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Jobs


Soldier
Requirements
N/A
Weapons
Swords, Great Swords
Soldiers don't really excell in anything but don't really suck at anything either, their battle techniques can be from healing themselves of decreasing an enemy's status.


Paladin
Requirements
2 Soldier
Weapons
Knight Swords, Great Swords
Paladin's weild all-round abilities, from healing to holy power. Their power isn't bad either, but their speed can be pretty bad sometimes.


Fighter
Requirements
2 Soldier
Weapons
Blades
A fighter is a must have for your team, with a great selection of offensive abilities and great, unbelievable power, a fighter is one of the great units of the game. Try make Marche one!


Theif
Requirements
N/A
Weapons
Knives
Theif's have great agility, if you made one from a soldier, then their power won't be to bad either, they can steel from their opponents.


Ninja
Requirements
2 Theif
Weapons
Katanas
Ninjas are one of the best classes in FFTA, using Katanas they can learn all kinds of status attacks as well as weilding 2 Katanas with the double-sword technique.


Archer
Requirements
N/A
Weapons
Bows
Archers are always a must have, with ranged attacks and a special variety of status attacks, archers are extremely useful to have.


Hunter
Requirements
2 Archer
Weapons
Great Bows
Hunters are great for capturing monsters and upgrading a great Morph. They weild a much more useful ability list than Snipers and Archers and also weild the grand killer, the Ultima Shot!


White Mage
Requirements
N/A
Weapons
Staff
White Mages are needed for a strong defensive team, with their curative mage and their change to learn Holy, White Mages are quite useful!


Black Mage
Requirements
N/A
Weapons
Rods
Unlike White Mages, Black Mages weild offensive mages, at higher levels they are quite useful as Black Magic can be devastating.


Blue Mage
Requirements
1 White Mage, 1 Black Mage
Weapons
Sabers
An odd but very powerful class, Blue Mages learn abilities of monsters after being hit by them. To have a great Blue Mage it is important to have a Beastmaster.


Illusionist
Requirements
3 White Mage, 5 Black Mage
Weapons
Rods
Illusionists can fire magic that is capable of hitting all enemies at once, however, this tends to miss often and isn't very powerful.


Fencer
Requirements
N/A
Weapons
Rapiers
Fencers are warriors, which can be quite useful and powerful, their abilities are quite useless as they don't really do anything.


Assassin
Requirements
1 Elementalist, 1 Sniper
Weapons
Katanas, bows
An increadibly useful class that can learn a range of devastating status attacks. Assassins are capable of killing an opponent with an instant hit.


Sniper
Requirements
2 Archer
Weapons
Great Bow
Snipers can inflict severe status ailments on enemies, not as good as Hunters.


Elementalist
Requirements
1 Fencer, 1 White Mage
Weapons
Rapiers
Elementalists are a weak magic class that use natural forces to inflict damage and status-ailments.


Red Mage
Requirements
1 Fencer
Weapons
Rapiers
Red Mages can learn weak curative and offensive magic, despite their weakness, they can learn the Double-Cast technique which allows them to become stronger mages.


Summoner
Requirements
1 Elementalist, 1 Sniper
Weapons
Staffs
Super, powerful spellcasters that summon massive spirits to inflict one-time damage and status ailments on foes. Capable of devastating offensive magic as well as curative magic.


White Monk
Requirements
N/A
Weapons
Knuckles
Very much like Paladins but they weild lighter and less powerful curative magic, their offensive magic is very broad and useful.


Warrior
Requirements
N/A
Weapons
Swords, Great Swords
Very much like Soldiers, and have many similar techniques as Soldiers.


Dragoon
Requirements
2 Warrior
Weapons
Swords, Lances
Specialised dragon-slayers that have power techniques and the useful Jump technique.


Defender
Requirements
2 Warrior
Weapons
Knight Swords, Great Swords
A Bangaa version of the Paladin, like Paladins, they can learn curative and offensive magic.


Gladiator
Requirements
2 Warrior
Weapons
Blades
Very much like Fighters, however, they can weild powerful spell-blade techniques and Ultima magic.


Templar
Requirements
2 White Monk
Weapons
Spears, Knight Swords
Templars are strong fighters that can learn status-ailment abilities.


Bishop
Requirements
2 White Monk
Weapons
Staff
Like White Mages, Bishops can learn more advanced curative magic as well as offensive magic.


Beastmaster
Requirements
N/A
Weapons
Instruments
Beastmasters can use their abilities to control creatures, useful for upgrading a Blue Mage.


Morpher
Requirements
5 Beastmaster
Weapons
Souls
Morphers can morph in animals that Hunters capture, it requires alot of patience to build on up though.


Alchemist
Requirements
5 Black Mage, 3 White Mage
Weapons
Maces
Alchemists are a magical class that use Maces and have strong, devastating magic such as Meteor and Death.


Sage
Requirements
2 Beastmaster, 3 White Mage
Weapons
Maces
Alot like Alchemists, Sages use Maces to learn Sagacity Skills.


Animist
Requirements
N/A
Weapons
Instruments
Animists can summon monsters and use animal abilities to aid them in battle.


Gunner
Requirements
1 Animist
Weapons
Guns
An extremely useful ranged class that uses pistols and rifles, Gunners can inflict heavy damage and debiltating status effects from massive distances.


Mog Knight
Requirements
1 Animist
Weapons
Blades
A specialised fighter class that uses blades and has a nice collection of offensive abilities including the Ultima Rush.


Gadgeteer
Requirements
2 Theif
Weapons
Knuckles
An odd class that uses knuckles to cast all-over, random status ailment spells. Their random nature makes them unpredictable and irritating.


Juggler
Requirements
2 Theif
Weapons
Knifes
Jugglers toss things around the battlefield that cause damage and status ailments.


Time Mage
Requirements
5 Black Mage
Weapons
Rods
Time Mages specialise in time-based status boosts, such as Haste and Quicken. They are mainly a supportive class, but if you allow them to use Demi and Quarter as well as Black Mage, they will be a quite well-balanced class.