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The Jobs page for both Final Fantasy Tactics Advance and Final Fantasy Tactics A2.

Return to the Tactics Advance Characters page here.

Return to the Tactics A2 Characters page here.

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Jobs

Hume Jobs

    Humes in General 

Humes

https://static.tvtropes.org/pmwiki/pub/images/ffta2_hume.png
"The most common of the races, humes can be found throughout Ivalice. In skill and ability they are perhaps the most balanced race. While they excel in no single area, they perform capably in most any role."

The most populous and adaptable race, Humes are equivalent to normal humans. They have the most job options of any role, but several of them overlap with other races. The Totema of the Humes is Mateus.


  • Ambiguous Gender: Most of the generic Hume units have ambiguous features, so they could really be any gender. Sometimes the names are more masculine or feminine, but not always.
  • Humans Are Average: Humans have the widest coverage of roles in battle, capable of being attackers, defenders, mages, or support units. However, they don't excel at any particular thing, and of all the jobs that are shared between races (Thief, Archer, Black Mage, White Mage, Hunter, Illusionist, and Time Mage) only Time Mage is not a native Hume job. In the original Tactics Advance, Hunter was Hume-only until Gria were added in A2 and they had access to the job as well. Furthermore, Hume Soldiers and Bangaa Warriors are extremely similar. Even among the shared jobs, it is often recommended to use a non-Hume Black Mage or White Mage, for example, since other races have better stats for them.
  • Humans are Leaders: The ruling class of Ivalice tends to be exclusively Humes.
  • Humans by Any Other Name: Like the other Ivalice games (and Final Fantasy XI), humans are only called "Humes."
  • Jack of All Trades: Humes generally have stats ranging on the average side, not excelling but not terrible at anything either.

    Soldier 

Soldier

https://static.tvtropes.org/pmwiki/pub/images/ffta2_h_soldier.png
One of the starter Hume jobs and the race's basic melee unit. They use Battle Tech to heal themselves or alter the stats of their opponents. They are a basic job that is more useful in the early game before getting outclassed.
  • Blue Is Heroic: Ally Soldiers are always colored blue, while enemies are red.
  • Combat Medic: Soldiers can use the First Aid ability to restore a little HP and cure many Status Effects, though it can only be used on themselves.
  • Draw Aggro: Soldiers have access to the Provoke ability which forces enemies to focus on them.
  • Heal Thyself: Soldiers can use First Aid, which heals the user.
  • Heroes Prefer Swords: Soldiers can equip swords and greatswords.
  • One-Handed Zweihänder: Soldiers can learn the Monkey Grip skill, which lets them use two-handed greatswords in one hand.
  • Video Game Stealing: Oddly enough, Soldiers can learn Mug Gil, which is traditionally a Thief ability in the series.
    Thief 

Thief

https://static.tvtropes.org/pmwiki/pub/images/ta2_humethief.png
Another starter job available to both Humes and Moogles, capable of stealing the enemy's equipment, gil, and even experience points or abilities. In A2 they require the mastery of one Soldier ability for Humes, while remaining a starter job for Moogles.
  • Counter-Attack: Thieves can learn the basic Counter ability.
  • Devious Daggers: Thieves can only wield knives and daggers.
  • Intangible Theft: They are capable of stealing JP and even abilities.
  • Jack of All Stats: Thieves have fairly balanced and average stats all around, except for speed, which is above-average.
  • Nerf: They received one in between Advance and A2, with them no longer being able to rob an enemy blind of their equipment (save accessories) and their abilities.
  • Video Game Stealing: As usual, Thieves have the ability to steal items, accessories, and other loot from enemies.
    Archer 

Archer

https://static.tvtropes.org/pmwiki/pub/images/ta2_humearcher.png
Another basic class available to both Humes and Viera, specializing in ranged attacks with their bows. In A2 they require the mastery of one Soldier ability for Humes, while remaining a starter job for Viera.
  • Always Accurate Attack: Take Aim has a greatly increased chance of hitting foes, but it does less damage in return.
  • Charm Person: They have the Cupid ability, which charms enemies.
  • Improbable Aiming Skills: They have Arm Shot and Leg Shot, which disables or immobilizes foes, respectively — without doing damage.
  • Long-Range Fighter: Archers exclusively use bows and function much better attacking at a distance.
  • Temporary Blindness: They can inflict Blindness on foes with their Blackout ability.
  • Turn Undead: They have the Burial ability, which permanently kills undead enemies.
    White Mage 

White Mage

https://static.tvtropes.org/pmwiki/pub/images/ffta_h_whitemage.png
One of the basic magic classes available to Humes, Viera, and Nu Mou, wielding spells used for aiding allies and harming undead.
  • Anti-Debuff: They have Esuna to remove detrimental status effects, and also Refresh which removes additional statuses that Esuna cannot.
  • The Medic: They are one of the primary healing classes in the game, and the first that the player is likely to get, but depending on the race and player style they may get outclassed later.
  • White Magic: Their magic includes the Cure line of spells, the status-clearing Esuna, the reviving Life, Full-Life and Auto-Life, and Protect/Shell.
    Black Mage 

Black Mage

https://static.tvtropes.org/pmwiki/pub/images/ta2_humeblackmage.png
The offensive starter magic class, available to Humes, Nu Mou, and Moogles. They wield powerful elemental magic, even early on in the game. In A2 they require the mastery of one White Mage ability for Humes, while remaining a starter job for Moogles and Nu Mou.
  • Boring, but Practical: Their sole focus on the three levels of the Fire, Thunder, and Blizzard spells make them fairly boring compared to other mages and their more varied spells, but Black Mages make up for it with excellent magic attack growths compared to the more advanced mages. Even if you plan to move on to more interesting mages, it's always worth the time to gain some levels as a Black Mage first.
  • Counter-Attack: They can learn the Magick Counter reaction ability, which enables them to return a spell cast on them to their enemies.
  • Fire, Ice, Lightning: Their only abilities are part of the Fire, Thunder, and Blizzard lines of spells.
  • Shadowed Face, Glowing Eyes: Like the traditional depiction of black mages throughout the series, they have shadowed faces and glowing yellow eyes. However, this is only in effect for Hume Black Mages, as both Nu Mou and Moogle Black Mages fully display their faces.
  • Squishy Wizard: Black Mages of all three races have high magic power but low defenses, with Humes being slightly faster while Nu Mou are more superior in every other way.
    Fighter 

Fighter

https://static.tvtropes.org/pmwiki/pub/images/ta2_humefighter.png
The first of the Hume advanced jobs, and the race's physical powerhouse. They wield many useful abilities to overwhelm their foes. Unlocked by mastering two Soldier skills, which also unlocks Paladin in Advance, or three Soldier skills plus the "To Be a Fighter" mission in A2.
    Paladin 

Paladin

https://static.tvtropes.org/pmwiki/pub/images/ta2_humepaladin.png
An advanced job class available to Humes that can wield knightswords and greatswords, specializing in aiding and defending their allies. They require the master of two Soldier abilities in Advance, or three Soldier abilities in A2.
  • Combat Medic: They have the Nurse ability, which is like the Soldier's First Aid but also affects adjacent tiles.
  • Heroes Prefer Swords: They have access to knightswords, which have the potential to be the most powerful weapons in the game. They can also use two-handed greatswords.
  • Holy Hand Grenade: They can use Saint Cross and Holy Blade to deal high holy damage.
  • Nonchalant Dodge: They can have the Reflex reaction ability, which enables them to dodge all physical attacks.
  • Stone Wall: Defensively powerful, but they have the lowest speed in the game, tied with the Templar, Sage, and Nu Mou Illusionists.
  • Taking the Bullet: They retain the Paladin's traditional Cover ability from elsewhere in the series.
  • Talking the Monster to Death: They can use Parley, which convinces foes to leave the battlefield.
    Ninja 

Ninja

https://static.tvtropes.org/pmwiki/pub/images/ta2_humeninja.png
An advanced Hume job. They are powerful fighters capable of Dual Wielding and taking out foes quickly. They can be seen as the Hume counterpart to the Viera's Assassin job. Unlocked by mastering two Thief skills in Advance, or four Thief skills in A2.
  • Cherry Tapping: Their Veil skills should be considered less as attacks and more as just debuff skills that happen to do a small amount of damage.
  • Dual Wielding: They can unlock the Dual Wield support ability, which doubles both their attack power by letting them attack twice and the rate at which they learn skills, by virtue of having two equipped weapons.
  • Lightning Bruiser: They strike fast and hit hard, and have the highest speed growth of all the Hume classes.
  • Magic Knight: Their action abilities mostly inflict elemental damage, albeit themed around the Chinese Elements instead of the usual ones.
    • Dishing Out Dirt: Earth Veil damages the target and inflicts slow.
    • Extra-ore-dinary: Metal Veil, though it does not deal "metal elemental" damage and instead inflicts blind.
    • Green Thumb: Wood Veil, though it does not deal "wooden elemental" damage and instead immobilizes the target.
    • Making a Splash: Water Veil damages and silences the target.
    • Playing with Fire: Fire Veil damages and confuses the target.
  • Status-Buff Dispel: Unspell, which removes positive status effects on the target.
    Hunter 

Hunter

https://static.tvtropes.org/pmwiki/pub/images/ta2_humehunter.png
An advanced Hume job that specializes in taking out different breeds of monsters from afar. They wield greatbows and almost all of their abilities are centered around taking down monsters or Capturing them for use by the Morpher or for rare items. The Viera job Sniper can be seen as their counterpart. Unlocked by mastering two Archer skills in Advance, or three Archer Skills in A2 for Humes, while becoming a basic job for Gria.
  • Finishing Move: The Hunting ability automatically grants the maximum of 10 Judge Points if it KO's a target.
  • Gale-Force Sound: Their Sonic Boom abilities does damage over an area with their weapon.
  • Locked Out of the Fight: Their Oust ability can force monsters to leave the battle.
  • Long-Range Fighter: Despite their artwork showing them with knives, Hunters exclusively use bows and greatbows. A2 gives them the ability to use knives, but none of their abilities are learned from them. It is an option for Hume Hunters if they find a good enough knife, but Gria Hunters benefit more from bows due to their ability to fly and stay at a long range.
  • Put on a Bus: In A2, Hunters lose the Capture ability, which was used entirely to capture monsters for a Morpher's usage. With Morpher not making a return at all, the Hunter's Capture ability joined them on the bus.
  • Tap on the Head: The Addle ability removes a monster's ability to use active or reactive abilities, leaving only their unarmed attacks.
  • Situational Damage Attack: The Capture ability removes a damaged monster from the battlefield and leaves their soul, allowing their abilities to be used by the Nu Mou's Morpher job, and the Oust ability can do the same without the benefits, by simply removing damaged monsters from the battlefield.
  • Sphere of Power: They can wield the Humes' ultimate ability, Ultima Shot.
  • Status Buff: The Advice skill grants a critical hit buff to the ally's next standard attack.
  • Status Effects: The Aim: Vitals ability applies a randomly chosen debuff, disabling either hands, legs, eyes, or silencing foes.
  • Uniqueness Decay: In Tactics Advance, Humes were the only race with access to the Hunter job. When A2 added the Gria race, they became able to use the Hunter job as well (and do it better thanks to their additional mobility). This also gave Gria access to the previously Hume-exclusive "Ultima Shot," the ultimate ability of the Humes.
  • Weapon of X-Slaying: Sidewinder deals double damage to monstrous opponents, and normal damage to those of playable races.
    Blue Mage 

Blue Mage

https://static.tvtropes.org/pmwiki/pub/images/ta2_hume_bluemage.png
An advanced Hume job that wields sabers and uses abilities learned from monsters in battle. Unlocked by mastering one Black Mage spell and one White Mage spell in Advance, or one Black Mage spell in A2.
  • Breath Weapon: Guard-Off and the series' iconic Bad Breath.
  • Combat Medic: In addition to their offensive spells they also get access to Mighty Guard, White Wind, and Angel Whisper.
  • Jack of All Trades: Their spells give them a wide variety of uses in battle, ranging from supportive buffs to healing to devastating attacks.
  • Magic Knight: The abilities they can learn range from the physical Goblin Punch to magical abilities like Mighty Guard or Twister.
  • Power Copying: They learn monster abilities by having the ability used on them.
  • Poisonous Person: Poison Claw deals damage and inflicts poison. Bad Breath inflects a whole slew of Status Effects — poison is just one of them.
  • Suave Sabre: Despite their art showing that they wield staves, Blue Mages can only wield curved sabers.
    Illusionist 

Illusionist

https://static.tvtropes.org/pmwiki/pub/images/ta2_humeillusionist.png
An advanced job available to Humes and Nu Mou using the power of the elements and illusions to attack every enemy on the battlefield, enabling them to stay out of harm's way. Unlocked by mastering five Black Mage spells and three White Mage spells in Advance, or four Black Mage spells and two White Mage spells in A2.
  • Awesome, but Impractical: Illusionists can hit every enemy at once, which is awesome, but all of their spells cost a minimum of 32 MP. Which can be raised up to an even higher 64 MP if one opts to take the Turbo MP passive (greatly increased potency and accuracy at the cost of doubled MP cost). Generally, using a Hume Illusionist absolutely requires a purely magical build from the start.
  • Elemental Powers: The undisputed champion of this, as they have a spell to cover every single element in the game except for dark, and even a non elemental one for good measure.
  • Master of Illusion: Their magical attacks, called Phantasm Skill, are all considered illusions.
  • Squishy Wizard: They have low HP and defenses, but it doesn't matter as much because they can attack every foe on the field from any position. They have the highest magic growth of all the Hume jobs, and while Humes are slightly faster, Nu Mou are generally superior even if they are tied for one of the slowest jobs.
Hume Jobs debuting in A2
    Parivir 

Parivir

https://static.tvtropes.org/pmwiki/pub/images/ffta2_humesamurai.png
A Hume-exclusive class, they very much resemble samurai in both attire and choice of weaponry. They're the polar opposite of Paladins in that they're designed to dish out as much damage as possible while taking little in return. Unlocked by mastering three Fighter skills as well as completing "The Eastwatch" mission.
  • Casting a Shadow: Their Lifethread Blade attack works exactly the same as their other elemental blade skills, only it's Dark-elemental.
  • Fire, Ice, Lightning: Wields all three of these elements through their abilities Shimmering Blade, Hoarfrost Blade, and Skyfury Blade.
  • Glass Cannon: Boasts some of the highest displays of single-target damage available to any Hume job, but are tied with Thieves and Mages in their terrible defense and their movement speed isn't anything to write home about either. Their strongest attacks require they get right next to their target too, rendering them useless if they can't catch up.
  • Heroic Sacrifice: Their Unburden Soul skill KOs the user to revive all party members and restore them to full health while eliminating all statuses.
  • Iaijutsu Practitioner: The way they sheath their swords after swinging them in their skill animations along with their Iai Blow skill points to this.
  • Katanas Are Just Better: Like Samurai throughout the series, Parivir can wield katanas to great effect.
  • One-Hit Kill: Has a change to inflict this with Iai Blow.
  • Razor Wind: Wind Slash deals wind damage.
  • Samurai: All in but name.
  • Time-Delayed Death: Lifethread Blade inflicts Doom on their targets with the power of darkness.

    Seer 

Seer

https://static.tvtropes.org/pmwiki/pub/images/ta2_hume_devout.png
A new class for the Humes, it is a stronger variation of the White Mage that uses High Magick and wears the Cat-Eared Hood typically belonging to the Devout class in previous games. Unlocked by mastering four White Mage spells and completing "The Cat's Meow" mission.
  • Hat of Power: The Seer that teaches you how to do the job insists that the cat-eared hood is what allows Seers to use their Magicks. The item description for a hat of the same appearance admits it would probably work just as well without the ears, but then nobody would wear them.
  • The Red Mage: They can wield offensive and curative magic in equal measure, and with their "Magick Frenzy" ability they can cast a spell and then whack their enemy with a book.
  • Resistant to Magic: Seers have the highest magic defense in the game.
  • Throw the Book at Them: They can wield tomes as weapons and even use them to strike their foes with Magick Frenzy.
  • Throw the Dog a Bone: Since Nu Mou and Viera both make better White Mages than Humes do, this job was added in A2 to give Humes a better option for healing with some unique mechanics.

Bangaa Jobs

    Bangaa in General 

Bangaa

https://static.tvtropes.org/pmwiki/pub/images/ffta_bangaa.png
"Tough scales cover this reptilian race head to toe. Their violent tempers, powerful physique, and love of the battle make them at home on the front lines."

A race of reptilian people common in Ivalice, noted for their powerful physiques and skill in battle. Their Totema is Adrammelech.


  • The Big Guy: Bangaa typically use the hard-hitting physical jobs, like Gladiator or Dragoon.
  • Hair-Trigger Temper: Their description notes them as having a violent temper.
  • Lizard Folk: They resemble lizards, but never call them that.
    • Lovable Lizard: Many of them are perfectly kind, and the artwork for some Bangaa jobs like Dragoon or Templar paints them as quite noble.
    • Reptiles Are Abhorrent: There are others who tend to be depicted as antagonistic, however.
  • Magically Inept Fighter: They lack any magical powerhouse jobs that most other races tend to have. Their only magic using job is the Bishop, and while they are passable with some unique abilities, the other races make better mages.
  • Mighty Glacier: They tend to be physically powerful with strong defenses, but a bit on the slower side.
  • Sssssnake Talk: They tend to draw out "s" sounds in their dialogue.

    Warrior 

Warrior

https://static.tvtropes.org/pmwiki/pub/images/ffta_bangaa_warrior.png
A starter physical Bangaa job, similar to the Hume Soldier in terms of stats but with a slightly different move set.
    White Monk 

White Monk

https://static.tvtropes.org/pmwiki/pub/images/ffta_bangaa_whitemonk.png
The other starter Bangaa job, specializing in hand-to-hand combat. They are the only class aside from Archers that can kill off undead for good.
  • Blow You Away: They share Air Render with Hume Fighters.
  • Combat Medic: They have Revive, which can restore an unconscious ally back to 1 HP.
  • Dishing Out Dirt: Earth Render attacks targets at a distance in a straight line from the user.
  • Glass Cannon: They have high strength, magic power, and speed, but low stats in everything else.
  • Heal Thyself: Chakra can restore the user's HP and cleanse debuffs.
  • Ki Attack: The Aura Blast ability description mentions that they use their ki to deal a ranged attack to units in a small area.
  • Power Fist: They can wield knuckles to damage their enemies.
  • Roundhouse Kick: They have the Roundhouse ability to damage surrounding enemies.
  • Status-Buff Dispel: Holy Sign, which neutralizes status enhancements.
  • Turn Undead: Their Exorcism ability can permanently destroy undead, similar to the Archer ability Burial.
  • Warrior Monk: The White Monk is based around this concept, as they are meant to be priestly hand-to-hand fighters.
    Bishop 

Bishop

https://static.tvtropes.org/pmwiki/pub/images/ffta_bangaa_bishop.png
An advanced Bangaa job and the only job available to Bangaa that can use magic. They focus on healing, defensive, and offensive magic. Unlocked by mastering two White Monk skills, which also unlocks the Templar.
  • Barrier Warrior: They have the Barrier spell, which raises physical and magical defense.
  • Combat Medic: They can wield offensive and healing abilities, though their only outright healing spell is Cura, making White Mages better healers than them. However, Bishops have more magic resistance and HP, making them more survivable than White Mages.
  • Counter-Attack: Like Black Mages, they have access to the Magick Counter reaction ability to throw magic back at their attackers.
  • Elemental Powers:
  • Religion is Magic: The name of their job implies that their magic comes from their religious beliefs.
  • Status-Buff Dispel: They have the Dispel ability.
  • Taken for Granite: They can cast Break, which petrifies enemies.
    Defender 

Defender

https://static.tvtropes.org/pmwiki/pub/images/ffta_bangaa_defender.png
An advanced job for Bangaa specializing in defensive abilities. It makes them similar to the Hume Paladins, but while Paladins focus on helping their party, Defenders are focused on themselves. Unlocked by mastering two Warrior abilities, which also unlocks the Dragoon and Gladiator.
  • Auto-Revive: They have the Aura ability, which bestows Auto-Life and Auto-Regen on them.
  • Breakable Weapons: They can use Rend Weapon to break an enemy's weapon, rendering them nearly useless against the Defender.
  • Heroes Prefer Swords: They wield broadswords and knightswords, even though their artwork depicts them wielding a bladed polearm.
  • Heroic Sacrifice: Meltdown knocks out the user to deal damage equivalent to the user's HP to their foe. But combined with the Defender's Aura...
  • "Instant Death" Radius: They have two abilities that deal massive damage to their surrounding tiles, making it beneficial for the Defender to get surrounded: Whirl Burst and Mow Down.
  • Nigh-Invulnerable: They have Expert Guard, which nullifies all HP and MP damage for one turn.
  • Resting Recovery: If they take damage or suffer from a debilitating status effect, they can use Hibernate to heal it at the cost of going to sleep.
  • Stone Wall: They have high HP, attack, and defense, but not much else.
    Dragoon 

Dragoon

https://static.tvtropes.org/pmwiki/pub/images/ffta_bangaa_dragoon.png
An advanced Bangaa job and another series staple. These fighters wield spears and are capable of leaping high to impale their enemies from above.
  • Auto-Revive: Their Dragonheart ability casts Auto-Life on them when they take any damage at all. Dragoons with Dragonheart are extremely difficult to put down unless you can wipe them out in a single attack or have a way to dispel it.
  • Breath Weapon: They have Dragon Breath abilities in the Fire, Bolt, and Ice Breath varieties, as well as the non-elemental Bangaa Cry.
  • In a Single Bound: They have the classic Jump ability, and a very high Jump stat in general.
  • Jousting Lance: Dragoons are considered to be Draconic Knights and specialize in spears, the artwork for the class even depicts them with a Knightly Lance.
  • Life Drain: Lancet absorbs HP from the target.
  • Powerful, but Inaccurate: Jump in A2 now deals double attack damage at the cost of halved accuracy.
  • Super-Scream: Bangaa Cry, which deals non-elemental damage.
  • Talking the Monster to Death: Wyrmtamer can convince a dragon to leave the battlefield.
  • Weapon of X-Slaying: Wyrmkiller does increased damage to dragons.
    Gladiator 

Gladiator

https://static.tvtropes.org/pmwiki/pub/images/1_gladiator.png
An advanced Bangaa job and wielder of powerful "spellswords," used to devastate enemies with elemental damage.
    Templar 

Templar

https://static.tvtropes.org/pmwiki/pub/images/ffta_bangaa_templar.png
An advanced Bangaa job that combines powerful support magic mixed with their usage of lances.
  • Anti-Debuff: Templars can learn the Astra spell, which gives targets a one-use shield against status conditions.
  • Fixed Damage Attack: Lifebreak deals damage equivalent to the amount of HP the user has lost.
  • Jousting Lance: Templar's are orderly knights and are one of the only classes that can use spears.
  • Mage Killer: Arguably the best in the game at taking down enemy mages, thanks to Rasp and Soul Sphere, which deal damage to MP, as well as Silence. Astra allows them to confer one-time status ailment protection and Haste can increase their speed; along with lances for extra reach, they can easily take down squishy mages.
  • Mana Burn: As professional Mage Killers, they have two abilities that directly damage MP, Rasp and Soul Sphere.
  • Mighty Glacier: Templars are powerful, but along with Sages, Paladins, and Nu Mou Illusionists they are the slowest job in the game.
Bangaa Jobs debuting in A2
    Cannoneer 

Cannoneer

https://static.tvtropes.org/pmwiki/pub/images/ffta2_bangaacannoneer.png
A new class for Bangaa, which wields massive cannons to specialize in ranged attacks. Unlocked by mastering two Dragoon abilities and completing the mission "The Bangaa Brotherhood".
  • Charged Attack: Wields a variety of stackable buffs that can augment their next standard attack, increasing its power, accuracy and area of effect.
  • Combat Medic: They can use Potion Shell or Ether Shell to restore HP and MP. Moogle Flintlocks are more supportive than they are, however; Cannoneers are instead focused on damage.
  • Dodge the Bullet: They can have the Blur reaction ability that lets them dodge other bullet and arrow attacks.
  • Long-Range Fighter: The only non-Moogle gun-using class.
  • Spread Shot: Buckshot increases the damage radius of their next attack.

    Trickster 

Trickster

https://static.tvtropes.org/pmwiki/pub/images/bangaatrickster.png
Another new class for Bangaa, these fighters wield cards to attack from a distance and deal devastating status effects. Unlocked by mastering two Master Monk abilities and completing the mission "Sleight of Hand".
  • Charm Person: Charisma inflicts Charm.
  • Death Dealer: They wield cards in battle, and they are the only job in the game capable of it.
  • Fixed Damage Attack: The Agitate ability deals damage equivalent to the user's lost HP.
  • Fragile Speedster: The only Bangaa class that can be considered this, they have great speed and magick growths.
  • Forced Transformation: Or perhaps a suggested transformation. "Suggestion" turns their opponent into a frog.
  • Induced Hypochondria: Their aptly-named Hypochondria ability convinces the target that they've been poisoned and makes it true.
  • Squishy Wizard: Interestingly, their stat growths set them up to be a much stronger yet frailer mage than a Bishop, but they have no offensive Magick in their own skillset to natively make use of that.
  • Verbal Salt in the Wound: Tricksters weaponize this with their "Traumatize" ability.
    "Traumatize" Description: "Add injury to insult, damaging debuffed targets. Deals greater damage to targets with more debuffs."
  • Video Game Stealing: Tricksters have the Mug ability to steal items from their foes.
  • Your Mind Makes It Real: Seemingly the basis of the Trickster's abilities, since they deal status effects by convincing their enemies that they suffer from them.

    Master Monk 

Master Monk

https://static.tvtropes.org/pmwiki/pub/images/ffta2_bmastermonk.png
Another new class for Bangaa, an evolution of the White Monk delivering even more powerful punches. Unlocked by mastering two White Monk and two Warrior abilities and completing the mission "Bangbangaa".
  • Anti-Armor: They can use Rend Armor, which has a chance to destroy the target's armor, thus eliminating their defenses.
  • Bare-Fisted Monk: Has the unique passive class feature of having the highest unarmed attack bonus of any other class in the game.
  • Carry a Big Stick: Can equip poles as their weapons, but all but one actually lowers their attack compared to just fighting unarmed.
  • Cast from Hit Points: Dark Fist sacrifices their HP to deal heavy damage to foes.
  • Close-Range Combatant: They have fewer ranged options than White Monks, so while superior otherwise it is advised for them to take White Monk as a secondary skill so that they have some ranged abilities.
  • Counter-Attack: They have the Cross-Counter ability that allows them to deal heavy damage to targets that themselves have the Counter reaction ability.
  • Elemental Punch: Holy Strike "focuses the wrath of the gods" into a single attack that deals holy elemental damage.
  • Fixed Damage Attack: Withering Fist deals damage based on the user's current HP value.
  • Heal Thyself: They can use Inner Focus, which restores HP and heals status effects, but only for the user.
  • Time-Delayed Death: Lifebane has a chance to inflict Doom on the target.

Nu Mou Jobs

    Nu Mou in General 

Nu Mou

https://static.tvtropes.org/pmwiki/pub/images/ffta2_numou.png
"Canine features and long, droopy ears set this race apart. Even-tempered and thoughtful, they possess the capacity for great intellect. Like moogles, they shun water and avoid it to all cost. Though ill-suited for the front lines of battle, they make incomparable mages and weavers of magick."

A race with canine features known for their great wisdom and magical power. The Totema of the Nu Mou is Ultima.


  • Cartoon Creature: They have some canine features, but it is debatable if they can really be considered dog people.
  • Informed Species: Nu Mou are described as dog-like when they have hippo-like noses, rough hairless skin with prominent wrinkles like a rhino or elephant, floppy rabbit-like ears and a long hairy tail that trails across the ground like a Kangaroo. They look more like Elephant hippos or in the case of Babus, chubby rabbits, than dogs.
  • The Smart Guy: They are noted for their intelligence and wisdom.
  • Squishy Wizard: Almost all of the Nu Mou jobs are powerful magically, but with weak physical stats, speed, and defenses. A few verge on Magic Knight though, like Sage, while Beastmaster has decent physical stats and no magic of their own.
  • Super Drowning Skills: A2 takes away their ability to enter water tiles altogether, unless they have special gear equipped like Winged Boots.
    Beastmaster 

Beastmaster

https://static.tvtropes.org/pmwiki/pub/images/ffta_nu_mou_beastmaster.png
A starter Nu Mou job wielding instruments. They can Control enemy monsters, which makes them useful for teaching abilities to Blue Mages. They have little to no usage on their own, however, and fall off in usefulness later in the game. They require the "Knowing the Beast" mission to be completed before becoming available in A2.
  • The Beastmaster: Control lets them tame enemy monsters, but only until the Beastmaster's next turn, requiring them to use Control again.
  • Musical Assassin: They wield bells, trumpets, and other musical instruments in battle.
  • Whip of Dominance: Downplayed. The Beastmaster job wields a whip in their artwork, but in the game itself, whips are not available in any form, although a whip icon is what appears above their heads when they're controlling a monster.
    White Mage 

White Mage

https://static.tvtropes.org/pmwiki/pub/images/ffta_nu_mou_whitemage.png
One of the starter jobs available to Nu Mou. The same tropes apply as they do for Humes.
    Black Mage 

Black Mage

https://static.tvtropes.org/pmwiki/pub/images/ffta_nu_mou_blackmage.png
One of the starter jobs available to Nu Mou. The same tropes apply as they do for Humes.
    Alchemist 

Alchemist

https://static.tvtropes.org/pmwiki/pub/images/ffta_nu_mou_alchemist.png
An advanced Nu Mou job that uses powerful magic to alter their opponent or their environment. Unlocked by mastering five Black Mage spells and three White Mage spells in Advance, or two Illusionist abilities in A2.
  • Alchemy Is Magic: Their skill set is essentially another kind of magical ability, though it counts as a "Skill" type ability for Law purposes.
  • Anti-Debuff: Alchemists can learn the Astra spell, which gives targets a one-use shield against status conditions.
  • Forced Transformation: They can use the Toad spell to transform enemies into toads. In A2 they have the Transmute ability, which transforms a unit with low HP into a consumable item.
  • Having a Blast: Flare, a powerful magic spell that deals Non-Elemental damage.
  • Item Caddy: Alchemists are the only job (until Rangers in A2 get it as well) that can naturally use the Item ability, even in addition to another A-Ability.
  • Mana Burn: Rasp deals MP damage over an area.
  • Meteor-Summoning Attack: Meteor, which drops a meteor on its targets. In A2 it's instead called Protometeor to distinguish it from Exodus' attack.
  • Poisonous Person: Poison inflicts poison to an area.
  • Robe and Wizard Hat: They have a cool hat with an evil eye crested on the front.
    Illusionist 

Illusionist

https://static.tvtropes.org/pmwiki/pub/images/ffta_nu_mou_illusionist.png
A secondary job available to Nu Mou. The same tropes apply as they do for Humes.
    Morpher 

Morpher

https://static.tvtropes.org/pmwiki/pub/images/ffta_nu_mou_morpher.png
An advanced job for Nu Mou that allows them to take the form of monsters currently held in the Monster Bank and captured by Hunters. When morphed, they can use the monster's abilities in battle, and the effectiveness of their skills and stats depends on the monster currently held in the bank. Unlocked by mastering five Beastmaster skills.
  • Animorphism: Downplayed. Visually, the Morpher only goes into a trance of sorts and doesn't change at all, but the chosen monster family allows them to transform into a monster belonging to said family while performing certain abilities.
  • Bare-Fisted Monk: Downplayed, but they punch with their souls and can even shoot fireballs with them.
  • Chuck Cunningham Syndrome: This is the only job from Tactics Advance not to come back for that game's sequel.
  • Fragile Speedster: They have better Attack than Magic (unusual for a Nu Mou), but their only standout stat is Speed, which is good because it allows them to transform early in battle. After that, their other stats don't matter since they take on the stats of the monster they are currently morphed into.
  • Kung-Fu Wizard: Their combo animations show that Morphers are skilled with both martial arts and magical abilities.
  • Lightning Bruiser: The Morpher itself has the highest HP, Attack, and Speed growth for a Nu Mou job.
  • Magikarp Power: It takes a lot of time and Gil, but if you raise a monster's affection and maximize their stats to 999, you'll have a Morpher that is very fast, very sturdy, and very strong once morphed.
  • Master of All: The Morpher is capable of having unmatched stats once they morph into a monster with max stats, not to mention the wide range of abilities from all the captured monsters.
  • Mechanically Unusual Class: A lot of time, money, and effort are required to build a Morpher; first, a Hunter needs to capture monsters, then the player must spend time raising them in the Monster Bank. When trained fully, they are capable of dealing some of the highest damage in the game, hitting a wide variety of status effects, and generally being among the most versatile of units. Magikarp Power is a bit at play here as well.
  • Monster Allies: Downplayed; the monsters captured for Morphers don't fight themselves, but the player can raise both their affection and stats so that the Morpher can inherit the monster's stats and abilities when they morph into them.
  • Soul Power: The Morpher's equippable weapon of choice is a soul, which the monster evidently loses when captured. Despite this, the captured monsters seem fully sapient and perfectly happy without their "souls."
    Sage 

Sage

https://static.tvtropes.org/pmwiki/pub/images/ffta_nu_mou_sage.png
An advanced Nu Mou job and a potent spellcaster. With high magic and even fairly high strength for a Nu Mou, they are a force to be reckoned with. Unlocked by mastering three White Mage spells and two Beastmaster skills in Advance, or one Beastmaster skill and two White Mage spells in A2.
    Time Mage 

Time Mage

https://static.tvtropes.org/pmwiki/pub/images/ffta_nu_mou_timemage.png
An advanced job available to the Nu Mou and Moogles. They boast the highest magic stat of all the Nu Mou and Moogle jobs along with pretty decent speed, and can be unlocked by mastering five Black Mage spells for both races.
  • Attack Reflector: They can cast Reflect, which bounces magic back at the caster.
  • Discard and Draw: They lose access to the Gravity spells in A2, but gain access to the Extend and Undo spells that extend the duration of buffs and debuffs and revert a unit's HP and MP back to the previous turn respectively.
  • Extra Turn: Quicken, a spell which makes the target act next.
  • Gravity Master: They have access to Quarter, which reduces enemy HP by 1/4, and Demi, which reduces enemy HP by 1/2.
  • Support Party Member: They have no direct damage spells of their own, but their high magic power can be put to good use by taking Sage or Black Mage skills as a secondary.
  • Time Master: They can wield time magic such as Haste, Slow, and Stop.
Nu Mou Jobs debuting in A2
    Arcanist 

Arcanist

https://static.tvtropes.org/pmwiki/pub/images/arcanemage.png
A new class for the Nu Mou, a powerful magick using class that wields rods. They require the mastery of two Time Mage spells and the completion of "The Nu Mou Nobles" mission to unlock.
  • Armor-Piercing Attack: They can have the Pierce support ability, which allows their spells to ignore the effects of Reflect.
  • Casting a Shadow: They have access to Lv. 3 Dark, Lv. ? Shadow Flare, and Death.
  • The Dark Arts: Their magicks are described as forbidden, which fits as their spells all generally have nasty effects and animations that support this.
  • Gravity Master: They can use the Gravity and Graviga spells, taking over from the Time Mage.
  • Life Drain: Another spell in their repertoire is Drain.
  • One-Hit Kill: Arcanists are capable of using the Death spell.

    Scholar 

Scholar

https://static.tvtropes.org/pmwiki/pub/images/numouscholar.png
Another new class for Nu Mou that inflicts magickal damage to all units on the field, disregarding whether they are friend or foe. They require the mastery of one Sage spell and one Time Mage spell, as well as the "Treasured Tomes" mission to unlock.
  • Elemental Powers: Scholars have a wide range of elemental coverage that attacks all allies and all foes, but this can be exploited by giving allies armor of some kind that can nullify or heal those elements.
  • Mad Scientist: The name of one of their abilities, which grants the target a random buff.
  • Mechanically Unusual Fighter: They have a spell called Natural Selection which does damage to all units on the field of a particular race, which can be very situationally useful depending on the types of foes the Scholar is facing.
  • Spell Book: Like the Seer, they wield magical spellbooks in combat.
  • Unfriendly Fire: Their spells are used on the whole field and they do not discriminate between friend or foe.

Viera Jobs

    Viera in General 

Viera

https://static.tvtropes.org/pmwiki/pub/images/ffta_viera.png
"Often called the People of the Wood, the viera are a lithe and swift race. Like humes, they can fill a great variety of roles on the battlefield."

Viera are a leporine race of mostly women. They are a tricky race because they are the only ones with a third tier of jobs (at least in the first game). It is worth the hard work to get those classes, as they are two of the best in the game. Their Totema is Exodus.


  • Difficult, but Awesome: It takes some more time than it does for other races for them to unlock their strongest jobs, but once they do it is absolutely worth it.
  • Fragile Speedster: Viera stats seem to skew toward fast but fragile, but they have talents in many other jobs such as Summoner or Red Mage. As a race they tend to have the best speed stat, and aside from Nu Mou they make the best mages.
  • Jack of All Trades: While specializing in fast classes, they also have a few magical options, making them nearly as varied as Humes.
  • Little Bit Beastly: Viera are rabbit-like, with long furry ears and clawed hands and feet.
  • Ms. Fanservice: Many of the Viera tend to be scantily clad.
  • Nature Hero: The Viera have a strong connection to nature, with a law among their kind called the Green Word. This is reflected in their Totema, Exodus, which is depicted as a giant tree, as well as some of their jobs like Elementalist.
  • One-Gender Race: Only female Viera are ever shown in Ivalice games. Males exist, but they are far more seclusive. Male Viera aren't seen for the first time until Final Fantasy XIV, but that is an entirely different world.
    Fencer 

Fencer

https://static.tvtropes.org/pmwiki/pub/images/ffta_viera_fencer.png
One of the starter Viera jobs. A physically-oriented job, they wield rapiers for damaging their foes along with a few tricks up their sleeves.
  • Armor-Piercing Attack: Piercethrough, which can strike a target and the one behind them.
  • Mana Burn: They can use Manastrike, which directly targets their foe's MP.
  • Nonchalant Dodge: They can have the Reflex reaction ability, which enables them to dodge all physical attacks.
  • Poisonous Person: Swarmstrike deals somewhat less damage than normal, but also inflicts poison.
  • Royal Rapier: Their weapon of choice is a rapier, as indicated by their name and their graceful fighting style.
  • Stripperiffic: Their clothing shows off almost the entirety of their legs and thighs, and their tops are sleeveless and low cut.
  • Time-Delayed Death: Checkmate, which inflicts Doom.
    White Mage 

White Mage

https://static.tvtropes.org/pmwiki/pub/images/ffta_viera_whitemage.png
One of the starter jobs available to Viera. The same tropes apply as they do for Humes.
    Archer 

Archer

https://static.tvtropes.org/pmwiki/pub/images/ta2_vieraarcher.png
One of the starter jobs available to Viera. The same tropes apply as they do for Humes.
    Assassin 

Assassin

https://static.tvtropes.org/pmwiki/pub/images/ta2_vieraassassin.png
An advanced job available to Viera. They specialize in instantly killing enemies and their stats are incomparable (except for their abysmal HP). Unlocked by mastering two Elementalist spells and one Sniper skill in Advance, and additionally the "Veis, Assassin" mission in A2.
  • Catch and Return: Their Return Fire reaction ability lets them catch arrows shot at them and throw them back.
  • Forced Sleep: Nightmare puts enemies to sleep and has a chance of inflicting Doom.
  • Glass Cannon: Strong, fast, and deadly - except that they have awful HP growths.
  • Impromptu Tracheotomy: Aphonia is described as an attack aimed at the target's throat, which inflicts Silence.
  • Katanas Are Just Better: One of their weapon options, along with greatbows. Their artwork depicts them with Wolverine Claws, which they do not actually use.
  • One-Hit KO: Last Breath is an instant death move, but the Assassin in general specializes in this with Rockseal as well as some options for inflicting Doom.
  • Shadow Pin: They can use the Shadowbind ability, which inflicts Stop on her foes.
  • Sphere of Power: Assassins can use Ultima Masher, the ultimate attack of the Viera.
  • Taken for Granite: Rockseal inflicts petrification on their targets.
  • Time-Delayed Death: Nightmare can inflict Doom on sleeping targets.
    Sniper 

Sniper

https://static.tvtropes.org/pmwiki/pub/images/ta2_vierasniper.png
An advanced job of the Viera, and considered their powerhouse. Specializes in ranged attacks with a greatbow and weakening enemies by targeting their weapons, armor, or wallet. Unlocked by mastering two Archer skills.
  • Cold Sniper: They have this characterization, giving them no-nonsense abilities that deal high damage or crippling effects.
  • Fixed Damage Attack: Marksman's Spite deals damage equal to the Sniper's lost HP.
  • Improbable Aiming Skills: They can use Wallet Shot to target a distant wallet, as well as Weapon Shot and Armor Shot to target weapons and armor, respectively.
  • Invisibility: They can use Conceal, which makes them invisible until their next action.
  • Long-Range Fighter: As expected of a Sniper, they are best at a long range with their greatbows.
  • Poisonous Person: Beso Toxico, which inflicts poison.
  • Regenerating Health: They have the Regenerate reaction ability, which gives them the Regen status upon taking damage.
  • Time-Delayed Death: Death Sickle, which can inflict Doom.
  • Video Game Stealing: Their Wallet Shot ability can steal gil from distant enemies.
    Red Mage 

Red Mage

https://static.tvtropes.org/pmwiki/pub/images/ta2_vieraredmage.png
An advanced job available to Viera that blends together White Magic, Black Magic, and rapiers. Their ability to use Dualcast makes them invaluable in battle. Unlocked by mastering one Fencer skill in Advance, and one White Mage spell in addition in A2.
  • Barrier Warrior: They have access to both the Protect and Shell spells.
  • Fire, Ice, Lightning: They wield the first level version of all three elements.
  • Magic Knight: Aside from their useful spells, they also have surprisingly decent attack power with their rapiers.
  • Magikarp Power: They're decent attackers, until they learn Dualcast, then they become fantastically powerful and versatile for nearly any other job they use (especially the Summoner).
  • The Red Mage: Obviously - their marriage of magic and swordplay makes them versatile and useful in any fight.
  • Royal Rapier: They are another rapier using class, despite their artwork depicting them with a staff.
  • Status Effects: They can cast Poison and Sleep.
    Elementalist 

Elementalist

https://static.tvtropes.org/pmwiki/pub/images/ffta_viera_elementalist.png
An advanced job available to the Viera. They have a wide range of elemental magic skills that also have a chance to inflict a status ailment. Unlocked by mastering one White Mage spell and one Fencer skill in Advance, or two White Mage spells in A2.
  • Body Paint: Elementalists have white paint on their arms and legs, giving them a more "tribal" look.
  • Elemental Powers:
    • Blow You Away: Shining Air, which deals wind damage and inflicts blindness.
    • Casting a Shadow: Evil Gaze, which deals dark damage and inflicts confusion.
    • Dishing Out Dirt: Heavy Dust deals damage and immobilizes. Also, Earth Heal draws upon the power of the earth to heal a single target.
    • Making a Splash: Sliprain deals water damage and slows a target.
    • Playing with Fire: Fire Whip deals fire damage and disables the target.
    • Shock and Awe: Thunderous Roar deals lightning damage and silences the target, introduced in A2 to replace Elementalshift.
  • Foil: They are a slightly more magic-oriented version of the Red Mage. They are also similar to a Hume Ninja as far as their elemental attacks go.
  • Heal It With Fire: White Flame heals multiple targets with a pure white flame.
  • Jack of All Trades: They are well-rounded magical attackers with some healing capabilities, with an even spread of stats. However, this makes them fairly average.
  • Nature Hero: The origin of their spells.
  • Revive Kills Zombie: One of the few aversions in the franchise thanks to their healing spells being aligned with elements other than holy.
  • Status Effects: Their offensive spells inflict status conditions in addition to dealing damage.
    Summoner 

Summoner

https://static.tvtropes.org/pmwiki/pub/images/ta2_vierasummoner.png
An advanced job available to the Viera. With high magic growths that rival the Nu Mou, Viera Summoners devastate the battlefield with access to a variety of summoned beasts with a wide range. Unlocked by mastering two White Mage spells and two Elementalist spells in Advance, or just two Elementalist spells in A2.
  • Combat Medic: With Unicorn, Kirin, Carbuncle, and Phoenix, they can provide all the healing and support a party would need.
  • Difficult, but Awesome: Their summons are some of the strongest spells in the game, and cover both offensive and supportive roles with wide areas of effect. The large AOE of their spells can make it a little difficult to properly target only enemies with attacks or allies with support skills, but it is very much worth the effort to strategize around that.
  • Elemental Powers:
  • Summon Magic: They can summon many of the series' staple creatures for all kinds of magical effects.
Viera Jobs debuting in A2
    Green Mage 

Green Mage

https://static.tvtropes.org/pmwiki/pub/images/ffta2_vieragreenmage_3.png
A new class for the Viera, it focuses on buffing allies and weakening enemies with a variety of status effects. As their name implies, they wear green and wield Green Magic. Unlocked by mastering one White Mage spell and completing the "Green Dominion" mission.
  • Barrier Warrior: Can use both Protect and Shell magicks.
  • Fragile Speedster: As per usual to this race, they have especially high Speed growth (second only to Assassins for Viera classes), but lack the armor to take many hits in battle.
  • Non-Indicative Name: Contrary to their title, Green Mages have absolutely horrendous magick growth for a wizard class, which thankfully is not necessary since they lack offensively oriented attacks.
  • Support Party Member: Very lacking in the offensive or the defensive department but instead shine by improving the power of their teammates and leaving their enemies vulnerable.

    Spellblade 

Spellblade

https://static.tvtropes.org/pmwiki/pub/images/ffta2_spellblade.png
A new Viera job that specializes in inflicting status effects onto enemies with their enchanted rapiers using their Blade Arts skill. Unlocked by mastering two Red Mage spells and completing the "To Be A Spellblade" mission.
  • Cast from Hit Points: One of their support abilities is Blood Price, which allows the caster to sacrifice HP instead of MP for their spells.
  • Charm Person: Confuse Blade can inflict Confuse on their foes, making them attack friends or foes randomly.
  • Classy Cravat: Spellblades wear a cravat around their necks, giving them a distinguished look.
  • Forced Sleep: They can use Sleep Blade to force their target to sleep.
  • Heroes Prefer Swords: Unlike the Fencer and Red Mage, they prefer standard swords instead.
  • Magic Knight: Their abilities count as magickal attacks and must be cast at close range because of their rapiers. If used as a sub-skill on a bow-using class, however, that range restriction is lifted.
  • Poisonous Person: Poison Blade poisons the enemy and deals damage.
  • Spell Blade: As their name implies, they enchant their rapiers to deal all kinds of Status Effects along with damage.
  • Status Effect-Powered Ability: They can use Oil Blade to inflict the Oil status on foes, making them weak to fire attacks.
  • Time-Delayed Death: Doom Blade inflicts damage and Doom on their targets.

Moogle Jobs

    Moogles in General 

Moogles

https://static.tvtropes.org/pmwiki/pub/images/ffta_moogle.png
"This short-statured race is distinguished by the pom poms on their heads and bat-like wings on their backs. They have no love for water, and will not venture in the shallowest of pools. Moogles are accomplished machinists, and they boast a great many unique jobs all their own."

The mascot race of the Final Fantasy series is fully playable in these games (for the second time). They are a little more rabbit-like, and far more common than their previous iterations. The Totema of the Moogles is Famfrit.


  • Badass Adorable: Moogles are as cute as ever, and now they have a full range of jobs to choose from to be useful in battle.
  • Gadgeteer Genius: They have the Gadgeteer job, but in general they are noted for their mechanical know-how. This is also displayed through their Gunner and Flintlock jobs.
  • Jack of All Trades: They have a wide range of class options from the physical Mog Knight and Chocobo Knight, the quick and dextrous Thief and Juggler, the ranged Gunner and Flintlock, the magical Black Mage and Time Mage, or the gimmicky Animist and Gadgeteer. They tend to perform well in any of their roles.
  • Square Race, Round Class: They tend to have nimble, dextrous jobs like Thief or Juggler, the more magical Black Mage or Time Mage, or the mechanically inclined Gunner or Gadgeteer. On the other hand, they also have the physical powerhouse Mog Knight, which enables them to fight right on the frontlines along with their Bangaa or Hume counterparts.
  • Super Drowning Skills: Like Nu Mou, they lose the ability to swim in A2.
  • Wings Do Nothing: Moogles have wings as always. While they can sometimes fly in Ivalice games, they are completely unable to in gameplay, unlike the Gria.
    Animist 

Animist

https://static.tvtropes.org/pmwiki/pub/images/ffta_moogle_animist.png
A starter Moogle job. Animists are fighters who borrow aid from animals. They are quirky fighters but they have useful support abilities.
  • Animal Stampede: They can summon a herd of chocobos with Chocobo Rush to stampede their targets.
  • Barrier Warrior: 100% Wool casts Protect and Shell on the user.
  • Charm Person: Tail Wag can inflict Charm.
  • Forced Transformation: Frogsong can turn a target into a frog.
  • Friend to All Living Things: The Animist's shtick, in which they use the power of animals to cast all sorts of spells. Though it is averted hard with Cuisine, which cooks an animal to fully restore a party member's HP.
  • Musical Assassin: They wield instruments as their primary weapons.
  • Status Effects: Sheep Count, which inflicts Sleep, and Catnip, which can inflict Berserk.
  • Useless Useful Spell: They can use Friend, which can summon any beast available to the Summoners. However, the effect is entirely random, so you have a chance of harming your allies or healing your enemies.
    Black Mage 

Black Mage

https://static.tvtropes.org/pmwiki/pub/images/ffta_moogle_blackmage.png
One of the starter jobs available to Moogles. The same tropes apply as they do for Humes.
    Thief 

Thief

https://static.tvtropes.org/pmwiki/pub/images/ffta_moogle_thief.png
One of the starter jobs available to Moogles. The same tropes apply as they do for Humes.
    Gunner/Fusilier 

Gunner/Fusilier

https://static.tvtropes.org/pmwiki/pub/images/ffta_moogle_gunner.png
A secondary job available to Moogles. They can wield guns for a variety of effects, attacking exclusively at range. They have horrible stat growths but their abilities make up for it. Unlocked by mastering one Animist skill, which also unlocks the Mog Knight, and additionally require the completion of "The Goug Consortium" mission in A2.
  • Charm Person: Charmshot charms their enemies so that they only attack their allies.
  • Fire, Ice, Lightning: Fireshot, Iceshot, and Boltshot.
  • The Gunslinger: They wield guns as their weapon of choice.
  • Long-Range Fighter: Exclusively fights at long range, with higher range than bows.
  • Status Effects: Confushot, Blindshot, Silenshot, and Stopshot inflict Confuse, Blind, Silence, and Stop, respectively.
  • Weak, but Skilled: Gunners have overall terrible stats, but they make up for it with incredibly versatile attacks and absurd range, being able to fire off Ultima Charge from far away.
    Mog Knight/Moogle Knight 

Mog Knight/Moogle Knight

https://static.tvtropes.org/pmwiki/pub/images/ffta_moogle_mogknight.png
A secondary job available to Moogles. Mog Knights are the pure powerhouses of the Moogles, with a nice array of abilities that give them the upper hand. They can be seen as the Moogle counterpart to the Humes' fighter.
  • Anti-Debuff: Mog Shield grants an ally the Astra condition, which will block the next status condition they suffer.
  • Knightly Sword and Shield: They can wield swords and shields in battle. One ability of theirs is Mog Shield, which prevents one status ailment.
  • Lunacy: Mog Aid uses the moon's power to restore HP.
  • Mighty Glacier: High attack and defense, but low speed.
  • Sphere of Power: They can use Ultima Charge, the ultimate ability of the Moogles.
    Time Mage 

Time Mage

https://static.tvtropes.org/pmwiki/pub/images/ffta_moogle_timemage.png
One of the secondary jobs available to Moogles. The same tropes apply as they do for Nu Mou.
    Juggler 

Juggler

https://static.tvtropes.org/pmwiki/pub/images/ffta_moogle_juggler.png
An advanced job available to Moogles. Skilled tricksters, these Moogles can inflict all kinds of status ailments on their opponents. Unlocked by mastering two Thief skills, which also unlocks the Gadgeteer in Advance, while they now require two Tinker skills in A2.
  • Devious Daggers: Their primary weapon. In addition, they can use their Throwing Dagger ability to damage and inflict disable.
  • Lightning Bruiser: Jugglers boast excellent speed, great defense for a Moogle job, and decent attack, but the rest of their stats are mediocre or low.
  • Extra Turn: Smile grants one to an ally by allowing them to act next.
  • Molotov Cocktail: Firebomb, which hurls one and induces a berserker rage on the target.
  • Rings of Death: They can throw a Ring to inflict Stop.
    Gadgeteer/Tinker 

Gadgeteer/Tinker

https://static.tvtropes.org/pmwiki/pub/images/ffta_moogle_gadgeteer.png
An advanced job available to Moogles. Gadgeteers rely on tricks held within Pandora's Box to inflict status ailments on every enemy on the field... or every ally.
  • Barrier Warrior: Yellow Spring can cast Barrier on every enemy or every ally.
  • Combat Medic: Gold Battery can heal the whole party's HP or the HP of all enemies.
  • Gadgeteer Genius: They can wield a variety of screws, gears, and springs from their boxes to inflict a wide variety of status ailments.
  • Lethal Joke Character: There's a 50% chance they can inflict their deadly status ailments on their own party, which makes people wary of using them. However, if the player equips their whole party with gear to protect them from said status ailments, it makes them immune to the Gadgeteer's failings, allowing them to use their abilities with impunity. If a party is protected against Doom, the Gadgeteer can then use Black Ingot to inflict Doom on the entire enemy party, ending the battle in three turns.
  • Mighty Glacier: They have decent magic resistance, high HP, and the best defense of the Moogles, making them the closest thing Moogles have to a tank.
  • Poisonous Person: Green Gear can inflict poison on every enemy or every ally.
  • Status-Buff Dispel: Blue Screw can cast Dispel on every enemy or every ally.
  • Wolverine Claws: Their weapon of choice.
Moogle Jobs debuting in A2
    Chocobo Knight 

Chocobo Knight

https://static.tvtropes.org/pmwiki/pub/images/ffta_m_chocoknight.png
A new Moogle job, Chocobo Knights have no innate abilities of their own, and instead change their move set depending on what color chocobo they mount. They can, however, wield any non-ranged weapon type. Unlocked by mastering two Animist skills as well as completing the "Popocho's Chocobos" mission.
  • Barrier Warrior: When mounted on any chocobo they can use Choco Barrier, which casts Protect and Shell on their target.
  • Combat Medic: They can use Choco Cure no matter what type of chocobo they're on. They can use Choco Guard as well if they are on a Brown Chocobo, or Choco Esuna while on a Green Chocobo.
  • Fragile Speedster: Sports the single highest speed growth rate in the entire game at 99% but have mediocre growths across the board in everything else, forcing them to focus more on the supportive capabilities they have more than the combat capabilities.
  • Horseback Heroism: Or birdback, more accurately. Giving them a chocobo to mount gives them unparalleled mobility, and Black Chocobos even give them the ability to fly.
  • Logical Weakness: As an enemy unit, Chocobos are weak to lightning, holy and water. Those weaknesses don't go away as a mount, so a chocobo rider will also be weak to lightning, holy and water unless they overwrite that with resistant gear.
  • Mechanically Unusual Fighter: A Chocobo Knight's abilities depend entirely on the chocobo they're mounted on, and they are lost if the knight is knocked out or otherwise dismounts. They can wield any weapon but have horrendous stat growths aside from speed, neither of which matter when they mount their chocobos (but they do retain stat bonuses from their equipment). Furthermore, their job title actually changes depending on what they're mounted on: Red Rider for Red Chocobos, White Rider for White Chocobos, and so on. They also cannot use any secondary A-abilities when mounted.
  • Meteor-Summoning Attack: When mounted on a Black Chocobo, they can use Choco Meteor to call down the fearsome Meteor spell.
  • Multi-Melee Master: They have the highest selection of weapon options in the game, capable of wielding any melee weapon. This gives them the freedom to be more magic focused with maces and wands, or physical attackers with the increased range of spears (normally only Bangaa can equip spears), or anything in between.
  • Playing with Fire: Red Chocobos enable them to use Choco Flame, a fire elemental attack.
  • The Red Mage: Depending on the color of the Chocobo, Chocobo Knights can potentially wield a range of physical, magickal and supportive abilities.
  • Support Party Member: Mounted on a Green, White, or Brown Chocobo gives them mostly supportive abilities, like Choco Barrier and Choco Recharge.

    Flintlock 

Flintlock

https://static.tvtropes.org/pmwiki/pub/images/ffta2_mooglemagicgunner.png
Another new Moogle job that can wield hand cannons. Unlike the similar Bangaa job Cannoneer, Flintlocks must "prime" their cannons before using any abilities, though they have powerful support capabilities. Unlocked by mastering two Tinker skills and two Fusilier skills, as well as completing the "Of Kupos and Cannons" mission.
  • BFG: Flintlocks wield the same hand cannons as the Bangaa. However, in a Moogle's hands, the cannons are quite large, which is why they need a turn to prime them.
  • Cast from Hit Points: Blowback damages the user to deal high damage to their foes.
  • Dodge the Bullet: They can have the Blur reaction ability that lets them dodge other bullet and arrow attacks.
  • Healing Shiv: Cure Cannon shoots their allies to heal them.
  • Long-Range Fighter: Flintlocks fight exlusively at a long range.
  • Support Party Member: They are more supportive than their Cannoneer counterparts, giving them a distinct difference. They have Cure Cannon, Protect Cannon, Shell Cannon, and Ether Cannon to provide a variety of beneficial effects.
  • Weaksauce Weakness: "Prime" counts as a buff, so if they prime their cannons and an enemy unit dispels them, the Flintlock has essentially wasted their turn.
  • Weaponized Teleportation: They can use Teleport Cannon to teleport their target to a random location on the map.

Seeq Jobs (A2 only)

    Seeq in General 

Seeq

https://static.tvtropes.org/pmwiki/pub/images/ffta2_seeq.png
"Though one would not think it to look on them, seeq are remarkably quick and agile, making for formidable foes and valued allies. They are not, however, terribly bright, and their moral compass has lost all direction. They lust for gold, jewels, and the like, often adorning their bodies with such, whether ill-gotten or otherwise."

A pig-like race originally debuting in Final Fantasy XII, appearing in A2 as playable for the first time. They have a small selection of jobs, and noted for their lack of intelligence, but they can be useful and tricky fighters.


  • Acrofatic: Despite their girth, they can be quite speedy and it is noted in their profile.
  • Greed: They are noted to be quite greedy and motivated by their lust for gold and jewels.
  • Lightning Bruiser: If trained properly, Seeq units can be powerful physical attackers with more speed than Bangaa and more durability than Viera.
  • Magically Inept Fighter: Seeq have no magic-focused jobs, and the only one with a spell of any sort is the Viking, which has Thunder magic. They are also the only race to lack an Ultima ability.
  • Pig Man: Seeq are fat and pig-like.
  • Walking Shirtless Scene: Seeq are almost never depicted with shirts, even the women (who wear a chest wrap at most).

    Berserker 

Berserker

https://static.tvtropes.org/pmwiki/pub/images/seeqberserker.png
One of the primary Seeq jobs, focusing on dealing massive damage and destroying the target's armor.
  • Glass Cannon: They have excellent Attack, Speed, and devastating attacks, but it doesn't take much to take them down.
  • Ground Punch: One of their abilities does this and attacks enemies at a range.
  • Non-Indicative Name: Despite their name, only one of their abilities inflicts Berserk on them, and it's a support ability.
  • Super-Scream: Scream removes buffs from surrounding units.
  • Wolverine Claws: Their weapon type is primarily this and knuckles.

    Ranger 

Ranger

https://static.tvtropes.org/pmwiki/pub/images/seeqranger.png
Another primary Seeq job, this fighter focuses on laying traps and using items to harry their enemies.
  • Charm Person: They have the Love Potion trap which charms any enemy that steps on it.
  • Crazy Survivalist: They have a bit of this flavor to them. Their abilities are called "Survivalism" and they set all kinds of traps to harry their foes, as well as the ability to make themselves invisible with Camouflage.
  • Crutch Character: One of the best ways to use them, especially early game, is to make use of their Mirror Item ability which reverses the effects of different items. Suddenly those Hi-Potions that heal lots of HP can be used to devastating effect.
  • Empathic Healer: They can use Life Bond to share their HP with the target, healing allies while damaging themselves.
  • Item Caddy: Like Alchemists, they can also use items natively in battles without having to set Item as their secondary ability.
  • Mana Burn: Their Leech trap damages the MP of foes that step on it.
  • Multi-Ranged Master: Rangers are capable of using both bows and daggers in battle. Unlike other ranged attackers, they have decent defenses and ways to stay alive.
  • Power Nullifier: They have the Silence Gas trap that can silence enemies, stopping mages in their tracks.
  • Trap Master: Their primary focus in battles is setting various traps on different tiles.

    Lanista 

Lanista

https://static.tvtropes.org/pmwiki/pub/images/seeqlanista.png
A secondary Seeq job specializing in various skills, from support to absorption and dealing heavy damage at the expense of their own health, making them the class in this game most similar to the series' standard Dark Knight. Unlocked by mastering one Berserker skill and completing the "A Lanista's Price" mission.
  • Cast from Hit Points: They have the Dark Knight's signature Souleater ability, which reduces the user's HP to deal damage to enemies.
  • Life Drain: Razzle-Dazzle absorbs the life force of surrounding units to restore the user's HP. Sword of Darkness does the same to a single target.
  • Mana Drain: Sword of Light absorbs MP from a single target.
  • One-Handed Zweihänder: By equipping the Monkey Grip support ability they can wield two handed weapons with one hand.
  • Spikes of Villainy: Kind of - they have a single spike that they wear on their head and otherwise don't wear clothes besides pants, like most Seeqs.

    Viking 

Viking

https://static.tvtropes.org/pmwiki/pub/images/seeqviking.png
Another secondary Seeq class that uses axes and lightning magic in battle. Unlocked by mastering one Ranger skill and completing the "Lord Grayrl!" mission.
  • Geo Effects: Tsunami requires the user to be standing on a water tile.
  • Magic Knight: The only Seeq class that can wield magick.
  • Making a Splash: Their Tsunami ability deals water damage, but it is only useable if they are standing in water.
  • Shock and Awe: They have access to the Thunder, Thundara, and Thundaga spells.
  • Video Game Stealing: They are able to steal gil (with Plunderer), items (Strong-Arm), and equipment (with Pillage), the latter two of which also deal damage.

Gria Jobs (A2 only)

    Gria in General 

Gria

https://static.tvtropes.org/pmwiki/pub/images/gria.png
"Dragonic wings and tail adorn this peculiar race. Able to fly for short distances, they move without hindrance across the battlefield. Gria prefer a weapon's cold steel to the subtle arts of magick, eagerly taking to the front lines."

A new draconic race exclusive to Tactics A2, never appearing in any other Ivalice game — minus the Crystal Defenders spin-off — due to being native to the Jylland region. Like the Viera, they are made up of only women, and like the Seeq, they have only four jobs available to them (and one of those, Hunter, is shared with Humes). Despite that, they make for powerful units.


    Hunter 

Hunter

https://static.tvtropes.org/pmwiki/pub/images/griahunter.png
One of the starter jobs available to Gria. The same tropes apply as they do for Humes.
    Geomancer 

Geomancer

https://static.tvtropes.org/pmwiki/pub/images/griageomancer.png
A secondary job available to the Gria, which enables them to use Geo Effects depending on the type of terrain on which they're standing. Unlocked by mastering one Hunter skill and the "Geomancer's Way" set of missions.
  • Geo Effects: All of their abilities rely on them standing on different types of terrain.
  • Elemental Powers: They have access to several different elemental spells.
    • An Ice Person: Avalanche, which deals ice damage and puts targets to sleep. Can only be used when it's snowing.
    • Dishing Out Dirt: Stone's Embrace, which deals earth damage and disables the target.
    • Green Thumb: Life's Embrace, which calls upon the power of living earth to immobilize targets.
    • Making a Splash: Venom Squall, which deals water damage and poisons enemies. Can only be used when it's raining.
    • Mana Burn: Mist Storm deals damage to the target's mana and can only be used when the Mist runs thick.
    • Non-Elemental: Nature's Embrace, which requires the user to be standing on any natural terrain, damages targets. Artifice's Embrace deals damage and slows the target but requires the user to be standing on any man-made terrain.
    • Playing with Fire: Shining Flare, which deals fire damage and can only be used when the sun is shining.
  • Stone Wall: Geomancers have the highest magical and physical defense growths of any class in the game, and oddly enough for a magickally inclined job they also have low Magick attack growths.

    Raptor 

Raptor

https://static.tvtropes.org/pmwiki/pub/images/griaraptor.png
Another secondary class available to the Gria, it is generally regarded as an improved version of the Soldier and Warrior jobs, able to deal damage and lower enemy stats. Unlocked by mastering one Hunter skill and completing the "Instrument of Inspiration" mission.
  • BFS: They specialize in wielding broadswords in combat.
  • Blow You Away: Cyclone deals wind damage to multiple targets. Whirlwind does the same but also inflicts Confuse.
  • Double Unlock: In order for a Gria to wield shields, she has to either learn Monkey Grip then wield a shield that teaches Shieldbearer, or simply forgo a weapon to wield a shield.
  • Irony: Despite having no magical abilities of their own, they have the highest Magick growth of all the Gria classes, so any Geomancer would benefit from leveling up as a Raptor instead.
  • Mana Burn: Soul Crush deals damage and lowers enemy MP.
  • Nigh-Invulnerable: Bulwark protects them from all damage until their next turn.
  • One-Handed Zweihänder: They have access to the Monkey Grip ability, which is necessary for them to wield a shield and learn Shieldbearer to pass on to other jobs or use their Shield Bash skill.
  • Shield Bash: Shield Bash attacks enemies with their equipped shield, dealing damage, knocking them back, and inflicting Disable. Oddly, they learn this from a two-handed sword, which keeps them from wielding a shield.

    Ravager 

Ravager

https://static.tvtropes.org/pmwiki/pub/images/gria_ravager.png
Another secondary class available to Gria. They specialize in brutal physical damage with their Feralism abilities and wield greatswords. Unlocked by mastering one Hunter skill, and completing the "Ravager" mission after completing the "A Request" mission.
  • Back Stab: They can use Sneak Attack, which deals extra damage from behind the target - much easier for a Gria who naturally has the ability to fly.
  • BFS: Their weapon of choice.
  • Counter-Attack: En Garde puts them in a counter stance where they will counter any physical damage directed at them.
  • Death or Glory Attack: The Ravager specializes in these. Full Assault is a powerful attack that puts the user to sleep afterward, making her vulnerable. Battle Cry raises Attack but lowers Defense. Bonecrusher is a reaction ability that requires them to get hit first before they Counter-Attack with even more damage.
  • Spin Attack: Sweeping Spin, which damages multiple targets.
  • Status Effect-Powered Ability: Tenacity deals more damage the more detrimental status effects the user has on them.


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