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Bravely Default Flying Fairy HD Remaster

Bravely Default Spell Fencer Best Abilities and Unlock Condition

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This is a guide for the Spell Fencer job in Bravely Default Flying Fairy HD Remaster. Learn the Spell Fencer's best abilities and unlock conditions for Bravely Default on the Switch 2.

Spell Fencer Unlock Condition and Job Info

Overview and How to Unlock

Spell FencerSpell Fencer How to Obtain
Defeat Ciggma Khint at the Ancheim Palace in Chapter 1 Sub-Scenario
Job Command
Sword Magic
Specialty
Anti-Magic
Raise Magic Defense by 50% for four turns when hit by a magic attack. The upper limit for M.Def is 150%.

Compatible Equipment

Swords Axes Spears Rods
S E D E
Staves Daggers Bows Katanas
E C E B
Knuckles Shields Helms Armor
E A A A

Note: Compatibility ranking goes from S > A > B > C > D > E.

Parameters

HP MP STR VIT
B B B B
INT MND DEX AGI
B B C C

Spell Fencer Best Abilities

Recommended Abilities

Ability
(Learning Level)
Reason for Recommendation
Sword Magic Lv.1
(Lv 1)
You can combine magical and physical attacks.
Memento
(Lv 8)
When you become incapacitated, restore 50% of the maximum MP of allies other than yourself (excluding incapacitated allies).
Sword Magic Amp
(Lv 11)
The MP consumption of Sword Magic is doubled and damage dealt during the effect is increased by 1.25 times regardless of the type of Sword Magic used. The amount absorbed by Drain and Aspir is also increased by 1.25 times.
Phantom Weapon
(Lv 14)
When an offensive spell Sword Magic attack is used, additional damage dealt is equal to 8 hits of normal attack damage x the power multiplier of the offensive magic used

Sword Magic Enhances Physical Attacks

Sword Magic combines magic and physical attacks can, for example, inflict additional damage from the Fire attribute on top of the weapon's original physical damage. Furthermore, a sword imbued with status effects can inflict Silence or Poison on enemies while attacking.

How to Play the Spell Fencer

Charge a Sword with Magic

The Spell Fencer is a unique job that adds attributes and magic damage to a sword's physical attacks. The appeal of this job is that it strengthens both magical and physical attacks at the same time, greatly increasing the damage when striking an opponent's weakness. However, using a Sword Magic requires that the corresponding magic be learned in advance, so having black magic and recovery magic available beforehand will broaden the scope of your strategy.

Maximize Sword Magic with Job Commands

Since the Spell Fencer’s combat style involves casting Sword Magic effects before executing normal attacks, there will inevitably be times when maximizing damage while exploiting an enemy’s weakness is challenging. To compensate for this, combining job commands like the Monk's Martial Arts or the Ranger's Hunting Skills can help boost additional attack power. For example, pairing Sword Magic with damage-enhancing abilities such as Qigong Wave or Targeting makes it easier to deal massive damage.

The true value of the Spell Fencer lies in its ability to increase damage output that comes from combining attribute granting and magic damage. By using abilities that increase the number of normal attacks or effects that ignore magic defense, it is possible to increase damage all at once.

Spell Fencers can become powerful attackers by increasing both elemental and physical damage at the same time. If you can accurately hit the enemy's weakness, you can expect to deal 1.5 times more damage than a normal attack. Try using other job abilities to provide support or inflict abnormal conditions to be more flexible in your approach.

Spell Fencer All Abilities

Learned Abilites by Level

Lv Ability Type and Effect
1 Sword Magic Lv.1 Type: Command
Enables the use of level 1 sword magic: Fire, Blizzard, and Thunder. Note that these cannot be used without the appropriate scrolls.
2 Sword Magic Lv.2 Type: Command
Enables the use of level 2 sword magic: Silence, Poison, and Sleep. Note that these cannot be used without the appropriate scrolls.
3 Firewall Type: Support
Has a 50% chance to counterattack with fire damage when hit with a single-target physical attack.
4 Sword Magic Lv.3 Type: Command
Enables the use of level 3 sword magic: Fira, Blizzara, and Thundara. Note that these cannot be used without the appropriate scrolls.
5 Auto-Aspir Blade Type: Support
Imbue a weapon with an MP absorb effect for ten turns, starting from the beginning of the battle. Attacks with this weapon absorb the target's MP. Note that this can be overwritten by other sword magic.
6 Magic Armor Type: Support
When using elemental sword magic, damage from the element in use is reduced for four turns.
7 Sword Magic Lv.4 Type: Command
Enables the use of level 4 sword magic: Drain, Aspir, and Fear. Note that these cannot be used without the appropriate scrolls.
8 Memento Type: Support
Restore 50% of MP for all allies except yourself when you suffer a K.O. However, allies in the K.O. state do not recover MP. Except during Bravely Second, the upper limit for MP restoration is 999.
9 Sword Magic Lv.5 Type: Command
Enables the use of level 5 sword magic: Firaga, Blizzaga, and Thundaga. Note that these cannot be used without the appropriate scrolls.
10 Anti-Magic Type: Support
Raise Magic Defense by 50% for four turns when hit by a magic attack. The upper limit for M.Def is 150%.
11 Sword Magic Amp Type: Support
The MP cost of sword magic doubles, but the damage dealt while the ability is in effect is 1.25 times greater no matter which sword magic is used.
12 Sword Magic Lv.6 Type: Command
Enables the use of level 6 sword magic: Holy, Dark, and Death. Note that these cannot be used without the appropriate scrolls.
13 M.Def Specialize Type: Support
Lower Physical Defense by 25% and raise Magic Defense by 50%.
14 Phantom Weapon Type: Support
The damage from the currently equipped weapon is added to the damage of magic attacks.

Spell Fencer All Spells

Sword Magic

Spell Level Required and Effect How to Get
Blizzard Sword Magic Level 1
Adds water attribute to weapon for 10 turns, and adds magic damage calculated from base power and power multiplier
Store
Caldisla
Yulyana Woods Needleworks
Thunder Sword Magic Level 1
Adds lightning attribute to weapon for 10 turns, and adds magic damage calculated from base power and power multiplier
Store
Caldisla
Yulyana Woods Needleworks
Fire Sword Magic Level 1
Adds fire attribute to weapon for 10 turns, and adds magic damage calculated from base power and power multiplier
Store
Caldisla
Yulyana Woods Needleworks
Silence Sword Magic Level 2
Adds silence effect to weapon for 10 turns. Additional Abnormal Status (Silence): 75
Store
Ancheim
Grandship
Poison Sword Magic Level 2
Adds poison effect to weapon for 10 turns. Additional Abnormal Status (Poison): 75
Store
Ancheim
Grandship
Sleep Sword Magic Level 2
Adds sleep effect to weapon for 10 turns. Status Abnormality Addition Value (Sleep): 75
Store
Ancheim
Grandship
Fira Sword Magic Level 3
Adds fire attribute to weapon for 10 turns and adds magic damage calculated from base power and power multiplier
Store
Florem
Grandship
Blizzara Sword Magic Level 3
Adds water attribute to weapon for 10 turns and adds magic damage calculated from base power and power multiplier
Store
Florem
Grandship
Thundara Sword Magic Level 3
Adds lightning attribute to weapon for 10 turns and adds magic damage calculated from base power and power multiplier
Store
Florem
Grandship
Drain Sword Magic Level 4
Adds HP absorption effect to weapon for 10 turns. When attacking an Undead enemy, both enemies and allies take damage
Store
Starkfort
Grandship
Fear Sword Magic Level 4
Adds Fear effect to weapon for 10 turns. Has 75% chance to put a target into a state of Fear.
Store
Starkfort
Grandship
Aspir Sword Magic Level 4
Adds MP absorption effect to weapon for 10 turns. When attacking an Undead enemy, both enemies and allies lose MP
Store
Starkfort
Grandship
Firaga Sword Magic Level 5
Adds fire attribute to weapon for 10 turns, and adds magic damage calculated from base power and power multiplier
Store
Eternia
Grandship
Blizzaga Sword Magic Level 5
Adds water attribute to weapon for 10 turns, and adds magic damage calculated from base power and power multiplier
Store
Eternia
Grandship
Thundaga Sword Magic Level 5
Adds lightning attribute to weapon for 10 turns, and adds magic damage calculated from base power and power multiplier
Store
Eternia
Grandship
Holy Sword Magic Level 6
Adds light attribute to weapon for 10 turns, and adds magic damage calculated from base power and power multiplier
Store
Grandship
Dark Sword Magic Level 6
Adds dark attribute to weapon for 10 turns, and adds magic damage calculated from base power and power multiplier
Store
Grandship
Death Sword Magic Level 6
Adds instant death effect to weapon for 10 turns. Has a 75% chance of success
Store
Grandship

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