Final Fantasy Tactics Job Classes
The job class system in Final Fantasy Tactics has its roots in Final Fantasy III and Final Fantasy V, which makes sense when you think about it. The depth and intricate combinations of characters made possible by this system are simply too detailed to have come from scratch. The job system in FFT is largely known as the finest of its kind in RPG land for the many, many permutations possible as your character levels up. Use this site section as your guide to building a tough army.
Jobs | |||
Archer | Bard | Calculator | Chemist |
Dancer | Geomancer | Knight | Lancer |
Mediator | Mime | Monk | Ninja |
Oracle | Priest | Samurai | Squire |
Summoner | Thief | Time Mage | Wizard |
SquireBasic job for all units. The starting point to becoming a fine warrior. | ![]() |
Vital Statistics
Base Stats | Move | Jump | Speed | Evade | Relative Base / Bonus Values | ||||
Attack | Magic | HP | MP | Speed | |||||
4 | 3 | 6 | 5 | ★★★ / ★★★★ | ★★★ / ★★★ | ★★★★ / ★★ | ★★★ / ★★★ | ★★★ / ★★★ |
Basic Skillset Note: Click each skill name for more detailed information. | Basic Skill Squire Job command. Not showy, but filled with the basic elements of action during battle. | |||||||||||||||||
Skill Name | Description | Horiz. Range | Vert. Range | Effect Radius | Speed | Points | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Accumulate | Charge up one's power to raise physical attack power. | Self | 0 | 1 | Now | 300 | ||||||||||||
Dash | Run into enemy with one's body. | 1 | 1 | 1 | Now | 80 | ||||||||||||
Throw Stone | Throw stones at a distant enemy. | 4 | 0 | 1 | Now | 90 | ||||||||||||
Heal | Recover from abnormal status effects. | 1 | 2 | 1 | Now | 150 |
Basic Abilities | Skill Type | Skill Name | Description | Trigger | JP Required |
Reaction | Counter Tackle | Counter with dash attack. Trigger: Physical Attack. | Physical Attack | 180 | |
Support | Equip Axe | Equip axe regardless of Job. | N/A | 170 | |
Support | Gained JP Up | N/A | 200 | ||
Support | Monster Skill | Target friendly monster within a | N/A | 200 | |
Support | Defend | Defend and prepare for attack. Select act command, Defend'. | N/A | 50 | |
Movement | Move +1 | Increase movement | N/A | 200 |
Subjective Analysis
The base starting class for most front-line fighting units, referred to in the game (well, also kinda in world history, too) as Knights in training. They are respectable fighters early in the game, but are quite weak compared to most of the other fighting classes.
Squires have very few sophisticated abilities, but some of its abilities are extremely important for early character growth. Accumulate, Gained JP Up, and Move +1 are all key abilities for the early part of the game. Really, Accumulate in particular has valid use cases in almost every battle if you want to stick with it. Monster Skill is also useful for later in the game if you use monsters in your party. Counter Tackle is cheap and not a bad counter at the beginning of the game.
Jobs | |||
Archer | Bard | Calculator | Chemist |
Dancer | Geomancer | Knight | Lancer |
Mediator | Mime | Monk | Ninja |
Oracle | Priest | Samurai | Squire |
Summoner | Thief | Time Mage | Wizard |
Version 6
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