Explore the powerful abilities of the Fusilier and Moogle Knight jobs in Final Fantasy Tactics A2. Learn about skills like Ultima Charge, Stopshot, and more.
Moogle Knight Abilities:
- Defensive Stance - 250 AP: Wastes a turn for a temporary DEFENCE and RESISTANCE buff, generally not recommended.
- Moogle Rush - 250 AP (Shadow Blade): A powerful melee attack with double damage but half accuracy. Best used from behind or against Stone/Stop status enemies.
- Moogle Lance - 250 AP (Atomos Blade): A mid-range melee attack with more damage than a normal attack, suitable as a basic attack for the Moogle Knight.
- Moogle Aid - 300 AP (Icebrand): Similar to First Aid, it heals a small amount of HP and removes debuffs, but cannot be used if the user is Disabled.
- Moogle Disarm - 350 AP (Paraiba Blade): A strong attack that attempts to destroy a piece of enemy equipment, most effectively their weapon.
- Ultima Charge - 990 AP (Materia Blade): The most powerful Moogle Knight ability, dealing massive damage. Can be used as a secondary ability with Fusilier or Flintlock for long-range attacks.
- Critical: Haste - 250 AP (Golden Armour) - Reaction: Grants HASTE when the user's HP is critically low, allowing for a quick escape or repositioning.
- Shieldbearer - 150 AP (Round Shield) - Passive: Allows any job to equip shields, providing extra defense, though not compatible with two-handed weapons like those used by Fusiliers.
Fusilier Abilities:
The Fusilier is a powerful class with extremely long-range guns, capable of covering most of the battlefield. They can also deal elemental damage and apply debuffs. Requires 1 Animist Skill and completion of "The Goug Consortium" Quest.
- Fireshot - 150 AP (Aiot Gun): Deals fire damage instead of normal gun damage.
- Iceshot - 150 AP (Giot Gun): Deals ice damage instead of normal gun damage.
- Boltshot - 150 AP (Riot Gun): Deals lightning damage instead of normal gun damage.
- Blindshot - 200 AP (Silver Cannon): Damages and BLINDS the target, significantly reducing their accuracy.
- Silenceshot - 200 AP (Lost Gun): Damages and SILENCES the target, effective against enemy mages.
- Confushot - 400 AP (Chaos Rifle): Damages and CONFUSES the target, causing them to attack allies.
- Charmshot - 400 AP (Peacemaker): Damages and CHARMS the target, making them fight for your party until hit.
- Stopshot - 450 AP (Outside): Damages and STOPS the target, preventing them from taking turns and allowing guaranteed hits from allies.
- Concentration - 250 AP (Longbarrel) - Passive: Increases the user's chance to hit.
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