These use L.5 Doom, so make sure the party member's levels aren't multiples of five or they will be wiped out. Also attacks with L.4 Flare.
It uses many level-based Lores, and can cripple the party if they are at the wrong levels. Its special attack Program 18 inflicts Reflect, which can hinder the player's attempts to heal their party members. Thunder spells work well, as does Gau's Anguiform and Aspiran Rages. The Ramuh and Bismarck summons can kill groups of Trappers at once. If the player fights a lone Chaser, it will always spawn three Trappers when killed.
Should the opportunity arise, bringing along Strago in the party while traveling in the Veldt is highly advised, as this enemy also appears in that area later on in the game, therefore enabling him to gain early access to its three Lores.
|Number||Enemies||Encounter flags||Introduction flag||Musical theme||Magic AP|
|122||Chaser, Trapper x3||Sides, individual||Battle||2|
AI script Edit
1st Turn: Program 18 (33%) or Lv. 5 Death (33%) or Nothing (33%)
2nd Turn: Program 18 (33%) or Lv. 4 Flare (33%) or Nothing (33%)
3rd Turn: Program 18 (33%) or Lv. 3 Confuse (33%) or Nothing (33%)