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 Bull Demon is effectively just a monster version of a Knight. It deals massive damage, has high hit points, and is incredibly slow. A human Knight is usually better due to the ability to customize, but if you don’t have one then this is a good substitute. The following guide to Bull Demons in Final Fantasy Tactics will help you optimally use this monster in your party.
Innate Ability: Counter (All) – All monsters have the ability to counterattack. Bull Demons have a very powerful counterattack. Raise the Brave of a Bull Demon to assure this activates as often as possible.
Innate Ability: Weak to Water (All) – Almost no enemies in the game use water attacks, so this weakness will rarely ever matter. Even when it does affect a Bull Demon, the high hit points of the Bull Demon allows it to mostly ignore the extra damage.
Innate Ability: Can’t Enter Water (All) – Bull Demons can never enter water. Due to the very low movement speed of a Bull Demon, this is devastating on almost any map with water. If a map has water, leave the Bull Demon behind.
Special Ability: Shake Off (All) – Like most other melee attackers, the majority of actions your Bull Demon will take are simple attacks. Shake Off is the name of the basic attack of the Bull Demon.
Special Ability: Gather Power (Basic Bull Demon w/ Monster Skill, Sacred) – Gather Power is a very nice ability for a slow moving melee combatant. When used, it increases the attack power of the Bull Demon. It is better to use this while moving towards the enemy than to save CT. A few boosts can potentially add tons of damage to Shake Off. This ability is the one main advantage that a Bull Demon has over a human warrior.
Special Ability: Wave Around (Minitaurus) – Unless your Minitaurus has a very high Brave score, the damage of Wave Around is actually comparable with Shake Off. At worst, the damage from this ability is half of Shake Off. That is actually quite good damage for an attack that hits all adjacent creatures. You can do the math in any given situation about which attack is optimal, but you should consider to this to be a major option for your Minitaurus. If your Minitaurus has a Brave of less than 50, this attack is basically always optimal to Shake Off.
Special Ability: Blow Fire (Minitaurus w/ Monster Skill, Sacred w/ Monster Skill) – Blow Fire is an odd ability for a Bull Demon. It is essentially equivalent to Fire 4 for a Wizard. The damage isn’t particularly high, but if you need to hit a whole bunch of enemies at once for low damage, this will do the job. If the enemies happen to be under an Oil effect, the damage even becomes vaguely respectable.
Special Ability: Mimic Titan (Sacred) – A Sacred can deal low earth element damage to all creatures within three squares of it. This is rarely a good choice unless you happen to be taking advantage of a weakness to earth or you need to kill an enemy with low hit points and just want to deal some splash damage while doing so.
Strategy – As previously mentioned, a Bull Demon essentially plays identically to a Knight without any Battle Skills. You methodically move it towards the enemy and just deal high damage, absorbing the enemy’s attacks with high hit points. The Minitaurus has slightly better mobility than its brethren and has the Wave Around attack, so you can be a little more creative when attacking with it, trying to get into more advantageous positions and attacking multiple enemies at once. The Sacred has easy access to Gather Power and should have gained at least four points of physical attack before engaging the enemy, if not more. This is a big enough gain that it will be able to really tear through equal level enemies. In general, since a Bull Demon isn’t notably better than a human warrior, the only reason to use one is if you have recently lost a good human warrior permanently and don’t want to spend the effort building a new one.