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Part 169
Final Fantasy Tactics

Part 169

Explore the Illusionist and Hunter job classes in Final Fantasy Tactics A2. Learn about their active and passive abilities, including Prominence, Tempest, and Vitals Shot.

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Explore the Illusionist and Hunter job classes in Final Fantasy Tactics A2. Learn about their active and passive abilities, including Prominence, Tempest, and Vitals Shot.

Illusionist Class

Mages who weave illusion to overcome their foes.

Requirements: 2 White Mage Abilities, 4 Black Mage Abilities

Illusionists are powerful but MP intensive. They can hit the entire enemy party but require MP restoration or quickening abilities to be effective.

  • Prominence — 250 AP (Firewheel Rod) - Active: Deals fire damage to all foes.
  • Tempest — 250 AP (Thunder Rod) - Active: Deals lightning damage to all foes.
  • Freezeblink — 250 AP (Sleet Rod) - Active: Deals ice damage to all foes.
  • Rockfall — 300 AP (Terre Rod) - Active: Deals earth damage to all foes. Some monsters are Immune or Absorb earth damage.
  • Wild Tornado — 300 AP (Thor Rod) - Active: Deals wind damage to all foes. Some enemies have resistance to wind damage.
  • Deluge — 300 AP (Chill Rod) - Active: Deals water damage to all foes. Useful against monsters weak to water.
  • Stardust — 300 AP (Stardust Rod) - Active: Deals non-elemental damage to all foes, more than elemental illusions.
  • Star Cross — 300 AP (Crown Scepter) - Active: Deals holy damage to all foes.
  • Absorb MP — 250 AP (Lordly Robe) - Reaction: Gain MP equal to the MP cost of offensive magicks that target the user. Useful if enemies target you with magick.
  • Halve MP — 400 AP (Luminous Robe) - Passive: Reduces the MP cost of abilities by 50%. Very useful for stronger spells.

Hunter Class

Hunters stalk their prey with powerful bows. They're at their finest when fighting monsters and other beasts of the wild.

Requirements: 3 Archer Abilities

The Hunter class is excellent against enemy monsters and useful in general combat with powerful moves.

  • Advice — 100 AP (Twin Bow) - Active: Raises chance to score a CRITICAL HIT. Useful when not in attack range.
  • Oust — 150 AP (Windslash Bow) - Active: Force target monster to flee from the battlefield. More effective on low-health enemies, but killing them for loot and EXP is often better.
  • Sonic Boom — 200 AP (Cranequin) - Active: Send out a shock wave that damages units in a small area (cross shape). Deals normal bow damage.
  • Hunting — 250 AP (Hunting Bow) - Active: A weaker attack that grants extra loot if it kills the target. Deals about 10 damage per shot.
  • Vitals Shot — 300 AP (Elfin Bow) - Active: Inflicts various random debuffs on the target.
  • Sidewinder — 300 AP (Hades Bow) - Active: A powerful attack that strikes.

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