FFTA - Hunter SSCC Part 7: Hidden Vein
Challenge playlist:
https://www.youtube.com/playlist?list=PLbSv8zSDR9c0D8YA5pTgJqK156MEyQAM7
A map that wasn't exactly terribly hard that I wanted to showcase nevertheless. One of the reasons was to illustrate how much damage Hunter Marche is capable of inflicting with Nike Bow's taught Weapon ATT+ and a mission item powering up the lightning elemental to the point where it deals the equivalent of super-effective damage to the foes here, which is 50% extra damage. Equipping Weapon ATT+ grants a 20% increase in damage output. It would probably be really flashy to just spam Sonic Boom, but it would whiff too often, and two of the foes here are invulnerable to it so that's not really the most reliable way to win this battle.
Marche starts out in a pretty disadvantageous positon in the beginning, needing to retreat somewhere where fewer enemies can reach him with attacks. The White Monk will hurt him almost certainly so taking him out first is top priority - not because of his attacks as such (the Sage's Gigaflare is a lot more dangerous), but because of his revival and healing skills which are unique to him in this fight (okay, the Animist can use a Potion I guess... :P).
There is a corner right next to Marche's starting position where he can hide away and easily provoke the White Monk to hit him at pointblank range (enemies seem to enjoy choosing this option over other superior ones when it is available). Since Marche doesn't move again in this battle, he will outspeed and double-turn the White Monk, which allows him to land two attacks on the enemy, eliminating the enemy party's only potent healing and also shielding himself from most of the other enemies with his corpse.
When the WM is gone, the Sage should be prioritised next - Gigaflare is extremely painful to take, even with Auto-Regen active, so he will go down next. The Juggler might as well follow because of Hurl's weak damage.
Entering the field when Color Magic and Status are banned and Missile attacks are encouraged, means the Juggler and the Blue Mage are nerfed (they could still hurt really hard from adjacent tiles, but these situations might be avoided altogether in this fight with the showcased strat in action), and also that Marche can spam his Combo for 100% accuracy attacks with normal power, guaranteeing 2HKO on every single enemy and also piercing through the Blue Mage's Damage to MP and the Animist's Block Arrows reactions.
Comboing every turn instead of, say, raining down MT damage with Sonic Boom is preferable because of the sheer reliability of this approach (even if it may not look as fun).
The chances of the strategy backfiring are really quite low. Either Marche takes too much damage early on in the fight, or the Judge accidentally removes the White Monk's corpse from the battlefield on his turn and then a bunch of other similarly unfortunate events occur.
Some pretty tough battles lie ahead after this one, and I'm still not so sure if I can finish this challenge at all because of the stupid save glitch (see description to the previous video in this series).
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