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Part 328
Final Fantasy Tactics

Part 328

Learn about the Shell Crush, Green Chocobo, Grenade, Headless, and Hellhound abilities in Final Fantasy Tactics, including their weaknesses and strengths.

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Learn about the Shell Crush, Green Chocobo, Grenade, Headless, and Hellhound abilities in Final Fantasy Tactics, including their weaknesses and strengths.

Shell Crush Abilities:

  • Headbutt: Damages and immobilizes the target with a headfirst ram.
  • Rain of Stone: Rains chunks of rock from the sky, dealing earth damage to units in a small area.
  • Sonic Spin: Damages surrounding units by spinning fast enough to create a fierce whirlwind.
  • Limit Glove: Unleashes inner power for heavy damage when HP is in single digits.
  • Counter: Counter attacks when targeted with an offensive action.
  • Regenerate: Gains REGEN (regenerate health) after taking damage.
  • Defence Up: Raises DEFENCE (defense), decreasing physical damage received.
  • Absorb Damage: Gains HP equal to 10% of damage taken.
  • Concentration: Increases chance to hit.
  • Critical: Quicken: Acts next when HP becomes critical.

Shell Crush Weakness: Wind

Shell Crush Absorbs: Earth

Green Chocobo Abilities:

  • Choco Cure: Flaps wings to stir up a healing wind, restoring HP to surrounding units.
  • Choco Esuna: Flaps wings to stir up a cleansing wind, removing debuffs (status ailments) from surrounding units.
  • Choco Beak: Pecks remorselessly at the target.
  • Choco Barrier: Raises a barrier around surrounding units, granting PROTECT (increased defense) and SHELL (increased magic defense).
  • Critical: Quicken: Acts next when HP becomes critical.
  • Counter: Counter attacks when targeted with an offensive action.
  • Death Strike: Increases the chance to score a critical hit.

Green Chocobo Weakness: Water, Lightning, Holy

Grenade Abilities:

  • Flame Attack: Breathes fire, dealing fire damage.
  • Spark: Unleashes pent-up energy in an explosive burst, damaging surrounding units and restoring user's HP.
  • Fire: Hurls a ball of magick fire, dealing fire damage.
  • Fira: An improved version of Fire, dealing greater fire damage.
  • Firaga: The greatest Fire magick, dealing massive fire damage.
  • Archer's Bane: Avoids all bow-based basic attacks.
  • Bonecrusher: Counter attacks after taking physical damage, always dealing greater damage than that taken.
  • MP Shield: Damage taken depletes MP rather than HP. Has no effect when the user has no MP.
  • Pierce: Spells cast are unaffected by REFLECT (magic reflection).

Grenade Weakness: Water

Grenade Absorbs: Fire

Headless Abilities:

  • Bone Shatter: A powerful attack that damages the target and delays its next turn.
  • Brute Smash: Raises the potency of the user's next physical attack.
  • Sunder Earth: Splits the earth in a line from the user, dealing earth damage.
  • Quake: Causes the ground to tremble, dealing earth damage to units in a small area.
  • Blink Counter: Counter attacks and knocks back the attacker after being the target of an offensive action.
  • Counter: Counter attacks when targeted with an offensive action.
  • Absorb Damage: Gains HP equal to 10% of damage taken.
  • Bonecrusher: Counter attacks after taking physical damage, always dealing greater damage than that taken.
  • Defence Up: Raises DEFENCE, decreasing physical damage received.

Headless Weakness: Wind

Hellhound Abilities:

  • Screech: Emits a piercing shriek to damage and CONFUSE (inflict confusion status) the target.
  • Fang: Attacks the target with razor-sharp fangs.
  • Summon Pack: Calls nearby allies with an echoing howl.
  • Shadowy Blow: Sends a wave of gleaming shadow tearing through foes, dealing dark damage and BLINDING (inflicting blindness status) targets.
  • Chilling Blow: Sends a wave of chilling frost crashing through foes, dealing ice damage and IMMOBILIZING (inflicting immobilization status) targets.
  • Fiery Blow: Sends a wave of searing flame burning through foes, dealing fire damage and SILENCING (inflicting silence status) targets.
  • Blink Counter: Counter attacks and knocks back the attacker after being the target of an offensive action.
  • Counter: Counter attacks when targeted with an offensive action.
  • Bonecrusher: Counter attacks after taking physical damage, always dealing greater damage than that taken.
  • Reveal: Enables the user to see and target INVISIBLE (invisible) units.
  • Charged Attacks: Attacks consume MP, but deal additional damage.
  • Defence Up: Raises DEFENCE, decreasing physical damage received.
  • Attack Up: Raises ATTACK, increasing physical damage dealt.

Hellhound Weakness: Water, Holy

Hellhound Half Damage: Earth

Hellhound Absorbs: Dark

Hoppy Bunny Abilities:

  • War Dance: A dance that boosts the morale of units in a small area, raising ATTACK.
  • Go-Go Dance: Dances a lively jig to HASTEN (increase speed) the pulse of targets in a small area.
  • Illude: Weaves an illusion.

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