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Part 330
Final Fantasy Tactics

Part 330

Explore Part 330 of Final Fantasy Tactics, detailing abilities for creatures like Loup-Garou, Luchorpan, Malboro, Mamatrice, Magick Pot, Malboro King, and Mimic.

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Explore Part 330 of Final Fantasy Tactics, detailing abilities for creatures like Loup-Garou, Luchorpan, Malboro, Mamatrice, Magick Pot, Malboro King, and Mimic.

Loup-Garou

The Loup-Garou is a variant of the werewolf that retains enough intelligence to use items to heal its wounds. It is weak to Wind-elemental attacks.

Abilities:

  • Call of the Wild: Werewolves raise a blood-curdling cry as they rend the flesh of their prey.
    • Roar: Lets out a bestial roar, removing buffs from all units.
    • Slug: Strikes the target with a powerful swing of the arm, ignoring the target's armour DEFENCE.
    • Assault: Throws the user's weight into a ferocious charge, damaging and IMMOBILIZING the target.
  • Blink Counter: Counter attacks and knocks back the attacker after being the target of an offensive action.
  • Charged Attacks: Attacks consume MP, but deal additional damage.

Luchorpan

This variety of baknamy boasts a broad range of physical and magick attacks. Its attacks pass unhindered through a foe's defence.

Abilities:

  • Taktak: The attacks of the baknamy pass unhindered through a foe's defence.
    • Magick Hammer: Smites foe with a mysterious hammer, depleting the target's MP.
    • Mutilate: Steals the target's life force, restoring the user's HP.
  • Green Magick: The magicks of the GREEN MAGE lend strength and succor to her allies.
    • Sleep: Puts units in a small area to SLEEP with a powerful gas.
    • Blind: Conjures a black mist to BLIND the target.
    • Silence: Steals the target's voice, SILENCING units in a small area.
    • Tranq: Soothes the target's nerves, raising ACCURACY.
    • Leap: Stimulates the muscles in the user's legs, raising MOVE and JUMP.
  • Absorb Damage: Gains HP equal to 10% of damage taken.
  • Return Fire: Avoids all bow-based enemy attacks and fires an arrow back at the attacker.
  • Bonecrusher: Counter attacks after taking physical damage, always dealing greater damage than that taken.
  • Death Strike: Makes the user lucky, increasing the chance to score a critical hit.
  • Magick Counter: Casts magicks targeting the user back at the caster; magicks cast in this way require MP.
  • Concentration: Focuses the user's thoughts, increasing the chance to hit.
  • Resistance Up: Raises RESISTANCE, decreasing magickal damage received.
  • Avoid Traps: The user will not spring traps.

Malboro

A slithering mass of tentacles and filth with a terrible stench. It is weak to Wind-elemental attacks.

Abilities:

  • Halitosis: Malboros and their kin belch noxious gases and are generally unpleasant.
    • Bad Breath: Lets out a fetid belch to BLIND, SILENCE, and POISON targets in a cone in front of the user.
    • Putrid Breath: Lets out a belch of otherworldly stench, afflicting the target with TOAD, DOOM, and CONFUSE.
    • Goo: Envelops the target with thick mucus, IMMOBILIZING and lowering the target's SPEED.
    • Eerie Sound Wave: A focused sound wave sends chills through the target, neutralizing buffs.
    • Purify: Merges gasses deep within the body into a restorative, removing debuffs from the unit.
  • Counter: Counter attacks when targeted with an offensive action.
  • Immunity: Neither buffs nor debuffs can be removed from the user.
  • Unscarred: Raises ATTACK, DEFENCE, MAGICK, and RESISTANCE when the user has full HP.

Mamatrice

This variety of cockatrice is covered in snow white feathers and is a rare bird, seldom seen.

Abilities:

  • Territorialism: Cockatrices use their powerful wings to shield themselves from attack and strike at their prey.
    • Peck: Runs the target through with a ferocious strike of the beak.
    • Devour: Dives out of the sky with blinding speed, damaging units in a large area.
    • Territorial Marking: Leaps into the air and lands with a heavy thud, damaging units caught underneath.
    • Fortify: Focuses the user's energy, raising ATTACK.
  • Absorb Damage: Gains HP equal to 10% of damage taken.
  • Impervious: Draws Mist into the user's body, granting the user immunity to debuffs.

Magick Pot

An unusual magickal creature of fickle temperament. Few can say just what a magick pot will do. It absorbs Wind, Water, Ice, Fire, Lightning, Earth, Holy, and Dark elemental attacks.

Abilities:

  • ???: Few can say just what a magick pot will do...
    • Pester: "Gimme elixir!"
    • Punish: "No loot for you!"
    • Reward: "Thanks!"
  • Safeguard: Prevents the user's equipment from being stolen or destroyed.

Malboro King

Lord of the Malboros, with the crown to prove it.

Abilities:

  • Halitosis: Malboros and their kin belch noxious gases and are generally unpleasant.
    • Eerie Sound Wave: A focused sound wave sends chills through the target, neutralizing buffs.
    • Putrid Breath: Lets out a belch of otherworldly stench, afflicting the target with TOAD, DOOM, and CONFUSE.
    • Cloying Breath: A sickly sweet breath that lulls those who breathe it to SLEEP. Also SLOWS targets in a cone in front of the user.
    • Malboro Song: The mysterious song of the malboro, granting REGEN and raising ATTACK of units in a small area.
  • Counter: Counter attacks when targeted with an offensive action.
  • Absorb Damage: Gains HP equal to 10% of damage taken.
  • Immunity: Neither buffs nor debuffs can be removed from the user.
  • Lifespring: The user gains REGEN, restoring HP each round.

Mimic

These fiendish creatures conceal themselves to take unwary adventurers by surprise.

Abilities:

  • Paper-Rock-Scissors: Mimics have their own peculiar way of fighting.
    • Rock: Draws in the body's limbs and absorbs Mist from the air, restoring the user's HP.
    • Sciss: (Ability description incomplete in source)

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