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☆ Optimal Job Progression Guide
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☆ All Hidden Treasure Locations

This is a list of the best job abilities to learn in Final Fantasy Tactics - The Ivalice Chronicles. Learn which job abilities your units should prioritize learning here!
| Ability Guides | |
|---|---|
| List of All Abilities | Best Job Abilities |
List of Contents
| Jump to a Section! | |
|---|---|
| Ability | Explanation |
|---|---|
Mettle
|
Ramza's Mettle, which is exclusive to his Squire job, has some of the best buffs in the game such as Steel, Tailwind, and Shout, as well as the powerful Ultima spell. |
Arithmeticks
|
Learned from the Arithmetician, Arithmeticks when equipped by a Black Mage or Summoner can deal heavy map-wide damage in a single turn and can easily trivialize even late game battles. |
Steal
|
The Thief's Steal includes useful abilities that allow you to steal enemy equipment! |
Items
|
The Chemist's Items is a great secondary ability to equip for almost any class, allowing you to use useful items such as Potions, Elixirs, and Phoenix Downs. |
Arts of War
|
The Knight's Arts of War boasts useful debuff skills such as Rend Speed and Rend Power that are great paired with other classes. Chemists, in particular, can use these skills with guns, allowing them to debuff enemies from range. |
These action abilities provide great utility to your units, allowing them to buff and support allies, steal enemy gear or debuff enemies, or circumvent mana and spell charge restrictions as in the case with Arithmeticks.
| Ability | Explanation |
|---|---|
Shirahadori
|
Learned from the Samurai job, this reaction ability allows a unit to evade non-ranged physical attacks. It's one of the best reaction abilities to equip squishier units such as Black Mages and White Mages who are more susceptible to physical attacks. |
Auto-Potion
|
Learned from the Chemist job, this reaction ability allows units to automatically heal themselves with a potion when suffering HP loss, making them more self-sufficient and not completely reliant on healers. |
Mana Shield
|
Learned from the Time Mage job, this reaction ability causes the unit to lose MP when hit instead of HP and is particularly useful for physical jobs that don't use mana or magick, such as Knights and Dragoons. |
Sticky Fingers
|
Learned from the Thief job, this reaction ability allows units to catch thrown items and add them in the party's inventory when an enemy unit uses Throw at them and is very useful for farming rare items from enemy Ninjas! |
These reaction abilities grant units increased survivability and additional utility when equipped. Sticky Fingers, in particular, is required to extremely rare gear that are otherwise very hard to obtain in the game!
List of All Reaction Abilities
| Ability | Explanation |
|---|---|
JP Boost
|
Learned from the Squire job, JP Boost increases the amount of job points earned during battle and should always be equiped when leveling a new class and farming JP to unlock their abilities and skills. |
Dual Wield
|
Learned form the Ninja job, this support ability allows units to wield two weapons and cause them to attack twice in one turn! |
Magick Boost
|
Learned from the Black Mage job, this support ability increases the unit's magickal attacks and should always be equipped on offensive magick classes such as Black Mages and Summoners. |
Swiftspell
|
Learned from the Time Mage job, this support ability shortens the charge time of spells which is invaluable for shortening the rather lengthy charge time of spells such as Meteor and summons from the Summoner job. |
These support abilities should always be prioritized to maximize the damage of your units, with both Dual Wield and Magick Boost allowing physical and magickal jobs respectively to deal as much damage as possible with their attacks and spells!
| Ability | Explanation |
|---|---|
Treasure Hunter
|
Learned from the Chemist job, this movement ability allows units to discover hidden items inthe battlefield when they move to a tile. |
Manafont
|
Learned form the Mystic job, this movement ability causes units to recover MP when moving and is one of the best abilities to equip physical classes that don't use spells when used in combination with the Mana Shield reaction ability. |
Teleport
|
Learned from the Time Mage job, Teleport allows units to instantly warp to a tile of their choice and is great for units that are slower or who struggle overcoming hazardous terrain or elevation. |
These movement abilities, particularly Teleport, can trivialize some late-game battles and encounters in the game due to the ability to instantly move units to a tile of your choice without the need to consider elevation or terrain.
List of All Movement Abilities
| Jump to a Class | |||
|---|---|---|---|
| Squire | Chemist | Knight | Archer |
| Monk | White Mage | Black Mage | Time Mage |
| Summoner | Thief | Orator | Mystic |
| Geomancer | Dragoon | Samurai | Ninja |
| Arithmetician | Bard | Dancer | Mime |
Squire
|
Reaction |
|---|---|
| None | |
| Support | |
| Movement | |
| Action Abilities | |
|
・
|
|
Both Focus and JP Boost are staples when it comes to JP farming. Using these abilities will grant you a decent amount of JP for free on turns where you would instead just use the Wait option.
Chemist
|
Reaction |
|---|---|
| Support | |
| None | |
| Movement | |
| Action Abilities | |
|
・ ・
|
|
Having these abilities on Chemist will allow them to address a variety of status effects you might run into. Just remember to stock up whenever you visit the Outfitter.
Knight
|
Reaction |
|---|---|
| None | |
| Support | |
| Movement | |
| None | |
| Action Abilities | |
A Knight's Rend actions are great for weakening the stats of enemy targets. Equip Swords is also good to pick up as it allows other jobs to equip some of the most powerful weapons.
Archer
|
Reaction |
|---|---|
| None | |
| Support | |
| Movement | |
| None | |
| Action Abilities | |
|
・
|
|
Aim +10 does more than double the damage of a basic attack. With Concentration equpped, shots are guaranteed to land as long as the target stays in position and there are no obstructions between you.
Monk
|
Reaction |
|---|---|
| Support | |
| Movement | |
| None | |
| Action Abilities | |
|
・ ・
|
|
These abilities will make your Monk a threat from both long and short distances. They will also gain some helpful supportive abilities to keep your party alive.
White Mage
|
Reaction |
|---|---|
| None | |
| Support | |
| None | |
| Movement | |
| None | |
| Action Abilities | |
|
・ ・ ・ ・ ・
|
|
Given access to these skills, White Mages will be able to keep your party alive and healthy throughout the fight. If you find yourself in need of more firepower, Holy will be able to help out.
Black Mage
|
Reaction |
|---|---|
| None | |
| Support | |
| Movement | |
| None | |
| Action Abilities | |
|
・ ・
|
|
Thunder spells are recommended since they get a boost during rainy weather. Toad is useful for crowd control and can also remove the status from allies afflicted with it.
Time Mage
|
Reaction |
|---|---|
| None | |
| Support | |
| None | |
| Movement | |
| Action Abilities | |
|
・ ・ ・ ・
|
|
The Time Mage's action abilities will help you control the flow of the battle, allowing you to keep the tempo in your favor. Teleport is one of the best movement abilities available though unlocking it costs a large amount of JP.
Summoner
|
Reaction |
|---|---|
| None | |
| Support | |
| None | |
| Movement | |
| None | |
| Action Abilities | |
|
Moogle Ramuh Golem Leviathan Bahamut |
|
Summoners can deal a variety of elemental damage that can cover large areas. They also have solid supportive abilities at their disposal.
Thief
|
Reaction |
|---|---|
| None | |
| Support | |
| Movement | |
| Action Abilities | |
Steal Gil is a decent tool for JP farming while the Steal equipment abilities and Poach can get you some high-quality gear. Movement +2 will make traversing battlefields much easier.
Orator
|
Reaction |
|---|---|
| None | |
| Support | |
| None | |
| Movement | |
| None | |
| Action Abilities | |
|
・
|
|
The Orator's Preach ability is one of the few ways to increase Faith. Pick this up to give your magic users a nice boost.
Mystic
|
Reaction |
|---|---|
| None | |
| Support | |
| None | |
| Movement | |
| None | |
| Action Abilities | |
|
・ ・
|
|
Mystic's abilities offer up a ton of utility from self-sustain and crowd control skills.
Geomancer
|
Reaction |
|---|---|
| None | |
| Support | |
| Movement | |
| None | |
| Action Abilities | |
|
・
|
|
Attack Boost will be useful on any physical damage dealer so it's definitely worth picking up. The action abilities listed require the most common terrain so there is a good chance that they will always be available.
Dragoon
|
Reaction |
|---|---|
| None | |
| Support | |
| None | |
| Movement | |
| None | |
| Action Abilities | |
These abilities will increase the range of your Jump attacks. This is a great way to compensate for the Dragoon's lack of mobility.
Samurai
|
Reaction |
|---|---|
| Support | |
| None | |
| Movement | |
| None | |
| Action Abilities | |
Samurai has a versatile kit with AoE abilities that can deal damage to enemies or heal allies. They also gain access to Shirahadori, which allows you to parry attacks based on your Bravery.
Ninja
|
Reaction |
|---|---|
| None | |
| Support | |
| Movement | |
| None | |
| Action Abilities | |
Ninjas excel at single-target damage due to the Dual Wield ability. Unlock Throw actions and you will add ranged attacks to their arsenal.
Arithmetician
|
Reaction |
|---|---|
| None | |
| Support | |
| None | |
| Movement | |
| None | |
| Action Abilities | |
Arithmeticians are capable of dealing map-wide damage. Unlock these abilities to hit a wider variety of targets.
Bard
|
Reaction |
|---|---|
| Support | |
| None | |
| Movement | |
| Action Abilities | |
Can apply a speed buff to all allies regardless of their position on the battlefield through Rousing Melody.
Dancer
|
Reaction |
|---|---|
| None | |
| Support | |
| None | |
| Movement | |
| None | |
| Action Abilities | |
| ・ |
|
Can apply debuffs and deal damage to all enemies regardless of their position on the battlefield.
Mime
|
Reaction |
|---|---|
| None | |
| Support | |
| None | |
| Movement | |
| None | |
| Action Abilities | |
| None | |
The Mime has no abilities to unlock, instead mimicking the actions of allies in batle.
| Ability | Reason |
|---|---|
Martial Arts
|
・Access to attacks that are effective from various ranges ・Great self-sustain and support utility |
Black Magick
|
・Powerful ranged AoE attacks ・Access to a variety of elemental damage |
Items
|
・Able to use items to sustain allies ・Item effects are instant |
White Magick
|
・Can heal multiple targets at once ・Gain access to powerful offensive spell Holy |
Steal
|
・Can provide you with extra gil ・Able to steal equipment from enemies |
Arts of War
|
・Weaken enemy targets by destroying their equipment ・Can reduce enemy stats |
Martial Arts is extremely versatile, making it a great choice for any units on the frontline.
The beginner Black Magick spells are cheap to unlock, giving you plenty of choices for offense during early game.
| Ability | Reason |
|---|---|
JP Boost
|
・Increases the amount of JP gained per action ・Speeds up job progression |
Auto-Potion
|
・Automatically uses a Potion when attacked ・Increases survivability |
Brawler
|
・Increases damage when attacking with bare hands ・No need to purchase new weapons |
Movement +1
|
・Easier to move around during battle ・Reach targets or move to safety quicker |
Of the abilities listed here, JP Boost should be your top priority. This support ability will make easier to unlock more actions and give you access to other jobs much sooner.
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|---|---|
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