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Final Fantasy Tactics Job Classes

Jobs
Archer Bard Calculator Chemist
Dancer Geomancer Knight Lancer
Mediator Mime Monk Ninja
Oracle Priest Samurai Squire
Summoner Thief Time Mage Wizard


Lancer

Warrior 'Jump' high and attack enemies despite heavy arms and weapons. An expert with spears.
Lancer

Vital Statistics

Prerequisite Classes
Thief Level 3
Base StatsMoveJumpSpeedEvadeRelative Base / Bonus Values
Attack Magic HP MP Speed
34615★★★★ / ★★ / ★★★★★★★★ / ★★★ / ★★★★★★ / ★★★
Basic Skillset

Note: Click each skill name for more detailed information.

Jump
Lancer Job command. Jumps high and attacks coming down. SP (Own Speed) x2 The charge time depends on speed. (The duration of flight (charge time) is the same needed to charge at twice one's own Speed)
Skill NameDescriptionHoriz. RangeVert. RangeSpeedPoints
Level Jump2Allows you to jump 2 panels horizontally.20Now150
Level Jump3Allows you to jump 3 panels horizontally.30Now300
Level Jump4Allows you to jump 4 panels horizontally.40Now450
Level Jump5Allows you to jump 5 panels horizontally.50Now600
Level Jump8Allows you to jump 8 panels horizontally.80Now900
Vertical Jump2Allows you to jump 2 panels vertically.02Now100
Vertical Jump3Allows you to jump 3 panels vertically.03Now200
Vertical Jump4Allows you to jump 4 panels vertically.04Now300
Vertical Jump5Allows you to jump 5 panels vertically.05Now400
Vertical Jump6Allows you to jump 6 panels vertically.06Now500
Vertical Jump7Allows you to jump 7 panels vertically.07Now600
Vertical Jump8Allows you to jump 8 panels vertically.08Now900
Basic AbilitiesSkill TypeSkill NameDescriptionTrigger JP Required
ReactionDragon SpiritProtection from death. Add: Raise Trigger: Physical Attack.Physical Attack560
SupportEquip SpearEquip spear regardless of Job.N/A400
MovementIgnore HeightJump to any height regardless of jumping ability.N/A700

Subjective Analysis

Lancers are your reward for surviving through the Thief class. They have high HP, can equip heavy armor, use Polearms with their two-panel range, and still have room for shields. Their Jump attacks take a long time to acquire and sometimes take too long to execute, but provide even more range. Overall, this class takes the tanking qualities of the Knight and gives it a helpful twist to make the tanking even more durable.

Jump is a great ability against enemies with mid-tier or lower Speed, and the best way to learn it is to skip all the lower level abilities and go straight for Level Jump8 and Vertical Jump8. Naturally, this takes a while, but once you have them, you don't need to learn the lesser ones. The downside to any Jump is that if the target moves before you land, you will miss and waste the turn as well as all the time spent in the air, and there's no way to check exactly in the turn list when a jump will land - you just have to learn how to feel it out with experience and generally plan to jump only when the target is not super-fast and has low CT. Ignore Height is also a great movement ability, allowing a character to move from and to any height. Some battles become completely broken with this ability, so while it might not be useful in every battle, it's a great movement ability to have in your back pocket on several of your favorite units for the times where it is.

Equipment

Types: Weapons Armor Headgear Shields



Jobs
Archer Bard Calculator Chemist
Dancer Geomancer Knight Lancer
Mediator Mime Monk Ninja
Oracle Priest Samurai Squire
Summoner Thief Time Mage Wizard


Caves of Narshe: Final Fantasy Tactics
Version 6
©1997–2025 Josh Alvies (Rangers51)

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