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It also exists on Pixel Remaster.
Between Crescent Island and the Tower in the sand is an enclosed body of water.
You fight Sea Devils and Rukh, whom not only have stealable rares (Murasame > Rukh/Sea Devil < Defender), but Sea Devil groups give 6 ABP per battle in a group of 3, Rukh gives 8 ABP by itself, and Rukh with 2 Sea Devils gives 13 ABP.
Especially fast if you have Thundaga and have mastered Rapid Fire on at least 1 member and equip them with a Judgement Staff as a mage class that supports staff weapons.
Fast enough that you can abuse Auto Battle in Pixel Remaster for top notch results.
Titan spam kills them in 1-2 hits, the submarine can be used to fully heal, and they drop tents.
However, someone shared something about the final Rift area; even if you don't find movers often, that area is good to grind in, and their strategy was Z-whatever (Gil Toss). They claimed to actually gain more than they lost, so they could just spam it every fight, gaining EXP and ABP, and sometimes finding some Movers.
Instakill with ninja scroll for 3 ABP, no downtime, can go through an entire stack of all 3 types of ninja scrolls before needing to go to an inn. Skull Eater and Prototype deal too much damage, can 1-shot you, and require tons of downtime healing up.
World 2 and beyond: nothing beats Castle Bal's average of 16 ABP/min. Shield Dragon is especially bad by comparison and should be the lowest rank on this list. It takes 4 turns to kill!
Nothing is as fast as Castle Bal for non-GBA folks. The ABP numbers on later mobs look crazy big, but they can't be killed within 1 turn, they aren't guaranteed fights, they do annoying things that require healing downtime, you can't spam 100s battles before needing a full rest, and an inn isn't 10 a second walk away like Castle Bal's.