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The Stun Bombs are ammunition for hand-bombs in Final Fantasy XII. Hand-bombs cannot be equipped without owning some kind of bombs. Owning the Stun Bombs means the player can use an unlimited amount, and bombs do not need a license to be equipped alongside a hand-bomb. The bombs have a chance of stopping the targets they hit, which makes them unable to move or act for a time.

Obtain[]

Original[]

The Stun Bombs are not bought from shops, but sell for 350 gil. If the player sells them, they can never re-procure them.

The bombs are a reward for felling Bloodwing in the deeper part of Barheim Passage accessed with the Barheim Key, obtained from the "patient in the desert" quest in the Dalmasca Estersand village, able to be completed after the party has the Dawn Shard. The hunt for the Bloodwing becomes available after felling Judge Bergan at Mt Bur-Omisace.

Zodiac[]

The Stun Bombs set is sold for 800 gil in the baknamy merchant's shop in the Necrohol of Nabudis. The player could come here early after obtaining the Dawn Shard, but at this point the enemies inside would be very tough to take on; the player could beeline for the shop and then make their way back out.

The bombs pouch is found as a treasure in Tchita Uplands' The Highlands (45% chance to appear, 30% chance for an item, 50% chance the item treasure is the Stun Bombs without the Diamond Armlet equipped) and Nabreus Deadlands' Echoes of the Past (75% chance to appear, 60% chance for an item, 50% chance the item treasure is the Stun Bombs without the Diamond Armlet), as well as in Trial Mode Stage 28 with the Diamond Armlet equipped

The bombs are also rarely stolen from Wendice in the Trial Mode Stage 28.

The bombs are still rewarded for the hunt for Bloodwing.

Use[]

The Stun Bombs add 2 points to the hand-bomb's power. They have a 25% flat chance of inflicting a susceptible target they hit with Stop, which stops the afflicted from moving or acting. The bombs are likely not worth prioritizing for the ailment on its own, but as equipment can be swapped on-the-fly, the player could start with the Stun Bombs and then swap to stronger bombs/a different ailment-inducing bombs once the ailment takes effect. Using Stun Bombs saves a turn from the Time Battlemage using Stop. As Stop neutralizes a target, the player can also control the bomber manually and swap targets whenever an enemy becomes afflicted, to spread the ailment around. However, the tougher foes tend to be immune to Stop.

Hand-bombs commonly see little use, as in the original version the other ranged damage options tend to be better, and in the Zodiac versions, hand-bombs are no job's main weapon, being secondary even for the Foebreaker. However, getting the Hornito early from the Garamsythe Waterway can be a nice early game damage spike for them. The bombs are only useful to procure in the Zodiac versions if the player is using a Foebreaker as a ranged job, which can still work better than a Time Battlemage with crossbows, especially in windy weather. This can also be situationally useful, as the Foebreaker cannot attack flying enemies with their hammers and axes. The Black Mage and the Machinist can also gain access to some late game hand-bombs, but they can already do ranged damage otherwise.

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