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Attack Squad is an enemy from Final Fantasy VII. Like the rest of the Shinra troops, it is only a minor threat.

Stats[]

Formations[]

# Formation
620 Attack Squad A, Attack Squad B
621 Attack Squad A, Attack Squad B
622 Row 1: Attack Squad A, Attack Squad B
Row 2: Attack Squad C
812 Attack Squad
813 Attack Squad A, Attack Squad B
814 Attack Squad
815 Attack Squad
816 Attack Squad A, Attack Squad B
817 Row 1: Attack Squad A, Attack Squad B
Row 2: Senior Grunt
818 Row 1: Attack Squad A, Attack Squad B
Row 2: Turks:Rude (Rocket Town)[note 1]
947 Attack Squad A, Attack Squad B

Locations[]

Wutai Wilderness
South 620 (event)
North 621 (event)
Wutai Head Temple
Main Hall 622 (event)
Junon Branch
Press Room 947 (event)
Mt. Corel
Corel Reactor 813 (event)
Coal Train
Engine 812 (event)
Shinra No. 26
Rocket Launching Pad 816 (event), 817 (event)
Access Platform 818 (event)
  1. Covered by Attack Squad A, Attack Squad B

Battle[]

Attack Squad attacks on a handful of occasions, but has low HP and its only dangerous attack is to put a party member to sleep and darkness with Smoke Bullet, which always inflicts these status ailments.

Pre-emptive Attack, 2 Attack Squad, Corel Reactor

Pre-emptive battle with 2 Attack Squad in Corel Reactor

The forced battle with the Attack Squads at Mt. Corel's reactor on Part 2 should have made use of the 'Pre-Emp OFF' flag, and so they can be pre-empted in that battle.

Strategy[]

Wearing a Headband nullifies sleep. Darkness is not as detrimental, as the player can still use magic and attack items. When fighting them in Wutai, it is advised to use attack items, such as Molotovs, Right arms, or magic items, if the characters get inflicted with darkness.

AI script[]

AI: Main {

Choose Random Opponent
1/3 Chance: Use <Machine Gun> on Target
1/3 Chance: Use Grenade on Target
1/3 Chance: Use <Smoke Bullet> on Target

} AI: Counter - General {

If (Attack Squad's HP <= 2 * [Attack Squad's Max HP / 3]) Then
{
If (TempVar:Counter == 0) Then
{
Choose Attack Squad's Last Attacker (General)
Use <Smoke Bullet> on Target
TempVar:Counter = 1
}
} Else {
TempVar:Counter = 0
}

}

Related enemies[]

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