Dive into Final Fantasy Tactics A2! Learn about Cockatrices, Deadly Nightshades, Deathscythes, Demon Walls, Dreamhares, Fire Drakes, and Floating Eyes, their abilities, and weaknesses.
Hey there! This section is all about the creatures you'll be facing in Final Fantasy Tactics A2. We're going to break down some of the more interesting enemies, covering their unique abilities and what they're weak against. Knowing this stuff can seriously turn the tide of battle, so let's get into it!
Cockatrice
These birds are pretty rare, known for their white feathers. Their main thing is using their wings to defend and attack. Their 'Wake-Up Call' ability is interesting – it makes the target take their next turn immediately, which can mess with your plans.
- Abilities: Territorialism (Wake-Up Call)
- Weakness: Earth
- Absorb: Wind
Deadly Nightshade
Imagine an alraune with a tomato for a head – that's this thing! Some are smart enough to cast magic. Their 'Deadly Nightshade' abilities include 'Tomato Tackle' (damage and speed down), 'Tomato Fang' (damage and knockback), and 'Tomato Ketchup' (inflicts Berserk). They also use Green Magick like 'Silence', can get Berserk when low on HP, counter-attack, extend buff/debuff durations, and get stat boosts when at full HP.
- Abilities: Deadly Nightshade (Tomato Tackle, Tomato Fang, Tomato Ketchup), Green Magick (Silence), Critical: Berserk, Counter, Spellbound, Unscarred
- Weakness: Water
Deathscythe
This one's a reaper from the afterlife, harvesting folks with scythe-like claws. Its 'Nightmare' abilities are all about curses: 'Doom' (inflicts Doom), 'Deep Sleep' (inflicts Sleep), 'Shackle' (immobilizes and disables), and 'Steal Thoughts' (inflicts Addle). They also use Dark Magicks like 'Darkra' and 'Darkga'. Plus, they can counter-attack, resist spells with 'Evade Magick', steal items with 'Sticky Fingers', take damage on MP first with 'MP Shield', can't have buffs/debuffs removed ('Immunity'), use HP instead of MP for spells ('Blood Price'), ignore Reflect with 'Pierce', and become immune to debuffs ('Impervious').
- Abilities: Nightmare (Doom, Deep Sleep, Shackle, Steal Thoughts), Dark Magicks (Darkra, Darkga), Counter, Evade Magick, Sticky Fingers, MP Shield, Immunity, Blood Price, Pierce, Impervious
- Weakness: Holy
- Absorb: Dark
Demon Wall
This is an ancient trap designed to crush intruders. Its 'Elimination' abilities are pretty nasty: 'Telega' (teleports and immobilizes foes), 'Repel' (damages and pushes back units), and 'Shining Darkness' (inflicts Stone, Sleep, and Immobilize). It also absorbs damage to heal itself and is immune to debuffs.
- Abilities: Elimination (Telega, Repel, Shining Darkness), Absorb Damage, Impervious
- Weakness: Holy
Dreamhare
These look cute with their fluffy tails but will defend themselves if provoked. Their 'Enticement' abilities include 'War Dance' (raises Attack), 'Hip Attack' (a pounce attack), and 'Illude' (charms the target). They also use Green Magicks like 'Sleep' and 'Blind'. They can counter-attack, dodge basic gun attacks with 'Blur', use MP Shield, boost resistance, and can reveal invisible units.
- Abilities: Enticement (War Dance, Hip Attack, Illude), Green Magick (Sleep, Blind), Counter, Blur, MP Shield, Resistance Up, Reveal
- Weakness: Fire
- Absorbs: Holy
Fire Drake
This wyrm's scales protect it, and its breath can scorch the earth. Its 'Breath' ability is 'Fire Breath', which hits in a cone. Through 'Wyrmcraft', it can use 'Dragon Force' (boosts Attack and Magick), 'Mesmerize' (charms and slows targets), and 'Expose Weakness' (lowers Defense and Resistance). It can also counter-attack, get Berserk when low on HP, is immune to buff/debuff removal, and gets stat boosts when at full HP.
- Abilities: Breath (Fire Breath), Wyrmcraft (Dragon Force, Mesmerize, Expose Weakness), Counter, Critical: Berserk, Immunity, Unscarred
- Weakness: Ice
- Absorbs: Fire
Floating Eye
This monster is made up of...
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