Final Fantasy Tactics Low Level Challenge Cup of Life Toad Trolling ft Max Steel Bravery
As Omni-Man would say, “Look what they need to mimic a fraction of our power.” It is funny how I start making challenges and it only makes the game easier outside of RNG (no hallowed bolt/divine ruination upon recruiting Agrias). As flawed as the game is, it is a nice engine to experiment for different things once there is an idea (or what modders do).
I am in chapter 3 in Orbonne Monastery (within 12 hours give or take a couple fails, though I did skip cutscenes) and I wanted to do the following as a challenge:
1) Be under level 20 (propositions/errands help a ton, and save scum, with some jobs they mention as preferred to get more JP). The enemies are actually level 25. I did get to level 20 in this battle.
2) Set up Ramza to be vulnerable like an Onion Knight. No tailwind (I used focus with melee jobs to buff attack, and steel in this battle as a monk; tailwind only let me start using my arithmetician) and defeat Gaffgarion as a chemist (I had to run away and use auto potion given guns line of sight don’t work at Lionel Castle). I did use black magic a bit to blow past chapter 1. This also enables low level runs as you’re not grinding and monsters can’t scale in level to spike in stats. Unfortunately, the onion knight unlocked but I couldn’t even do 100 damage with a katana (guns fixed damage are better, with elemental high faith being the best).
3) No arcane strength to make magic attack divine. The geomancer can be built with a wizard robe and do better iaido than a samurai without that cheese trick, and have a green beret. I could learn nature’s wrath should I continue further, without even knowing the other geomancy.
4A) When unlocking powerful jobs, only due so with generics. This made Agrias kinda lame but her white magic was funny to heal with the arithmetician skill cup of life to bounce extra HP back (it cannot react to self, regen nor lifefont). Murasame with the geomancer can similarly do the same. The double potion was so funny by the chemist.
4B) The white mage is probably the best to use with math skill as you are the fastest mage and you can walk over to resurrect should your calculations not only revive your guys (flame shields with fire is a nice alternative to chameleon robe holy cheese).
4C) It helps to use CT multiple of 5 for haste on an arithmetician/arithmeticks (fka Calculator/math skill) turn to go faster (not moving starts with 20 CT), and of course tailwind while they throw stones at allies or do bardsong/dance (if you grinded other jobs) to auto perform (if not using errands to job level them). Regen also helps as well, where you can kill whatever enemies got hit before they can heal. It was fun seeing useless support magic have a life with this. Just wish midlight's deep arithmeticians didn't spam immobilize like time mages, but then I guess it's their way of letting you win, as death or flare wouldn't be fair.
4D) Ramza's steel and tailwind do not miss unlike an orator's praise and time mage's haste to increase bravery (unarmed, katana and reaction boosts) and speed, let alone haste cannot stack to be faster, and fades away).
5) No holy, graviga, invigoration, etc for cheesing lucavi. I had to resort to rend speed with guns and giving everyone items for phoenix downs. Stealing is pretty useless in this game unless you want to 100% whatever is on characters that can’t be recruited (to get everything from an orator, or recruit monsters for 100 JP as soon as it is unlocked rather than waste 600 JP on steal weapon and need to do recon every battle). I did have a chapter 3 random battle vid to get rare stuff, which I think is after this.
6) Minimize reaction abilities unless needed for a difficulty spike (I noticed bonecrusher didn’t really work, so I don’t really have anything stronger than counter). Surprisingly, Mustadio helped me win vs Gaffgarion at execution grounds by not missing with his aimed shot (black magic got power crept and the ambush is too fast for it to land, so you need instants).
7) Give everyone JP boost until they’re finished. It’s insane how bad a lot of support abilities are if not using something overpowered, though I felt attack boost on an archer or ninja is more fair than equip blood swords ninja (let alone knight swords chapter 4).
8) Alternatively, I limited movement to just banning teleport (lifefont is needed sometimes though I wouldn’t cheese with adrenaline rush). I wasn’t gonna use doublehand nor combine dual wield with something that was unfair. The AI can be outright stupid at times.
0:00 Character setup
1:05 Double Rend speed fail
1:34 Move Accrue JP
2:12 Arithmeticks Exp Prime Toad
2:38 Potion + Hi-Potion Poor man's healing
3:12 Triple Shockwave
4:47 Iaido Murasame
6:01 Provokes AI to throw stones
6:43 Jump Fail due to stone knockback
7:57 Iaido 4 Kotetsu
11:55 Max Steel Bravery
13:30 Monk Punch (people use dualwield to break)
14:30 Finale
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