FFTA - Animist SSCC Part I: Desert Peril ( + Intro )

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Final Fantasy Tactics Advance Challenge: Montblanc Solo Animist

I was about to begin a Ninja Solo game but figured it'd be too similar to the ones done previously and very possible thanks to great damage potential and Double Sword. I began thinking of other challenges that would be more difficult and came up with this. Hopefully, it will be both the hardest challenge I've played in this game AND possible (I'm almost positive of the former but the latter still gives me doubts).

Why Animist?

Animists have average stats and poor damage dealing potential, making it difficult for them to defeat enemies the straightforward way. On the other hand, the variety of active abilities at their disposal is diverse and rich, giving us many tactics to exploit and mess around with.

Why Montblanc?

Marche's friend is generally called the most useless character in the game and for a good reason. Not only is he worse than generic moogle magicians, moogle mages are inferior to other ones in the first place. An Animist with Montblanc's stats makes the playthrough an extra challenge, as his physical attack is even more terrible and his stats only suit a Black Mage and not really any other moogle class.

Rules:

1) Only Montblanc may be used with the Animist class (and no other) assigned.
2) Marche must be unequipped for every battle to ensure your strategy doesn't solely depend on him as a tank. The exception to this rule is the mission Jagd Hunt, where Marche can be allowed Damage - MP as he otherwise will be a burden for you, not allowing you to beat the mission.
3) No Dispatch missions, as Montblanc has to solo this.
4) The Item command is banned and may not be used. The only non-Animist ability allowed to Montblanc is Combo: since all Combo abilities work the same in a solo game, it makes sense to save yourself the trouble of reseting for a Mythril Bell when you can learn another moogle Combo skill from another mythril weapon.
5) The challenge officially begins during the mission The Cheetahs. Other characters may help Montblanc before that, especially to learn some abilities and gain cash.


The Cheetahs wasn't the easiest mission, but since it involved relying on Ritz's aid too much, I decided not to upload it.

This one's rather interesting, too. Enter the mission on the day when Lightning is banned. Montblanc casts Protect on himself and hides in a place where only one enemy at a time may attack him. Facing the enemy, he has good chances to avoid the attack. While the enemies gather around Monty and Marche, he summons chocobos. This move has a great range and can potentially kill many enemies, given that they are standing in a line. Moreover, if Monty kills an enemy standing exactly next to him, its corpse gives him temporary invincibility, allowing him to keep poking the enemies with Chocobo Rush out of his hideout or waiting to gain 5 MP per turn. The most dangerous enemy is the blue dog, but it doesn't matter since you can only allow yourself to attack those standing directly in front of you.

Once the flan is the only enemy standing (he has 28 HP, meaning he must be Chocobo Rushed 28 times), Monty can escape from his hiding place, wait for some MP and keep attacking the flan from far away without much risk. I edited out most of the end, as it's just Monty summoning chocobos from the other side of the battlefield.







Tags:
ffta
animist
final
fantasy
tactics
advance
moogle
montblanc
sscc
scc
solo
desert
peril



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