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 |
ArcherUseful in preemptive attacks, the Archer is best utilized in high locations to extend arrow range. | ![]() |
Vital Statistics
Prerequisite Classes | Squire Level 2 | ||||||||
Base Stats | Move | Jump | Speed | Evade | Relative Base / Bonus Values | ||||
Attack | Magic | HP | MP | Speed | |||||
3 | 3 | 6 | 10 | ★★★★ / ★★ | ★★★ / ★★★ | ★★★★ / ★★ | ★★ / ★★★★ | ★★★ / ★★★ |
Basic Skillset Note: Click each skill name for more detailed information. | Charge Archer Job command. Concentrates in order to build up attack power. | ||||||||||||||
Skill Name | Description | Horiz. Range | Vert. Range | Speed | Points | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Charge +1 | Attack requires charging. The more you charge, the stronger attack power will be. | Weapon | 0 | Now | 100 | ||||||||||
Charge +2 | Attack requires charging. The more you charge, the stronger attack power will be. | Weapon | 0 | Now | 150 | ||||||||||
Charge +3 | Attack requires charging. The more you charge, the stronger attack power will be. | Weapon | 0 | Now | 200 | ||||||||||
Charge +4 | Attack requires charging. The more you charge, the stronger attack power will be. | Weapon | 0 | Now | 250 | ||||||||||
Charge +5 | Attack requires charging. The more you charge, the stronger attack power will be. | Weapon | 0 | Now | 300 | ||||||||||
Charge +7 | Attack requires charging. The more you charge, the stronger attack power will be. | Weapon | 0 | Now | 400 | ||||||||||
Charge +10 | Attack requires charging. The more you charge, the stronger attack power will be. | Weapon | 0 | Now | 600 | ||||||||||
Charge +20 | Attack requires charging. The more you charge, the stronger attack power will be. | Weapon | 0 | Now | 1000 |
Basic Abilities | Skill Type | Skill Name | Description | Trigger | JP Required |
Reaction | Speed Save | Raise Speed. Trigger: HP Damage. | HP Damage | 800 | |
Reaction | Arrow Guard | Evade bow/crossbow attack. Trigger: Bow/Crossbow attack. | Bow/Crossbow Attack | 450 | |
Support | Equip Crossbow | Equip crossbow regardless of Job. | N/A | 350 | |
Support | Concentrate | Cannot evade your attacks. If enemy is in targeted panel, attack is sure to succeed. | N/A | 400 | |
Movement | Jump +1 | Increase jump elevation by 1. | N/A | 200 |
Subjective Analysis
Archers are the first available units that possess a significant ranged physical attack. They are quite pivotal early in the game when ranged attacks are quite valuable, but later in the game they just don't have the punch that other available classes have, largely due to the fact that truly powerful bows are few and far between.
An archer's action ability set is not the greatest, but it does have some use. It allows a character to build up for a powerful attack. Most of the upper-level aiming abilities are worthless because they take so much time. Charge +4 is your best bet, finding the right tradeoff between charge time and damage inflicted. Concentrate is a really great support ability and is reasonably cheap. Other than those, most of the archer's abilities are pretty much a waste. Move on to other classes, particularly the excellent Ninja.
Jobs | |||
Archer | Bard | Calculator | Chemist |
Dancer | Geomancer | Knight | Lancer |
Mediator | Mime | Monk | Ninja |
Oracle | Priest | Samurai | Squire |
Summoner | Thief | Time Mage | Wizard |
Version 6
©1997–2025 Josh Alvies (Rangers51)
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