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    R/S Ability FAQ by DDragoon

    Version: Final | Updated: 09/24/05 | Printable Version | Search Guide | Bookmark Guide

    * * *
    R & S Ability FAQ for Final Fantasy Tactics Advance
    Provided by: The members of the FFTA GFAQs Board.
    Writer: DDragoon
    Main Contributors: ChronicPokeAbuser, MarioGolfMaster, Miraglyth, chocomog, 
    stuyle31, TFergusson(creator of the Mechanics Guide) , BBEG, CjayC(for having 
    the site)
    Subsidiary Contributors: Anyone else I failed to mention but should have.
    
    * * *
    
    Note: You can use Ctrl+F and the bracketed [] tags to find the section you are 
    looking for.
    
    Table of Contents: [TCON]
    
    1. R and S ability FAQ Terms to know: [FAQT]
    
    2. S-Abilities: [SABL]
    
    S-Ability Format: [SFRM]
    
    Concentrate [SCON]
    Double Sword [SDSW]
    Doublehand [SDHA]
    Geomancy [SGEO]
    Half MP [SHMP]
    Immunity [SIMM]
    Learning [SLRN]
    Magic Pow+ [SMPW]
    Maintenance [SMNT]
    Monkeygrip [SMKG]
    Shieldbearer [SSHB]
    Turbo MP [STMP]
    Weapon Atk+ [SWA+]
    Weapon Def+ [SWD+]
    
    3. S-Ability Rankings: [SRNK]
    
    4. R-Abilities: [RABL]
    
    R-Ability Format: [RFRM]
    
    Absorb MP [RAMP]
    Auto-Regen [RATR]
    Block Arrows [RBAR]
    Bonecrusher [RBCR]
    Catch [RCTH]
    Counter [RCTR]
    Damage > MP [RDMP]
    Dragonheart [RDGH]
    Last Berserk [RLBK]
    Last Haste [RLHT]
    Last Quicken [RLQU]
    Reflex [RRFX]
    Return Fire [RRFI]
    Return Magic [RRMA]
    Strikeback [RSTB]
     
    5. R-Ability Rankings [RRNK]
    
    6. Legal Stuff: [LEGL]
    
    7. Thanks: [THNK]
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    1. R and S ability FAQ Terms to know: [TFAQ]
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    S-ability:
    
    1. What is an S-Ability and what does it do?
    
    In FFTA, S-Abilities are abilities learned from equipment over the course of 
    the game by gaining AP from winning battles. S-Abilities provide a specific 
    and constant in-battle bonus that changes when your S-ability changes.
    
    2. How do I equip an S-ability?
    
    An S-Ability is equipped by going to your units "Pick Abilities page" 
    scrolling down to "S", and then pressing A to pick from a list of S-Abilities.
    
    3. I just had an S-ability equipped but I changed jobs and it disappeared WTF?
    
    S-abilities often take 300 or more AP to "Master", once mastered, your unit 
    can equip that S-ability regardless of equipment. To check how far along your 
    unit is, go to the "Pick Abilities" screen and then press the "R" trigger on 
    your GBA. It will come up with either a partially filled bar or the word 
    "Master" on it. How far the bar is along indicates how far you have to go to 
    master the ability.
    
    R-Ability:
    
    1. What is an R-Ability and what does it do?
    
    In FFTA, R-Abilities are abilities learned from equipment over the course of 
    the game by gaining AP from winning battles. R-Abilities provide your unit a 
    way to defend themselves from various kinds of attack that changes when your 
    R-Ability changes.
    
    2. How do I equip an R-ability?
    
    An R-Ability is equipped by going to your units "Pick Abilities page" 
    scrolling down to "R", and then pressing A to pick from a list of R-Abilities.
    
    3. I just had an R-ability equipped but I changed jobs and it disappeared WTF?
    
    R-abilities often take 300 or more AP to "Master", once mastered, your unit 
    can equip that R-ability regardless of equipment. To check how far along your 
    unit is, go to the "Pick Abilities" screen and then press the "R" trigger on 
    your GBA. It will come up with either a partially filled bar or the word 
    "Master" on it. How far the bar is along indicates how far you have to go to 
    master the ability.
    
    
    Terms to know: 
    
    1. Atype: Atype attacks are attacks like "Fight", or the A-ability "Fire". 
    Atypes are defended against by your opponents "Evade" stat.
    
    2. Stype: Stype attacks are A-Abilities like "Slow" or "Sheep Count". Stypes 
    are defended against by your opponents hidden stat "SRES" which is 50 for all 
    the standard races in the game (monsters may have more or less).
    
    Note: There are composite attacks with multiple effects with both an Atype and 
    a hit dependent Stype effect, like "Swarmstrike"'s Poison effect or "Fire 
    Whip"'s disable effect. 
    
    Physical ability: Any "Fight" command or A-Ability which works off either A: a 
    preset Wattack Based Power like "Air Render", or uses your weapon in the 
    attack like "Rush".
    
    Magical ability: Any A-Ability that works off a preset Mpow based Power like 
    "Fira" or "Water Veil".
    
    MP Recharge: All Units in FFTA gain back 5 MP each time they get a turn, 
    making some R or S-abilities relatively useless
    
    "Fight" Range: The range with which your fight command can hit, it is 
    important mainly for bows since they cannot hit their last space when being 
    fired uphill, guns as well as they cannot shoot through field objects.
    
    
    ~~~~~~~~~~~~~~~~~~~
    2.S-Abilities: [SABL]
    ~~~~~~~~~~~~~~~~~~~
    
    ~~~~~~~~~~~~~~~~~~~~~~~~
    S-Ability Format: [SFRM]
    ~~~~~~~~~~~~~~~~~~~~~~~~
    
    S-Ability Name: (Name of S-Ability)
    Learned by: (Job learned from)
    Races: (The races with access to this ability)
    Learned From: (Equipment used to teach this ability)
    Type of Equipment: (The type of equipment e.g. Saber)
    AP to Learn: (Amount of AP required to learn this S-Ability)              
    S-Ability Effect: (Effect of S-Ability)
    Best Use: (The best general usage of this S-Ability)
    Special Use: (Special uses for this S-Ability, SCC's and the like)
    
    Other Information: (Anything not covered above)
    
    ------------------------------------------------------------------------------
    ------------------------------------------------------------------------------
    
    Concentrate [SCON]
    
    S-Ability Name: Concentrate
    Learned by: Archer(Human, Viera), Gunner
    Races: Humans, Vieras, Moogles
    Learned From: Target Bow (Humans, Viera), Longbarrel (Gunner)
    Type of Equipment: Bow (Humans, Viera), Gun (Moogle)
    AP to Learn: 300 
    S-Ability Effect: Increases Accuracy by 50/20 (Atype/Stype)
    Best Use: Increases accuracy of all attacks, A-Abilities, etc, best when used 
    on attacking classes.
    Special Use: None really, its straightforward.
    
    Other Information: Considered the best overall S-Ability.
    
    Double Sword [SDSW]
    
    S-Ability Name: Double Sword
    Learned by: Ninjas
    Races: Human
    Learned From: Nosada
    Type of Equipment: Katana
    AP to Learn: 999
    S-Ability Effect: allows your unit to equip 2 one-handed weapons at once.
    Best Use: Mid Game for big damage.
    Special Use: Double boosting damage with Rods can work.
    
    Other Information: Allows you to learn two abilities from weapons at once.
    
    Doublehand [SDHA]
    
    S-Ability Name: Doublehand
    Learned by: Fighter, Gladiator
    Races: Human, Bangaa
    Learned From: Venus Blade
    Type of Equipment: Blade
    AP to Learn: 300
    S-Ability Effect: Increases "Fight" damage by 20% with 1-handed weapons, 
    disallows equipping shields.
    Best Use: To increase fight and Counter damage before Watk+
    Special Use: Fighter/Gladiator SCC's where it beats nothing.
    
    Other Information: Patently inferior to Watk+
    
    Geomancy [SGEO]
    
    S-Ability Name: Geomancy
    Learned by: Black Mage (Human, Moogle, Nu Mou)
    Races: Humans, Moogles, Nu Mou
    Learned From: Sage Robe
    Type of Equipment: Robe
    AP to Learn: 300
    S-Ability Effect: Reduces enemy resistance to elemental attacks. Absb > Null > 
    Resist > Normal > Weak
    Best Use: SCC's mainly since Black Robe mimic's its effects.
    Special Use: Black Mage SCC's can sort of make use of it, but it eliminates 
    their ability to heal... its not so great.
    
    Other Information: It's a makeshift Black Robe that sucks up an S-Ability slot 
    too; don't use it unless you're in an SCC situation.
    
    
    Half MP [SHMP]
    
    S-Ability Name: Half MP
    Learned by: Illusionist (Human, Nu Mou), Summoner, Bishop
    Races: Humans, Nu Mou, Viera, Bangaa
    Learned From: Light Robe
    Type of Equipment: Robe
    AP to Learn: 300
    S-Ability Effect: Halves MP usage on MP using abilities
    Best Use: a cheap 30 MP Ultima Sword on Bangaa, most likely. Turbo is usually 
    better for mages.
    Special Use: Makes a Bishop SCC that much easier, I suppose.
    
    Other Information: None really, it literally does what it says.
    
    Immunity [SIMM]
    
    S-Ability Name: Immunity
    Learned by: Blue Mage, Beastmaster
    Races: Humans, Nu Mou
    Learned From: Survival Vest
    Type of Equipment: Clothing
    AP to Learn: 300
    S-Ability Effect: Provides status immunity to Blind, Confuse, Frog, Petrify, 
    Poison, Sleep, and Slow. These status effects will fail if used on this unit.
    Best Use: Free Status Immunity, very helpful before Angel Ring.
    Special Use: Makes Blue Mage SCC's that much easier, gives Beastmasters some 
    help.
    
    Other Information: free purchasable status immunity, nothin better early game.
    
    
    Learning [SLRN]
    
    S-Ability Name: Learning
    Learned by: Blue Mage
    Races: Human
    Learned From: Blue Saber 
    Type of Equipment: Saber
    AP to Learn: 400
    S-Ability Effect: When hit by certain monster attacks, they are learned 
    permanently as "Blue Magic".
    Best Use: For getting a perfect Blue Mage set.
    Special Use: See above.
    
    Other Information: a full Blue magic set rocks, some of the best A-Abilities 
    in the game all in one awesome set.
    
    Magic Power+ [SMP+]
    
    S-Ability Name: Magic Power+
    Learned by: Red Mage, Alchemist
    Races: Viera, Nu Mou
    Learned From: Colchimarde (Red Mage), Morning Star (Nu Mou)
    Type of Equipment: Rapier (Red Mage), Mace (Nu Mou)
    AP to Learn: 300
    S-Ability Effect: Increases Magical damage by 20%
    Best Use: Early-Mid game Viera and Nu Mou units, later replaced with Turbo MP.
    Special Use: Makes the Red Mage SCC that much easier.
    
    Other Information: None, really.
    
    Maintenance [SMNT]
    
    S-Ability Name: Maintenance
    Learned by: Thief (Human, Moogle), Alchemist
    Races: Humans, Moogles, Nu Mou
    Learned From: Adaman Vest
    Type of Equipment: Clothing
    AP to Learn: 300
    S-Ability Effect: Equipment cannot be broken/stolen
    Best Use: In battle against enemy Thieves/Snipers.
    Special Use: Keeps other Thieves honest in Thief SCC.
    
    Other Information: Not having weapons/armor broken by snipers is good.
    
    Monkeygrip [SMKG]
    
    S-Ability Name: Monkeygrip
    Learned by: Soldier, Warrior
    Races: Humans, Bangaa
    Learned From: Vigilante (Soldier), Claymore (Warrior)
    Type of Equipment: Greatsword (Soldier), Broadsword (Warrior)
    AP to Learn: 300
    S-Ability Effect: Can equip shields with 2-handed weapons.
    Best Use: Aegis Shield + Master Sword makes KO and Petrify Statuses cry.
    Special Use: Giving the Soldier and Warrior SCC's some VERY slight help
    
    Other Information: There's better, WAAAY better.
    
    Shieldbearer [SSHB]
    
    S-Ability Name: Shieldbearer
    Learned by: Soldier, Warrior, Mog Knight, Fencer, Sage
    Races: Humans, Bangaa, Moogles, Viera, Nu Mou
    Learned From: Bronze Shield (Soldier, Warrior, Fencer), Round Shield (Sage, 
    Fencer, Mog Knight), Opal Shield (Soldier, Warrior, Mog Knight)
    Type of Equipment: Shield
    AP to Learn: 300
    S-Ability Effect: Allows any job to equip a shield
    Best Use: Probably Ice Shield + Thunder Robe combo, giving random units Aegis 
    shields to fend off petrify.
    Special Use: Its useless in the SCC's that learn it, since it takes a shield 
    to learn it.
    
    Other Information: There's way better out there.
    
    
    
    Turbo MP [STMP]
    
    S-Ability Name: Turbo MP 
    Learned by: White Mages
    Races: Human, Viera, Nu Mou
    Learned From: White Robe
    Type of Equipment: Robe
    AP to Learn: 300
    S-Ability Effect: Doubles MP in exchange for an accuracy increase of 15/10 
    (Atype/Stype) and a damage increase of 30% on any A-ability that uses MP. 
    Best Use: Mages fare best with Turbo MP by their side, Mages have both the MP 
    and the Mpow to make use of Turbo MP's great boosts.
    Special Use: You could use it to 00berfy an Ultima attack (or Holy Blade) even 
    more, but otherwise the 120/64 MP cost you would incur isn't worth it.
    
    Other Information: Makes fragmentation via magic extremely easy, it's a Black 
    Mages best friend.
    
    
    Weapon Atk+ [SWA+]
    
    S-Ability Name: Weapon Atk+
    Learned by: Hunter, Templar
    Races: Humans, Bangaa
    Learned From: Nike Bow, Trident
    Type of Equipment: Greatbow (Hunter), Spear (Templar)
    AP to Learn: 300
    S-Ability Effect: Increases the damage of all physical attacks and abilities 
    by 20%
    Best Use: Bangaas, having no access to Concentrate or Turbo MP, and having 
    high Watk already make great use of Watk+
    Special Use: Makes Hunter and Templar SCC's that much easier. Works well with 
    Sonic Boom and Soul Sphere, and excellently with Templar's Bonecrusher.
    
    Other Information: a solid S-Ability for any physical attacker.
    
    Weapon Def+ [SWD+]
    
    S-Ability Name: Weapon Def+
    Learned by: Paladin, Defender, Sage
    Races: Humans, Bangaa, Nu Mou
    Learned From: Diamond Armor (Paladin, Defender), Dark Gear (Sage)
    Type of Equipment: Armor (Paladin, Defender), Clothing (Sage)
    AP to Learn: 300
    S-Ability Effect: Increases Defense against physical attacks by 40%
    Best Use: Makes tanks even more tankish.
    Special Use: Makes Paladin, Defender, and Sage SCC's even more ridiculously 
    easy.
    
    Other Information: if you've got good status equips and are a support 
    character, Wdef+ can't hurt.
    
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    3. S-Ability Rankings [SRNK]
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    There was a topic done on the main board that ended up with these results for 
    the overall usefulness of S-Abilities. I stress that overall usefulness does 
    not always supercede situational usefulness. E.G. if you're facing a team of 
    Snipers, you'd switch to maintenance for that battle to avoid losing your good 
    weapons/armor.
    
    1. Concentrate
    2. Turbo MP
    3. Learning
    4. WeaponAtk+
    5. Double Sword
    6. Weapon Def+
    7. Immunity
    8. Magic Pow+
    9. Doublehand
    10. Half MP
    11. Maintenance
    12. Shieldbearer
    13. Geomancy
    14. Monkeygrip
    
    ~~~~~~~~~~~~~~~~~~~~~~
    4. R-Abilities: [RABL]
    ~~~~~~~~~~~~~~~~~~~~~~
    
    ~~~~~~~~~~~~~~~~~~~~~~~~
    R-Ability Format: [RFRM]
    ~~~~~~~~~~~~~~~~~~~~~~~~
    
    R-Ability Name: (Name of R-Ability)
    Learned by: (Job learned from)
    Races: (The races with access to this ability)
    Learned From: (Equipment used to teach this ability)
    Type of Equipment: (The type of equipment e.g. Robe)
    AP to Learn: (Amount of AP required to learn this R-Ability)              
    R-Ability Effect: (Effect of R-Ability)
    R-Ability Rules: (Rules this R-Ability follows)
    Best Use: (The best general usage of this R-Ability)
    Special Use: (Special uses for this R-Ability)
    
    Other Information: (Anything not covered above)
    
    ------------------------------------------------------------------------------
    ------------------------------------------------------------------------------
    
    Absorb MP [RAMP]
    
    R-Ability Name: Absorb MP
    Learned by: Illusionist (Human, Nu Mou), Elementalist
    Races: Humans, Nu Mou, Viera
    Learned From: Lordly Robe
    Type of Equipment: Robe
    AP to Learn: 300
    R-Ability Effect: Gains the amount of MP used in an enemy's attack
    R-Ability Rules: Absorb MP will only activate under the following conditions:
    1.	The Ability being used is Atype
    2.	The Ability being used hits and does not cause 
    KO/Petrify/Disable/Sleep/Stop
    3.	The Ability being used cost its user MP.
    
    Best Use: I guess if you were really low on MP it would help but... MP recharge 
    makes it rather useless for main use.
    Special Use: Guess it makes Elementalist and Illusionist SCC's easier... though 
    that's not much bragging.
    
    Other Information: It isn't the worst... but that's only because Last Berserk 
    exists.
    
    Auto-Regen [RATR]
    
    R-Ability Name: Auto-Regen
    Learned by: Hunter, Sniper, Gadgeteer
    Races: Humans, Viera, Moogles
    Learned From: Gaia Gear
    Type of Equipment: Clothes
    AP to Learn: 300
    R-Ability Effect: When damaged, inflicted with Regen status. Regen heals 
    between 10-15% of Max HP each action a unit takes. 
    R-Ability Rules: Auto-Regen will activate under the following conditions
    1.	The ability being used is Atype
    2.	The Ability being used hits and does not cause 
    KO/Petrify/Disable/Sleep/Stop
    
    Best Use: In battles where your enemy deals low-moderate damage (e.g. most)
    Special Use: Makes Hunter, Sniper, and Gadgeteer SCC's easier.
    
    Other Information: Regen is a permanent status until your unit is 
    dispelled/Petrified/KO'd, so it's good all around.
    
    Block Arrows [RBAR]
    
    R-Ability Name: Block Arrows
    Learned by: Archer (Human, Viera), Animist
    Races: Humans, Viera, Moogles
    Learned From: Green Beret
    Type of Equipment: Hat
    AP to Learn: 300
    R-Ability Effect: Blocks all attacks and A-abilities that use bows/greatbows 
    R-Ability Rules: Block Arrows will only activate under the following 
    conditions:
    1.	When your opponent's attack/A-ability uses their weapon
    2.	The weapon they are using is a bow/greatbow
    3.	Unless that ability is Archer's "Faster", which ignores R-Ability.
    
    Best Use: Nerfing Enemy Archer/Sniper/Hunter/Greatbow-wielding Assassin's 
    ranged attacks.
    Special Use: See Above.
    
    Other Information: It is available at the very start of the game, and the 
    first couple of clans have Archers (Dip has two), totally awesome.
    
    Bonecrusher:
    
    R-Ability Name: Bonecrusher
    Learned by: Fighter, Templar
    Races: Humans, Bangaa
    Learned From: Ninja Gear (Fighter), Carabini Mail (Templar)
    Type of Equipment: Clothes (Fighter), Armor (Templar)
    AP to Learn: 300
    R-Ability Effect: When hit with a physical attack, this unit counters and 
    deals 1.5x its normal fight damage, may Critical. 
    R-Ability Rules: Bonecrusher will only active under the following conditions:
    1.	The attack or ability used by the opponent is physical
    2.	That attack hits and does not cause KO/Petrify/Disable/Sleep/Stop
    3.	That opponent is within your unit's "Fight" command range.
    
    Best Use: Making units in your "Fight" range cry.
    Special Use: It can be used in a Templar SCC with Elemental Spears and 
    corresponding Robes for both big damage and healing. (Spear Sandwich, yum)
    
    Other Information: Be very careful with Guns/Spears, as they fire in a 
    straight line/will attack two spaces, meaning if an Archer fires an arrow over 
    a friendly unit between you and your Gunner, your friendly unit will get hit. 
    Also be aware when equipped with a bow/greatbow that if an enemy Archer/Gunner 
    is uphill and fires from your maximum range(e.g. 5 panels away if your bow has 
    5 range), your Counterattack will always miss.
    
    Catch [RCTH]
    
    R-Ability Name: Catch
    Learned by: Juggler, Red Mage
    Races: Humans
    Learned From: Chain Plate
    Type of Equipment: Clothes
    AP to Learn: 300
    R-Ability Effect: Catches Weapons used in "Throw" or "Hurl" attacks, and adds 
    those weapons to your clan inventory. 
    R-Ability Rules: Catch will only activate under the following conditions:
    1.	The opponent uses "Throw"(Ninja Skill) or "Hurl"(Stunt) A-Abilities
    
    Best Use: Trolling around high level Ninjas/Jugglers for awesome Level 7 or 8 
    Weapons.
    Special Use: See Above. 
    
    Other Information: Catch is a very limited R-Ability, but it can net you some 
    pretty sweet stuff endgame. Ironically, it can be learned by an equipment 
    purchasable in the beginning of the game, heck, one of your characters already 
    has said equipment on him.
    
    Counter [RCTR]
    
    R-Ability Name: Counter 
    Learned by: Thief(Human, Moogle), White Monk(Bangaa)
    Races: Humans, Moogles, Bangaa
    Learned From: Brigandine
    Type of Equipment: Clothes
    AP to Learn: 300
    R-Ability Effect: Counters enemies attack, may critical. A hit is not required 
    for Counter to activate.
    R-Ability Rules: Counter will only activate under the following conditions:
    1.	The attack or ability used by the opponent is physical
    2.	The opponent is within your unit's "Fight" command range
    
    Best Use: 99% of all melee battles
    Special Use: See above, also makes Thief/White Monk SCC's even easier.
    
    Other Information: Be very careful with Guns/Spears, as they fire in a 
    straight line/will attack two spaces, meaning if an Archer fires an arrow over 
    a friendly unit between you and your Gunner, your friendly unit will get hit. 
    Also be aware when equipped with a bow/greatbow that if an enemy Archer/Gunner 
    is uphill and fires from your maximum range(e.g. 5 panels away if your bow has 
    5 range), your Counterattack will always miss.
    
    Damage > MP [RDMP]
    
    R-Ability Name: Damage > MP
    Learned by: Blue Mage, Gadgeteer, Morpher
    Races: Humans, Moogles, Nu Mou
    Learned From: Judo Uniform
    Type of Equipment: Clothes
    AP to Learn: 300
    R-Ability Effect: Diverts HP damage from attacks to MP
    R-Ability Rules: Damage > MP will only Activate under the following 
    conditions:
    1.	The attack/ability being used by an enemy is Atype
    2.	The attack/ability being used by an enemy damages HP
    
    Best Use: making yourself a Demi-God
    Special Use: Makes True Morpher and Gadgeteer SCC possible(maybe), 00berfies 
    Blue Mages in their SCC even more.
    
    Other Information: Nerf's Llednar in the 1/1 battles, is a pain when enemies 
    have it in a Solo Game (I'm looking at you, Tubola Story mission Blue Mage).
    
    Dragonheart [RDGH]
    
    
    R-Ability Name: Dragonheart
    Learned by: Dragoon
    Races: Bangaa
    Learned From: Vitanova 
    Type of Equipment: Sword
    AP to Learn: 300
    R-Ability Effect: Bestows Auto-Life when unit is hit. 
    R-Ability Rules: Dragonheart will only activate under the following 
    conditions:
    1.	The attack/ability being used by an enemy is Atype
    2.	The attack/ability being used damages HP
    
    Best Use: Immortal Bangaa units
    Special Use: Instant win for Dragoon SCC.
    
    Other Information: Auto-Life restores your unit's HP to half the maximum once 
    that unit is KO'd.
    
    Last Berserk [RLBK]
    
    Last Haste [LHST]
    
    R-Ability Name: Last Berserk
    Learned by: Defender
    Races: Bangaa
    Learned From: Predator 
    Type of Equipment: Broadsword
    AP to Learn: 300
    R-Ability Effect: When brought to/at critical HP, unit is Berserked. A Hit is 
    not required to activate Last Berserk.
    R-Ability Rules: Last Berserk only activates under the following conditions:
    
    1.	This unit is in critical health (25% HP or less)
    2.	The attack/ability being used by an enemy is Atype
    
    Best Use: Mastering the Defender Set 
    Special Use: Making a Defender SCC Harder.
    
    Other Information: Berserk increases physical damage by 20% in exchange for an 
    uncontrollable unit that can only use Fight. Nothing is better than Last 
    Berserk and by that I mean having No R-Ability is better than having Last 
    Berserk.
    
    Last Haste [RLHT]
    
    R-Ability Name: Last Haste
    Learned by: Ninja, Beastmaster, Mog Knight
    Races: Humans, Nu Mou, Moogles
    Learned From: Ninja Gear(Ninja, Beastmaster), Gold Armor(Mog Knight)
    Type of Equipment: Clothes(Ninja, Beastmaster), Armor(Mog Knight)
    AP to Learn: 300
    R-Ability Effect: When brought to/at critical HP, unit is hasted, a Hit is not 
    required to activate Last Haste.
    R-Ability Rules: Last Haste will only activate under the following conditions:
    1.	This unit is in critical health (25% HP or less)
    2.	The attack/ability being used by an enemy is Atype
    
    Best Use: Lucky Hasting
    Special Use: Makes Ninja, Beastmaster, and Mog Knight SCC's easier, I suppose.
    
    Other Information: Not the greatest R-Ability due to the sketchiness of being 
    at 25% or less HP, but better than nothing.
    
    Last Quicken [RLQU]
    
    R-Ability Name: Last Quicken
    Learned by: Time Mage(Moogle, Nu Mou)
    Races: Moogles, Nu Mou
    Learned From: Lordly Robe
    Type of Equipment: Robe
    AP to Learn: 300
    R-Ability Effect: When brought to/at critical HP, unit is Quickened. A hit is 
    not required to activate Last Quicken.
    R-Ability Rules: Last Haste will only activate under the following conditions:
    1.	This unit is in critical health (25% HP or less)
    2.	The attack/ability being used by an enemy is Atype
    
    Best Use: Extra turns at critical HP
    Special Use: Makes Time Mage SCC MUCH easier.
    
    Other Information: Quicken allows your unit to move immediately, circumventing 
    any other units action that would have gone before it. Only problem is you 
    have to be at 25% HP, a risky proposition.
    
    Reflex [RRFX]
    
    R-Ability Name: Reflex
    Learned by: Paladin, White Monk, Sage, Fencer
    Races: Humans, Bangaa, Nu Mou, Viera
    Learned From: Genji Armor(Paladin), Mirage Vest(White Monk, Fencer, Sage)
    Type of Equipment: Armor(Paladin), Clothes(White Monk, Sage)
    AP to Learn: 300
    R-Ability Effect: Evade all "Fight" commands.
    R-Ability Rules: Reflex will only activate under the following conditions:
    1.	The opponent is using the "Fight" command
    
    Best Use: Nerfing enemies who don't have damaging A-Abilities
    Special Use: Makes Paladin, White Monk, and Sage SCC's that much easier.
    
    Other Information: Reflex only stops "Fight" commands, but since the AI is 
    brain-dead, it can spare you a turn or two. Combine with Berserking your 
    enemies and your unit is invulnerable.
    
    Return Fire [RRFI]
    
    R-Ability Name: Return Fire
    Learned by: Juggler, Assassin
    Races: Moogles, Viera
    Learned From: Power Sash
    Type of Equipment: Clothes
    AP to Learn: 300
    R-Ability Effect: Return Fire sends back a Bow/Greatbow "Fight" command with 
    100% accuracy and deals between 1.2-1.6x damage the original attack would have 
    done, RF can also critical.
    R-Ability Rules: Return Fire will activate under the following conditions:
    1.	The Opponent uses the "Fight" command with a bow/greatbow as their 
    weapon.
    
    Best Use: Putting the hurt on Archer/Hunter/Sniper/Greatbow Assassins.
    Special Use: Can help Juggler and Assassin SCC's.
    
    Other Information: Works best with Berserk since it calculates using the 
    damage that would have been dealt to you. The weapon you have equipped has no 
    effect on Return Fire's damage.
    
    Return Magic [RRMA]
    
    R-Ability Name: Return Magic
    Learned by: Black Mage(Humans, Moogles, Nu Mou), Bishop
    Races: Humans, Moogles, Nu Mou, Bangaa
    Learned From: Black Robe
    Type of Equipment: Robe
    AP to Learn: 300
    R-Ability Effect: Returns hostile magic abilities back to their user. Return 
    Magic does not require a hit. 
    R-Ability Rules: Return Magic will activate under the following conditions:
    1.	The ability the opponent is using is Magical
    2.	That ability is either single or cross panel
    3.	That ability belongs to a "___ Magic" set(barring Blue Magic), Prayer, 
    Sagacity Skill, Alchemy Skill, or any ability that shares information 
    with such skills. (e.g. Mateus' Thundaga, Templar's Rasp) 
    
    Best Use: Setting up enemy time mages to eat their own status attacks.
    Special Use: Makes Black Mage SCC's more fun.
    
    Other Information: Return Magic is best used by baiting mages near your RM 
    unit. The best candidate for baiting by any class is a time mage while your 
    unit has Star Armlet equipped. High Mpow units can benefit when placed near 
    any kind of mage.
    
    Strikeback [RSTB]
    
    R-Ability Name: Strikeback
    Learned by: Fighter, Gladiator
    Races: Humans, Bangaa
    Learned From: Wygar
    Type of Equipment: Clothes
    AP to Learn: 300
    R-Ability Effect: Blocks "Fight" commands used by attackers in your "Fight" 
    range and attacks back, may critical. 
    R-Ability Rules: Strikeback will only activate under the following conditions:
    1.	The opponent uses the "Fight" command
    2.	Your Unit is within range with its "Fight" Command
    
    Best Use: Making Ranged units damned near invulnerable to Fight and able to 
    attack back.
    Special Use: helps Gladiator SCC's and somewhat Fighter.
    
    Other Information: Strikeback with a Range 7 bow is basically reflex on 
    steroids(your only worry is Gunners 8/9 panels away, Strikeback uses your own 
    weapon power unlike Return Fire, so the stronger you are the stronger your 
    Strikeback. Best used with Berserked enemies.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    5. R-Ability Rankings: [RRNK]
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    1. Counter
    2. Damage > MP 
    3. Bonecrusher 
    4. Block Arrows
    5. Dragonheart  
    6. Strikeback 
    7. Reflex  
    8. Return Magic 
    9. Return Fire
    10. Catch  
    11. Auto-Regen 
    12. Last Quicken 
    13. Last Haste 
    14. Absorb MP 
    15. Last Berserk
    
    ~~~~~~~~~~~~~~~~~~~~~~
    6. Legal Stuff: [LEGL]
    ~~~~~~~~~~~~~~~~~~~~~~
    
    This guide is intellectual property of DDragoon/Brian and not to be sold or 
    distributed to any site or persons without my express permission. It is placed 
    on the GameFAQs site so that those members may access its contents for their 
    own benefit.
    
    ~~~~~~~~~~~~~~~~~
    7. Thanks: [THNK]
    ~~~~~~~~~~~~~~~~~
    
    Another big round of thanks to everyone who helped on the FFTA Board, 
    including MarioGolfMaster, Miraglyth, ChronicPokeAbuser, BBEG, chocomog, 
    stuyle31, and myself, DDragoon.
    
    Thanks to CjayC for allowing us the GameFAQs Site
    
    Thanks to Square-Enix for creating this great game for us to enjoy.