Explore the abilities of Part 183 in Final Fantasy Tactics, including Haste, Soul Sphere, Piercing Cry, Lifebreak, Bonecrusher, Attack Up, and Cannoneer skills like Buckshot and Prime.
Abilities:
- Haste - 250 AP (Lohengrin) - Active: Hastens time for the target, raising SPEED. Useful for slow units to increase turn frequency.
- Soul Sphere - 250 AP (Arch Sword) - Active: Summons a magick field to drain MP from the target. A stronger MP-draining alternative to Rasp.
- Piercing Cry - 400 AP (Javelin) - Active: Unleashes a roar that lowers the SPEED of surrounding units. Effective when surrounded by enemies.
- Lifebreak - 400 AP (Kain's Lance) - Active: Deals dark damage equal to the user's lost HP. Potent when the user is at critical HP.
- Bonecrusher - 250 AP (Dragon Mail) - Reaction: Counters physical damage with an attack that deals more damage than received. The strongest reaction counter.
- Attack Up - 150 AP (Trident) - Passive: Increases ATTACK, boosting physical damage dealt. A solid choice if other job passives aren't needed.
Cannoneer Job:
Requirements: 2 Dragoon Abilities, "The Bangaa Brotherhood" Quest Done. Cannoneers support with long-range hand-cannons, offering abilities to heal and damage.
Cannonry Abilities:
- Buckshot - 150 AP (Omnis Cannon) - Active: Loads fragmentation shells, increasing the damage radius of the next basic attack. Requires: Hand-Cannon.
- Prime - 150 AP (Diklum) - Active: Uses specially prepared shells to increase the ATTACK bonus of the next basic attack. Requires: Hand-Cannon.
- Foresight - 150 AP (Supernal Ray) - Active: Organizes shells for quick reloading, raising the number of shots fired in the next basic attack to two. Requires: Hand-Cannon.
- Scope - 150 AP (Ligatur) - Active: Attaches a scope to the cannon, increasing the ACCURACY of the next basic attack. Useful against the blind debuff or high evasion. Requires: Hand-Cannon.
- Mortar - 200 AP (Massive Bazooka) - Active: Plants the cannon for a heavy damage attack, but the unit cannot move next turn. Requires: Hand-Cannon.
- Target - 250 AP (Dromaeo) - Active: Takes careful aim for heavy damage on the next turn, dealing approximately double normal attack damage. Unit cannot attack this turn. Requires: Hand-Cannon.
- Potion Shell - 300 AP (Hand Cannon) - Active: Fires a potion-infused shell to restore HP at long range. Requires: Hand-Cannon.
- Ether Shell - 500 AP (Brevis) - Active: Fires an ether-infused shell to restore a significant amount of MP. Useful for mages to cast powerful spells early. Requires: Hand-Cannon.
- Blur - 150 AP (Fortune Ring) - Reaction: Avoids hand-cannon and gun-based basic attacks. Less useful due to limited enemy classes using these weapons.
Trickster Job:
Requirements: 2 Master Monk Abilities. Tricksters use deception to control the flow of battle.
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