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Final Fantasy Tactics (FF Tactics)

List of All Reaction Abilities

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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.

List of Reaction Abilities

All Reactions in FF Tactics

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Ability JP Job Effect
Counter Tackle IconCounter Tackle 180 Upon receiving a physical attack from an adjacent unit, counterattacks with an ability equivalent to Rush.
Parry IconParry 200 Blocks physical attacks received from the front or side with the equipped weapon.
Cup of Life IconCup of Life 200 When HP is restored, distributes any excess among all allies.
Bonecrusher IconBonecrusher 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 IconSticky Fingers 200 The unit catches thrown items that would otherwise strike it, receiving no damage and obtaining the item.
Gil Snapper IconGil Snapper 200 Upon receiving damage, receives gil equal to the amound of damage taken.
Vigilance IconVigilance 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 IconAbsorb MP 250 Upon receiving any type of magick, recovers MP equal to the amount used by the caster.
Soulbind IconSoulbind 300 Upon receiving damage, deals half of the damage in return and recover HP by the same amount.
Counter IconCounter 300 Upon receiving a physical attack, strikes back with the standard Attack command.
NatureNature'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 IconEarplugs 300 Greatly increases the likelihood of avoiding the effects of Speechcraft.
Auto-Potion IconAuto-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 IconReflexes 400 Upon receiving an attack, greatly increases physical and magickal parry and evasion rates. Ineffective against certain attacks.
Critical: Recover MP IconCritical: Recover MP 400 If the unit recieves damage and is in critical condition, fully restores the unit's MP.
Mana Shield IconMana Shield 400 When receiving damage, MP is reduced rather than HP.
Regenerate IconRegenerate 400 Upon receiving damage, grants Regen to the unit.
ArcherArcher's Bane 450 Increases the evasion rate against arrow and bolt attacks.
Critical: Recover HP IconCritical: Recover HP 500 If the unit receives damage and is in critical condition, fully restores the unit's HP.
Magick Surge IconMagick Surge 500 Upon receiving damage, increases the unit's magickal attack power for the duration of battle.
Dragonheart IconDragonheart 600 Upon receiving a physical attack, grants Reraise to the unit.
Strength Surge IconStrength Surge 600 Upon receiving damage, increases the unit's physical attack power for the duration of battle.
Shirahadori IconShirahadori 700 When receiving a physical attack, the unit's parry rate is the same as its bravery value.
Bravery Surge IconBravery Surge 700 Upon receiving a physical attack, increases the unit's Bravery for the duration of battle.
Faith Surge IconFaith Surge 700 Upon receiving any kind of magick, increases the unit's faith for the duration of battle.
Critical: Quick IconCritical: Quick 800 If the unit receives damage and is in critical condition, the unit's next turn will come immediately.
Magick Counter IconMagick Counter 800 Upon receiving a magickal attack, counterattacks by expending MP to cast the same spell.
Speed Surge IconSpeed Surge 900 Upon receiving damage, increases the unit's speed for the duration of battle.
Vanish IconVanish 1000 Upon receiving a physical attack, grants Invisibility to the unit.
First Strike IconFirst 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.

What are Reaction Abilities?

Automatic Effects Caused by Triggers

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 Related Guides

FF Tactics - Abilities
List of All Abilities

List of All Ability Types

Action AbilityAction Reaction AbilityReaction
Support Ability IconSupport Movement Ability IconMovement

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