed growth and possess deadly skills, though some have been nerfed since the first game.
Tips
- Combine Blood Price with Phoenix to heal the HP lost from casting powerful spells.
- Consider Evasion Up if you frequently find your units in critical HP situations, but be aware of its reliance on enemy misses.
- The Summoner class is excellent for dealing high area damage and offers strong support with its healing and buffing summons.
- For Summoners, using Blood Price allows for more frequent and powerful summons, especially if you can manage the HP cost.
- Halve MP is a strong passive for MP-heavy classes, but its utility for Summoners is debated compared to Blood Price.
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