FFTA - Hunter SSCC Part 3: Adrammelech (Pale Company)

Channel:
Subscribers:
6,650
Published on ● Video Link: https://www.youtube.com/watch?v=r6PhnirfoOU



Duration: 3:48
556 views
9


Challenge playlist:
https://www.youtube.com/playlist?list=PLbSv8zSDR9c0D8YA5pTgJqK156MEyQAM7

I skipped uploading Famfrit (too easy), but Adra is a highlight in pretty much any challenge run you do in this game - very dangerous Totema and his minions also can't be easily neutralised with the right laws. Adra himself doesn't really care about laws - if fire is banned, he'll still go for the fire-elemental single-line damage attack and ignore how he is being repeatedly carded for the law violation. Still, having more than one element banned ensures his elemental drake friends can't attack from long-range, and this is is really useful for cutting the number of enemies capable of reaching you with an attack.

This one required a few attempts. Sonic Boom is extremely useful for reaching Adra at range, or hurting one of the drakes without triggering Counter (I believe only one of the three is able to counterattack; situational but nice).

Auto-Regen we learnt from Gaia Gear can prolong Marche's vitality for a bit, but we should remember that the recovery is very minor (the turns of recovery only really noticeably add up when we don't get hit for very long) while the damage inflicted is huge, and 2x Gedegg Soup set as the mission item (I'm not even sure if the two stack to double the defences' boost, but it's not like I have any other alternative at this point).

Speaking of mission items, it kinda sucks when you're playing a solo challenge and that early Sprinkler that powers up water/ice moves when set as the mission item can't really be utilised (I remember how hard Blue Mage Marche was hitting with an Aqua Saber back when I did the Blue Mage SSCC several years back). The mission items that power up other elements (Hunter gets tons of crappy elemental greatbows) are either available really late or require dispatching, and dispatching is not an option when soloing with Marche.

So, what matters here is to ban Ice to disable one drake's elemental attacks (he'll breath-attack Marche on the first turn he gets otherwise, so that's an extra risk with the RNG), and then just keep spamming Sonic Boom while avoiding drake counters and maintaining such a positioning that reduces enemies' chances to connect their (mostly frontal) attacks. Marche is mostly equipped with gear that adds to evasion (as well as attack, iirc Power Sash is a very good piece of gear around this point).

Killing the drakes isn't really anywhere close to being top priority. If we assassinate Adra, it's over - if we kill all the drakes (somehow...), we can still lose if Adra gets lucky with connecting his high-damage hits.

A class with access to a robe (lots of these; maybe not as many as in PS1's FFT though) would do better here, as Blaze Robe essentially checks Adra's strongest move by far and also cripples the last drake's breath. Not an option for the Hunter class however.







Tags:
ffta
final fantasy tactics advance
challenge
sscc
solo
hunter sscc
moogleboss



Other Statistics

Final Fantasy Tactics Advance Statistics For MoogleBoss

Currently, MoogleBoss has 831,209 views for Final Fantasy Tactics Advance across 90 videos. His channel currently has around 10 hours worth of content for Final Fantasy Tactics Advance, or 4.11% of the total watchable video on MoogleBoss's YouTube channel.