The Trickster is an Elite Mark in Final Fantasy XII. The hunt becomes available upon reaching Mt Bur-Omisace, so if the player wishes to fight it with Larsa in the party, they should return to Rabanastre upon reaching the mountain to accept the hunt, because Larsa will leave the party if the player proceeds further in the story.
Hunt 37: Paramina RunEdit
- Petitioner: Gurdy
- Petitioner's Location: Mt Bur-Omisace/Sand-strewn Pass
- A petition has been submitted for the hunting of the Trickster (Rank V). The petitioner is Gurdy in the Sand-strewn Pass on Mt Bur-Omisace.
- Hunt accepted. Gurdy tells you the Trickster is to be found by the Frozen Brook in the Paramina Rift. Clan member Monid, too, has been told of this hunt.
- Trickster defeated with Monid's aid. Report to Gurdy in the Sand-strewn Pass.
- Hunt reported to Gurdy.
Legendary Chocobo of the purest white Plumage. Though typically hunting in Solitude in mountainous Regions, it is ever a Member of the Flock, coming to aid of its Kin when Danger threatens. A Chocobo Wrangler who was the Victim of a Band of Mountain Bandits and was saved by the Trickster could not resist petitioning a hunt for this rarest of Marks, to wild Enthusiasm from Clan Hunters across Ivalice.
After speaking with Gurdy about the Trickster, the player should rent a chocobo (though this is not needed to find the mark) from her for 600 gil, then continue down to the Frozen Brook area of the Paramina Rift where the mark will appear. Monid will be waiting. The player can exit and reenter the area until Monid says the Trickster has appeared (it might take many tries; the spawn chance is only 30% per entry and Monid will not always say when the Trickster has appeared).
The Trickster is fast and will run around the area, and can often appear invisible when not near it. Its attacks can do over 1,500 damage without buffs or strong enough armor, and it attacks quickly. It spawns with the Protect status.
When Trickster gets down to around 1/3 HP it will use White Wind, which makes it immune to status ailments for two minutes. After Trickster's HP drops below 50% its HP Attack wears off, and it will no longer use Wild Charge but will start using Choco-Comet. In low health it brings up a paling and becomes immune to physical damage, and all elemental magic will heal it, except for one chosen element, which will periodically change. Its paling wears off eventually.
Trickster will sometimes run away from battle, but should return eventually even if the player doesn't chase it.
The party should begin the battle by casting Dispel to remove Trickster's Protect. A good strategy is to use the Nihopalaoa + Alarm Clock (Prince's Kiss in Zodiac versions) trick on it immediately when a change occurs in the chocobo's pattern, or sometime before it hits the half HP mark, to put the chocobo to Sleep. For this to work, the player will need to get rid of Monid and, possibly, Larsa, as their attacks will wake the Trickster.
While the Trickster is asleep the player can lower the characters' HP into low ranges to increase the damage Balance can deal. The damage output is even greater under Faith status and with the Reflect status and casting Balance off the player characters, reflected onto the chocobo. In critical health Trickster will gain Anti-Magick and White Wind, and increase in attack power and defense. Status immunity from White Wind lasts around two minutes, after which it can be put to sleep again.
Without using Sleep, the player should aim to unleash the biggest Quickening chain the party can manage right before it becomes critical, because the Trickster sets up a physical paling and all elemental magic will heal it, except for one chosen element, which will periodically change. Balance/Bio/Drain/Scourge are non-elemental and can be used regardless of its elemental immunities. Quickenings are ineffective when the paling is up.
If Trickster runs away, it is best not to chase it as to draw attention from other enemies. Trickster will return so one can just stay put.
- 4,800 gil
- Deimos Clay
trickster is a god, goddess, spirit, man, woman, or anthropomorphic animal who exhibits intellect or secret knowledge and uses it to play tricks or otherwise disobey normal rules and conventional behavior.In mythology and the study of folklore and religion, a