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This is a list of all the abilities in Final Fantasy Tactics - The Ivalice Chronicles. See all the abilities in the game, as well their types and what job teaches the ability here.
| Ability Guides | |
|---|---|
| List of All Abilities | Best Job Abilities |
List of Contents
| Ability | Type | Job | Effect |
|---|---|---|---|
Fundaments |
Action |
Squire job command. Comprises the most fundamental of all battle abilities. | |
Items |
Action |
Chemist job command. Enables the use of healing items in battle. Chemists can use items on units up to 4 tiles away. | |
Arts of War |
Action |
Knight job command. Enables the use of abilities that destroy equipment or devastate attributes. Range is that of the equipped weapon. | |
Aim |
Action |
Archer job command. Enables attacks that deal damage proportionate to the time spent aiming. Range is that of the equipped weapon. | |
White Magick |
Action |
White mage job command. Enables the use of healing and strengthening magicks. | |
Martial Arts |
Action |
Monk job command. Comprises a wide range of abilities, including a variety of attacks and simple healing techniques. | |
Black Magick |
Action |
Black mage job command. Enables the use of a variety of offensive elemental magicks. | |
Steal |
Action |
Thief job command. Enables the theft of all manner of possessions, from equipment to an enemy's very heart. | |
Mystic Arts |
Action |
Mystic job command. Manipulates the enemy's mind and body to impede their ability to fight. | |
Time Magick |
Action |
Time mage job command. Enables the use of magicks that affect the movement and turn order of enemies and allies. | |
Geomancy |
Action |
Geomancer job command. Enables a multitude of attacks that utilize the terrain beneath one's feet. | |
Jump |
Action |
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. | |
Speechcraft |
Action |
Orator job command. Influences the behavior of enemies and allies through the power of spoken words. | |
Summon |
Action |
Summoner job command. Calls forth espers from the spirit world to unleash a wide range of magicks that distinguish between friend and foe. | |
Iaido |
Action |
Samurai job command. Releases the spirit in a katana to attack enemies and aid allies. This will sometimes break the katana. | |
Throw |
Action |
Ninja job command. Attacks by throwing weapons or specialized items. Range is that of the unit's movement attribute. | |
Arithmeticks |
Action |
Arithmetician job command. Employs arithmetick algorithms and casts magicks instantaneously. | |
Dance |
Action |
Dancer job command. Performs mysterious dances in battle to hinder the enemy in a variety of ways. | |
Bardsong |
Action |
Bard job command. Sings exquisite melodes in battle to support allies in a variety of ways. | |
Mimic |
Action |
Mime job command. Imitates ally actions automatically. Certain abilities cannot be mimicked. | |
Mettle |
Action |
Ramza's job command. Comprises the essential battle abilities of the squire's Fundaments, and additional techniques unique to Ramza. | |
Holy Sword |
Action |
Holy knight job command. Smites foes with sword techniques that can also inflict status ailments. Unit must be equipped with a sword or knight's sword. | |
Aimed Shot |
Action |
Machinist job command. Strikes specific parts of the target's body to impede their movement. | |
Sky Mantra |
Action |
Skyseer job command. Attacks unconventionally with an arcane power distinct from magick, that is uninfluenced by faith. | |
Nether Mantra |
Action |
Netherseer job command. Attacks unconventionally with an otherworldly power distinct from magick, that deals greater damage as faith decreases. | |
Unyielding Blade |
Action |
Job command for a divine knight of the templarate. Smites foes with sword techniques that can also destroy their equipment. Unit must be equipped with a sword or knight's sword. | |
Swordplay |
Action |
Sword saint job command. The culmination of sword master, it enables the use of all sword techniques. Unit must be equipped with a sword or knight's sword. | |
Spellblade |
Action |
Templar job command. Instantly inflicts status ailments on opponents. Unit must be equipped with a sword or knight's sword. | |
Tasks |
Action |
Automaton job command. Enables attacks from various distances, but at the cost of recoil damage to the unit. | |
Dragon |
Action |
Dragonkin job command. Manifests draconic power to produce myriad miraculous effects. | |
Limit |
Action |
Soldier job command. Harnesses power pushed to the limits to unleash devastating strikes. Unit must be equipped with a materia blade, a special weapon. | |
Byblos |
Action |
Byblos job command. Enables the use of a wide variety of magicks, from offensive to healing. | |
Movement +1 |
Movement |
Increases movement by 1, allowing the unit to move a greater distance. | |
Treasure Hunter |
Movement |
Allows the unit to discover items hidden on tiles upon moving to them. The probability of finding rare items is increased for chemists. | |
Jump +1 |
Movement |
Increases jump attribute by 1, allowing the unit to traverse greater elevation differences. | |
Lifefont |
Movement |
Recovers HP upon moving. Movement cannot be reset for units with this ability. | |
Teleport |
Movement |
Allows the unit to warp instantly to destination tiles. May fail when attempting to travel to locations that exceed the unit's movement and jump attributes. Movement cannot be reset for units with this ability. | |
Levitate |
Movement |
Grants permanent Float status in battle, allowing movement while levatating at an elevation of 1 above the ground. | |
Movement +2 |
Movement |
Increases movement by 2, allowing the unit to move a greater distance. | |
Jump +2 |
Movement |
Increases jump attribute by 2, allowing the unit to traverse greater elevation differences. | |
Ignore Weather |
Movement |
Allows the unit to move unimpeded through terrain affected by rainfall, such as marshes, swamps, and poisonous fens. | |
Manafont |
Movement |
Recovers MP upon moving. Movement cannot be reset for units with this ability. | |
Ignore Terrain |
Movement |
Allows the unit to move unimpeded through difficult terrain, such as canals, rivers, lakes, and the ocean. | |
Lavawalking |
Movement |
Allows the unit to move across and even stop on the surface of lava. | |
Ignore Elevation |
Movement |
Allows the unit to move to tiles of any height, regardless of its jump attribute. | |
Waterwalking |
Movement |
Allows the unit to move across and even stop on the surface of water. | |
Swim |
Movement |
Allows the unit to swim through and even stop in deep water. | |
Accrue EXP |
Movement |
Grants EXP upon moving. Movement cannot be reset for units with this ability. | |
Accrue JP |
Movement |
Grants JP and Job EXP upon moving. Movement cannot be reset for units with this ability. | |
Jump +3 |
Movement |
Increases jump attribute by 3, allowing the unit to traverse greater elevation differences. | |
Fly |
Movement |
Allows the unit to move by flying, passing over enemies and obstacles. | |
Movement +3 |
Movement |
Increases movement by 3, allowing the unit to move a greater distance. | |
Counter Tackle |
Reaction |
Upon receiving a physical attack from an adjacent unit, counterattacks with an ability equivalent to Rush. | |
Auto-Potion |
Reaction |
Upon receiving damage, uses a potion from the inventory to restore one's own HP. Prioritizes the use of potions of lower potency. | |
Parry |
Reaction |
Blocks physical attacks received from the front or side with the equipped weapon. | |
Speed Surge |
Reaction |
Upon receiving damage, increases the unit's speed for the duration of battle. | |
Archer's Bane |
Reaction |
Increases the evasion rate against arrow and bolt attacks. | |
Critical: Recover HP |
Reaction |
If the unit receives damage and is in critical condition, fully restores the unit's HP. | |
Counter |
Reaction |
Upon receiving a physical attack, strikes back with the standard Attack command. | |
First Strike |
Reaction |
When about to receive certain attacks from a human unit within standard attack range, strikes preemptively and prevents the attack. As this is a special counterattack, the expected outcome will not be displayed. | |
Regenerate |
Reaction |
Upon receiving damage, grants Regen to the unit. | |
Magick Counter |
Reaction |
Upon receiving a magickal attack, counterattacks by expending MP to cast the same spell. | |
Critical: Quick |
Reaction |
If the unit receives damage and is in critical condition, the unit's next turn will come immediately. | |
Mana Shield |
Reaction |
When receiving damage, MP is reduced rather than HP. | |
Critical: Recover MP |
Reaction |
If the unit recieves damage and is in critical condition, fully restores the unit's MP. | |
Vigilance |
Reaction |
Upon receiving a physical attack, assumes an Evasive Stance, which greatly increases the unit's physical and magickal parry and evasion rates until its next turn. | |
Gil Snapper |
Reaction |
Upon receiving damage, receives gil equal to the amound of damage taken. | |
Sticky Fingers |
Reaction |
The unit catches thrown items that would otherwise strike it, receiving no damage and obtaining the item. | |
Earplugs |
Reaction |
Greatly increases the likelihood of avoiding the effects of Speechcraft. | |
Absorb MP |
Reaction |
Upon receiving any type of magick, recovers MP equal to the amount used by the caster. | |
Nature's Wrath |
Reaction |
Upon receiving a physical attack or geomancy skill, counterattacks with a geomancy skill, including those that the unit has yet to learn. | |
Dragonheart |
Reaction |
Upon receiving a physical attack, grants Reraise to the unit. | |
Bonecrusher |
Reaction |
If the unit receives damage and is in critical condition, deals damage in return based on the unit's maximum HP. Attack range is determined by the equipped weapon. | |
Shirahadori |
Reaction |
When receiving a physical attack, the unit's parry rate is the same as its bravery value. | |
Vanish |
Reaction |
Upon receiving a physical attack, grants Invisibility to the unit. | |
Reflexes |
Reaction |
Upon receiving an attack, greatly increases physical and magickal parry and evasion rates. Ineffective against certain attacks. | |
Cup of Life |
Reaction |
When HP is restored, distributes any excess among all allies. | |
Soulbind |
Reaction |
Upon receiving damage, deals half of the damage in return and recover HP by the same amount. | |
Strength Surge |
Reaction |
Upon receiving damage, increases the unit's physical attack power for the duration of battle. | |
Bravery Surge |
Reaction |
Upon receiving a physical attack, increases the unit's Bravery for the duration of battle. | |
Magick Surge |
Reaction |
Upon receiving damage, increases the unit's magickal attack power for the duration of battle. | |
Faith Surge |
Reaction |
Upon receiving any kind of magick, increases the unit's faith for the duration of battle. | |
Equip Axes |
Support |
Allows the unit to equip axes, regardless of job. | |
Beastmaster |
Support |
Adds a hidden ability to all allied creatures in neighboring tiles with an elavation difference of up to 3. | |
Evasive Stance |
Support |
Adds the Evasive Stance command, which greatly increases the unit's physical and magickal parry and evasion rates until its next turn. | |
JP Boost |
Support |
Increases the amount of JP and Job EXP earned in battle. | |
Throw Items |
Support |
Allows the unit to throw items with the Items command within a range of 4 tiles like a chemist, even if using a different job. | |
Safeguard |
Support |
Prevents equipment from being destroyed or stolen. | |
Reequip |
Support |
Adds the Reequip command, which allows the unit to use its turn to change equipment during battle. | |
Equip Heavy Armor |
Support |
Allows the unit to equip helms and armor, regardless of job. | |
Equip Shields |
Support |
Allows the unit to equip shields, regardless of job. | |
Equip Swords |
Support |
Allows the unit to equip swords, regardless of job. | |
Equip Crossbows |
Support |
Allows the unit to equip crossbows, regardless of job. | |
Concentration |
Support |
Ignores the target's physical evasion, ensuring that physical attacks always hit. | |
Brawler |
Support |
Delivers more powerful bare-handed attacks, even if not a monk. | |
Magick Defense Boost |
Support |
Increases the unit's defense against magickal attacks. | |
Magick Boost |
Support |
Increases the unit's magickal attack power. | |
Swiftspell |
Support |
Reduces the time needed to cast magick spells. | |
Halve MP |
Support |
Reduces MP consumption by half when using magicks. | |
Poach |
Support |
Allows the unit to claim a creature's carcass by defeating it with the standard Attack command. | |
Equip Guns |
Support |
Allows the unit to equip guns, regardless of job. | |
Tame |
Support |
Forces a critically wounded enemy creature to become an ally. At the end of battle, that unit will officially join your party. | |
Beast Tongue |
Support |
Allows the use of Speechcraft against creatures, even if not an orator. | |
Defense Boost |
Support |
Increases the unit's defense against physical attacks. | |
Attack Boost |
Support |
Increases the unit's physical attack power. | |
Equip Polearms |
Support |
Allows the unit to equip polearms, regardless of job. | |
Equip Katana |
Support |
Allows the unit to equip katanas, regardless of job. | |
Doublehand |
Support |
Allows the unit to wield a single-handed weapon with both hands. Certain weapons can be equipped in this manner, greatly increasing their attack power. | |
Dual Wield |
Support |
Allows the unit to wield a weapon in each hand, even if not a ninja. Certain weapons can be equipped in this manner, allowing the unit to attack twice each turn. | |
EXP Boost |
Support |
Increases the amount of EXP earned in battle. |
Note: The Action Abilities listed here are Job Commands that contain a ton of abilities that are used by that command.
| Ability Type | Effect / Description |
|---|---|
| Action | Job-specific commands. |
| Reaction | Effects that go off once a trigger's been activated. |
| Support | Passive bonus effects. |
| Movement | Modifies a character's movement. |
Abilities are extra commands and passives that a character can have in combat. Each ability type gives a different bonus, and jobs will have certain abilities already active by default.
As a note, for Action Abilities, there are two slots available for use. One slot is dedicated to the character's current job and cannot be changed, while the second can be used to select any unlocked Action from other jobs.
Bronze Trophy
|
Expert in One Field |
|---|---|
| Learn all the abilities of a single job with one party member.
► List of All Abilities |
|
Gold Trophy
|
Master of All Trades |
| Master every ability of every job with one party member.
► List of All Abilities |
To unlock these trophies, you will need to at least have one character unlock and master every job ability. Thankfully, this only applies for Generic Jobs since Special Jobs are only available to certain characters.
Trophy Guide and Achievements List
| List of Categories | |
|---|---|
Walkthrough |
Jobs |
Characters |
Tips and Tricks |
Builds |
Abilities |
Errands |
Midlight's Deep |
Weapons |
Armor |
Accessories |
Items |
Bosses |
Enemies |
Summons |
Locations |
Chronicles |
Latest News |
Final Fantasy Tactics - The Ivalice Chronicles Walkthrough & Guides Wiki
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