FFTA - Hunter SSCC Part 2: Magic Wood

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Published on ● Video Link: https://www.youtube.com/watch?v=zAaNeuWHnXQ



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The Hunter solo video series continues with another highlight from the run. I've recorded also Diamond Rain (storyline fight with 2 blue wyrms and a flan that was pretty tough) and Twisted Flow (Famfrit totema boss), but decided not to waste space on my channel with those.

What happened in those battles very briefly - Diamond Rain went almost exactly like Desert Peril except the point where you separate yourself from the enemies was way distant from your starting position, the wyrms were ridiculously mobile (5 move - wtf) and durable so some luck with dodging 70-ish enemy hit was needed. The flan also had to be prohibited from recovering HP by banning Ice - took care of wyrm breath attacks too, but they still catch you with that move pretty easily. This battle was too similar to the first video of the series so I decided against showing it.

Famfrit was... easy, I didn't need many attempts there at all. Too easy in fact. You get Fight banned, which means that the Ahriman squad either stands around doing absolutely nothing or they cripple Marche with stupid statuses. Confused Marche can still win, but blindness reduces chances to connect to very low. Famfrit's AI is random, so there's a good likelihood he will be using the least threatening moves and keeps missing with 45s while Marche connects his frontal 70s while getting more turns by standing still and not moving anywhere.

So, the next mission I decided to upload is the one with boner innuendo attached to its name. What's so special about it again? You face off a seven enemy team consisting of two moogle thieves, two bow users and 3 caster units. Marche vs. 7 guys - who will win?

I got Colour Magic banned here, which completely neutralises the Black Mage. There's still 6 guys with all kinds of funny stuff. Raw damage quickly adds up, the Summoner excelling the most at that. The Sniper can poison Marche, which will negate Auto-Regen's recov... oh right~ I almost forgot to mention that we have Gaia Gear for Auto-Regen at this point! Marche can now take more attacks thanks to the small recovery, or he can let enemies chase him around while recovering health. In this map, Auto-Regen actually lets Marche finish the battle with max HP! Unnecessary but cool.

There's no way to just drop an enemy corpse and completely forego damage like in the previous map I showed (okay, the Judge got in the way there, but that's what happened in Diamond Rain), but there's still a very nice spot - the tip of the hill just in front of the starting position. Only one Thief can attack you this way and you can just keep using Combo for a guaranteed attack, and the laws actually award me 1 JP for that because of the day I entered the map. The only potential risk is that you can be knocked down the hill by either a thief or the bow users, which can be dangerous sometimes.

However, I notice that the enemies bunched up together really nicely and target a large group of the more dangerous ones with Sonic Boom - it doesn't OHKO anyone, but even if they heal up (which they try to do, and they do have elemental absorption that allows the Summoner to heal with offensive abilities) the next attack will finish 'em off... Combo works wonders here with guaranteed hit.

The worst things that can happen here is the Archer blinding Marche or the Sniper breaking his equipment... Either one is a definite reset (we haven't learnt Auto-Regen from Gaia Gear yet). The Archer has Block Arrows, as is expected of them, so Combo is the only way to damage her - Sonic Boom won't do.

Overall, this looks easier than it actually was (and I did need more than a few attempts), for some reason.







Tags:
ffta
final fantasy tactica advance
sscc
challenge
solo
moogleboss
gba



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