Final Fantasy Tactics Job Classes
| Jobs | |||
| Archer | Arithmetician | Bard | Black Mage |
| Chemist | Dancer | Dragoon | Geomancer |
| Knight | Mime | Monk | Mystic |
| Ninja | Orator | Samurai | Squire |
| Summoner | Thief | Time Mage | White Mage |
ArcherA specialist at ranged combat using the bow and arrow. The archer's job command Aim enables attacks that deal damage proportionate to the time spent aiming. | ![]() |
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. | Aim Archer job command. Enables attacks that deal damage proportionate to the time spent aiming. Range is that of the equipped weapon. | |||||
| Skill Name | Description | Horiz. Range | Vert. Range | Speed | Points | |
|---|---|---|---|---|---|---|
| Aim +1 | Spends ever so slightly more time aiming to deal more damage. Potency: 1 | Weapon | 0 | Now | 100 | |
| Aim +2 | Spends slightly more time aiming to deal more damage. Potency: 2 | Weapon | 0 | Now | 150 | |
| Aim +3 | Spends somewhat more time aiming to deal more damage. Potency: 3 | Weapon | 0 | Now | 200 | |
| Aim +4 | Spends moderately more time aiming to deal more damage. Potency: 4 | Weapon | 0 | Now | 250 | |
| Aim +5 | Spends significantly more time aiming to deal more damage. Potency: 5 | Weapon | 0 | Now | 300 | |
| Aim +7 | Spends considerably more time aiming to deal more damage. Potency: 7 | Weapon | 0 | Now | 400 | |
| Aim +10 | Spends ridiculously more time aiming to deal more damage. Potency: 10 | Weapon | 0 | Now | 700 | |
| Aim +20 | Spends next to an eternity aiming to deal more damage. Potency: 20 | Weapon | 0 | Now | 900 | |
| Basic Abilities | Skill Type | Skill Name | Description | Trigger | JP Required |
| Reaction | Speed Surge | Upon receiving damage, increases the unit's speed for the duration of battle. | HP Loss | 900 | |
| Support | Equip Crossbows | Allows the unit to equip crossbows, regardless of job. | N/A | 350 | |
| Reaction | Archer's Bane | Increases the evasion rate against arrow and bolt attacks. | Bow/Crossbow Attack | 450 | |
| Support | Concentration | Ignores the target's physical evasion, ensuring that physical attacks always hit. | N/A | 400 | |
| Movement | Jump +1 | Increases jump attribute by 1, allowing the unit to traverse greater elevation differences. | 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. Aim +4 is your best bet, finding the right tradeoff between charge time and damage inflicted. Concentration 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 | Arithmetician | Bard | Black Mage |
| Chemist | Dancer | Dragoon | Geomancer |
| Knight | Mime | Monk | Mystic |
| Ninja | Orator | Samurai | Squire |
| Summoner | Thief | Time Mage | White Mage |
Version 6
©1997–2026 Josh Alvies (Rangers51)
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