FFTA - Level 2 Game: The Final Boss
Welp, folks, the level 2 challenge is complete, without the necessity of manipulating laws or using cheats, neither of which has been done to progress in the storyline.
My last save showed that I had been playing the challenge for over 72 hours! That's more than I expected, though in reality I must've spent 2 times less owing to the emulator's turbo option.
The first couple of minutes of the video show my battle against the final boss's first form. This is an easy battle and a short one as well. The boss is only capable of attacking physically and its Totema allies can not hurt the entire team.
You also get to see my trump card, though I doubt many will be surprised. Yes, I spent the hours powering up the Sequence to actually make physical attacks as powerful as they were in the beginning of the game, when I had Orichalcum and Cinquedea and the enemies' defences were still poor. I didn't power it up completely, however, and 170 attack was sufficient to make the Paladin a better damage dealer than the moogles using Gil Toss strategy I had been used for every previous boss.
I also gave the Paladin the Strikeback reaction ability and guess what? He got a critical counter! I also had everyone gather around the boss and used a combo. It would've been more effective if I had bothered to get 10 CP, I think, but getting Judge Points without levelling up is not that easy (you have to do the necessary actions without gaining any levels, then have your experience stolen by an enemy thief, which takes a while).
After this part is over, I show the equipment/abilities of my party before the final battle. Arguably, they could've been better but I didn't really feel the need to have the best setup possible. As you can see, Marche gets an evasive setup to absorb some of the attacks thrown at the party (he's lv. 6, so, according to the rules of the challenge, he doesn't get to act). I also give the Paladin Half MP so that he is able to do one specific attack which would cast too many magic points otherwise.
Everyone has Angel Rings, moogles have Damage = MP, and we begin! Two Mateuses get their turns first and the worst scenario is that they use Star Cross which is a holy elemental attack that hits everyone, given that it doesn't miss. I got unlucky here and had both of the Totema use Star Cross on my characters. A Viera can absorb it with the Mistle Robe (as can Paladin, actually), but I only had one. You can't really die during the first phase with my setup, but certain scenarios may pretty much make it impossible for you to win, regardless of what you do next.
After that, it's Li-Grim's turn. You can expect anything here. An HP Descent, an MP one, ultimate physical moves, Alpha, Lawshift, dispel (this is awful as you do depend on the Reraise status a lot and it for some reason CAN be dispelled, despite not being cast during the battle). You obviously want her to just attack Marche but she hardly ever starts with that.
She uses Descent and... which one is it? For that matter, which one is worse? I get the MP one here and my Viera become absolutely lame and unable to fulfill the reason they're in the party, which is to Doublecast Life and Auto-Life spells when necessary. The Paladin loses his MP too, and I had one trick in mind involving using magic point. Hm. This is bad, isn't it?
Viera wait, for the lack of any other alternative (they can still cast Life with 5 MP but nobody's dead... yet). The Paladin moves in and uses Sonic Boom, hurting Li-Grim as well as the Mateus that happens to stand close to her. Then, moogles get to act. I made them gadgeteers for a reason: they're supposed to inflict blind on the enemy part by gambling Pandora. They may get lucky or they may not. The reason why blind is necessary is that while we are guaranteed safety (relatively, at least) during the first turn, we are not safe afterwards: I've once had the Mateus use Thundaga on each Viera and leaving the party without healers and pretty much toothless against Li-Grim. Blind doesn't guarantee safety either but it at least reduces the chance you'll find yourself in an unpleasant situation.
At this point, we don't have any MP to cast a Pandora skill and I didn't want to bore you by using Smile for extra 5 MP each turn so I just had Paladin attack two more times again. He missed once, which is not a surprise (Li-Grim isn't blinded and we sacrificed Concentrate for Half MP, which will be used later).
IF you for some reason insist on HP Descent being worse than the MP one, the HP one is used in the battle as well.
I don't need to comment on what goes on after this. Units are revived, Auto-Life is applied, Paladin gets his MP back and finishes the challenge by doing amazing damage, that is, for a unit of such a low level.
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