Learn about the Guard Skill abilities in Final Fantasy Tactics Advance, including Astra, War Cry, Rasp, Clear Mind, Silence, Soul Sphere, Haste, Lifebreak, Compound Fracture, Weapon Attack UP, and Guard Combo.
The Guard Skill (近衛戦技) is a set of abilities available to certain units in Final Fantasy Tactics Advance. Below is a list of these skills, their MP cost (if applicable), and their effects:
| Japanese Name | English Name | Type | Effect |
|---|---|---|---|
| アストラ | Astra | A | Remain normal status (8 MP). |
| 雄たけび | War Cry | A | Adjacent units Speed down. |
| ラスピル | Rasp | A | MP damage (24 MP). |
| 気を練る | Clear Mind | A | Raise damage caused by next attack. |
| サイレス | Silence | A | Causes "Silence" (8 MP). |
| ソウルスフィア | Soul Sphere | A | Light MP damage. |
| ヘイスト | Haste | A | Causes "Haste" (24 MP). |
| ライフブレイク | Lifebreak | A | Damages equal to unit's wounds. |
| 肉斬骨断 | Compound Fracture | R | Counteract attack with 1.5x damage. |
| 武器こうげきUP | Weapon Attack UP | S | Increase damage of phys. attacks. |
| 近衛コンボ | Guard Combo | C | Use JP to do combination attack. |
The provided text also includes information about the Time Mage (時魔道士) class. Time Mages are a support class for N'Mou and Moogles, requiring 5x Black Mage Action Abilities. They are highly effective support units, capable of warping time and space. Key Time Magic spells include Stop, which allows for guaranteed hits on enemies, and Gravity/Graviga for damaging large enemies or when damage restrictions are in place. Haste, Slow, and Quick manipulate turn order, with Quick being particularly useful for granting crucial turns to allies or finishing off enemies. Critical Quick is noted as a surprisingly effective Reaction Ability for survival.
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