There are ways to counter laws from the judges if people haven't figured out already.
1) Even if you have no other a-ability than , you can use your reaction skills to damage opponents.
2) is child's play to a Beastmaster, it could control the monsters and have them fight each other off. If the last one can't hurt itself, you should use #1 above.
3) KO'ing one of your units in a enemy&self-damaging move, such as backdraft, bodyslam, self-destruct etc., will let the judge avoid giving your unit a card, since they are KO'ed. Be careful that they don't have auto-revive, as once they come back to life, they will receive a card depending on whether or not your unit KO'ed your target as well.
4) As some laws already state, using weapons with elemental attributes rather than elemental a-abilities work.
5) A Red Mage's doublecast is by far the most useful way to counter laws, because the action can use any skill in its range and no law whatsoever will hinder it other than and .
6) Cid! Having Cid in your party's roster (whom you unlock with 300 missions) can use a skil called Abate, in which he casts a Time Mage's stop on the judge, and during that time you can break any laws! Like a temporary Jagd without the risk of losing your characters forever!
7) Perhaps the most obvious than #4, antilaws always help you out.
I covered most, if not all of them. If you find any other ones feel free to comment below.
There are ways to counter laws from the judges if people haven't figured out already.
1) Even if you have no other a-ability than , you can use your reaction skills to damage opponents.
2) is child's play to a Beastmaster, it could control the monsters and have them fight each other off. If the last one can't hurt itself, you should use #1 above.
3) KO'ing one of your units in a enemy&self-damaging move, such as backdraft, bodyslam, self-destruct etc., will let the judge avoid giving your unit a card, since they are KO'ed. Be careful that they don't have auto-revive, as once they come back to life, they will receive a card depending on whether or not your unit KO'ed your target as well.
4) As some laws already state, using weapons with elemental attributes rather than elemental a-abilities work.
5) A Red Mage's doublecast is by far the most useful way to counter laws, because the action can use any skill in its range and no law whatsoever will hinder it other than and .
6) Cid! Having Cid in your party's roster (whom you unlock with 300 missions) can use a skil called Abate, in which he casts a Time Mage's stop on the judge, and during that time you can break any laws! Like a temporary Jagd without the risk of losing your characters forever!
7) Perhaps the most obvious than #4, antilaws always help you out.
I covered most, if not all of them. If you find any other ones feel free to comment below.