Final Fantasy Tactics Job Classes
Jobs | |||
Archer | Arithmetician | Bard | Black Mage |
Chemist | Dancer | Dark Knight | Dragoon |
Geomancer | Knight | Mime | Monk |
Mystic | Ninja | Onion Knight | Orator |
Samurai | Squire | Summoner | Thief |
Time Mage | White Mage |
ChemistAn expert in the use of items to recover HP or remove vexing status ailments. | ![]() |
Vital Statistics
Base Stats | Move | Jump | Speed | Evade | Relative Base / Bonus Values | ||||
Attack | Magic | HP | MP | Speed | |||||
3 | 3 | 6 | 5 | ★★ / ★★★★★ | ★★★ / ★★★ | ★★★ / ★★★★ | ★★★ / ★★★★ | ★★★ / ★★★ |
Basic Skillset Note: Click each skill name for more detailed information. | Items Chemist job command. Enables the use of items to assist allies in need. | ||||||||||||||
Skill Name | Description | Horiz. Range | Vert. Range | Speed | Points | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Potion | Use a potion to restore HP or inflict damage on the undead. Restores: 30 HP | Variable | 0 | Now | 30 | ||||||||||
Hi-Potion | Use a hi-potion to restore HP. A more potent draught than a potion. Restores: 70 HP | Variable | 0 | Now | 200 | ||||||||||
X-Potion | Use an X-potion to restore HP. A more potent draught than a hi-potion. Restores: 150 HP | Variable | 0 | Now | 300 | ||||||||||
Ether | Use an ether to restore MP. Restores: 20 MP | Variable | 0 | Now | 300 | ||||||||||
Hi-Ether | Use a hi-ether to restore MP. A more potent draught than an ether. Restores: 50 MP | Variable | 0 | Now | 400 | ||||||||||
Elixir | Use an elixir to fully restore HP and MP. | Variable | 0 | Now | 900 | ||||||||||
Antidote | Use an antidote to nullify poison. Removes: Poison | Variable | 0 | Now | 70 | ||||||||||
Eye Drops | Use eye drops when vision has been magickally compromised. Removes: Blind | Variable | 0 | Now | 80 | ||||||||||
Echo Herbs | Use echo herbs to restore a unit's power of speech, permitting them to cast magicks once again. Removes: Silence | Variable | 0 | Now | 120 | ||||||||||
Maiden's Kiss | Use a maiden's kiss to change a unit that has been transformed into a toad back to its original form. Removes: Toad | Variable | 0 | Now | 200 | ||||||||||
Gold Needle | Use a gold needle to change a petrified unit back to normal. Breaks after one use. Removes: Stone | Variable | 0 | Now | 250 | ||||||||||
Holy Water | Use holy water to lift the curse of undeath from a unit. Removes: Undead, Vampire | Variable | 0 | Now | 400 | ||||||||||
Remedy | Use a remedy to cure various status effects. Removes: Stone, Blind, Confuse, Silence, Oil, Toad, Poison, Sleep | Variable | 0 | Now | 700 | ||||||||||
Phoenix Down | Use phoenix down to restore life to a fallen unit. Vanishes after one use. Removes: KO | Variable | 0 | Now | 90 |
Basic Abilities | Skill Type | Skill Name | Description | Trigger | JP Required |
Reaction | Auto-Potion | Use a potion to restore HP. Trigger: HP Loss | HP Damage | 400 | |
Support | Throw Items | Throw items within an increased radius, even if not a chemist. | N/A | 350 | |
Support | Safeguard | Prevent equipment from being destroyed or stolen. | N/A | 250 | |
Support | Reequip | Change equipment mid-battle. Adds the Reequip command. | N/A | 0 | |
Movement | Treasure Hunter | Discover items hidden on tiles upon moving to them. | N/A | 100 |
Subjective Analysis
The Chemist is the base starting class for most magic-using units. Their apothecary skills unlock a wide variety of items with training, and their innate ability to throw those items over distances gives them reason to stay safe from the fray while still being supportive. They are also one of the two classes that can equip guns, though of course you won't find many guns until deeper in the game. When you get there, and with some sleuthing for the best ones, the significant damage guns can offer helps offset the Chemist's inherent low HP and AT. Can I perhaps interest you in a gun-toting Chemist with Equip Heavy Armor?
Chemists employ many abilities, some quite worthless, others absolutely vital at various points of the game. The key item-abilities to learn at the beginning are ERROR, ERROR, ERROR, and ERROR. Later in the game ERROR and ERROR are invaluable - the latter, while potentially expensive, is an early way to make almost any battle far easier, and with some planning, stays useful throughout the entire game. Safeguard can be important for late-game story battles, too, where virtually every encounter will include an opponent capable of breaking your equipment.
Jobs | |||
Archer | Arithmetician | Bard | Black Mage |
Chemist | Dancer | Dark Knight | Dragoon |
Geomancer | Knight | Mime | Monk |
Mystic | Ninja | Onion Knight | Orator |
Samurai | Squire | Summoner | Thief |
Time Mage | White Mage |
Version 6
©1997–2025 Josh Alvies (Rangers51)
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