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 |
SquireThis job serves as the foundation for all others. The job command Fundaments provides the squire with basic battle abilities. | ![]() |
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. | Fundaments Squire job command. Comprises the most fundamental of all battle abilities. | |||||||
| Skill Name | Description | Horiz. Range | Vert. Range | Effect Radius | MP Used | Speed | Points | |
|---|---|---|---|---|---|---|---|---|
| Focus | Increases one's own physical attack power for the duration of battle. | 0 | 0 | 1 | 0 | 0 | 300 | |
| Rush | Attacks by ramming an adjacent unit, and has a chance of knocking it back. The damage dealt varies greatly. | 1 | 1 | 1 | 0 | 0 | 80 | |
| Throw Stone | Lobs a stone at a distant unit, and has a chance of knocking it back. The damage dealt varies greatly. | 4 | 0 | 1 | 0 | 0 | 90 | |
| Salve | A battlefield treatment that removes Poison, Blindness, and Silence from an adjacent unit. | 1 | 2 | 1 | 0 | 0 | 150 | |
| Basic Abilities | Skill Type | Skill Name | Description | Trigger | JP Required |
| Reaction | Counter Tackle | Upon receiving a physical attack from an adjacent unit, counterattacks with an ability equivalent to Rush. | Physical Attack | 180 | |
| Support | Equip Axes | Allows the unit to equip axes, regardless of job. | N/A | 170 | |
| Support | JP Boost | Increases the amount of JP and Job EXP earned in battle. | N/A | 250 | |
| Support | Beastmaster | Adds a hidden ability to all allied creatures in neighboring tiles with an elevation difference of up to 3. | N/A | 200 | |
| Support | Evasive Stance | Adds the Evasive Stance command, which greatly increases the unit's physical and magickal parry and evasion rates until its next turn. | N/A | 50 | |
| Movement | Movement +1 | Increases movement by 1, allowing the unit to move a greater distance. | 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. 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.
| Jobs | |||
| Archer | Arithmetician | Bard | Black Mage |
| Chemist | Dancer | Dragoon | Geomancer |
| Knight | Mime | Monk | Mystic |
| Ninja | Orator | Samurai | Squire |
| Summoner | Thief | Time Mage | White Mage |
Version 6
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