★ Tier Lists: Characters | Jobs | Weapons
☆ Farming Guides: Gil | JP | Rare Weapons
★ All Missables and Points of No Return
☆ Optimal Job Progression Guide
★ Recruit All Secret Characters!
☆ All Hidden Treasure Locations
This is a list of all the Reaction Abilities in Final Fantasy Tactics - The Ivalice Chronicles. See all the Reaction Abiltiess in the game, as well as which jobs and how much JP you'll need to learn them here.
| Ability | JP | Job | Effect |
|---|---|---|---|
Counter Tackle |
180 | Upon receiving a physical attack from an adjacent unit, counterattacks with an ability equivalent to Rush. | |
Parry |
200 | Blocks physical attacks received from the front or side with the equipped weapon. | |
Cup of Life |
200 | When HP is restored, distributes any excess among all allies. | |
Bonecrusher |
200 | 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. | |
Sticky Fingers |
200 | The unit catches thrown items that would otherwise strike it, receiving no damage and obtaining the item. | |
Gil Snapper |
200 | Upon receiving damage, receives gil equal to the amound of damage taken. | |
Vigilance |
200 | 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. | |
Absorb MP |
250 | Upon receiving any type of magick, recovers MP equal to the amount used by the caster. | |
Soulbind |
300 | Upon receiving damage, deals half of the damage in return and recover HP by the same amount. | |
Counter |
300 | Upon receiving a physical attack, strikes back with the standard Attack command. | |
Nature's Wrath |
300 | Upon receiving a physical attack or geomancy skill, counterattacks with a geomancy skill, including those that the unit has yet to learn. | |
Earplugs |
300 | Greatly increases the likelihood of avoiding the effects of Speechcraft. | |
Auto-Potion |
400 | Upon receiving damage, uses a potion from the inventory to restore one's own HP. Prioritizes the use of potions of lower potency. | |
Reflexes |
400 | Upon receiving an attack, greatly increases physical and magickal parry and evasion rates. Ineffective against certain attacks. | |
Critical: Recover MP |
400 | If the unit recieves damage and is in critical condition, fully restores the unit's MP. | |
Mana Shield |
400 | When receiving damage, MP is reduced rather than HP. | |
Regenerate |
400 | Upon receiving damage, grants Regen to the unit. | |
Archer's Bane |
450 | Increases the evasion rate against arrow and bolt attacks. | |
Critical: Recover HP |
500 | If the unit receives damage and is in critical condition, fully restores the unit's HP. | |
Magick Surge |
500 | Upon receiving damage, increases the unit's magickal attack power for the duration of battle. | |
Dragonheart |
600 | Upon receiving a physical attack, grants Reraise to the unit. | |
Strength Surge |
600 | Upon receiving damage, increases the unit's physical attack power for the duration of battle. | |
Shirahadori |
700 | When receiving a physical attack, the unit's parry rate is the same as its bravery value. | |
Bravery Surge |
700 | Upon receiving a physical attack, increases the unit's Bravery for the duration of battle. | |
Faith Surge |
700 | Upon receiving any kind of magick, increases the unit's faith for the duration of battle. | |
Critical: Quick |
800 | If the unit receives damage and is in critical condition, the unit's next turn will come immediately. | |
Magick Counter |
800 | Upon receiving a magickal attack, counterattacks by expending MP to cast the same spell. | |
Speed Surge |
900 | Upon receiving damage, increases the unit's speed for the duration of battle. | |
Vanish |
1000 | Upon receiving a physical attack, grants Invisibility to the unit. | |
First Strike |
1300 | 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. |
Characters will need to equip a Reaction Ability first in order for it to activate. You can only equip one at a time, so make sure to select the reaction that's most beneficial to the unit and their build.
Reactions are effects that automatically go off when a character is affected by the trigger tied to the reaction. For example, Arrow Guard will only go off if the character is hit by a ranged attack from either a Bow or Crossbow.
Final Fantasy Tactics - The Ivalice Chronicles Walkthrough & Guides Wiki
List of All Reaction Abilities



Genshin Impact Walkthrough & Guides Wiki

Umamusume: Pretty Derby Walkthrough & Guides Wiki

Where Winds Meet Walkthrough & Guides Wiki
Honkai: Star Rail Walkthrough & Guides Wiki

Digimon Story: Time Stranger Walkthrough & Guides Wiki

Wuthering Waves Walkthrough & Guides Wiki

Chaos Zero Nightmare Walkthrough & Guides Wiki
Pokemon TCG Pocket (PTCGP) Strategies & Guides Wiki
Pokemon Legends: Z-A Walkthrough & Guides Wiki

Elden Ring Nightreign Walkthrough & Guides Wiki
Yu-Gi-Oh! Master Duel Walkthrough & Guides Wiki

Fire Emblem Heroes (FEH) Walkthrough & Guides Wiki

Diablo 4: Vessel of Hatred Walkthrough & Guides Wiki

Elden Ring Shadow of the Erdtree Walkthrough & Guides Wiki
Super Smash Bros. Ultimate Walkthrough & Guides Wiki

Monster Hunter World Walkthrough & Guides Wiki

Pokemon Brilliant Diamond and Shining Pearl (BDSP) Walkthrough & Guides Wiki
The Legend of Zelda: Tears of the Kingdom Walkthrough & Guides Wiki

Persona 3 Reload Walkthrough & Guides Wiki
Cyberpunk 2077: Ultimate Edition Walkthrough & Guides Wiki
© SQUARE ENIX
The copyrights of videos of games used in our content and other intellectual property rights belong to the provider of the game.
The contents we provide on this site were created personally by members of the Game8 editorial department.
We refuse the right to reuse or repost content taken without our permission such as data or images to other sites.