FFTA - Hunter SSCC Part 8: To Ambervale
Challenge playlist:
https://www.youtube.com/playlist?list=PLbSv8zSDR9c0D8YA5pTgJqK156MEyQAM7
One of the few endgame highlights, where Marche has to face a full party of enemy monsters.
One of the biggest obstacles is not being to bring in mission items since the fight unfolds automatically when you step on its location on the map. This strips Marche of a portion of the defence he would get from Gedegg Soup but more importantly it renders bringing in pseudo-Geomancy powered elemental weapons impossible.
And the results are disastrous on paper - strategising does help ensure somewhat more reliable tactics. The Blue Panther that will approach Marche first (and there's no way of getting upper hand because the terrain makes it impossible to climb the mountain without teleportation) is only 4HKO'd by Marche's regular attack, and can't be hit by Sidewinder (2x damage to monsters).
The Panther really needs to go down first, as we'll be using its corpse to try to limit the number of enemies hitting Marche at once (shortly). If it goes first (which it will occasionally do when resetting the map and re-generating the enemy stats), Marche can snipe it with a combo (the laws must reward ranged attacks with JP), wait in place and get another chance to attack before retreating. The Panther will now double-turn Marche and attack him from whatever side isn't his front (so it's exploitable). Marche will at this point land the 3rd and 4th hits on the Panther before the rest of the monsters approach - it's about time.
Now the "fun" stuff starts. The Thunder Drake has Geomancy so his elemental breath will be dealing a ton of damage if it connects. It's so accurate from the side, too. No good at all; the Drake must die the earliest. It's actually a good idea to somehow try to let the Drake approach and attack Marche at point-blank range as that will limit the damage a good bit - doesn't work in this recording as the Drake procs a nasty crit on Marche.
Other things to watch out for are the physical attacks from pretty much everybody not named Lamia (weak 40-something damage), Lamia's Twister (shaves off a half of your HP; wicked when you have a lot of it but quite helpful in some other instances) and Malboro's Eerie Soundwave (not quite sure that's what it's called, but it can dispel Marche Auto-Regen). Sometimes after getting dispelled, Marche hasn't got much HP left to get Auto-Regen status back (he just gets KO'd by everything), so Lamia's Twister can actually trigger the reaction again since it never kills.
Depending on the situation, your volition to take risks and enemies' HP/facing, you may opt to attack groups with Sonic Boom (will always whiff the Antler who, much like the Panther, has Block Arrows), attack one with a guaranteed accuracy Combo or attack one with a powerful Sidewinder. Sidewinder is probably preferred to take out that dangerous Drake; however, it's also important to try to drop another corpse in front of Marche so that nobody can really pose any threat to him.
...That is, unless the Judge decides to move the corpses. If he does that, hopefully Marche is facing just Lamia with her limited damage output and not somebody legitimately threatening.
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