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 |
DragoonA warrior who is skilled with the polearm. The job command Jump allows the dragoon to use soaring jumps to avoid being targeted before diving down to strike the enemy. | ![]() |
Vital Statistics
| Prerequisite Classes | Thief Level 4 | ||||||||
| Base Stats | Move | Jump | Speed | Evade | Relative Base / Bonus Values | ||||
| Attack | Magic | HP | MP | Speed | |||||
| 3 | 4 | 6 | 15 | ★★★★ / ★ | ★ / ★★★ | ★★★★★ / ★★ | ★ / ★★★ | ★★★ / ★★★ | |
| Basic Skillset Note: Click each skill name for more detailed information. | Jump Dragoon job command. Uses soaring jumps to avoid being targeted before diving down to strike the enemy. Units with higher speed will remain airborne for a shorter time. | |||||
| Skill Name | Description | Horiz. Range | Vert. Range | Speed | Points | |
|---|---|---|---|---|---|---|
| Vertical Jump ±2 | Grants Jump a vertical range of 2 tiles. Vertical Jump abilities do not stack; only the one with highest value is applied. | 0 | 2 | Now | 100 | |
| Horizontal Jump +1 | Grants Jump a horizontal range of 2 tiles. Horizontal Jump abilities do not stack; only the one with highest value is applied. | 2 | 0 | Now | 150 | |
| Vertical Jump ±3 | Grants Jump a vertical range of 3 tiles. Vertical Jump abilities do not stack; only the one with highest value is applied. | 0 | 3 | Now | 250 | |
| Horizontal Jump +2 | Grants Jump a horizontal range of 3 tiles. Horizontal Jump abilities do not stack; only the one with highest value is applied. | 3 | 0 | Now | 350 | |
| Vertical Jump ±4 | Grants Jump a vertical range of 4 tiles. Vertical Jump abilities do not stack; only the one with highest value is applied. | 0 | 4 | Now | 400 | |
| Vertical Jump ±5 | Grants Jump a vertical range of 5 tiles. Vertical Jump abilities do not stack; only the one with highest value is applied. | 0 | 5 | Now | 550 | |
| Horizontal Jump +3 | Grants Jump a horizontal range of 4 tiles. Horizontal Jump abilities do not stack; only the one with highest value is applied. | 4 | 0 | Now | 550 | |
| Vertical Jump ±6 | Grants Jump a vertical range of 6 tiles. Vertical Jump abilities do not stack; only the one with highest value is applied. | 0 | 6 | Now | 700 | |
| Horizontal Jump +4 | Grants Jump a horizontal range of 5 tiles. Horizontal Jump abilities do not stack; only the one with highest value is applied. | 5 | 0 | Now | 800 | |
| Vertical Jump ±7 | Grants Jump a vertical range of 7 tiles. Vertical Jump abilities do not stack; only the one with highest value is applied. | 0 | 7 | Now | 1000 | |
| Horizontal Jump +7 | Grants Jump a horizontal range of 8 tiles. Horizontal Jump abilities do not stack; only the one with highest value is applied. | 8 | 0 | Now | 1100 | |
| Vertical Jump ±8 | Grants Jump a vertical range of 8 tiles. Vertical Jump abilities do not stack; only the one with highest value is applied. | 0 | 8 | Now | 1500 | |
| Basic Abilities | Skill Type | Skill Name | Description | Trigger | JP Required |
| Reaction | Dragonheart | Upon receiving a physical attack, grants Reraise to the unit. | Physical Attack | 600 | |
| Support | Equip Polearms | Allows the unit to equip polearms, regardless of job. | N/A | 400 | |
| Movement | Ignore Elevation | Allows the unit to move to tiles of any height, regardless of its jump attribute. | N/A | 700 |
Subjective Analysis
Dragoons are your reward for surviving through the Thief class. They have high HP, can equip heavy armor, use Polearms with their two-panel range, and still have room for shields. Their Jump attacks take a long time to acquire and sometimes take too long to execute, but provide even more range. Overall, this class takes the tanking qualities of the Knight and gives it a helpful twist to make the tanking even more durable.
Jump is a great ability against enemies with mid-tier or lower Speed, and the best way to learn it is to skip all the lower level abilities and go straight for Horizontal Jump +7 and Vertical Jump ±8. Naturally, this takes a while, but once you have them, you don't need to learn the lesser ones. The downside to any Jump is that if the target moves before you land, you will miss and waste the turn as well as all the time spent in the air, and there's no way to check exactly in the turn list when a jump will land - you just have to learn how to feel it out with experience and generally plan to jump only when the target is not super-fast and has low CT. Ignore Elevation is also a great movement ability, allowing a character to move from and to any height. Some battles become completely broken with this ability, so while it might not be useful in every battle, it's a great movement ability to have in your back pocket on several of your favorite units for the times where it is.
| 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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