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This is a list of all the Action Abilities in Final Fantasy Tactics - The Ivalice Chronicles. See all the Actions in the game and which Job Commands they're tied to here.
List of Contents
| Ability | JP | Command | Command |
|---|---|---|---|
Aim +1 |
100 |
Aim
|
Spends ever so slightly more time aiming to deal more damage. |
Aim +2 |
150 |
Aim
|
Spends slightly more time aiming to deal more damage. |
Aim +3 |
200 |
Aim
|
Spends somewhat more time aiming to deal more damage. |
Aim +4 |
250 |
Aim
|
Spends moderately more time aiming to deal more damage. |
Aim +5 |
300 |
Aim
|
Spends significantly more time aiming to deal more damage. |
Aim +7 |
400 |
Aim
|
Spends considerably more time aiming to deal more damage. |
Aim +10 |
700 |
Aim
|
Spends ridiculously more time aiming to deal more damage. |
Aim +20 |
900 |
Aim
|
Spends next to an eternity more time aiming to deal more damage. |
Target CT |
250 |
Arithmeticks
|
Sets the target variable. The resulting spell will target units based on their current CT. Must be paired with a trigger value. |
Target Level |
350 |
Arithmeticks
|
Sets the target variable. The resulting spell will target units based on their current level. Must be paired with a trigger value. |
Target EXP |
200 |
Arithmeticks
|
Sets the target variable. The resulting spell will target units based on their current EXP. Must be paired with a trigger value. |
Target Elevation |
250 |
Arithmeticks
|
Sets the target variable. The resulting spell will target units based on their current elevation. Must be paired with a trigger value. |
Target Prime |
300 |
Arithmeticks
|
Sets the trigger value. The resulting spell will be cast on units whose target variable is a prime number. |
Target Multiple of 5 |
200 |
Arithmeticks
|
Sets the trigger value. The resulting spell will be cast on units whose target variable is a multiple of 5. |
Target Multiple of 4 |
400 |
Arithmeticks
|
Sets the trigger value. The resulting spell will be cast on units whose target variable is a multiple of 4. |
Target Multiple of 3 |
600 |
Arithmeticks
|
Sets the trigger value. The resulting spell will be cast on units whose target variable is a multiple of 3. |
Destroy |
- |
Tasks
|
Follows a top-level command to destoy an adjacent unit. Incurs recoil damage equal to a small proportion of the damage dealt. |
Compress |
- |
Tasks
|
Follows a top-level command to compress an adjacent unit. Incurs recoil damage equal to a moderate proportion of the damage dealt. |
Dispose |
- |
Tasks
|
Follows a top-level command to dispose of a distant unit. Incurs recoil damage equal to a large proportion of the damage dealt. |
Pulverize |
- |
Tasks
|
Follows a top-level command to pulverize an adjacent unit. Incurs recoil damage equal to a large proportion of the damage dealt. |
Seraph Song |
100 |
Bardsong
|
A song pleading for angelic protection. On each turn spent performing, restores MP to all allies. |
Life's Anthem |
100 |
Bardsong
|
A song praising the vibrance of life. On each turn spent performing, restores HP to all allies. |
Rousing Melody |
100 |
Bardsong
|
A song of encouragement and inspiration. On each turn spent performing, increases the speed of all allies for the duration of battle. |
Battle Chant |
100 |
Bardsong
|
A gallang song of battles fought and won. On each turn spend performing, increases the physical attack power of all allies for the duration of battle. |
Magickal Refrain |
100 |
Bardsong
|
A song of the laws of sorcery and of the source of magick. On each turn spent performing, increases the magickal attack power of all allies for the duration of battle. |
Nameless Song |
100 |
Bardsong
|
A thoroughly mysterious song passed down through many an age. On each turn spend performing, grants one of several beneficial statuses to all allies. |
Finale |
100 |
Bardsong
|
The ultimate song. On each turn spent performing, allows the next turn of all allies to come immediately. |
Fire |
50 |
Black Magick
|
Magick that ignites searing flames, dealing fire damage to distant units. |
Fira |
200 |
Black Magick
|
Magick that ignites ferocious flames, dealing fire damage to distant units. |
Firaga |
500 |
Black Magick
|
Magick that ignites incinerating flames, dealing fire damage to distant units. |
Firaja |
900 |
Black Magick
|
Magick that ignites infernal flames, dealing fire damage to distant units. |
Thunder |
50 |
Black Magick
|
Magick that calls down scouring lightning bolts, dealing lightning damage to distant units. |
Thundara |
200 |
Black Magick
|
Magick that calls down piercing lightning bolts, dealing lightning damage to distant units. |
Thundaga |
500 |
Black Magick
|
Magick that calls down devastating lightning bolts, dealing lightning damage to distant units. |
Thundaja |
900 |
Black Magick
|
Magick that calls down heavens-rending lightning bolts, dealing lightning damage to distant units. |
Blizzard |
50 |
Black Magick
|
Magick that rains down pillars of ice, dealing ice damage to distant units. |
Blizzara |
200 |
Black Magick
|
Magick that rains down large pillars of ice, dealing ice damage to distant units. |
Blizzaga |
500 |
Black Magick
|
Magick that rains down massive pillars of ice, dealing ice damage to distant units. |
Blizzaja |
900 |
Black Magick
|
Magick that rains down colossal pillars of ice, dealing ice damage to distant units. |
Poison |
150 |
Black Magick
|
Magick that generates toxins within the body, inflicting Poison on distant units. |
Toad |
500 |
Black Magick
|
Magick that inflicts Toad status on a distant unit, or removes it from one under such a curse. |
Death |
600 |
Black Magick
|
Powerful magick that ravages the vitality of a distant unit, dealing damage equal to its maximum HP to cause an instant KO. |
Flare |
1000 |
Black Magick
|
Magick that converts arcane energy into intense heat to smite a distant unit. |
Energize |
- |
Byblos
|
Ancient magick that sacrifices the caster's HP to restore HP to a distant unit. |
Parasite |
- |
Byblos
|
Ancient magick that inflicts various status ailments on a distant unit. |
Revengeance |
- |
Byblos
|
Ancient magick that attacks a distant unit, dealing damage based on the caster's HP loss. |
Manaburn |
- |
Byblos
|
Ancient magick that attacks a distant unit, dealing damage based on the target's current MP. |
Potion |
30 |
Items
|
Uses a potion to restore a small amount of HP. |
Hi-Potion |
200 |
Items
|
Uses a high potion to restore a moderate amount of HP. |
X-Potion |
300 |
Items
|
Uses an X-potion to restore a large amount of HP. |
Ether |
300 |
Items
|
Uses an ether to restore a small amount of MP. |
Hi-Ether |
400 |
Items
|
Uses a high ether to restore a moderate amount of MP. |
Elixir |
900 |
Items
|
Uses an elixir to fully restore HP and MP. |
Antidote |
70 |
Items
|
Uses an antidote to cure Poison. |
Eye Drop |
80 |
Items
|
Uses eye drops to cure Blindness. |
Echo Grass |
120 |
Items
|
Uses echo herbs to cure Silence. |
Maiden's Kiss |
200 |
Items
|
Uses a maiden's kiss to cure Toad. |
Gold Needle |
250 |
Items
|
Uses a gold needle to cure Stone. |
Holy Water |
400 |
Items
|
Uses holy water to cure Undead status. |
Remedy |
700 |
Items
|
Uses a remedy to cure various status ailments. |
Phoenix Down |
90 |
Items
|
Uses phoenix down to revive a KO'd unit. |
Witch Hunt |
100 |
Dance
|
A dance renowned for its esoteric moves. On each turn spent performing, reduces the MP of all foes. |
Mincing Minuet |
100 |
Dance
|
A dance exemplified by its fervent steps. On each turn spent performing, deals damage to all foes. |
Slow Dance |
100 |
Dance
|
A dance best known for its sedate pace. On each turn spend performing, reduces the speed of all foes for the duration of battle. |
Polka |
100 |
Dance
|
A quick, vivacious dance. On each turn spent performing, reduces the physical attack power of all foes for the duration of battle. |
Heathen Frolic |
100 |
Dance
|
An exotic dance that clouds the mind. On each turn spend performing, reduces the magickal attack power of all foes for the duration of the battle. |
Forbidden Dance |
100 |
Dance
|
A mesmerizing dance. On each turn spent performing, inflicts one of several status ailments on all foes. |
Last Waltz |
100 |
Dance
|
The ultimate dance. On each turn spent performing, reduces the CT of all enemies to zero. |
Crush Armor (Divine Knight) |
200 |
Unyielding Blade
|
A puissant sword technique that strikes a distant unit and destoys the item equipped on its body. If no item is equipped, the attack's potency is reduced. |
Crush Helm (Divine Knight) |
400 |
Unyielding Blade
|
A puissant sword technique that strikes a distant unit and destoys the item equipped on its head. If no item is equipped, the attack's potency is reduced. |
Crush Weapon (Divine Knight) |
500 |
Unyielding Blade
|
A puissant sword technique that strikes a distant unit and destoys its equipped weapon. If no weapon is equipped, the attack's potency is reduced. |
Crush Accessory (Divine Knight) |
800 |
Unyielding Blade
|
A puissant sword technique that strikes a distant unit and destoys its equipped accessory. If no accessory is equipped, the attack's potency is reduced. |
Ice Breath |
- |
Dragon
|
Exhales freezing breath, dealing ice damage to a distant unit. |
Fire Breath |
- |
Dragon
|
Exhales flaming breath, dealing fire damage to a distant unit. |
Thunder Breath |
- |
Dragon
|
Exhales fulminating breath, dealing lightning damage to a distant unit. |
Dragon's Charm |
300 |
Dragon
|
Communicates mentally in a way perceivable only by wyrmkind to persuade a distant dragon or hydra type enemy to become an ally. At the end of battle, that unit will officially join your party. |
Dragon's Gift |
300 |
Dragon
|
Manifests draconic power to forfeit one's HP to restore HP to a distant dragon or hydra type unit and remove its status ailments. |
Dragon's Might |
400 |
Dragon
|
Manifests draconic power to increase the bravery, speed, and physical and magickal attack power of a distant dragon or hydra type unit for the duration of battle. |
Dragon's Speed |
400 |
Dragon
|
Manifests draconic power to warp time, allowing the next turn of a distant dragon or hydra type unit to come immediately. |
Holy Breath |
900 |
Dragon
|
Exhales breath replete with divine power. Randomly strikes within the area of effect, dealing holy damage. |
Horizontal Jump +1 |
150 |
Jump
|
Grants Jump a horizontal range of 2 tiles. Horizontal Jump abilities do not stack, only the one with the highest value is applied. |
Horizontal Jump +2 |
300 |
Jump
|
Grants Jump a horizontal range of 3 tiles. Horizontal Jump abilities do not stack, only the one with the highest value is applied. |
Horizontal Jump +3 |
450 |
Jump
|
Grants Jump a horizontal range of 4 tiles. Horizontal Jump abilities do not stack, only the one with the highest value is applied. |
Horizontal Jump +4 |
600 |
Jump
|
Grants Jump a horizontal range of 5 tiles. Horizontal Jump abilities do not stack, only the one with the highest value is applied. |
Horizontal Jump +7 |
900 |
Jump
|
Grants Jump a horizontal range of 8 tiles. Horizontal Jump abilities do not stack, only the one with the highest value is applied. |
Vertical Jump ±2 |
100 |
Jump
|
Grants Jump a vertical range of 2 tiles. Vertical Jump abilities do not stack, only the one with the highest value is applied. |
Vertical Jump ±3 |
200 |
Jump
|
Grants Jump a vertical range of 3 tiles. Vertical Jump abilities do not stack, only the one with the highest value is applied. |
Vertical Jump ±4 |
300 |
Jump
|
Grants Jump a vertical range of 4 tiles. Vertical Jump abilities do not stack, only the one with the highest value is applied. |
Vertical Jump ±5 |
400 |
Jump
|
Grants Jump a vertical range of 5 tiles. Vertical Jump abilities do not stack, only the one with the highest value is applied. |
Vertical Jump ±6 |
500 |
Jump
|
Grants Jump a vertical range of 6 tiles. Vertical Jump abilities do not stack, only the one with the highest value is applied. |
Vertical Jump ±7 |
600 |
Jump
|
Grants Jump a vertical range of 7 tiles. Vertical Jump abilities do not stack, only the one with the highest value is applied. |
Vertical Jump ±8 |
900 |
Jump
|
Grants Jump a vertical range of 8 tiles. Vertical Jump abilities do not stack, only the one with the highest value is applied. |
Steel |
200 |
Mettle
|
Cheers on a distant unit, increasing its bravery for the duration of battle. |
Shout |
500 |
Mettle
|
A hearty battle cry that increases one's own bravery, speed, and physical and magickal attack power for the duration of battle. |
Ultima |
- |
Mettle
|
Almighty magick that attacks distant foes. |
Sinkhole |
150 |
Geomancy
|
Manifests the power harbored by the soul or wasteland at one's feet. Deals damage to distant units and has a chance of inflicting Immobilize. |
Torrent |
150 |
Geomancy
|
Manifests the power harbored by the canal, river, lake, ocean, or waterfall at one's feet. Deals water damage to distant units and has a chance of inflicting Toad. |
Tanglevine |
150 |
Geomancy
|
Manifests the power harbored by the grassland, underbrush, or tanglevine at one's feet. Deals damage to distant units and has a chance of inflicting Stop. |
Contortion |
150 |
Geomancy
|
Manifests the power harbored by the gravel, flagstone, stone wall, earthen wall, or gravestone at one's feet. Deals damage to distant units and has a chance of inflicting Stone. |
Tremor |
150 |
Geomancy
|
Manifests the power harbored by the stone outcropping or basalt at one's feet. Deals earth damage to distant units and has a chance of inflicting Confusion. |
Wind Slash |
150 |
Geomancy
|
Manifests the power harbored by the book, tree, brick, bridge, furnishings, iron plate, moss, or coffin at one's feet. Deals wind damage to distant units and has a chance of inflicting Disable. |
Will-o'-the-Wisp |
150 |
Geomancy
|
Manifests the power harbored by the wooden floor, carpet, coffer, stairs, or wooden deck at one's feet. Deals fire damage to distant units and has a chance of inflicting Sleep. |
Quicksand |
150 |
Geomancy
|
Manifests the power harbored by the marsh, swamp, or poisonous fen at one's feet. Deals water damage to distant units and has a chance of inflicting Doom. |
Sandstorm |
150 |
Geomancy
|
Manifests the power harbored by the sand, stalactites, or salt flat at one's feet. Deals wind damage to distant units and has a chance of inflicting Blindness. |
Snowstorm |
150 |
Geomancy
|
Manifests the power harbored by the snow at one's feet. Deals ice damage to distant units and has a chance of inflicting Silence. |
Wind Blast |
150 |
Geomancy
|
Manifests the power harbored by the roof or chimney at one's feet. Deals wind damage to distant units and has a chance of inflicting Slow. |
Magma Surge |
150 |
Geomancy
|
Manifests the power harbored by the lava or machinery at one's feet. Deals fire damage to distant units and has a chance of causing instant KO. |
Judgement Blade (Holy Knight) |
100 |
Holy Sword
|
Channels holy energy through one's sword. Attacks distant units and has a chance of inflicting Stop. |
Cleansing Strike (Holy Knight) |
400 |
Holy Sword
|
Channels holy energy through one's sword. Attacks a distant unit and has a chance of inflicting Doom. |
Northswain's Strike (Holy Knight) |
500 |
Holy Sword
|
Channels holy energy through one's sword. Attacks a distant unit and has a chance of causing instant KO. |
Hallowed Bolt (Holy Knight) |
700 |
Holy Sword
|
Channels holy energy through one's sword. Attacks distant units and has a chance of inflicting Silence. |
Divine Ruination (Holy Knight) |
800 |
Holy Sword
|
Channels holy energy through one's sword. Attacks units in a straight line and has a chance of inflicting Confusion. |
Rend Helm |
300 |
Arts of War
|
A powerful technique that destroys the item equipped on the target's head. If no item is equipped, the effect is the same as the standard Attack command. |
Rend Armor |
400 |
Arts of War
|
A powerful technique that destroys the item equipped on the target's body. If no item is equipped, the effect is the same as the standard Attack command. |
Rend Shield |
300 |
Arts of War
|
A powerful technique that destroys the item equipped on the target's shield. If no shield is equipped, the effect is the same as the standard Attack command. |
Rend Weapon |
400 |
Arts of War
|
A powerful technique that destroys the item equipped on the target's weapon. If no weapon is equipped, the effect is the same as the standard Attack command. |
Rend MP |
250 |
Arts of War
|
A deft technique that reduces the target's MP, but deals no damage. |
Rend Speed |
250 |
Arts of War
|
A deft technique that reduces the target's speed, but deals no damage. |
Rend Power |
250 |
Arts of War
|
A deft technique that reduces the target's physical attack power, but deals no damage. |
Rend Magick |
250 |
Arts of War
|
A deft technique that reduces the target's magickal attack power, but deals no damage. |
Leg Shot |
200 |
Aimed Shot
|
An attack that targets the legs, inflicting Immobilize. |
Arm Shot |
300 |
Aimed Shot
|
An attack that targets the arms, inflicting Disable. |
Seal Evil |
200 |
Aimed Shot
|
An attack that targets the cursed soul, inflicting Stone on a unit with Undead status. |
Cyclone |
150 |
Martial Arts
|
Turns in a circle, striking with backhand blows to attack adjacent units. |
Pummel |
300 |
Martial Arts
|
Strikes many times in quick succession to attack an adjacent unit. |
Aurablast |
300 |
Martial Arts
|
Unleashes one's martial spirit to attack a distant unit. |
Shockwave |
600 |
Martial Arts
|
Releases spiritual energy mighty enough to rend the earth. Deals earth damage to units in a straight line. |
Doom Fist |
300 |
Martial Arts
|
Invites slow, certain death with blows to pressure points. Inflicts Doom on an adjacent unit. |
Purification |
200 |
Martial Arts
|
Releases positive energy to remove status ailments from oneself and adjacent units. |
Chakra |
350 |
Martial Arts
|
Draws out the energy within the body's chakra points to restore HP and MP to oneself and adjacent units. |
Revive |
500 |
Martial Arts
|
With a powerful battle cry, revives an adjacent KO'd unit. |
Umbra |
100 |
Mystic Arts
|
Manipulates the faculties to temporarily rob sight, inflicting Blindness to distant units. |
Empowerment |
200 |
Mystic Arts
|
Manipulates the balance of creation to absorb MP from a distant unit. |
Invigoration |
350 |
Mystic Arts
|
Manipulates the balance of creation to absorb HP from a distant unit. |
Belief |
400 |
Mystic Arts
|
Temporarily fills the soul with a zealous fervor, granting Faith status to a distant unit. |
Disbelief |
400 |
Mystic Arts
|
Temporarily drains the soul of piety, inflicting Atheist on a distant unit. |
Corruption |
300 |
Mystic Arts
|
Manipulates the laws of creation to transform the flesh, inflicting Undead status on a distant unit. |
Quiescence |
170 |
Mystic Arts
|
Manipulates the faculties to temporarily rob speech, inflicting Silence on distant units. |
Fervor |
400 |
Mystic Arts
|
Imparts a thrist for destruction, inflicting Berserk on a distant unit. |
Trepidation |
200 |
Mystic Arts
|
Instills cowardice, reducing a distant unit's bravery for the duration of battle. |
Delirium |
400 |
Mystic Arts
|
Divests the mind of rational though, inflicting Confusion on a distant unit. |
Harmony |
800 |
Mystic Arts
|
Restores the balance of creation, removing beneficial status effects from a distant unit. |
Hesitation |
100 |
Mystic Arts
|
Manipulates the faculties to temporarily restrict actions, inflicting Disable on distant units. |
Repose |
350 |
Mystic Arts
|
Manipulates body and mind to cause a deep slumber, inflicting Sleep on distant units. |
Induration |
600 |
Mystic Arts
|
Manipulates the laws of creation to cause petrification, inflicting Stone on a distant unit. |
Hell's Wrath |
- |
Nether Mantra
|
A mantra that attacks with words of enlightenment. Randomly strikes within the area of effect, dealing lightning damage. |
Nether Ashura |
200 |
Nether Mantra
|
A mantra that attacks with words of enlightenment. Randomly strikes within the area of effect, dealing fire damage. |
Nether Blade |
300 |
Nether Mantra
|
A mantra that attacks with words of enlightenment. Randomly strikes within the area of effect, dealing wind damage. |
Nether Maelstrom |
400 |
Nether Mantra
|
A mantra that attacks with words of enlightenment. Randomly strikes within the area of effect, dealing water damage. |
Corporeal Void |
500 |
Nether Mantra
|
A mantra that attacks with words of enlightenment. Randomly strikes within the area of effect and has a chance of inflicting one of several status ailments. |
Impiety |
600 |
Nether Mantra
|
A mantra that attacks with words of enlightenment. Randomly strikes within the area of effect, dealing earth damage. |
Throw Shuriken |
50 |
Throw
|
Throws a shuriken from the inventory to attack a distant foe. |
Throw Bombs |
70 |
Throw
|
Throws a bomb from the inventory to attack a distant foe. |
Throw Daggers |
100 |
Throw
|
Throws a dagger from the inventory to attack a distant foe. |
Throw Swords |
100 |
Throw
|
Throws a sword from the inventory to attack a distant foe. |
Throw Flails |
100 |
Throw
|
Throws a flail from the inventory to attack a distant foe. |
Throw Katana |
100 |
Throw
|
Throws a katana from the inventory to attack a distant foe. |
Throw Ninja Blades |
100 |
Throw
|
Throws a ninja blade from the inventory to attack a distant foe. |
Throw Axes |
120 |
Throw
|
Throws an axe from the inventory to attack a distant foe. |
Throw Polearms |
100 |
Throw
|
Throws a polearm from the inventory to attack a distant foe. |
Throw Poles |
100 |
Throw
|
Throws a pole from the inventory to attack a distant foe. |
Throw Knight's Swords |
100 |
Throw
|
Throws a knight's sword from the inventory to attack a distant foe. |
Throw Books |
100 |
Throw
|
Throws a book from the inventory to attack a distant foe. |
Entice |
100 |
Speechcraft
|
Persuades a distant foe to become an ally. At the end of battle, that unit will officially join your party. |
Stall |
100 |
Speechcraft
|
Persuades the listener to wait before acting. Resets a distant unit's CT to zero. |
Praise |
200 |
Speechcraft
|
Praises the listener's feats and strengths. Increases the braver of a distant unit. |
Intimidate |
200 |
Speechcraft
|
Plays upon the doubts and fears of the listener. Reduces the bravery of a distant unit. |
Preach |
200 |
Speechcraft
|
Explains the nature of divine miracles, deepening belief. Increases the faith of a distant unit. |
Enlighten |
200 |
Speechcraft
|
Assails with cold logic and secular doctrine, undermining belief. Reduces the faith of a distant unit. |
Condemn |
500 |
Speechcraft
|
Convinces the listener that their demise is soon at hand. Inflicts Doom on a distant unit. |
Defraud |
100 |
Speechcraft
|
Tricks the listener into investing their hard-won coin. Obtains gil from a distant foe. |
Insult |
300 |
Speechcraft
|
Infuriates with foul invective. Inflicts Berserk on a distant unit. |
Mimic Darlavon |
300 |
Speechcraft
|
Imitates the dull tales of a famed professor to induce slumber. Inflicts Sleep on distant units. |
Ashura (Spirit Blade) |
100 |
Iaido
|
Invokes Spirit Blade, the spirit of the Ashura, causing an unseen specter-sword to slash at surrounding foes. |
Kotetsu (Binding Darkness) |
200 |
Iaido
|
Invokes Binding Darkness, the spirit of the Kotetsu, loosing a wave of howling dark spirits to attack surrounding foes. |
Bizen Osafune (Verse of Oblivion) |
300 |
Iaido
|
Invokes Verse of Oblivion, the spirit of the Bizen Osafune, sending the whispering dead to feed on the MP of surrounding foes. |
Murasame (Rain of Wisdom) |
400 |
Iaido
|
Invokes Rain of Wisdom, the spirit of the Murasame, raining tears of an enlightened soul to restore HP to oneself and surrounding allies. |
Ame-no-Murakumo (Cloudsea Curse) |
500 |
Iaido
|
Invokes Cloudsea Curse, the spirit of the Ame-no-Murakumo, unleashing a phantom of pure mist to attack surrounding foes and has a chance of inflicting Slow. |
Kiyomori (Purifying Breeze) |
600 |
Iaido
|
Invokes Purifying Breeze, the spirit of the Kiyomori, whose effervescent life force grants Protect and Shell to the user and surrounding allies. |
Muramasa (Doomed Aspirations) |
700 |
Iaido
|
Invokes Doomed Aspirations, the spirit of the Muramasa, which attacks surrounding foes and has a chance of inflicting Confusion or Doom. |
Kiku-Ichimoji (Sanguine Blossom) |
800 |
Iaido
|
Invokes the Sanguine Blossom, the spirit of the Kiku-ichimonji, which lashes out with all-consuming hatred to attack foes in a straight line. |
Masamune (Ethereal Embrace) |
900 |
Iaido
|
Invokes Ethereal Embrace, the spirit of the Masamune, whose unbridled life force grants Regen and Haste to the user and surrounding allies. |
Chirijiraden (Raging Inferno) |
1000 |
Iaido
|
Invokes Raging Inferno, the spirit of the Chirijiraden, which manifests as a band of blue flame that attacks surrounding foes. |
Heaven's Wrath |
- |
Sky Mantra
|
A mantra that attacks with words of enlightenment. Randomly strikes within the area of effect, dealing lightning damage. |
Ashura |
200 |
Sky Mantra
|
A mantra that attacks with words of enlightenment. Randomly strikes within the area of effect, dealing fire damage. |
Adamantine Blade |
300 |
Sky Mantra
|
A mantra that attacks with words of enlightenment. Randomly strikes within the area of effect, dealing wind damage. |
Maelstrom |
400 |
Sky Mantra
|
A mantra that attacks with words of enlightenment. Randomly strikes within the area of effect, dealing water damage. |
Celestial Void |
500 |
Sky Mantra
|
A mantra that attacks with words of enlightenment. Randomly strikes within the area of effect and has a chance of inflicting one of several status ailments. |
Divinity |
600 |
Sky Mantra
|
A mantra that attacks with words of enlightenment. Randomly strikes within the area of effect, dealing earth damage. |
Braver |
150 |
Limit
|
Harnesses power pushed to the limits to unleash a burst of blade energy, dealing damage to a distant unit. |
Cross Slash |
200 |
Limit
|
Harnesses power pushed to the limits to deliver mighty crossing slashes, dealing damage to distant units. |
Blade Burst |
250 |
Limit
|
Harnesses power pushed to the limits to unleash blade energy at a distant unit, dealing damage based on one's HP loss. |
Ascension |
450 |
Limit
|
Harnesses power pushed to the limits to unleash blade energy at a distant unit, dealing damage based on the target's HP loss. |
Meteorain |
560 |
Limit
|
Harnesses power pushed to the limits to unleash blade energy, calling down meteorites that deal damage to distant units. |
Finishing Touch |
670 |
Limit
|
Harnesses power pushed to the limits to unleash blade energy, inflicting instant KO, Stone, or Stop, on distant units. |
Omnislash |
900 |
Limit
|
Harnesses power pushed to the limits to unleash an ultimate Limit attack, dealing damage to distant units. |
Cherry Blossom |
1200 |
Limit
|
Harnesses power pushed to the limits to unleash the mightiest of Limit attacks, dealing damage to distant units. |
Tailwind |
200 |
Mettle
|
Words of encouragement that increase the speed of a distant unit for the duration of battle. |
Chant |
- |
Mettle
|
Sacrifices HP to restore the HP of an adjacent unit. |
Focus |
300 |
Fundaments
|
Increases one's own physical attack power for the duration of battle. |
Rush |
80 |
Fundaments
|
Attacks by ramming an adjacent unit, and has a chance of knocking it back. The damage dealt varies greatly. |
Throw Stone |
90 |
Fundaments
|
Lobs a stone at a distant unit, and has a chance of knocking it back. The damage dealt varies greatly. |
Salve |
150 |
Fundaments
|
A battlefield treatment that removes Poison, Blindness, and Silence from an adjacent unit. |
Judgement Blade (Sword Saint) |
100 |
Swordplay
|
Channels holy energy through one's sword. Attacks distant units and has a chance of inflicting Stop. |
Cleansing Strike (Sword Saint) |
400 |
Swordplay
|
Channels holy energy through one's sword. Attacks a distant unit and has a chance of inflicting Doom. |
Northswain's Strike (Sword Saint) |
500 |
Swordplay
|
Channels holy energy through one's sword. Attacks a distant unit and has a chance of causing instant KO. |
Hallowed Bolt (Sword Saint) |
700 |
Swordplay
|
Channels holy energy through one's sword. Attacks distant units and has a chance of inflicting Silence. |
Divine Ruination (Sword Saint) |
800 |
Swordplay
|
Channels holy energy through one's sword. Attacks units in a straight line and has a chance of inflicting Confusion. |
Crush Armor (Sword Saint) |
200 |
Swordplay
|
A puissant sword technique that strikes a distant unit and destoys the item equipped on its body. If no item is equipped, the attack's potency is reduced. |
Crush Helm (Sword Saint) |
400 |
Swordplay
|
A puissant sword technique that strikes a distant unit and destoys the item equipped on its head. If no item is equipped, the attack's potency is reduced. |
Crush Weapon (Sword Saint) |
500 |
Swordplay
|
A puissant sword technique that strikes a distant unit and destoys its equipped weapon. If no weapon is equipped, the attack's potency is reduced. |
Crush Accessory (Sword Saint) |
800 |
Swordplay
|
A puissant sword technique that strikes a distant unit and destoys its equipped accessory. If no accessory is equipped, the attack's potency is reduced. |
Duskblade |
500 |
Swordplay
|
Employs the power of darkness to absorb a distant unit's MP. |
Shadowblade |
100 |
Swordplay
|
Employs the power of darkness to absorb a distant unit's HP. |
Blind |
50 |
Spellblade
|
Channels magick through one's blade to inflict Blindess on a distant unit. |
Syphon |
100 |
Spellblade
|
Channels magick through one's blade to absorb the MP of a distant unit. |
Drain |
180 |
Spellblade
|
Channels magick through one's blade to absorb the HP of a distant unit. |
Faith |
200 |
Spellblade
|
Channels magick through one's blade to grant Faith status to a distant unit. |
Doubt |
200 |
Spellblade
|
Channels magick through one's blade to inflict Atheist on a distant unit. |
Zombie |
150 |
Spellblade
|
Channels magick through one's blade to inflict Undead status on a distant unit. |
Silence |
90 |
Spellblade
|
Channels magick through one's blade to inflict Silence on a distant unit. |
Berserk |
200 |
Spellblade
|
Channels magick through one's blade to inflict Berserk on a distant unit. |
Chicken |
500 |
Spellblade
|
Channels magick through one's blade to reduce the bravery of a distant unit for the duration of battle. |
Confuse |
200 |
Spellblade
|
Channels magick through one's blade to inflict Confusion on a distant unit. |
Dispel |
300 |
Spellblade
|
Channels magick through one's blade to remove various beneficial status effects from a distant unit. |
Disable |
50 |
Spellblade
|
Channels magick through one's blade to inflict Disable on a distant unit. |
Sleep |
170 |
Spellblade
|
Channels magick through one's blade to inflict Sleep on a distant unit. |
Break |
300 |
Spellblade
|
Channels magick through one's blade to inflict Stone on a distant unit. |
Vengeance |
600 |
Spellblade
|
Channels magick through one's blade to attack a distant unit, dealing damage based on one's HP loss. |
Steal Gil |
10 |
Steal
|
Pilfers gil from an adjacent foe. |
Steal Heart |
150 |
Steal
|
Captures the target's heart, enthralling them. Inflicts Charmed on a distant foe. |
Steal Helm |
350 |
Steal
|
Purloins an adjacent foe's equipped headwear. |
Steal Armor |
450 |
Steal
|
Purloins an adjacent foe's equipped combat garb. |
Steal Shield |
350 |
Steal
|
Purloins an adjacent foe's equipped shield. |
Steal Weapon |
600 |
Steal
|
Purloins an adjacent foe's equipped weapon. |
Steal Accessory |
500 |
Steal
|
Purloins an adjacent foe's equipped accessory. |
Steal EXP |
250 |
Steal
|
Pilfers experience points from an adjacent unit, making them one's own. |
Haste |
100 |
Time Magick
|
Magick that speeds the passage of time, granting Haste to distant units. |
Hasteja |
600 |
Time Magick
|
Magick that speeds the passage of time, granting Haste to distant units. Vertical range is improved compared to the Haste spell. |
Slow |
80 |
Time Magick
|
Magick that delays the passage of time, inflicting Slow on distant units. |
Slowja |
600 |
Time Magick
|
Magick that delays the passage of time, inflicting Slow on distant units. Vertical range is improved compared to the Slow spell. |
Stop |
350 |
Time Magick
|
Magick that halts the passage of time, inflicting Stop on distant units. |
Immobilize |
100 |
Time Magick
|
Magick that creates an anomaly in space to hinder movement, inflicting Immobilize on distant units. |
Float |
200 |
Time Magick
|
Magick that warps space, granting Float to distant units. |
Reflect |
300 |
Time Magick
|
Magick that creates a magick-repelling field, granting Reflect to a distant unit. |
Quick |
900 |
Time Magick
|
Magick that hastens the localized passage of time, allowing the next turn of a distant unit to come immediately. |
Gravity |
250 |
Time Magick
|
Magick that conjures gravitational forces, reducing the HP of distant units by a small proportion of their maximum. |
Graviga |
550 |
Time Magick
|
Magick that conjures powerful gravitational forces, reducing the HP of distant units by a large proportion of their maximum. |
Meteor |
900 |
Time Magick
|
Magick that warps space-time, causing an enormous meteor to descend and smite distant units. |
Cure |
50 |
White Magick
|
Healing magick that restores a small amount of HP to distant units. |
Cura |
180 |
White Magick
|
Strong healing magick that restores a moderate amount of HP to distant units. |
Curaga |
450 |
White Magick
|
Powerful healing magick that restores a large amount of HP to distant units. |
Curaja |
800 |
White Magick
|
Healing magick replete with divine power that restores a vast amount of HP to distant units. |
Raise |
200 |
White Magick
|
Sacred magick that revives a distant unit from KO. |
Arise |
600 |
White Magick
|
Sacred magick that revives a distant unit from KO with full HP. |
Reraise |
1000 |
White Magick
|
Sacred magick that grants Reraise to a distant unit. |
Regen |
350 |
White Magick
|
Magick that invigorates life force, granting Regen to distant units. |
Protect |
70 |
White Magick
|
Blessing that wards against physical attacks, granting Protect to distant units. |
Protectja |
600 |
White Magick
|
Blessing that wards against physical attacks, granting Protect to distant units. Vertical range is improved compared to the Protect spell. |
Shell |
70 |
White Magick
|
Blessing that wards against magickal attacks, granting Shell to distant units. |
Shellja |
600 |
White Magick
|
Blessing that wards against magickal attacks, granting Shell to distant units. Vertical range is improved compared to the Shell spell. |
Wall |
400 |
White Magick
|
Almighty blessing that grants Protect and Shell to a distant unit. |
Esuna |
300 |
White Magick
|
Cleansing light that removes various status ailments from distant units. |
Holy |
600 |
White Magick
|
Sacred light that banishes darkness, dealing holy damage to a distant unit. |
Action Abilities are the actions that your units use during battle. You can have multiple abilities at a time, but you'll need to spend JP to unlock them first and have the requisite Job Command equipped.
Job Commands contain a list of Action Abilities that are associated with the Job that the command is tied to. A unit can have two equipped at a time, but one of them is always restricted to the command of the current Job that is equipped.
Action Abilities are the skills that a unit can use in battle. Once you've paid the requisite JP to learn a specific Action Ability, it can be equipped and used on any other Job.
Job Commands aren't moves that you can use in combat, and instead house multiple Action Abilities that you can select. They are exclusive to their respective Jobs, and cannot be learned and equipped on other ones.
Bronze Trophy
|
Practical Application |
|---|---|
| Use an action ability with a party member during battle.
► List of All Action Abilities |
To get this trophy, you will simply need to use any Action Ability during battle. It's almost impossible to miss this, and it should be one of the first achievements that you unlock.
Trophy Guide and Achievements List
Final Fantasy Tactics - The Ivalice Chronicles Walkthrough & Guides Wiki
List of All Action Abilities



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