PvP Patch v5 Focused: Monsters

Version 5 introduces a way to circumvent the recruitment process for acquiring monsters (with Traitor status being removed, and it being the original only way to recruit them), and monsters are on track to become usable in the future in competitive PvP.

Hire Monsters at the Warriors’ Guild

In the Campaign article, there was a mention of there being future updates to the Warriors’ Guild. This update comes right before the version 5 public beta (huge thanks to @Tzepish <3) and it changes the system to allow for hiring both female and male Squire in one option and now introducing the new option: Hire Monster.

Hire Monster randomly generates any of the regular monsters (no special monsters sorry!) at your highest party level member so they don’t have to be grinded before they can catch up with the rest. This highest level scaling also applies to the Hire Squire option but they will still start with their preset gear and 0 JP across jobs. One neat aspect about this new feature is that generated monsters have slight deviations in their stats too, so one Chocobo is not the same as the other when it comes to stuff like HP, MP, Power, or Magick.

Since this new method fixes the ability to experience Campaign with monsters who received hefty ability updates and some stat balancing, you’ll be able to bring them alongside your journey into the Zodiac Brave Story by simply dismissing units ahead of time if space is limited, heading to the Warriors’ Guild, selecting Hire Monster, and hiring new units for a 3,000 Gil fee.

An Update to Beastmaster Ability

To improve this ability’s viability with monsters and to resolve an issue that causes the recently announced 3 range to bug out in situations, this ability will now unlock your monsters’ hidden abilities at any location on the map. Yes, that means you can get your Squeal or Gigaflare on from the other side as long as the Beastmaster unit is not KO’ed or mid-jump (from Jump) or under Sleep, Disable, Stone, Vampire, Chicken, Toad, Confuse, Berserk, Stop, or Veil.

In the picture below, here is an example of a Dark Behemoth using its hidden ability, Almagest, several tiles away from Ramza, who has Beastmaster.

A Future in Competitive

With the ability to hire monsters and they generate at your party level, there’s finally a future for them regarding competitive play in Standard. Monsters have received numerous updates in job stats and abilities to balance them better while aiming to improve them overall for Campaign and Standard.

Now to set expectations, monsters have their limitations, most do not have access to Protect or Shell, Defense Boost, or Arcane Defense (but a select few do) and will rely on their human allies in most cases to provide these buffs, but there is a potential in the future metagame. Giving up a generic human job for a monster, may or may not be worth the trade-off, but experiment now that it is a possibility. Stay tuned for potential ruleset updates regarding monsters being allowed in future competitions!

PvP Patch v5 Focused: Limit Level System

Version 5 introduces a new and familiar mechanic that will affect Aerith (now playable in both campaign and Tactics PvP) and Cloud – the Limit Level System from the original Final Fantasy VII.

For anyone who has played Final Fantasy VII (if you haven’t by now what are you waiting for!) this system should feel and act quite at home while making some minor adjustments to fit for Final Fantasy Tactics and PvP balance and fairness. First, Let’s review how this system works and how it will impact both Aerith and Cloud in version 5.

Limit Level System Functionality

Cloud and Aerith both have “Limit” skillsets that correspond closely to their behavior in FFVII. This also means that Cloud (who we are already familiar with) had most of his abilities adjusted to mimic his FFVII counterparts in various ways where possible while ensuring there was still a physical and magick side of him that could be explored during teambuilding. We will go into more about that later when we go over the ability changes. For now, let’s go more into detail on how this system translates over to Tactics:

  • Cloud and Aerith’s “Limit” is initially unusable at battle start. Abilities unlock based on the percentage of HP damage taken from only enemy attacks. Steps were added to ensure that team damage cannot influence your Limit Level. This does mean that Cloud and Aerith are both more reliant on their secondary skillset and weapon attacks initially as well, but their “counter” options vastly grow stronger and stronger the higher their Limit Level reaches up to a maximum of 4.
  • Limit Levels are separated by: Level 1 = 20%, Level 2 = 30%, Level 3 = 40%, Level 4 = 60% HP damage taken
  • Limit is no longer blocked by Silence status.
  • Limit no longer costs MP (since there is an HP damage requirement).
  • Damaging Limits cannot target/hit allies.
  • Recoil damage and Poison status do not increase your Limit Level.
  • Mana Shield works with incrementing Limit Level as the HP to MP conversion is still considered HP damage.
  • Reaction abilities, such as Soulbind or Counter, can increase your Limit Level.
  • Once a Limit ability is used, your Limit Level will reset to zero as it did in FFVII; you will need to make choices on whether to “save up” or use lower levels (which are still of great benefit).
  • If a Limit ability has zero targets hit/affected, it will not reset your Limit Level.
  • If Cloud or Aerith is KO’ed, your Limit Level will be reduced by 1 (instead of being reset as it did in FFVII) so that you still have the option to utilize them as long as you were at least Limit Level 2.

Cloud – Limit Abilities

As mentioned earlier, Cloud’s Limit abilities are much closer to their FFVII counterparts instead of oddly being only MA-based abilities like they were in the original FFT. With the Soldier job having innate Doublehand, this plays a bigger role and Cloud can reach further damage potential when speccing him for physical damage. For those that enjoyed a magick-based Cloud, you will find some of his abilities a bit more limited than they were in v4, but more lethal due to the buffs pertaining to Limit Level. Let’s go over his reworked skillset:

  • Braver (Lv. 1)
    • An “attack-like” ability that deals 10% more physical damage with your [weapon] to one target, can now Cast or Inflict: [weapon], evadable, and can critically strike. This ability will strike twice if dual-wielding.
  • Cross Slash (Lv. 1)
    • Deals cross-shape AoE physical damage based on your [weapon] + 1 PWR, 25% chance to Inflict: Stop, can critically strike.
  • Blade Beam (Lv. 2)
    • Deals 3-range conal AoE physical damage based on your [weapon], uses Abyssal Blade row scaling (but does not recoil), and can critically strike.
  • Climhazzard (Lv. 2)
    • Deals 70% of the target’s max. HP in single target damage, ignoring mitigation. This ability no longer triggers Magick Counter.
  • Meteorain (Lv. 3)
    • Now 18 PWR instead of 14 and is still AoE magic damage (with the same range/vert.).
  • Finishing Touch (Lv. 3)
    • Inflicts all of: KO, Stone, and Stop (in that order) instead of randomly one of the three, and is still single target.
  • Omnislash (Lv. 4)
    • An “attack-like” ability that strikes with your [weapon] at 75% of its normal damage, but Omnislash now hits 5 times randomly within the AoE (and no longer hits allies). Can now Cast or Inflict: [weapon] and can critically strike. This ability will strike 10 times if dual-wielding.
  • Cherry Blossom (Lv. 4)
    • Now 20 PWR instead of 16 and has a 25% chance to Inflict: Poison, Immobilize, or Blind per target hit (still tri-elemental).

As you have probably noticed, most Limit abilities are now influenced by your equipped weapon this time around (as most Limit abilities were enhanced “Attack” in FFVII) and Doublehand, Attack Boost, and even Brawler, affect them too so there is a plethora of ways to build Cloud and ultimately, he is even more lethal than in v4, albeit he will now need to be “pushed to his limit.”

Aerith – Limit Abilities

As Aerith is a support-type unique character, most of her skillset is centered around supporting her allies to victory, but don’t sleep on her abilities as they can quickly turn the tides of battle!

  • Healing Wind (Lv. 1)
    • Restores HP to allies in an Iaido ranged-AoE. Heals undead instead of damaging them.
  • Seal Evil (Lv. 1)
    • 3 range, single target, 100% Inflicts: Silence and Stop.
  • Breath of the Earth (Lv. 2)
    • Iaido-ranged, removes all negative effects from allies.
  • Fury Brand (Lv. 2)
    • Iaido-ranged, increases allies’ Power and Magick by 2.
  • Planet Protector (Lv. 3)
    • Single ally, Bestows: Protect, Shell, and Veil.
  • Pulse of Life (Lv. 3)
    • Iaido-ranged, ally revive at % = PA + 70. Restores 50% HP on success per target.
  • Great Gospel (Lv. 4)
    • Iaido-ranged, fully restores HP and MP, and Bestows: Protect, Shell to allies.

Though the majority of Aerith’s skillset is support-based, her stats on her Ancient job allow her to dive into either physical or magick abilities or attacks, as well as having innate Halves: All Elements, so not only is she tanky-capable, but also offensive too!

With these changes, I am hoping not only for further creativity especially for Cloud, but also your opponent will need to be cautious about how they play against either Cloud or Aerith as pushing their Limit at the wrong time could be disastrous for them!

Academy Program

Academy is a new, guided approach to helping newcomers to Final Fantasy Tactics or story-experienced players learn the important steps to fast-track their success in Tactics League PvP.

Headed, in part, by Tactics League member, Mistral, who now goes by The Countess, This program is split into five courses, ranging from basic teambuilding and getting familiar with unique characters and generic jobs, to testing your new team into Practice Mode, refining the team some more to improve it, and eventually working your way into setting up ZeroTier and having your first Melee, which is the PvP mode.

Academy is a Tactics League Discord-exclusive program as it is also entwined with various channels and links to help you throughout your curriculum.

If you have ever been interested in trying out our PvP offerings, join the Tactics League Discord, experience Academy, and be the next competitive challenger!



Tactics League – Rendezvous Update

Today, we release a PvP Patch update that includes making changes to FFT WotL’s Rendezvous mode (co-op) to be up-to-date with the changes and additions we have for Melee mode and setting up Rendezvous for a more challenging experience than ever before.

To read about all of the Rendezvous changes: check out our Rendezvous Guide.

✅Setting Expectations and Endgame Rendezvous

The goal with these changes to Rendezvous missions is to set them to “endgame-level” rather than how they were originally designed based on them being unlocked through story progression. Similarly to how Tactics League’s PvP is considered endgame, this mode is also getting the treatment; making a fun and more challenging experience when coupled with the balancing of the PvP Patch. This is what to expect when playing with our modified version of Rendezvous:

  • Missions are considered “endgame” instead of being originally based on the main story progression and party level.
  • Includes all of the changes from the PvP Patch, including balancing, Weapon Power standardization, item limitations, jobs and abilities unlocked, gear gender equality, and some skillset changes, such as the reworked Aim.
  • NPCs are all set to Level 99, with all generic units set to 60 Bravery and Faith.
  • Bosses and unique characters will have their own uniquely set Bravery and Faith.
  • Most NPCs have Protect/Shell gear to further their resilience.
  • NPCs are all assigned abilities and gear instead of it being randomized.
  • NPCs will have a random zodiac sign, but because the Tactics League-defined party roster is all Serpentarius, there is always neutral compatibility.

⚙️User Interface Changes

In addition to updating the missions with the PvP Patch changes, some of the UI elements were also updated. The flavor text has been removed for updated missions and will now display the mission’s objective and 5-star conditions. Missions that are currently updated will also have a BETA tag associated with the mission name to communicate which ones have been changed, starting with the first five as of the version 3.4 Beta update. Once we have made adjustments based on feedback and we are out of this current beta phase in its entirety, the BETA tags will be removed during the official update.

Mission select
Updated mission info

🏆Challenges Ahead

As previously discussed in a past article, the long-term goal is to create a competitive scoring and leaderboard system for Rendezvous. Harnessing the changes sought by the community via the PvP Patch, we can make a better, balanced, and impactful Rendezvous for all that will require strategy and careful planning to get those ⭐⭐⭐⭐⭐and bragging rights once we have a leaderboard system in place.

If you have not joined the Tactics League Discord, this is definitely the time to hop in, playtest with other members with these new beta missions as they continue to be updated, provide feedback, and really put your strategic skills to the test in what is easily the hardest PvE battles you will ever come across in Final Fantasy Tactics.


Tactics League – Rendezvous Addition and Challenges

As part of our community mission to provide a home for multiplayer Final Fantasy Tactics: The War of the Lions, we wanted to include a save that hones in on some of the game’s toughest PvE battles that you can take on with a buddy online wherever you have an internet connection and ZeroTier/PPSSPP. This supported save is included with our latest v2.5 save data update which you can read more about here.

✅Features

  • All 15 Rendezvous missions unlocked (game cleared)
  • This save is built similarly to how Starter is; the inventory is limited in quantity and characters have all jobs and abilities unlocked
  • Ramza is listed as R-Ramza so you can track multiple Rendezvous saves within the Tactics League save data if needed

📃Important Details

  • The PvP Patch must be disabled as this mode was designed with “vanilla” or original gameplay in mind
  • It is highly recommended to have an original version of your FFT WotL backup ready so you can play with original text/descriptions
  • Characters on the roster should not be modified, except via gear and abilities, and should retain their original Br/Fa values and stats
  • Any stat changes, including EXP/JP, while in Rendezvous are reset after the mission ends
  • Arithmeticks are disabled automatically in Rendezvous
  • Characters that “crystalize” are not permanently removed from the party roster
  • Multi-part missions, such as Brave Story, do not reset HP/MP, KO’d characters or status effects, inventory changes (such as katana breaks)

🏆Challenge and Scoring

You can always take on these missions with a friend casually, but why not add a little extra difficulty for added fun and strategy? The game’s Treasure Wheel dictates not only how many chests you get from completion but also your “Star Rating.” This Star Rating or the number of chests increases the fewer units you and your partner take on a mission together in addition to completion.

To go for a ⭐⭐⭐⭐⭐score:

  • Ideally, both players bring no more than 1 unit each. However, this may vary from mission to mission
  • Have zero party members KO’d by the time the mission ends (reviving does not penalize scoring)
  • KO as many enemy characters as possible


At a later date, we are working on featuring a competitive-style Rendezvous challenge for everyone in the Tactics League Discord to participate in, so make sure to start learning these missions and prep to show your PvE prowess. If you have not already joined our Discord hop in and find a partner!

Boost? Halve? Weak? – A Guide on Elemental Affinities

Elemental affinities play a role in Final Fantasy Tactics’s story and an even more significant role in PvP. This article covers the intricacies of how these affinities work and what each type of bonus does in combat.

Table of Contents
Different Types of Elements
Elemental Modifiers (Boost, Halve, Absorb, Negate, Weak)
Status Effects and Weather
Equipment with Elemental Support

Different Types of Elements

In Final Fantasy Tactics, there are eight elements: fire, lightning, ice, water, wind, earth, holy, and dark. By themselves, they don’t mean much other than the type of damage they are considered, but once you factor gear or if you are going up against a monster things can change quickly.

Most monsters in the game are weak to a particular element and may be resistant to others. This is where elemental affinities can become an advantage in the story. In the Monsters Premade format for PvP, one of the main focuses on the roster is using elemental advantages to deal double damage so you can bring down your opponent twice as fast.

We will explore how you can take elements one step further by going more into modifiers.

Elemental Modifiers

There are five types of modifiers that can either increase or reduce or eliminate elemental damage: boost, halve, absorb, negate, and weak. It is important to know how they function especially in PvP as this can deter or enhance the damage you deal to your opponent’s team! We will cover what each one does below:
Boost – Increases the damage done with the element by 25%.
Halve – Decreases the damage taken from the element by 50%.
Absorb – Restores HP instead of taking damage from the element. Whatever the damage total would be is healed instead.
Negate – Nullifies all damage taken from the element.
Weak – Increases the damage taken from the element by 50%.

These modifiers do not stack with themselves. For example, having 2 Boost: Fire does not mean 50% damage but still only increases your fire damage by 25%. The same applies to halve, absorb, negate, and weak.

Status Effects and Weather

Some status effects and even weather conditions can play a role in elemental affinities. Though we won’t go into too much regarding weather since we published an in-depth weather guide already, we will instead highlight weather interactions as well as how some status effects here below:
● Float status – Immune to earth attacks while also being treated 1 height higher.
● Oil status – Take double the damage from fire attacks. This status is removed once fire damage is taken.
● Thunderstorm – Fire damage dealt decreased by 25% and lightning damage dealt increased by 25%.
● Snowstorm – Ice damage dealt increased by 25%.

Equipment with Elemental Support

Now that we have gone over the types of elements and modifiers that can affect them, let’s go over the gear in the game that either deals its damage as a particular element or has a modifier built-in:

Weapons
● Ice Bow (ice-element)
● Lightning Bow (lightning-element)
● Windslash Bow (wind-element)
● Fell Swords (all are dark-element)
● Flame Mace (fire-element)
● Glacial Gun, Blaster, Blaze Gun (ice/lightning/fire-element)
● Excalibur (holy-element, absorbs holy)
● Durandal (holy-element)
● Air Knife (wind-element)
● Holy Lance (holy-element)
● Gungnir (lightning-element)
● Thunder Rod, Ice Rod, Flame Rod (lightning/ice/fire-element, boosts their respective element)
● Nirvana (holy-element)
● Coral Sword (lightning-element)
● Icebrand (ice-element)
● Ice Shield (absorbs ice, halves fire, weak lightning)
● Flame Shield (absorbs fire, halves ice, weak water)
● Kaiser Shield (boosts fire, lightning, ice)
● Venetian Shield (halves fire, lightning, ice)
● Reverie Shield (halves all elements)
Gear
● Gaia Gear (absorbs earth, boosts earth)
● Minerva Bustier (negates fire, lightning, wind, dark; halves ice, water, earth, holy)
● Rubber Suit (negates lightning)
● Chameleon Robe (absorbs holy)
● White Robe (halves fire, lightning, ice)
● Black Robe (boosts fire, lightning, ice)
● Sage’s Robe (halves all elements)
Accessories
● Rubber Boots (negates lightning)
● Winged Boots (equip: float status causing negate earth)
● Nu Khai Armband (halves dark)
● Japa Mala (boosts all elements)
● Sage’s Ring (absorbs all elements; boosts all elements)
● Cherche (equip: float status causing negate earth)
● Tynar Rouge (boosts holy)