Jul. 20th, 2025

I hate summer. I also hate broken air conditioners. Stupid thing barely lasted two years! The window ones would be better, if I was allowed to use them where I live. Technically a human rights violation, but we have other things to worry about than fighting it. During a stretch of cool days in July, I decided to get some gaming in. But I picked FFR instead of my Switch 2 like I should've (hopefully it gets something like the Split Pad Compact soon). To be fair, I got it done in two days.

Well, I was hyped up by something, so I decided to tackle the solo Trainer for tangentially related reasons. Just like in later games, they control monsters. It's a little more complicated than that, but we'll get into that as relevant.

There were many names to pull from, but I decided on something of a weird but fitting reference: Meeko, after an Original Generation antagonist from the Touhou fangame, Fantasy Maiden Wars, which was very recently announced to be getting an official translation after being a white whale of the fanslation community for ages! Meeko is a sheepgirl which fit the aesthetic of the class, but she also controls sheep, so she's something of a trainer herself.


Trainers are a physical class: their starting stats are 10 STR, 6 AGI, 8 INT, 10 VIT, and 10 LUCK. They have 7+2 hit% (same as a Red Mage would). I could buy a Chain for Meeko which is always fantastic for any character to be wearing at the start of the game. For now, the only weapon available to her was a Small knife. In due time, however. There's a lot to go over with this class.


The signature SKILL of the Trainer is the CONTROL ability. This compares HP values against level as a check in some way – it was possible to simply overpower them outright without having to weaken them – and allows you to take control of an enemy for two turns. It works similar to FF5 and FF6: the Trainer's turn is replaced with controlling the enemy. You can have them use any spell or skill they would normally be able to access. Their FIGHT attacks are abnormally strong: an IMP normally wouldn't be able to hit another one for this much damage. They also seem to use the Trainer's own hit% in some capacity. Note that other monsters will attempt to attack the controlled one. This won't break it, but they can kill them. Similarly though irrelevant for the solo, ally attacks will leave them untouched.

But wait, there's more! CONTROL also has other perks! A controlled enemy is considered to be defeated. Not only that, but just controlling them awards bonus experience equal to what they normally give out. This can only be earned once per enemy even if you hit them again after it wears off. The only restriction is that it won't work on bosses, the undead, or the new humanoids and mech classifications: no hijacking WarMECH, in other words. (With this class anyway. We'll see what Mechanist has to offer) I have a list of monster types here. The game will let you know if a CONTROL attempt failed due to a dice roll, the enemy being too strong, or if being one of these classes.

All in all, this made Meeko even more durable than most solos, because random battles were technically two against several. Since monsters attacked their controlled brethren, it took some of the heat off her. Naturally, there's nothing to control in most boss fights, but that's where promotion comes in. I'll get to that in a separate run, because it's worth doing it on a New Game+.

I had to go to level 4 to beat GARLAND, because the Small knife is just that weak. Meeko guzzled a couple of HEALs to get the job done.


The exact formula on CONTROL's success is opaque and strange. The in-game text says it's based off character level and enemy HP, and equipping a whip-class weapon adds 25% chance to the odds. However, Meeko could control a CREEP from the drop, but she had to hit a GrIMP once to get past the "Not weak enough" message – I'm not sure what it could be because CREEPs outstat GrIMPs in almost every way. Similarly, the much higher HP SHARKs a little later one could be controlled without hitting them, but a R.SAHAG could not. She would later be able to control GrIMPs right away, so my only guess is there's an invisible stat in play. Sullla speculates that enemy morale might be the missing part of the formula, which checks out with these.

Unfortunately, OGREs are considered humanoids, so no controlling them for massive early experience gains. Meeko bumped into the double OGREs and had to run: thankfully, Trainer has high LUCK and even very high LUCK growth.

Meanwhile, the PIRATEs were easy with a character with Chain. They could only deal 1 damage at a time to Meeko, so she slowly stabbed them to death. This got her enough gold to make her first weapon upgrade.


Trainers have a special ability called AXE PROFICENCY. This gives +10 to the hit% of any axe they wield. So this humble little Hand Axe bought in Pravoka has as much hit% as the infamous Silver Sword! It's a nice bonus and would bump her up to 2-hits once she hit level 6, for a fraction of the price!

Well, I still wanted to cash grind, so now's a good a time as any to talk about the final special ability of the Trainer: the LURE ability. It says it increases the chance of rare encounters appearing. Mechanically? As long as they're your visible character, which is always the case in a solo, they have a 50% chance of skipping over a slot in the encounter table, unless it's slot 7 or 8. This is mostly a tool to help Blue Mages and with their special post-promotion quest, but it makes encounter manipulation much harder.

The obvious immediate effect was that manipulating KYZOKUs was a little more of a pain. Sometimes even after a hard reset, it would be SAHAGs as the first encounter because of LURE. It's going to make getting through the Earth Cave that much harder, and encounter dodging in the Ice Cave inconsistent. No big deal for now.


It didn't take long to build up the funds for this: Elfland has the first whip available. It's a point of attack weaker than the Hand Axe, but as mentioned, just equipping this increases the odds of CONTROL working. It won't increase the threshold they need to be weakened to if existent, but it is there.

And yes, Silver Sword can be used by the Trainer! They get a small selection: Short, Long, Silver, and Glass (a Thief-exclusive new one on ToFR B5 with a gimmick of high attack and no hit%), with Bane and Beast available after class change. It was technically the best beatstick available, but I chose not to get it for Meeko just yet. Maybe not at all: there were better weapons waiting.

Aside from doing the grind: here's another strange situation: Meeko could absolutely play on the Peninsula of Power. What was the best monster for her to face there?


That's right, TYRO! Only in circumstances like these. She couldn't control ZomBULLs (undead) or GIANTs (humanoid), and FrWOLFs were too numerous. But the big dinosaurs showed up alone, so a few smacks and a CONTROL was enough to beat them and earn a huge chunk of experience! This leveled her up twice in one battle (FFR fixes the bug/quirk from the original that makes warriors only get one per battle). Which, both were bad level ups. But it was there. TYRO is also the slot 7 encounter, so it was always guaranteed to not be passed over.


I got Meeko up to level 10 before making my first runs at the Marsh Cave. And yes, you absolutely can use CONTROL on the WIZARDs! Here's the interface that pops up when you have CONTROL active. The numbers in the bottom right are the enemy's HP. I lost this fight when Meeko's victim was beaten down too quickly to do anything. The second go, there were two, and Meeko's WIZARD one-shot the other one.

Aside, there would be a new piece of equipment here if Meeko had a Thief buddy, which is outside the scope of a solo: the Bone Mail. There's no gimmick to this like the FF5 version of the item, It's simply a Trainer/Dark Knight exclusive item that has 24 absorb and 15 weight: effectively a lighter Iron Armor.


And yes, RUN is there and acts as you expect. A trick I had to have Meeko deal with CRAWLs in the cave was try to go for a CONTROL. If it worked, she could force them to escape harmlessly. It's just a shame I couldn't turn them against the skeletons accompanying them. It'd be fun to be on the giving end of the paralyzing strikes for once.

That second attempt that made it to the WIZARDs got out. So that brought Meeko to ASTOS. And a problem. Her offense was fine, but it could be way better. Most physical classes have some sort of difficulty with him due to his 40 absorb. I could have Meeko buy a Silver Sword to help, but it'd only do so much.

So it was off to the peninsula! As I said, the targets of choice were TYROs. The strategy was to hard reset, burn some encounters until the 7th (helped along by LURE), a slot 7, where I could fight the big dino. CONTROL could work right then and there at this level without having to attack! Each one brainwashed was worth 6774 experience! Meeko was leveling up once per battle against them early on into the grind!

Level 11 was worth noting: strong HP and only INT guaranteed to go up. I had Meeko settle for a mediocre growth with STR and LUCK. Mercifully, this was the worst level to manipulate: everything else is easier.


Did Meeko *need* 3-hits to beat ASTOS? Not particularly. I'm sure it was possible at a lower level. But I wanted to get her the levels anyway to better protect against the legions of the damned in the Earth Cave. Also, wow: I wasn't actively manipulating VIT, but it turned out she'd only missed one point of it so far. That surprised me to see. Of course, her max HP was lower than it could be because I was lazy on the strong HP ups.

In fact, she got hit by SLO2 early on into the winning fight, so the higher hit count didn't matter. But ASTOS decided to attack physically a lot, and Meeko eventually whipped him into submission. A win's a win.


After the business with the KEY, there were two things to pick up. Here's the first of them in Melmond. The Stun Whip is an interesting weapon. While the damage was worse than a Silver Axe (25/20/2 for Meeko), it still gave whip bonuses and had the special property of potentially inflicting stun on hit. This is not to be confused with paralysis: stun is a new status for FFR and is more or less a one-turn version of it. In theory, you could stunlock enemies.

Sadly in practice, the Stun Whip never procs its effect. If I had to guess, it's resolving like an enemy's attack with status: that is, comparing against a foe's magic defense. Enemies tend to have way over 100 MDef. Which also means that's another reason you can't turn paralyzing enemies against other ones. Hopefully, the Stun Whip at least is something that can be fixed in future versions.


EARTHs were also vulnerable to CONTROL. They were good to grind on, although Meeko initially had to whip them once to make CONTROL more consistent. For that matter, BULLs and TROLLs in the cave could be hit as well. Humanoid encompasses less than you might expect. I wanted to get Meeko some additional levels so undead attacks weren't just a coinflip as to whether she'd resist them or not. I was already missing Tyson who basically never had to worry about this. Unfortunately as of writing, every new class in FFR only gets a +2 to MDef on leveling up. +4 and +3 are exclusive to Monk and Warrior respectively.

I got enough levels to get Meeko up to 67 MDef. Then I made my first attempt at the VAMPIRE. One trick I did was switching in a Silver Bracelet over the Silver Armor (which was presently her highest absorb bodywear) once I got down to B3 to activate her evasion. Indeed, she ran into two sets of IMAGEs on this venture, and actually managed to dodge some of their swings outright.


VAMPIRE took two rounds. The big potential threat was DAZZLE, but he didn't use it and then he died. She had to get away from some COCTRICEs on the way out, managing to dodge or resist their attacks. The only other possible threat from the floor was a big group of WIZARDs, but all the dangerous stuff left Meeko alone, so she was able to get through.

On going to get the ROD, I had a weird incident with the undead. Meeko got stunned coming back from Sarda's Cave, but the 5 or so GHOULs in the fight all ran. She was eventually able to recover and get away from the GEISTs who remained. It would've only been a minor inconvenience if she had died. I think LURE gave me back to back encounters. One of the problems with the skill, shown in action.

Now it was time to make the run at LICH. She had a number of deaths on B3, not so lucky this time around. Eventually, she did break into B4, only for the stunning death to occur. I decided to have her add a level and went back in. The next attempt made it through to the boss...who went horrible! No criticals and all his status kept hitting! SLOW missed, but that didn't mean anything. It ended as you might expect. What certainly didn't help was her averaging 50 damage a swing: I switched in the Silver Axe because CONTROL wouldn't matter. It would take several more tries from here to get a winning run.

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My first stop in the midgame was Gurgu Volcano. There were two new pieces of equipment for Meeko to pick up on the bottom floor of the dungeon. I wanted Meeko to get those before doing anything else.


Scale Armor is something I technically could've used with my Dark Knight: only they and Trainers can use this 32 absorb armor. It's the same weight as and 2 less absorb than the Flame Armor in Gurgu, so it was inferior for Cleese. But it was a very nice boost for Meeko until she could grab the Opal Bracelet.

Meanwhile, the Lava Axe was in the upper middle room. This effectively had 26/25/2 offenses thanks to Meeko's AXE PROFICIENCY. So effectively, 1 attack point and 5 hit% better than the Silver Axe. Still, an upgrade's an upgrade, and it's indeed Fire-elemental. Note that this and the other new axes are currently Trainer exclusive: Warriors and Ninjas don't get to use them. I imagine this will change once Viking gets added, but in due course.

I then got up to level 33 by grinding off the FIREs. This would be good for 4-hits with the Lava Axe, and give Meeko 79 MDef for the Ice Cave – a good start for that. I decided to have Meeko take on KARY from there. No real reason not to.


There was a lot of plinking down going on. She was breaking KARY's defense, it was just slow due to the lack of criticals (until this last hit). Meeko got hit with DARK, but it didn't really slow her damage output. Thankfully, she dodged SLOW and managed to kill the fiend before the fiend killed her.

I went to the Ice Cave after that. No Ordeals yet, didn't think the stuff there would make a huge difference. Meeko had actually gained enough experience from the trip down to KARY that I got her level 34. Then from fighting on the river, got so much more that I decided to get her up to level 35 just so she wouldn't level up in the middle of the dungeon. 83 magic defense would be more than enough to make it through.


These jerks would be the major potential problem. Meeko died to them once, and when they popped up again, I decided to go for some revenge even if it wasn't the smartest move. They aren't humanoids, so here's what having a monster use MAGIC looks like – SPECIAL looks similar. You get a list of their spells and can cast any of them. Just like normally, monsters do not have spell charges, so you can use them however and as often as you like. I had this one zap its friends to death. Ha!

SORCERERs could also be manipulated: it's a shame that their instant death isn't very functional because enemy MDef is so much higher than player MDef. They're also a good example of the anomaly with monster attack damage: they have 1 attack, relying entirely on their instant death to do anything. They can hit for hundreds of damage when controlled. I actually had some comedy here: Meeko took control of one, and then got hit by TRANCE from the other. This freed the other, and they proceeded to run away.


There was another axe here on the upper portion of B1: the Frozen Axe gave a bit more hit% and 3 more damage. Didn't need it for the boss: the EYE fell under Meeko's CONTROL for an instant win, no big deal. No incidents on the way out. Hard to complain about a second try Ice Cave! This got the FLOATER, and opened up the rest of the game.


Something I had forgotten to pick up: Trainer can use the Buckler. This weak shield only has 2 absorb, but it exists. I bought it now that I remembered, because I may as well. I also learned that they could use the Silver Gauntlets here. I thought they were Beastmaster exclusive, but they aren't for some reason. It's weird since they can't use Copper or Iron, but can use this (and even Zeus/Power post-promotion). They're currently the only class that can use Silver but not the others, even after promotion. I'd be buying a Proring shortly though, so there was no need to buy it at this juncture. Off my game, clearly.


The usual goodies were over in the Waterfall. I'll only have Meeko use them sparingly this run. One of the more interesting ones was this new weapon. The Control Whip is unfortunately exclusive to promotion. It has identical stats to the Stun Whip, but if it doesn't kill something, it will roll for a CONTROL on it. It's neat, but if you want to actually use the monsters against the others, keep in mind that it still damages them and that means they will be that much closer to dying at the hands of the other enemies.

My time in there also exposed an interesting quirk of CONTROL that I had a feeling about for a while: the number of hits are based off the Trainer's. It seems to be tied to level specifically: Meeko had 4-hits currently, but monsters were only doing 3. She would later get 4-hits with them at around level 39, even without a weapon. How is this relevant? If I controlled a MudGOL that used FAST, it would not get extra hits. But if I had it use FAST on Meeko and had her attack it would do 7-hits for some reason. Why an odd number? FAST is currently bugged and doubles hit% instead.


Hey, what?! Get controlled, jerk!

The Sea Shrine upper portion was the next stop. Spellcasting items came to the forefront for one reason and one reason only: Mage Staff on GHOSTs. It was either do that or die. And I didn't mind doing that in this specific case. Not going to go all in on them, mind you – I do try to rein them in even when not promoting because otherwise every class homogenizes in the back half of the game. But screw GHOSTs in particular.


I ran the quests from there and entered the next dungeon before lighting the Water Orb. Unfortunately, most of the equipment in the Mirage Tower and Floating Castle duo is Beastmaster exclusive. The Beast Sword, the Bane Sword, the Wyrm Helm and Wyrm Gauntlets (+10 for what they're worth), and they could even get the Dragon Armor! But one exception is this. For a Trainer, this is a 32/35/3 weapon. Basically a better Sun Sword (32/30/2.5)! Meeko was very close to achieving 5-hits with this weapon, and she was so high level that whips weren't making much of a difference with CONTROL, so I swapped over.

Granted, most of her battles still did consist of controlling something then having it kill its friends. But these two dungeons had a lot that couldn't: VAMPIREs, the machines, BADMANs, and GrMEDUSAs. For these enemies, I just had Meeko run. She was gaining experience insanely fast anyway. So fast that she was going to hit the level cap without much extra effort.

The only thing to do in the tower was grab the ProCape and prepare for the inevitable WarMECH. I was prepared to use Defense to fight it. But uh, it was a no-show. Both times I went up. I almost died to SORCERERs somehow despite having over 100 MDef: TRANCE and the MudGOLs behind them were the culprits.


In an earlier challenge, I mused that maybe it was a good thing that the Power Gauntlet's SABR ended up broken because it can easily unbalance the game. The corollary of it is that if critical hits worked as intended like they do in FFR, then maybe it was actually the intended solution. The fiends' defenses are massively high, so Meeko had to rely on critical hits to kill TIAMAT before she killed her. She got a grand total of zero the first try at it. The second, she got enough to win, but was still at critical health when she won. And keep in mind, most endgame weapons don't have a lot of critical hit chance. I'm really not sure how to feel about it.


That just left KRAKEN to take care of. I did pick up the Power Gauntlets just in case. Even without Zeus abuse, the Sea Shrine went fairly smoothly with CONTROL. I continued to just fry GHOSTs on sight. KRAKEN himself also wasn't a big deal. Meeko endured most of his blows and dealt solid damage in return, winning the damage race pretty cleanly.


Just needed to gain the last four levels to reach level 50 from there, which I did by controlling the Blue D spike repeatedly. I wasn't necessarily intending to level cap with Meeko, but it just ended up happening by itself. I dropped a point of STR because it wouldn't have made a difference in Meeko's damage.

My first run through the temple went awful! Believe it or not, Gas Ds were not involved in it. It was just a ton of accumulated damage due to bad turn order. The Earth floor was the worst: three groups of EARTHs all in a row! Even with controlling them, Meeko took a ton of damage when they kept dying immediately. LICH did a big NUKE and KARY got a bunch of licks in.


My HEAL stocks were so shattered (this is when I got the Masmune) that I was forced to use Defense/Heal Staff after TIAMAT just to go into the final boss at full health! I did do so: better that than dying. I also decided to Defense against KRAKEN, but I didn't against TIAMAT and almost regretted it. It was capped off with a bad CHAOS that finished it off. Well, any time SLO2 lands is bad unless you're a magic class or one that can otherwise counter it.

The next run went significantly smoother. As a point of comparison, I had 40 HEALs remaining at the end, without ever having to Defense and Heal. I still used Defense a couple of times against KRAKEN and TIAMAT. But that was it. It was a much smoother final dungeon, and hopefully, the prelude to a smooth final boss.

Second go at the final fight, I had Meeko Defense twice then start swinging. Still no Power Gauntlet yet. She was at 555HP after those first two turns between a big CHAOS physical and an ICE3, and her first shot did 193. CHAOS LIT3 did 56. Round 4: physical for the text box disappeared too fast, Meeko did 145. SLO2 missed! Meeko did 106. Then 33 as CHAOS missed a physical.

CUR4 reset things and Meeko decided now was the time to start doing real damage: 474 to be exact. 179 followed on the next round, as a CHAOS FIR3 did 39. The next swing did 165, CHAOS finally tried CRACK which of course fell ineffective. 129 damage, and INFERNO did 53. ICE2 did 28, and Meeko did 96. Over halfway now, but that last 957 needs to go fast. Because after FAST, that's going to be NUKE.


SWIRL is now Water-elemental due to FFR changes, and Ribbon resists it. It just did 38 damage. Meeko kept poking for 122.


Then, this! ...wasn't enough. CHAOS used TORNADO for 40, Wind-elemental now. Funnily, in earlier versions, Ribbon didn't resist these two spells. Even when it didn't or that change is reverted, you can still resist them with the new Wind and Water Armlets. In any case, if Meeko can attack once more, that'll do it. This should be it unless CHAOS physicals and does a critical hit.


Yup, done! That was very lucky at the end.

As I wrote in my job comments, the big problem with Beastmaster in FF5 is that you needed to constantly catch new monsters to get a single shot of something. Having the focus be on CONTROL and giving you incentive to use it did wonders for the class concept. Similarly, Relm in FF6 had a similar issue of needing a relic slot to use her control. No worries about that here.

The class is also decent when it's not controlling things. It's above the likes of Red Mage (before buffs), though it doesn't quite reach the level of the dedicated physical attackers. All in all, it's actually quite simple when you boil it down: CONTROL something juicy and beat it up. It's sort of like an instant death spell in that sense. It's pretty effective, too. Though it will be lower level in a party setting (higher than usual with their bonus experience), so you might actually have to weaken things or use whips for longer. I like this one overall.

But speaking of CATCH, it's available on promotion, so let's talk about it briefly. CATCH works on the same mechanics as CONTROL, the only difference being the monster is removed from the field entirely. You can then RELEASE it later in any other battle where there's room to place it, whereupon it works like a controlled monster with no time limit. They're automatically retrieved after battle if they or the Beastmaster isn't dead (the latter of which can cause them to escape or even become an enemy!). It's also possible to CATCH them again to restore their HP (the only way to do so). This is a major change for a solo that would be more interesting to explore from the beginning: i.e. New Game+ where you start promoted and every monster is stronger. Their LIMIT sucks though: it just guarantees the next CONTROL if it can work at all. The odds are so good that it's better to try it twice.

What's next? Probably another vanilla class, or maybe a full party challenge idea I've been floating in my mind for a bit. But immediately: more hot days. Until then, screw summer, and thanks for reading.

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