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FFT Classes

Squire
Special Command: Basic Skill
Necessary Standards:
Initial Class
  The Squire is the base fighting class - A building block on the way to physical prowess. The Squire's abilities are pretty much basic, without much flare and specialty. A good class to start out with, and move on from. Nothing too special that you'd want to keep for a real long time.

 

Chemist
Special Command: Item
Necessary Standards:
Initial Class
  The Chemist is a support/magic sort of character. Used mainly as a healer, the Chemist class lacks slightly in Physical strength. However, the ability to heal allies more than makes up for it. Chemist is a base class for powerful magic.


Knight
Special Command: Battle Skill
Necessary Standards:
:: Squire - Level 2
  The Knight is a powerful offensive class, capable of equiping some of the better armors and weapons. This class' skills are based on breaking enemy equipment and messing up enemy status. A pretty good class, if you're fighting humans. The pure physical ability makes this class good versus monsters, as well.



Priest
Special Command: White Magic
Necessary Standards:
:: Chemist - Level 2
  Priests, or "White Mages", are healers. First and foremost. Without proper healing, your team will be totally doomed. The Priest often works well in cooperation with the Item, or Black Magic skill. Giving a Priest Black Magic makes him far more offensive and useful, but it really takes away from his magical reasources.



Archer
Special Command: Charge
Necessary Standards:
:: Squire - Level 2
  Archers excell at using long range weapons. They have rather poor defenses, however, due to their inability to equip many good bits of armor. This class is a great class for the beginning of the game, when long range is key, but it gradually loses it's worth. In addition, the Charge abilities take too long to even be of a lot of use. The lower level Charges, however, can be useful at the beginning of the game.



Wizard
Special Command: Black Magic
Necessary Standards:
:: Chemist - Level 2
  Wizards, or "Black Mages", use Black Magic to destroy most everything in their path. Although they have poor attack and defense ratings, Black Mages can attack from afar with their magic. Also, if things get real sticky, Black mages work great with White Magic or Item abilities, if anyone needs emergency healing. However, like the Priest, using both magics cuts down on how much MP the Wizard can devout to his real purpose - Destroying stuff.



Thief
Special Command: Steal
Necessary Standards:
:: Archer - Level 2
  Thieves are like under-equipped Knights. With a cool side. Stealing. One of the funnest challenges in Final Fantasy Tactics is to see what you can pilfer from your idiot foes. Thieves really aren't great as fighters or magicians, but they make up for it with their ability to steal and disarm their enemies. It's like a Knight's skill, but you're actually keeping the stuff you knick. Cool, huh?



Time Mage
Special Command: Time Magic
Necessary Standards:
:: Wizard - Level 2
  Simply put, Time Mages mess with Time and Space. They speed you up, slow baddies down, and... stuff. Not at all much of an attacker, Time Mages are more for support only. They only have one offensive spell, after all, and that thing takes ages to get. Let alone cast. Anyway, a Time Mage's true worth lies in his "Short Charge" ability. That thing rules. It cuts Charging time quite a bit. Very useful. All and all, only use these guys to get Short Charge, learn few spells, and then move on to better things. The skills you learn from these guys can be used well by any class, since you don't really need magical power.



Monk
Special Command: Punch Art
Necessary Standards:
:: Knight - Level 2
  Monks are physical fighters, that's all there is to it. Their magical abilities really are not good at all. However, these guys are strong. They can do as much damage with their fists than Ramza can with a sword. Pretty strong. And the Punch Arts they learn are great. Long range, short range, healing, killing.. Everything.



Oracle
Special Command: Ying Yang Magic
Necessary Standards:
:: Priest - Level 2
  Oracles, like Time Mages, are entirely status oriented Mages. These guys specialize more in Paralzying and Brave Dropping, rather than Haste and Slow. Also, these guys actually make pretty nice fighters. For mages, anyway. This is thanks to their ability to equip poles and rods.



Geomancer
Special Command: Elemental
Necessary Standards:
:: Monk - Level 3
  Geomancers use the life of the planet against their foes. Meaning, depending on where you are, the spells your Geomancers will use varies. Geomancers are also pretty good fights, with the ability to use swords and knifes. All and all, an okay class.



Mediator
Special Command: Talk Skill
Necessary Standards:
:: Oracle - Level 2
  Mediators are talkers, negociators. Yet, at the same time, they can kick mega butt when they want to. Outfitted with the ability to use Guns, and the chance to learn the "Equip Gun" ability, Mediators are great people to have around. They can shoot from long range, as well as invite non-human enemies to your party.



Lancer
Special Command: Jump
Necessary Standards:
:: Thief - Level 3
  Lancers are Dragon Knights who are excellent Spear-handlers. They jump long distances to give their foes the old run-through with their weapons. Like Knights, Lancers have awesome HP, as well as good-armor equipability. When learning Jump moves, just get the longest jumps you can - Don't worry about picking up the shorter jumps.



Summoner
Special Command: Summon Magic
Necessary Standards:
:: Time Mage - Level 2
  Summoners are Mages that call on Magical Beasts from other worlds. These are potentially the most powerful magic spells, yet take quite a while to summon. However, the best thing about Summons is that they will not hurt members of the Summoner's team, and they span over a pretty long distance. Summoners are pretty weak defensively, though.



Bard
Special Command: Sing
Necessary Standards:
:: Mediator - Level 4
:: Summoner - Level 4
:: Character must be Male
  Bards are magical characters who use Music to assist the party. These guys aren't too useful beyond that. The SIng ability is an excellent (and quite easy) ability to master and equip on more powerful class, since it's quite useful in many cases. The "Last Song" ability is simply class.



Dancer
Special Command: Dance
Necessary Standards:
:: Lancer - Level 4
:: Geomancer - Level 4
:: Character must be Female
  Dancers are like female offensive Bards. Instead of assisting the party, they cause havoc within the enemy lines. Basically, they're Bards with reversed abilities. Like with the Bard, master Dance and stick it on a better class.



Samurai
Special Command: Draw Out
Necessary Standards:
:: Monk - Level 4
:: Lancer - Level 2
:: Knight - Level 3
  Samurai's are comparible to magical knights. This class uses Katana, a form of sword. Samurai's draw magical power out of Katanas, using the spirit of the sword against the enemy. Unfortunately, sometimes this results in the destruction of the Katana.



Ninja
Special Command: Throw
Necessary Standards:
:: Archer - Level 3
:: Thief - Level 4
:: Geomancer - Level 2
  Ninja's are possibly the Ultimate physical class availible. This class can equip Two Swords. That means double damage. Also, if you can't reach an enemy in one turn, you could huck a huge shuriken or magic ball at them just as easily with the Throw command. However, this class itself has many drawbacks. Such as low HP and poor defense. A good idea would be to master the Throw abilities, and get the Two Sword ability. Then, when used on more Knight-like classes, you can have two Knight Swords. Mwa ha ha. =)



Calculator
Special Command: Math Skill
Necessary Standards:
:: Priest - Level 4
:: Wizard - Level 4
:: Oracle - Level 3
:: Time Mage - Level 3
  Calculator Mages are possibly the best class in Final Fantasy Tactics. They can take a spell, and send it flying throughout the entire playing field. Using math. O_o The only disadvantage is that your own players can get hit by the magic, if you're not that great of a Calculator. But hey, it happens.



Mime
Special Command: --
Necessary Standards:
:: Squire - Level 8
:: Chemist - Level 8
:: Geomancer - Level 4
:: Lancer - Level 4
:: Summoner - Level 4
:: Mediator - Level 4
  Mime's are.... Mimes. They mimic everything other people do. A lot of work for something so simple, huh? Oh well.