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Part 195
Final Fantasy Tactics

Part 195

Dive into Final Fantasy Tactics' Part 195, exploring powerful Assassin and Sniper abilities like Last Breath, Oblivion, Death Sickle, and Doubleshot. Learn how to use them effectively!

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Dive into Final Fantasy Tactics' Part 195, exploring powerful Assassin and Sniper abilities like Last Breath, Oblivion, Death Sickle, and Doubleshot. Learn how to use them effectively!

Alright, let's break down some seriously cool abilities for your Assassins and Snipers in Final Fantasy Tactics. These guys are all about precision strikes and debilitating effects, so let's get into what makes them tick.

Assassin Abilities

Assassins are all about landing critical hits and applying nasty status effects. They've got some really unique skills that can turn the tide of battle.

  • Aphonia (200 AP, Murasame): This is a great opener. It targets the enemy's throat, and while the description implies instant death, its main effect is Silence. This is fantastic for shutting down enemy mages right from the start, keeping them from casting their powerful spells.
  • Ague (250 AP, Huntsman's Bow): Need to slow down a dangerous enemy? Ague is your go-to. It inflicts Slow, making their turns come around much less often. Since it's a bow skill, you can often use it from a safe distance without putting your unit in danger.
  • Nightmare (300 AP, Kiku-Ichimonji): This one's a bit of a gamble but can be devastating. It puts the target to Sleep, and occasionally inflicts Doom as well. Even while asleep, enemies still cycle through their turns, meaning Doom can tick down and instantly KO them by the time they wake up. It's a powerful combo if it hits!
  • Shadowbind (350 AP, Elfin Bow): Ever wondered how you turn a shadow against someone? Me neither, but if this ability hits, your target is Stopped. This means they can't act at all, and you get 100% accuracy against them. Make sure your other units are ready to capitalize on this free damage!
  • Oblivion (400 AP, Masamune): Got an enemy with some nasty abilities? Oblivion is perfect for dealing with them. It inflicts Addle, making the target forget their skills. This is incredibly useful against enemy mages or powerful melee units like Warriors and Fighters, effectively neutralizing their most dangerous options.
  • Last Breath (450 AP, Adazakura): This is one of the Assassin's signature moves. It's designed to strike the enemy's vitals for an instant KO. While its accuracy has been toned down a bit in this game, if it lands, it's game over for that target. If your Assassin struggles to land it, consider using a Time Mage's Haste or Slow to help set it up.
  • Rockseal (450 AP, Kotetsu): Another potent debuff, Rockseal encases the target in Stone. This completely incapacitates the enemy – they can't move, act, or fight back. It's a rare but incredibly valuable ability to land on a troublesome foe.
  • Ultima Masher (990 AP, Zanmato): This is the ultimate assassination ability, derived from the most powerful magicks. It deals an absolutely massive amount of damage, so much so that you might not even need to worry about KO or Doom effects – the sheer power of this attack can often win battles on its own.

Assassin Reaction Ability

  • Return Fire (150 AP, Power Sash): Think of this as an upgraded version of Archer's Bane. When an enemy attacks you with a bow, Return Fire lets you not only avoid the attack but also fire an arrow right back at them. It's a great way to punish those pesky archers.

Sniper Class

Snipers are your long-range damage dealers, equipped with massive greatbows. They excel at picking off targets from afar and applying unique debuffs.

Requirements: You'll need 2 Archer Abilities to unlock the Sniper class. They're a great alternative to Hume and Gria hunters, focusing on taking down any living target rather than just monsters.

Sniper Abilities (Sharpshooting)

  • Death Sickle (200 AP, Hades Bow): This is a fundamental Sniper skill that calls upon the reapers to inflict Doom on the target. After three turns, the target will be KO'd, regardless of their HP or class. It's a reliable way to take out tough enemies over time.
  • Beso Toxico (250 AP, Cranequin): As the name suggests, this ability coats your weapon with a deadly Poison. It deals immediate damage and leaves the target poisoned, slowly chipping away at their HP unless they get healed.
  • Vanish (300 AP, Windslash Bow): Want to get up close and personal without being seen? Vanish makes your unit invisible. Be careful though, as taking any action will break the effect. It's perfect for sneaking behind enemy lines to set up devastating back attacks, especially on mages. Enemies generally can't target you unless they have abilities that can hit invisible units.
  • Doubleshot (300 AP, Twin Bow): This is where the Sniper's power really shines. It allows you to attack twice in a single turn. When combined with the high damage of Sniper bows and the ability to sneak attack from behind (thanks to Vanish, perhaps), you can easily halve an enemy's HP in one go.
  • Wallet Shot (350 AP, Hunting Bow): Feeling a bit short on Gil? Wallet Shot lets you target the enemy's pouch, stealing a good chunk of their money. Attacking from behind maximizes your accuracy, making it a reliable way to fund your adventures if you're struggling financially.
  • Armour Shot (350 AP, Elfin Bow): This ability is fantastic for setting up your melee allies. Armour Shot targets the enemy's defenses, reducing their Defense stat. This makes them much more vulnerable to physical attacks from your other units.

Mastering these abilities will make your Assassins and Snipers incredibly valuable assets to your clan. They bring a unique mix of control, debuffs, and high damage that can overcome almost any challenge!

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