*Dark Knight and Onion Knight are exclusive to Final Fantasy Tactics: The War of the Lions that was released for PlayStation Portable, iOS, and Android.
Squire
The Squire is a starting job that serves as the foundation for many advanced classes. They’re especially useful in the early battles, but don’t write them off too quickly—some of their abilities can remain valuable throughout the game.
Action Abilities: Basic Skill
Accumulate
Increases attack power by 1 point. It's a great way to build up JP quickly.
Throw Stone
Hurl a small rock at an enemy for minimal damage. While it’s not strong, its long range makes it surprisingly useful, especially early in the game.
Dash
Charge into an enemy to knock them back. If they’re near a ledge, they might even fall off and take extra damage—or worse.
Heal
Removes Dark, Silence, and Poison status effects, keeping you or your allies in fighting shape.
Reaction Ability
Counter Tackle
When an enemy lands a physical attack, there’s a chance you’ll strike back with a tackle. A solid defensive ability, especially early on.
Support Abilities
Monster Skill
Standing next to a friendly monster grants it an extra ability, making it even more effective in battle.
Gained JP Up
Boosts the amount of JP you earn from actions. This ability is essential for leveling up, nearly doubling your JP gains.
Equip Axe
Allows you to wield an axe, no matter what job class you’re using.
Defend
Reduces incoming damage when activated, giving you better survivability.
Movement Ability
Move +1
Increases your movement range by one extra panel, making it easier to reach enemies or escape danger. A great ability, especially early on.
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Chemist
The Chemist is a starting job that serves as the foundation for many other classes. On their own, they aren’t particularly strong—early on. They struggle in battle, and even when they gain the ability to equip guns later in the game, their offensive power remains underwhelming.
However, what makes the Chemist invaluable is their Item skill. When used as a secondary ability by other job classes, it provides unmatched utility, offering healing and support options that can turn the tide of battle.
Action Abilities: Item
Potion
Restores 30 HP. Best used in Chapter 1 before better healing options become available.
Hi-Potion
Restores 70 HP. Becomes available starting in Chapter 2.
X-Potion
Restores 150 HP. You can start using these in Chapters 3 and 4.
Phoenix Down
Revives fallen allies and instantly defeats undead enemies.
Ether
Restores 20 MP when used.
Elixir
Fully restores both HP and MP. A rare but powerful item.
Antidote
Cures Poison status.
Eye Drop
Cures Darkness status.
Echo Grass
Cures Silence status.
Maiden’s Kiss
Cures Frog status.
Soft
Cures Stone (Petrify) status.
Holy Water
Cures Undead status.
Remedy
Cures all status ailments except Undead.
Reaction Ability
Auto-Potion
Automatically uses a potion when hit by an attack or spell. A valuable ability throughout the game!
Support Abilities
Throw Potion
Lets you toss potions to allies from a distance, even if you’re not a Chemist. However, increasing your movement range is usually a better alternative.
Equip Change
Allows you to swap equipment during battle.
Maintenance
Prevents your equipment from being broken or stolen.
Movement Ability
Move-Find Item
When stepping on certain tiles, you might uncover a hidden item.
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Job Requirements:
Level 2 Squire
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Knight
Knights are sturdy frontline fighters, armed with heavy armor and swords that give them strong offense and defense. Their ability to wear heavy gear makes them tough to take down, but their Break skills often feel unnecessary in regular battles since most enemies don’t survive long enough for them to matter.
However, these abilities truly shine in tougher fights, especially against bosses and Zodiac Brave enemies. In crucial one-on-one duels—like Ramza’s solo battles—breaking an opponent’s weapon or armor can make all the difference, and the best part is, it even works on the final boss.
Action Abilities: Battle Skill
Head Break
Shatters an enemy's helmet, reducing their defense.
Armor Break
Destroys an enemy's armor, lowering their durability.
Weapon Break
Breaks an enemy’s weapon, leaving them vulnerable.
Shield Break
Crushes an enemy’s shield, making them easier to hit.
Magic Break
Reduces an enemy’s MP, limiting their spell usage.
Speed Break
Slows an enemy down, reducing their turn frequency.
Power Break
Weakens an enemy’s physical attacks.
Mind Break
Lowers an enemy’s magic power.
Reaction Ability
Weapon Guard
Automatically blocks attacks when holding a weapon.
Support Abilities
Equip Armor
Allows any class to equip heavy armor.
Equip Sword
Enables any class to use swords.
Equip Shield
Lets any class use shields for added defense.
Movement Ability
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Job Requirements:
Level 2 Chemist
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Priest
Priests are dedicated healers, using White Magic to keep their allies alive while also wielding powerful holy spells. Their ability to cast healing and protective magic makes them invaluable, but their reliance on MP and charge times can be frustrating. Spells like Raise and Esuna are essential for survival, but missing a revive or accidentally healing an undead enemy can be a real setback. While items may offer more reliability in some cases, the Priest’s Holy spell is a devastating attack, especially against the undead and Zodiac Braves.
Action Abilities: White Magic
Cure
Basic healing spell, restores up to 80 HP. Costs 6 MP.
Cure 2
Heals more HP than Cure. Costs 10 MP.
Cure 3
Restores a large amount of HP. Costs 16 MP.
Cure 4
Massive healing spell, restores over 300 HP. Costs 20 MP.
Raise
Revives a fallen ally with partial HP. Costs 10 MP.
Raise 2
Fully revives a fallen ally. Costs 20 MP.
Reraise
Automatically revives an ally if they fall. Costs 16 MP.
Protect
Reduces physical damage taken. Costs 6 MP.
Protect 2
Stronger version of Protect, lasts the entire battle. Costs 24 MP.
Shell
Reduces magic damage taken. Costs 6 MP.
Shell 2
Enhanced Shell that lasts the whole battle. Costs 20 MP.
Regen
Gradually restores HP over time. Costs 8 MP.
Wall
Applies both Protect and Shell for a few rounds. Costs 24 MP.
Esuna
Cures most status ailments except Undead. Costs 18 MP.
Holy
Powerful holy attack, especially effective against the undead. Costs 56 MP.
Reaction Ability
Regenerator
Automatically casts Regen when hit, without using MP.
Support Ability
Magic Defend Up
Boosts magic defense, useful in tough battles.
Movement Ability
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Job Requirements:
Level 2 Squire
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Archer
Archers specialize in long-range attacks, using bows and crossbows to strike enemies from a safe distance. Positioning is key for them, as they deal consistent damage while staying out of harm’s way. Their Charge abilities let them power up their shots for greater damage, but they require good timing to be effective.
Learning Concentrate is crucial, as it ensures their attacks hit—without it, their accuracy can be frustratingly unreliable. Despite their simplicity, Archers remain a solid choice for ranged combat, especially in open battlefields.
Action Abilities: Charge
Charge +1
Increases attack power with a short charge time.
Charge +2
Boosts attack power with a slightly longer charge.
Charge +3
Delivers a stronger attack with moderate charge time.
Charge +4
Powers up an attack with a significant charge delay.
Charge +5
Enhances attack power with a longer charge.
Charge +7
Greatly increases attack power but requires patience.
Charge +10
Massively boosts attack power with a long charge time.
Charge +20
Unleashes an extremely powerful attack after a lengthy charge.
Reaction Abilities
Speed Save
Increases speed after taking damage.
Arrow Guard
Improves evasion against arrow attacks.
Support Abilities
Equip Crossbow
Allows any class to use crossbows.
Concentrate
Ensures attacks always hit their target.
Movement Ability
Jump +1
Increases jumping height by 1.
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Job Requirements:
Level 2 Knight
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Monk
Monks are powerful martial artists who fight with their fists instead of weapons. They have high attack power but lack armor, making them vulnerable to strong hits. Despite this, their versatile abilities make them one of the most useful job classes. From self-healing and reviving allies to dealing area damage, Monks have skills that can turn the tide of battle. Their abilities require no MP, making them reliable in long fights.
Action Abilities: Punch Art
Spin Fist
Strikes all enemies in adjacent tiles.
Earth Slash
Unleashes a shockwave in a straight line, dealing Earth damage.
Secret Fist
Inflicts Death Sentence on an enemy, ensuring their eventual defeat.
Wave Fist
Delivers a ranged strike, useful for hitting enemies from a distance.
Stigma Magic
Cures status ailments like Poison and Petrify.
Chakra
Restores HP and MP, making it invaluable for sustain in battle.
Revive
Brings a fallen ally back to life.
Reaction Abilities
HP Restore
Automatically restores most HP when critically wounded. Risky but powerful.
Counter
Strikes back immediately after being attacked.
Hamedo
Prevents an enemy’s attack by striking first. Completely negates their action.
Support Ability
Martial Arts
Enhances unarmed attack power, letting any class fight like a Monk.
Movement Ability
Move-HP Up
Regains HP with every movement. Great for prolonged battles.
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Job Requirements:
Level 2 Chemist
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Wizard
Wizards are powerful offensive spellcasters, specializing in elemental magic. Their spells deal significant damage and can target multiple enemies at once, making them invaluable in early battles. However, they have low defense and can be taken down quickly if not protected. While Wizards remain useful throughout the game, Summoners eventually surpass them in raw power.
Action Abilities: Black Magic
Fire
Engulfs enemies in flames. Especially effective against undead foes. Costs 6 MP.
Fire 2
A stronger version of Fire, dealing greater damage. Costs 12 MP.
Fire 3
Even more powerful than Fire 2, covering a wider area. Costs 24 MP.
Fire 4
The ultimate Fire spell, causing massive damage without harming the caster. Costs 48 MP.
Bolt
Strikes enemies with lightning. Especially effective against aquatic foes. Costs 6 MP.
Bolt 2
A stronger lightning spell, increasing its impact. Costs 10 MP.
Bolt 3
Hits with even greater force, covering a larger area. Costs 24 MP.
Bolt 4
The strongest Bolt spell, unleashing devastating lightning strikes. Costs 48 MP.
Ice
Freezes enemies with ice magic. Effective against creatures like Morbols and Hydras. Costs 6 MP.
Ice 2
More powerful than Ice, dealing extra damage. Costs 12 MP.
Ice 3
Expands the freezing effect to hit multiple enemies. Costs 24 MP.
Ice 4
The most powerful Ice spell, dealing heavy damage without harming the caster. Costs 48 MP.
Poison
Inflicts the Poison status on an enemy, gradually reducing their HP. Costs 6 MP.
Frog
Transforms an enemy into a frog, severely limiting their abilities. Costs 12 MP.
Death
Attempts to instantly defeat an enemy. Costs 24 MP.
Flare
A high-damage, non-elemental spell perfect for boss fights and Zodiac Braves. Costs 60 MP.
Reaction Ability
Counter Magic
Reflects an enemy’s spell back at them, working with White, Black, Time, and Yin-Yang magic.
Support Ability
Magic Attack Up
Boosts the power of all offensive magic spells.
Movement Ability
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Job Requirements:
Level 2 Wizard
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Time Mage
Time Mages manipulate the flow of time, allowing them to speed up allies, slow down enemies, and even stop them entirely. While they may not have the immediate impact of Black Mages or Priests, their abilities can turn the tide of battle when used strategically. Many of their spells work best when combined with a high-speed unit or as a secondary skill set for a more durable class.
Action Abilities: Time Magic
Haste
Increases an ally’s speed, letting them act more frequently.
Haste2
A stronger version of Haste that lasts the entire battle.
Slow
Reduces an enemy’s speed, delaying their turns.
Slow2
A more potent version of Slow that persists longer.
Don't Move
Prevents an enemy from moving, useful in tight spaces.
Stop
Completely freezes an enemy in place for several turns.
Float
Grants levitation, avoiding Earth-based attacks.
Reflect
Creates a magical barrier that bounces spells back.
Quick
Instantly grants an ally an extra turn.
Demi
Halves the target’s HP.
Demi2
Reduces the target’s HP by 75%.
Meteor
Summons a massive meteor that deals devastating damage to all units in its range.
Reaction Abilities
Critical Quick
Grants an instant turn when entering critical HP status.
MP Switch
Converts incoming HP damage into MP loss instead.
Support Ability
Short Charge
Reduces the charge time of all magic spells.
Movement Abilities
Teleport
Allows movement beyond normal range, but may fail if the distance is too great.
Float
Grants permanent levitation while equipped.
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Job Requirements:
Level 2 Time Mage
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Summoner
Summoners wield the most powerful magic in the game, capable of calling forth legendary beings to devastate enemies. Their summons have high MP costs and long charge times, requiring careful MP management. Their supportive summons, like Moogle and Fairy, also make them surprisingly effective healers.
Action Abilities: Summon Magic
Moogle
Summons a Moogle to heal allies for up to 80 HP. Costs 8 MP.
Shiva
Unleashes a powerful ice attack. Costs 24 MP.
Ramuh
Strikes enemies with a surge of lightning. Costs 24 MP.
Ifrit
Engulfs enemies in roaring flames. Costs 24 MP.
Titan
Shakes the battlefield with a powerful earthquake. Costs 30 MP.
Golem
Creates a protective barrier against physical attacks. Costs 40 MP.
Carbuncle
Casts Reflect on allies, bouncing back magic attacks. Costs 30 MP.
Bahamut
The King of Dragons scorches a wide area. Costs 60 MP.
Odin
Charges through enemies, dealing massive damage. Costs 50 MP.
Leviathan
Summons a tidal wave to wash away foes. Costs 48 MP.
Salamander
Stronger than Ifrit, its flames are lethal to the undead. Costs 48 MP.
Silf
Silences enemies, preventing them from casting magic. Costs 26 MP.
Fairy
Restores up to 200 HP to allies in range. Costs 28 MP.
Lich
Drains half the HP of all enemies, making it especially effective against Zodiac Braves. Costs 40 MP.
Cyclops
Unleashes devastating air blades. Costs 62 MP. While stronger than Bahamut, it has a smaller range.
Zodiac
The ultimate summon, learned only from Elidibs. Costs 99 MP.
Reaction Ability
MP Restore
Restores a large portion of MP when critically wounded. However, it may not be enough to sustain a Summoner’s high MP consumption.
Support Ability
Half of MP
Reduces MP costs by half, making spellcasting far more efficient.
Movement Ability
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Job Requirements:
Level 2 Archer
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Thief
Thieves aren’t the strongest fighters, but they make up for it with speed and the ability to steal valuable gear. While their direct attacks are weak, their Steal abilities allow you to strip enemies of weapons, armor, and accessories, making them an easy target. A well-trained Thief can acquire powerful equipment early in the game, making them an essential part of any strategic party setup.
Action Abilities: Steal
Gil Taking
Steals money from an enemy.
Steal Heart
Charms an enemy of the opposite sex, making them fight for you temporarily.
Steal Helmet
Snatches an enemy’s helmet, weakening their defense.
Steal Armor
Removes an enemy’s armor, reducing their durability.
Steal Shield
Disarms an enemy by taking their shield.
Steal Weapon
Robs an enemy of their weapon, leaving them vulnerable.
Steal Accessory
Snatches an enemy’s accessory.
Steal Exp.
Steals experience points from an enemy.
Reaction Abilities
Caution
Automatically enters Defend stance after being attacked.
Gilgame Heart
Earns gil equal to lost HP when attacked.
Catch
Lets you catch weapons thrown by Ninjas, including rare ones.
Support Ability
Secret Hunt
Allows you to poach monsters for rare items at fur shops. (The monster must be killed with a normal attack.)
Movement Abilities
Move+2
Increases movement range by two panels, great for mobility.
Jump+2
Doubles your jumping ability, allowing access to higher terrain.
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Job Requirements:
Level 2 Priest
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Oracle
Oracles use Yin-Yang Magic to manipulate enemy status conditions, but their spells often lack reliability due to low accuracy. Since most battles end quickly, spending turns inflicting debuffs isn’t always efficient.
However, their abilities can be valuable in strategic encounters, especially against tougher enemies. Many players primarily use the Oracle class as a stepping stone to unlock Mediator and Calculator, which offer more impactful abilities.
Action Abilities: Yin-Yang Magic
Blind
Inflicts Darkness, reducing an enemy’s accuracy. Uses 4 MP.
Spell Absorb
Drains MP from the target. Uses 2 MP.
Drain
Steals HP from the target. Avoid using on undead, as it will harm you instead. Uses 16 MP.
Pray Faith
Increases an ally’s Faith, boosting magic effectiveness. Uses 6 MP.
Doubt Faith
Inflicts Innocent, reducing an enemy’s Faith and weakening their magic. Uses 6 MP.
Zombie
Turns an enemy undead. Uses 20 MP.
Silence Song
Inflicts Silence, preventing spellcasting. Uses 16 MP.
Blind Rage
Inflicts Berserk, forcing an enemy to only use physical attacks. Uses 16 MP.
Foxbird
Reduces an enemy’s Brave. Uses 20 MP.
Confusion Song
Inflicts Confusion on an enemy. Uses 20 MP.
Dispel Magic
Removes positive buffs like Protect and Shell. Uses 34 MP.
Paralyze
Inflicts Don’t Act, preventing the enemy from taking actions. Uses 10 MP.
Sleep
Puts an enemy to sleep. Uses 24 MP.
Petrify
Turns an enemy to stone. Uses 16 MP.
Reaction Ability
Absorb Used MP
Recovers MP when hit by a spell.
Support Ability
Defense Up
Reduces incoming physical damage.
Movement Abilities
Any Weather
Negates weather effects on magic.
Move-MP Up
Restores MP while moving.
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Job Requirements:
Level 2 Oracle
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Mediator
Mediators specialize in persuasion, using their words to influence allies and enemies alike. They can recruit monsters, manipulate battle conditions, and even use guns to support their team from a distance. While their abilities might seem situational, they can be invaluable when used strategically, especially for raising Brave or Faith to optimize a unit’s effectiveness.
Action Abilities: Talk Skill
Invitation
Persuades an enemy to join your party.
Praise
Boosts an ally’s Brave, making them more resistant to fear.
Threaten
Reduces an enemy’s Brave, making them more likely to flee.
Preach
Increases an ally’s Faith, improving their magic power.
Solution
Lowers an enemy’s Faith, reducing their magical potential.
Death Sentence
Marks an enemy for death, causing them to perish after a few turns.
Negotiate
Convinces an enemy to hand over money.
Insult
Infuriates an enemy, forcing them into a berserk state.
Mimic Daravon
Puts enemies to sleep by boring them with long-winded stories.
Reaction Ability
Finger Guard
Protects against enemy Talk Skills, preventing persuasion.
Support Abilities
Equip Gun
Allows any class to use guns.
Train
Automatically recruits a monster when its HP drops to critical.
Monster Talk
Enables communication with monsters, regardless of class.
Movement Ability
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Job Requirements:
Level 3 Monk
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Geomancer
Geomancers channel the power of the terrain to attack enemies with elemental forces. While their attacks aren't the strongest, they have a unique advantage: each attack has a chance to inflict status effects, making them unpredictable and disruptive. Their abilities don't consume MP, and they can equip swords, allowing them to fight effectively in close combat as well.
Action Abilities: Elemental
Hell Ivy
Damages the enemy and has a chance to inflict Stop.
Pitfall
Damages the enemy and may cause Don't Move.
Water Ball
Damages the enemy and has a chance to turn them into a Frog.
Carve Model
Damages the enemy and may cause Petrify.
Local Quake
Damages the enemy and may inflict Confusion.
Kamaitachi
Damages the enemy and may cause Don't Act.
Demon Fire
Damages the enemy and has a chance to cause Sleep.
Quicksand
Damages the enemy and may inflict Death Sentence.
Sand Storm
Damages the enemy and may cause Darkness.
Blizzard
Damages the enemy and may cause Silence.
Gusty Wind
Damages the enemy and has a chance to inflict Slow.
Lava Ball
Damages the enemy with a chance of instant death.
Reaction Ability
Counter Flood
Retaliates against physical attacks with an Elemental attack.
Support Ability
Attack Up
Increases physical attack power.
Movement Abilities
Any Ground
Move freely on rough terrain without penalties.
Move on Lava
Allows safe movement across lava.
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Job Requirements:
Level 3 Thief
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Lancer
Lancers, also known as Dragoons in other Final Fantasy games, are powerful warriors with high mobility and devastating Jump attacks. Their signature ability allows them to leap into the air, evading attacks while preparing to strike with immense force.
Timing is key—if the enemy moves before landing, the attack will miss. However, when used correctly, Jump can deal serious damage and even bypass certain obstacles on the battlefield.
Action Abilities: Jump
Level Jump 2
Allows jumping to a target 2 panels away.
Level Jump 3
Extends jump range to 3 panels.
Level Jump 4
Enables jumping to a target 4 panels away.
Level Jump 5
Increases jump range to 5 panels.
Level Jump 8
Allows jumping to a target 8 panels away.
Vertical Jump 2
Enables jumping over obstacles up to 2 panels high.
Vertical Jump 3
Allows jumping over obstacles up to 3 panels high.
Vertical Jump 4
Extends vertical jump to 4 panels.
Vertical Jump 5
Allows jumping over obstacles up to 5 panels high.
Vertical Jump 6
Increases vertical jump to 6 panels.
Vertical Jump 7
Extends jump to 7 panels high.
Vertical Jump 8
Allows jumping over obstacles up to 8 panels high.
Reaction Ability
Dragon Spirit
Grants automatic Reraise when hit, reviving the user once after falling in battle.
Support Ability
Equip Spear
Allows any class to wield spears.
Movement Ability
Ignore Height
Negates height restrictions, allowing free movement over high ledges and drops.
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Job Requirements:
Level 3 Knight
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Level 4 Monk
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Level 2 Lancer
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Samurai
Samurai are powerful warriors with a strong balance of offense and defense. They specialize in using katanas to summon spirits, unleashing unique effects in battle.
However, their Draw Out skills come with a risk—katanas can break, making Samurai an expensive job to maintain. Despite this, their abilities can turn the tide of battle, offering both offensive power and valuable support effects.
Action Abilities: Draw Out
Asura
Damages nearby enemies with a mystical strike.
Koutetsu
A stronger version of Asura, dealing greater damage.
Bizen Boat
Drains MP from enemies to limit their magic use.
Murasame
Heals allies within range.
Heaven's Cloud
Damages enemies and inflicts Slow.
Kiyomori
Grants Protect and Shell to allies with 100% success.
Murasama
Damages enemies, sometimes causing Confusion or Death Sentence.
Kikuichimoji
Unleashes a magical attack in four directions.
Masamune
Grants Haste and Regen, boosting ally performance.
Chirijiraden
The most powerful Draw Out ability, dealing massive damage.
Reaction Abilities
Blade Grasp
Blocks most physical attacks when Brave is high.
Meatbone Slash
When critically wounded, delivers a devastating counterattack.
Support Abilities
Equip Katana
Allows any class to wield katanas.
Two Hands
Enhances attacks by wielding a weapon with both hands.
Movement Ability
Walk on Water
Allows movement over water as if it were solid ground.
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Job Requirements:
Level 4 Thief
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Level 3 Archer
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Level 2 Geomancer
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Ninja
Ninjas are some of the fastest and deadliest fighters in battle, excelling at both close and long-range attacks. Their ability to wield two weapons at once makes them incredibly dangerous, but their defense is weak. Equipping armor can help compensate for this drawback, turning them into even more formidable warriors.
Action Abilities: Throw
Ball
Throws a Lightning, Fire, or Ice ball, casting Bolt, Fire, or Ice magic on impact.
Shuriken
Throws different types of shurikens for quick and deadly attacks.
Knife
Throws daggers for swift ranged strikes.
Sword
Throws swords with lethal precision.
Hammer
Throws flails to deal unpredictable damage.
Katana
Throws Samurai swords for a cutting-edge attack.
Ninja Sword
Throws Ninja swords for deadly, stealthy strikes.
Axe
Throws axes to deal crushing blows.
Spear
Throws spears for high-damage ranged attacks.
Stick
Throws sticks to pummel enemies.
Dictionary
Throws dictionaries—because knowledge is power.
Knight Sword
Throws Knight swords for maximum impact.
Reaction Abilities
Sunken State
Turns invisible after taking a hit, making the user untargetable.
Abandon
Greatly increases evasion, making attacks less likely to hit.
Support Ability
Two Swords
Allows any class to wield two weapons, doubling attack potential. This is one of the strongest abilities in the game, letting units dish out devastating damage. When paired with a Knight, it enables double weapon breaks. Against powerful foes like Zodiac Braves, a double Magic Break can drastically weaken their spells.
Movement Ability
Move in Water
Grants the ability to move freely in water without movement penalties.
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Job Requirements:
Level 4 Priest
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Level 4 Wizard
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Level 3 Time Mage
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Level 3 Oracle
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Calculator
Calculators themselves aren’t the strongest in battle, but their abilities can turn any magic user into a powerhouse. Pairing a Summoner with Math Skills lets you cast spells without using MP or charge time.
To get the most out of this class, make sure your character has mastered plenty of White, Black, and Time magic. However, setting up the right conditions for Calculator abilities can sometimes be more effort than it’s worth.
Note: To use Math Skills, you must first learn at least one condition (CT, Level, Exp, or Height) and one number (Prime, 3, 4, or 5).
Action Abilities: Math Skills
CT
Targets based on the unit’s Charge Time.
Level
Targets based on the unit’s level.
Exp
Targets based on the unit’s experience points.
Height
Targets based on the unit’s height.
Prime Number
Selects units whose values are prime numbers.
Multiple of 3
Selects units with values that are multiples of 3.
Multiple of 4
Selects units with values that are multiples of 4.
Multiple of 5
Selects units with values that are multiples of 5.
Reaction Abilities
Distribute
When healed, nearby allies receive a portion of the healing.
Damage Split
When attacked, the attacker receives half the damage dealt.
Support Ability
Gained Exp. Up
Earns more experience than usual.
Movement Abilities
Move-Get Exp
Grants extra experience points when moving.
Move-Get JP
Grants extra job points when moving.
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Job Requirements:
Level 4 Summoner
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Level 4 Mediator
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Bard (Males only)
Bards use their songs to support allies in battle, enhancing their abilities and keeping them in the fight longer. With the power of music, they can restore MP, heal wounds, and even boost stats like speed and attack. While they aren’t front-line fighters, their supportive role makes them invaluable in strategic battles.
Action Abilities: Sing
Angel Song
Restores MP to all allies.
Life Song
Restores HP to all allies.
Cheer Song
Increases allies' speed.
Battle Song
Boosts allies' attack power.
Magic Song
Increases allies' magic power.
Nameless Song
Grants allies Reraise, Regen, Protect, and Wall.
Last Song
Immediately sets allies' CT to 100, allowing them to act next.
Reaction Abilities
MA Save
Increases magic power when attacked.
Face Up
Raises Faith when hit by a magic attack.
Support Ability
Movement Abilities
Move+3
Allows movement three extra panels on the battlefield.
Fly
Grants the ability to move over obstacles.
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Job Requirements:
Level 4 Lancer
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Level 4 Geomancer
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Dancer (Females only)
Dancers use their mesmerizing performances to weaken enemies in battle. Each dance has a unique effect, from lowering enemy stats to inflicting random status ailments. While they may not deal direct damage, their abilities can shift the tide of battle in subtle but powerful ways.
Action Abilities: Dance
Witch Hunt
Drains MP from all enemies.
Wiznaibus
Deals minor HP damage to all enemies.
Polka Polka
Reduces the physical attack power of all enemies.
Disillusion
Reduces the magical attack power of all enemies.
Slow Dance
Gradually lowers the speed of all enemies. Even works on bosses.
Nameless Dance
Inflicts random status ailments on all enemies.
Last Dance
Resets the CT of all enemies to 0.
Reaction Abilities
A Save
Increases physical attack power when taking damage.
Brave Up
Increases Brave after being hit by a physical attack.
Support Ability
Movement Abilities
Jump+3
Allows the unit to jump three times higher than normal.
Fly
Enables movement over obstacles as if flying.
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Job Requirements:
Level 8 Squire
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Level 8 Chemist
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Level 4 Summoner
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Level 4 Mediator
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Level 4 Geomancer
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Level 4 Lancer
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Mime
Mimes have a unique ability to copy their allies' actions, perfectly replicating physical attacks, spells, and abilities without consuming MP. However, they cannot mimic special skills like Orlandu's Sword Skills or Mustadio's Snipe. Their effectiveness depends on positioning and timing, making them a strategic but unpredictable asset in battle.
Action Ability
Reaction Ability
Support Ability
Movement Ability
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Job Requirements:
Master Knight
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Master Black Mage
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Level 8 Dragoon
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Level 8 Samurai
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Level 8 Ninja
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Level 8 Geomancer
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Defeat 20 enemies*
Dark Knight
Dark Knights wield the power of darkness to drain their enemies' health and magic while sacrificing their own life force to unleash devastating attacks. This job class is only available in “Final Fantasy Tactics: The War of the Lions” that was released for PlayStation Portable, iOS, and Android.
In the original PlayStation version, this job was exclusive to Gaffgarion and called Fell Knight. While their abilities share similarities, Gaffgarion's versions are slightly stronger.
*In addition to the job class requirements, a party member must land the killing blow on twenty enemies. They must die. Meaning, their death counter must run out during battle. The enemy must turn into a crystal or treasure chest.
Action Abilities: Darkness
Sanguine Sword
Absorbs HP from the target.
Infernal Strike
Absorbs MP from the target.
Crushing Blow
Unleashes a powerful sword strike to deal heavy damage.
Abyssal Blade
Sacrifices HP to deal damage, with nearby units taking the most impact.
Unholy Sacrifice
Sacrifices a large amount of HP to unleash a devastating attack on all nearby enemies.
Reaction Ability
Support Abilities
HP Boost
Increases maximum HP by 20%.
Vehemence
Boosts attack power by 50% but lowers defense by 50%.
Movement Abilities
Jump +3
Increases Jump height by 3. Only male units can learn this ability.
Move +3
Increases Movement range by 3. Only female units can learn this ability.
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Onion Knight
At first glance, Onion Knight has low stats and no active abilities, making it seem unimpressive. However, its true strength comes from mastering other jobs—similar to the Freelancer class in “Final Fantasy V.“ The more jobs a unit masters, the stronger the Onion Knight becomes.
To level up as an Onion Knight, a character must master two jobs for each level gained. Reaching the maximum level requires mastering a total of 14 jobs. However, Squire, Chemist, Mime, and Dark Knight do not count toward this progression.
This job class is only available in “Final Fantasy Tactics: The War of the Lions” that was released for PlayStation Portable, iOS, and Android.
Action Ability
Reaction Ability
Support Ability
Movement Ability
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