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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 Arithmetician Bard Black Mage
Chemist Dancer Dragoon Geomancer
Knight Mime Monk Mystic
Ninja Orator Samurai Squire
Summoner Thief Time Mage White Mage


Squire

This job serves as the foundation for all others. The job command Fundaments provides the squire with basic battle abilities.
Squire Squire

Vital Statistics

Base StatsMoveJumpSpeedEvadeRelative Base / Bonus Values
Attack Magic HP MP Speed
4365★★★ / ★★★★★★★ / ★★★★★★★ / ★★★★★ / ★★★★★★ / ★★★
Basic Skillset

Note: Click each skill name for more detailed information.

Fundaments
Squire job command. Comprises the most fundamental of all battle abilities.
Skill NameDescriptionHoriz. RangeVert. RangeEffect RadiusMP UsedSpeedPoints
FocusIncreases one's own physical attack power for the duration of battle.00100300
RushAttacks by ramming an adjacent unit, and has a chance of knocking it back. The damage dealt varies greatly.1110080
Throw StoneLobs a stone at a distant unit, and has a chance of knocking it back. The damage dealt varies greatly.4010090
SalveA battlefield treatment that removes Poison, Blindness, and Silence from an adjacent unit.12100150
Basic AbilitiesSkill TypeSkill NameDescriptionTrigger JP Required
ReactionCounter TackleUpon receiving a physical attack from an adjacent unit, counterattacks with an ability equivalent to Rush.Physical Attack180
SupportEquip AxesAllows the unit to equip axes, regardless of job.N/A170
SupportJP BoostIncreases the amount of JP and Job EXP earned in battle.N/A250
SupportBeastmasterAdds a hidden ability to all allied creatures in neighboring tiles with an elevation difference of up to 3.N/A200
SupportEvasive StanceAdds the Evasive Stance command, which greatly increases the unit's physical and magickal parry and evasion rates until its next turn.N/A50
MovementMovement +1Increases movement by 1, allowing the unit to move a greater distance.N/A200

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. Focus, JP Boost, and Movement +1 are all key abilities for the early part of the game. Really, Focus in particular has valid use cases in almost every battle if you want to stick with it. Beastmaster 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.

Equipment

Types: Weapons Armor Headgear



Jobs
Archer Arithmetician Bard Black Mage
Chemist Dancer Dragoon Geomancer
Knight Mime Monk Mystic
Ninja Orator Samurai Squire
Summoner Thief Time Mage White Mage


Caves of Narshe: Final Fantasy Tactics
Version 6
©1997–2026 Josh Alvies (Rangers51)

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