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Bravely Default Flying Fairy HD Remaster

Best Support Abilities

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Bravely Default Flying Fairy HD Remaster - Best Support Abilities

This article is about the best support abilities in Bravely Default Flying Fairy HD Remaster. Learn more about the best support abilities, as well as recommended support abilities for each jobs.

Best Support Abilities for Each Role

Best Support Abilities for Each Role
Physical Attackers Magical Attackers
Support Healers
Exploration

Best Abilities for Physical Attackers

Ability Related Job and Effect
Buff Up (Level 9)
Cost: 2
Your Physical Attack, Magic Attack, Physical Defense, and Magic Defense each rise 5% for five turns at the end of each turn. *The upper limit for P.Atk, M.Atk, P.Def, and M.Def is 150%.
Two-Handed (Level 2)
Cost: 1
Double a weapon's Physical Attack when swords/axes/spears/staves/katanas are held in both hands. (One hand must be free before this will take effect).
P.Attack 10% Up (Level 9)
Cost: 1
Raise Physical Attack by 10%.
Dual Wield (Level 11)
Cost: 2
When equipping a weapon in each hand, normally only 50% of the weapons' Physical Attack is applied to the characters' Physical Attack. This support ability allows 100% to be applied.
Frenetic Fighting (Level 14)
Cost: 2
Extend user's hit count from 16 to 32.
P.Attack 20% Up (Level 9)
Cost: 2
Raise Physical Attack by 20%.
Hawkeye (Level 12)
Cost: 1
Raise accuracy by 100%.
Precision (Level 13)
Cost: 2
When all conventional attacks hit, damage will rise according to the number of attacks. Specifically, damage is increased by 3% for each attack.
Red Mage (Level 11)
Cost: 2
Has a 25% chance to increase BP by one when taking damage. Poison damage does not trigger this ability.
Auto-Aspir Blade (Level 5)
Cost: 1
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.
Sword Magic Amp (Level 11)
Cost: 1
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.

This is the strongest recommended support ability for physical attackers. It is recommended to use abilities that increase physical attack power or increase the number of attacks.

Best Abilities for Magic Attackers

Ability Related Job and Effect
Buff Up (Level 9)
Cost: 2
Your Physical Attack, Magic Attack, Physical Defense, and Magic Defense each rise 5% for five turns at the end of each turn. *The upper limit for P.Atk, M.Atk, P.Def, and M.Def is 150%.
MP 10% Up (Level 7)
Cost: 1
Raise maximum MP by 10%.
Summoning Amp (Level 6)
Cost: 2
Raise the MP cost of summon magic by 1.25 times, and raise its damage by 1.25 times. This can be set at the same time as Max Summoning.
M.Attack 10% Up (Level 2)
Cost: 2
Raise Magic Attack by 10%.
Save TM MP (Level 9)
Cost: 2
Lower the MP cost of time magic by 25%.
Epic Group-Cast (Level 12)
Cost: 3
The damage dealt and the amount of recovery do not decline when group-casting magic. Note that this effect can also be invoked from the Menu Screen.
Magic Critical (Level 5)
Cost: 1
Has a 15% chance of a critical hit when using magic. A critical hit will double the amount of damage or recovery.
MP 20% Up (Level 2)
Cost: 2
Raise maximum MP by 20%
Red Mage (Level 11)
Cost: 2
Has a 25% chance to increase BP by one when taking damage. Poison damage does not trigger this ability.
In the Red (Level 14)
Cost: 1
Increases Magic Damage when you have negative BP.
Black Magic Amp (Level 2)
Cost: 1
Raise the MP cost of black magic by 1.5 times, and raise its damage by 1.25 times. This can be set at the same time as Max Black Magic.
Save BM MP (Level 6)
Cost: 2
Lower the MP cost of black magic by 25%.
Max Black Magic (Level 13)
Cost: 3
The MP cost of black magic doubles, but it also does 1.5 times more damage. This can be set at the same time as Black Magic Amp.
Steady MP Recover (Level 2)
Cost: 1
Recover 30 MP at the end of each turn.
Save SM MP (Level 6)
Cost: 2
Lower the MP cost of summon magic by 25%.
Max Summoning (Level 11)
Cost: 3
MP cost of summon magic doubles, but it also does 1.5 times more damage. This can be set at the same time as Summoning Amp.
M.Attack 20% Up (Level 10)
Cost: 2
Raise Magic Attack by 20%.

This is the strongest recommended support ability for magic attackers. It is recommended to equip abilities that increase magic attack power.

Best Abilities for Supports

Ability Related Job and Effect
Speed 10% Up (Level 3)
Cost: 1
Raise Speed by 10%.
Speed 20% Up (Level 5)
Cost: 2
Raise Speed by 20%.
Buff Up (Level 9)
Cost: 2
Your Physical Attack, Magic Attack, Physical Defense, and Magic Defense each rise 5% for five turns at the end of each turn. *The upper limit for P.Atk, M.Atk, P.Def, and M.Def is 150%.
Save Singing MP (Level 12)
Cost: 2
Lower the MP cost of Singing by 50%.
MP 10% Up (Level 7)
Cost: 1
Raise maximum MP by 10%
Save WM MP (Level 6)
Cost: 2
Lower the MP cost of white magic by 25%.
Save TM MP (Level 9)
Cost: 2
Lower the MP cost of time magic by 25%.
Hasten World (Level 14)
Cost: 2
All enemies and allies gain one BP at end of turn.
Epic Group-Cast (Level 12)
Cost: 3
The damage dealt and the amount of recovery do not decline when group-casting magic. Note that this effect can also be invoked from the Menu Screen.
MP 20% Up (Level 2)
Cost: 2
Raise maximum MP by 20%.
BP Recovery (Level 9)
Cost: 1
Raise BP by two when sustaining a status ailment.
Revenge (Level 11)
Cost: 2
Has a 25% chance to increase BP by one when taking damage. Poison damage does not trigger this ability.
Revival (Level 12)
Cost: 2
Has a 75% chance to raise your BP by two when your HP falls below 20%. Using abilities that consume your own HP does not trigger this ability, however.
Steady MP Recover (Level 2)
Cost: 1
Recover 30 MP at the end of each turn.

This is the strongest recommended support ability for Supporters. It is a good idea to prioritize abilities that increase BP, such as Revenge and BP Recovery, which are good for quick assists and long-term battles.

Best Abilities for Healers

Ability Related Job and Effect
Buff Up (Level 9)
Cost: 2
Your Physical Attack, Magic Attack, Physical Defense, and Magic Defense each rise 5% for five turns at the end of each turn. *The upper limit for P.Atk, M.Atk, P.Def, and M.Def is 150%.
MP 10% Up (Level 7)
Cost: 1
Raise maximum MP by 10%
Save WM MP (Level 6)
Cost: 2
Lower the MP cost of white magic by 25%.
Holy One (Level 9)
Cost: 2
Lower Physical Attack by 25%, but boost the effectiveness of recovery magic by 2.5 times.
Epic Group-Cast (Level 12)
Cost: 3
The damage dealt and the amount of recovery do not decline when group-casting magic. Note that this effect can also be invoked from the Menu Screen.
Healing Lore (Level 9)
Cost: 2
Double the effectiveness of recovery effects when you use magic, abilities, or items to restore HP or MP.
MP 20% Up (Level 2)
Cost: 2
Raise maximum MP by 20%.
BP Recovery (Level 9)
Cost: 1
Raise BP by two when sustaining a status ailment.
Revenge (Level 11)
Cost: 2
Has a 25% chance to increase BP by one when taking damage. Poison damage does not trigger this ability.
Revival (Level 12)
Cost: 2
Has a 75% chance to raise your BP by two when your HP falls below 20%. Using abilities that consume your own HP does not trigger this ability, however.
Steady MP Recover (Level 2)
Cost: 1
Recover 30 MP at the end of each turn.

These are the best support ability for healers. It is recommended to prioritize Holy One and Healing Lore that can increase the recovery effect. Since the battle with the boss may be a long-term battle, it is also recommended to equip things that can cover MP consumption such as Steady MP Recovery and Save WM MP.

Best Abilities for Earning and Exploring

Ability Related Job and Effect
Divining Rod (Level 3)
Cost:1
Displays the number of unopened treasure chests within a dungeon on the map screen.
Dungeon Master (Level 4)
Cost: 1
Avoid damage and status ailments from tricks, traps, and other dungeon devices. Note that this effects applies to all allies.
JP Up (Level 10)
Cost: 1
Earn 1.2 times the normal amount of job points. Note that this effect does not stack with similar effects from items.
More Money (Level 9)
Cost: 2
Earn 1.5 times more money than normal after a battle. Note that this effect does not stack with similar effects from items, but the bonus from multiple characters using this ability does stack.
Obliterate (Level 9)
Cost: 4
Cause instant death at the start of battle to targets twenty or more levels lower than you. Note that you will still get the usual pg, experience, JP, and items at the end of the battle. This will not work on certain enemies such as bosses.
Experience Up (Level 14)
Cost: 1
Gain x1.5 more EXP from battles.

These are the best support abilities that are mainly useful for earning experience points, money and JP. If you learn it early, your will have an easier time on your adventure, so it is worth learning them early.

Recommended Support Abilities

Recommended Support Abilities for Each Role
Physical Attackers Magical Attackers
Support Healers
Grinding

Recommended Abilities for Physical Attackers

Job Job Commands/Support Abilites to Equip
NinjaNinja Job Command:
Sword Magic (Spell Fencer)
Support Abilities:
Frenetic Fighting (Ninja Lv. 14)
Precision (Ranger Lv. 13)
Hawkeye (Hunter Lv. 12)

This is a recommended combination for physical attackers, with Hawkeye increasing accuracy and the number of attacks, Frenetic Fighting increasing the upper limit of hit counts, and Precision increasing the power of attacks each hit.

Recommended Abilities for Magic Attackers

Job Job Commands/Support Abilites to Equip
ConjurerConjurer Job Command:
Summoning (Summoner)
Support Abilities:
Save SM MP (Conjurer Lv. 6)
Max Summoning (Conjurer Lv. 11)

This is a recommended combination for magic attackers, as it increases the power of summoning magic with Max Summoning while reducing the enormous MP consumption with Save SM MP.

Recommended Abilities for Supports

Job Job Commands/Support Abilites to Equip
Red MageRed Mage Job Command: Singing (Performer)

Support Abilities:
BP Recovery (Red Mage Lv. 9)
Revival (Red Mage Lv. 12)
Save Singing MP (Performer Lv. 12)

This is a recommended combination for Supporters who use Revival or BP Recovery to charge BP when attacked by enemies and then pass the BP to allies by singing.

Recommended Abilities for Healers

Job Job Commands/Support Abilites to Equip
SpiritmasterSpiritmaster Job Command:
White Magic (White Mage)
Support Abilities:
Revenge (Red Mage Lv. 11)
Holy One (Spiritmaster Lv.9)
Steady MP Recover (Conjurer Lv. 2)

This is a recommended combination for healers, as it increases the player's own BP with Revenge while greatly enhancing the recovery effect with Holy One.

This combination also has the Steady MP Recover, allowing it to provide stable support even during prolonged boss battles.

Recommended Abilities for Earning Money and Exp

Job Job Commands/Support Abilites to Equip
Any Job Command:
Any
Support Abilities:
Obliterate (Conjurer Lv. 9)
JP Up (Freelancer Lv. 10) or Experience Up (Conjurer Lv. 14)

These abilities will maximize your JP or Exp earnings when grinding. The ability Obliterate helps you grind faster as it will kill targets who are 20 levels lower than you at the start of every battle.

Bravely Default Remaster Related Guides

Bravely Default Flying Fairy HD Remaster - Recommended Guides

Recommended Guides

Best Team Comp and Job Combos Best Jobs Tier List
Norende Village Rebuilding Friend Code Sharing Board
All Hidden Item Locations List of All Magic and Spells
Special Moves All Blue Treasure Chest Locations
Best Support Abilities Best Command Abilities
Best Weapons and How to Get Them Best Armor and How to Get Them
Best Accessories and How to Get Them Best Equipment
List of All Costumes and Outfits -

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Bravely Default Flying Fairy HD Remaster - Tips and TricksTips and Tricks Bravely Default Flying Fairy HD Remaster - MapMap
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