A common mechanic in tactical role playing games is the ability to recruit monsters to your party. Final Fantasy Tactics is no exception to this rule. A Bomb can be one of the most useful monster party members in the game, if you are very careful about how you use it. Every Bomb has a devastating suicide attack that, while often difficult to use effectively, absolutely murders enemies. The following guide to Bombs in Final Fantasy Tactics will help you optimally use this monster in your party.
How to Acquire – You can acquire Bombs at Sweegy Woods or Zeklaus Desert.
Innate Ability: Counter (All) – All monsters have the ability to counterattack. Bombs do not have a great physical attack, so this benefit is not that spectacular.
Innate Ability: Weak to Water (All) – All Bombs take increased damage from water attacks. Water attacks are rare enough in the game that this won’t come up much and due to how Self Destruct works, this might actually be beneficial at times.
Innate Ability: Float (All) – Float is almost worthless for Bombs because one of the main benefits, ignoring speed reductions in water, doesn’t work form them. It does protect them from earth attacks, which just adds to the already ridiculous number of elemental protections Bombs have.
Innate Ability: Can’t Enter Water (All) – Despite the Float ability, Bombs can’t enter water. This shouldn’t matter too often, but make sure not to bring a Bomb to a map that is filled with water.
Innate Ability: Absorb Fire (All) – Bombs are healed by fire damage. You can use this to your advantage by using fire attacks against enemies and your Bomb at the same time.
Innate Ability: Half Ice (All) – All Bombs take half damage from ice attacks. Since fire and ice are two of the most common damage types in the game, Bombs will tend to take less damage than most characters in battles that involve a lot of magic.
Special Ability: Bite (All) – Bite is the basic attack of a Bomb. Since Bombs don’t have a high attack power, this generally will deal low damage. In fact, you are probably better off not attacking with a Bomb in order to save CT while moving into position to use Self Destruct.
Special Ability: Self Destruct (All) – Self Destruct is the entire reason to use a Bomb. The attack hits all creatures within three squares of it, always hits, and applies the Oil status effect. The damage is equal to the difference between the maximum hit points of the Bomb and the current hit points. After the attack is made, the Bomb dies. You generally want to move a Bomb into position, let it get hurt and then Self Destruct. Just make sure you can win the battle before you lose the Bomb permanently.
Special Ability: Small Bomb (Basic Bomb w/ Monster Skill, Grenade, Explosive w/ Monster Skill) – Small Bomb is purely optimal to Bite because it is based on the magic attack of the Bomb, which is higher than the physical attack.
Special Ability: Flame Attack (Grenade w/ Monster Skill) – Flame Attack is slightly weaker than Small Bomb, but it has a range of three squares. It could be useful while waiting for enemies to approach, but generally the only reason to use a Bomb of any type is for Self Destruct.
Special Ability: Spark (Explosive) – Spark is the main reason that an Explosive is so much better than any of its kin. It is an area attack that hits 100% of the time, can’t be avoided, and attacks all creatures within three squares. You can use this attack repeatedly until the Explosive has low enough health to use Self Destruct.
Strategy – The strategy for a Bomb is simple. Include a Wizard in your party with any variant of the Fire spell, the Item secondary ability, and Throw Item ability and send the Bomb into the middle of a pack of enemies. Use the Fire spell to heal the Bomb and hurt enemies until the Bomb is in the right position. Then let the Bomb get critically injured and have it use Self Destruct. That will usually end the battle, and if it doesn’t, the Oil status effect on the enemies will make them especially susceptible to Fire. If the Bomb dies too early your Wizard can throw a phoenix down at the Bomb to wake it up with critically low hit points, which means it is ready to use Self Destruct.