Learn about the Shell Crush, Green Chocobo, Grenade, Headless, and Hellhound abilities in Final Fantasy Tactics, including their weaknesses and strengths.
Shell Crush Abilities:
- Headbutt: Damages and immobilizes the target with a headfirst ram.
- Rain of Stone: Rains chunks of rock from the sky, dealing earth damage to units in a small area.
- Sonic Spin: Damages surrounding units by spinning fast enough to create a fierce whirlwind.
- Limit Glove: Unleashes inner power for heavy damage when HP is in single digits.
- Counter: Counter attacks when targeted with an offensive action.
- Regenerate: Gains REGEN (regenerate health) after taking damage.
- Defence Up: Raises DEFENCE (defense), decreasing physical damage received.
- Absorb Damage: Gains HP equal to 10% of damage taken.
- Concentration: Increases chance to hit.
- Critical: Quicken: Acts next when HP becomes critical.
Shell Crush Weakness: Wind
Shell Crush Absorbs: Earth
Green Chocobo Abilities:
- Choco Cure: Flaps wings to stir up a healing wind, restoring HP to surrounding units.
- Choco Esuna: Flaps wings to stir up a cleansing wind, removing debuffs (status ailments) from surrounding units.
- Choco Beak: Pecks remorselessly at the target.
- Choco Barrier: Raises a barrier around surrounding units, granting PROTECT (increased defense) and SHELL (increased magic defense).
- Critical: Quicken: Acts next when HP becomes critical.
- Counter: Counter attacks when targeted with an offensive action.
- Death Strike: Increases the chance to score a critical hit.
Green Chocobo Weakness: Water, Lightning, Holy
Grenade Abilities:
- Flame Attack: Breathes fire, dealing fire damage.
- Spark: Unleashes pent-up energy in an explosive burst, damaging surrounding units and restoring user's HP.
- Fire: Hurls a ball of magick fire, dealing fire damage.
- Fira: An improved version of Fire, dealing greater fire damage.
- Firaga: The greatest Fire magick, dealing massive fire damage.
- Archer's Bane: Avoids all bow-based basic attacks.
- Bonecrusher: Counter attacks after taking physical damage, always dealing greater damage than that taken.
- MP Shield: Damage taken depletes MP rather than HP. Has no effect when the user has no MP.
- Pierce: Spells cast are unaffected by REFLECT (magic reflection).
Grenade Weakness: Water
Grenade Absorbs: Fire
Headless Abilities:
- Bone Shatter: A powerful attack that damages the target and delays its next turn.
- Brute Smash: Raises the potency of the user's next physical attack.
- Sunder Earth: Splits the earth in a line from the user, dealing earth damage.
- Quake: Causes the ground to tremble, dealing earth damage to units in a small area.
- Blink Counter: Counter attacks and knocks back the attacker after being the target of an offensive action.
- Counter: Counter attacks when targeted with an offensive action.
- Absorb Damage: Gains HP equal to 10% of damage taken.
- Bonecrusher: Counter attacks after taking physical damage, always dealing greater damage than that taken.
- Defence Up: Raises DEFENCE, decreasing physical damage received.
Headless Weakness: Wind
Hellhound Abilities:
- Screech: Emits a piercing shriek to damage and CONFUSE (inflict confusion status) the target.
- Fang: Attacks the target with razor-sharp fangs.
- Summon Pack: Calls nearby allies with an echoing howl.
- Shadowy Blow: Sends a wave of gleaming shadow tearing through foes, dealing dark damage and BLINDING (inflicting blindness status) targets.
- Chilling Blow: Sends a wave of chilling frost crashing through foes, dealing ice damage and IMMOBILIZING (inflicting immobilization status) targets.
- Fiery Blow: Sends a wave of searing flame burning through foes, dealing fire damage and SILENCING (inflicting silence status) targets.
- Blink Counter: Counter attacks and knocks back the attacker after being the target of an offensive action.
- Counter: Counter attacks when targeted with an offensive action.
- Bonecrusher: Counter attacks after taking physical damage, always dealing greater damage than that taken.
- Reveal: Enables the user to see and target INVISIBLE (invisible) units.
- Charged Attacks: Attacks consume MP, but deal additional damage.
- Defence Up: Raises DEFENCE, decreasing physical damage received.
- Attack Up: Raises ATTACK, increasing physical damage dealt.
Hellhound Weakness: Water, Holy
Hellhound Half Damage: Earth
Hellhound Absorbs: Dark
Hoppy Bunny Abilities:
- War Dance: A dance that boosts the morale of units in a small area, raising ATTACK.
- Go-Go Dance: Dances a lively jig to HASTEN (increase speed) the pulse of targets in a small area.
- Illude: Weaves an illusion.
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