<u><b> JOBS </B></u>
<u>Squire</u>
Innate abilities: Basic Skill
Equipment: Barefists*, Swords*, Flails, Hats, Clothes
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Male*
Level 1 HP 30-32, MP 10-11, PA 4, MA 3, SP 6
Level 35 HP 115-122, MP 32-35, PA 7, MA 5, SP 8
Level 70 HP 202-216, MP 55-59, PA 9, MA 7, SP 10
Level 99 HP 275-293, MP 74-80, PA 11, MA 9, SP 11
Female
Level 1 HP 28-30, MP 11-12, PA 3, MA 4, SP 6
Level 35 HP 107-115, MP 35-37, PA 5, MA 6, SP 8
Level 70 HP 189-202, MP 59-63, PA 7, MA 9, SP 10
Level 99 HP 256-275, MP 80-85, PA 9, MA 11, SP 11
Squires are the basic fighting class in the game, and in AI mode they are not that bad. While it might seem that Knights are the better choice, there are a number of reasons to choose Squires over them.
Firstly, Squires have better movement than Knights. This matters more than you might think, as it helps to keep them safe and get them in the fray faster. They also have the advantage in equipment--clothes and hats are much more important than Armor and Robes on fighting units.
The Basic Skill set is better than expected, too. Accumulate is a great ability to have on a free turn, and Throw Stone is nice when dealing with Charm, Confusion, Sleep and weakened enemies. This is not to say Squires are supremely powerful units, but do consider them as a carrier class.
Sadly, their advantages over Knights pale compared to the advantages Geomancers hold. The only thing Squires really have over Geomancers is innate Basic Skill. Because of this, beware that using a Squire on your team is something done at a liability. If you plan on using one, have a reason for needing Basic Skill.
<u>Chemist</u>
Innate: Item, Throw Item
Equip: Barefist, Knives, Guns*, Hats, Clothes
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Male
Level 1 HP 24-25, MP 10-11, PA 3, MA 3, SP 6
Level 35 HP 92-98, MP 31-33, PA 5, MA 5, SP 8
Level 70 HP 162-172, MP 53-56, PA 7, MA 7, SP 10
Level 99 HP 220-234, MP 71-76, PA 8, MA 9, SP 11
Female
Level 1 HP 22-24, MP 11-12, PA 3, MA 4, SP 6
Level 35 HP 80-86, MP 33-36, PA 4, MA 6, SP 8
Level 70 HP 141-151, MP 56-60, PA 5, MA 9, SP 10
Level 99 HP 191-204, MP 76-81, PA 6, MA 11, SP 11
Final Fantasy fanboys might be inclined to think the Priest is the better healing class, but that isn't the case here. If you need a healer that can stay alive, Chemist is the way to go. Why? Chemists don't have to charge their Item throws, and charging makes you very vulnerable in FFT. Also, Item healing does not depend on either target's Faith stat, so you can use Chemists regardless of whether or not you are playing with mages.
Another big plus to using Chemists is that they can equip guns, which means they will more than likely stay far away from the mainlines. This gives Chemists a chance to use support abilities such as Battle Skill and Time Magic from a safe distance.
Disadvantages? Chemists are terrible at fighting and they pretty much have to equip gear that protects them from statuses to stay helpful. This means they are a very reactive class, and as a result don't contribute much toward getting the job done. In other words, the disadvantage is that your other three units need to be able to hold their own so the Chemist has something to support.
<u>Knights</u>
Innate: Battle Skill
Equip: Barefist, Swords*, <s>Knight Swords</s>, Shields, Helmets, Robes, Armor
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Male*
Level 1 HP 36-38, MP 11-12, PA 6, MA 3, SP 6
Level 35 HP 147-157, MP 35-37, PA 10, MA 5, SP 8
Level 70 HP 261-279, MP 59-63, PA 16, MA 7, SP 10
Level 99 HP 356-380, MP 79-85, PA 20, MA 9, SP 11
Female
Level 1 HP 33-36, MP 12-12, PA 4, MA 4, SP 6
Level 35 HP 137-147, MP 37-40, PA 8, MA 6, SP 8
Level 70 HP 244-261, MP 63-68, PA 12, MA 9, SP 10
Level 99 HP 332-356, MP 85-91, PA 16, MA 11, SP 11
Ah, Knights. This class is cursed by no real fault of its own. On paper, they're a really nice class. Great physical stats, a versatile skill set, the heaviest of heavy equipment, and even Robes for good measure. The problem is, Movement, Speed, and Accuracy matter a lot more in FFT. Battle Skills are hard to hit with, especially if the enemy has any evasion of note. Helmets and Armor, aside from the Reflect Mail, really only raise HP, so other classes can be gaining important stat points while the Knight just has its base values. To top it off, having 3 move is just a slap in the face.
If you want a Knight to be successful without its claim to glory--Knight Swords--you have to treat it as a carrier class. The abilities you stick on your Knight are going to determine how good it is, period. You might choose to give your Knight some range (Equip Gun) or healing (Item) or mobility (Move + 3) or extra Break attempts (Two Swords). Whatever the case is, you have to give the Knight something to help it get anything done.
So why use a Knight at all? Similarly to the Squire, if you want to make use of this class, you have to play to its strengths. High HP combined with swords and the Battle Skill set are what really separate the Knight from the pack, so it would be wise to focus on one (or both) of those. Like Chemists, Knights can be an effective team member, but probably cannot solo entire battles.
<u>Archers</u>
Innate: Charge
Equip: Barefist, Crossbows*, Bows*, Shields, Hats, Clothes
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Male*
Level 1 HP 30-32, MP 9-9, PA 5, MA 3, SP 6
Level 35 HP 115-122, MP 27-29, PA 9, MA 5, SP 8
Level 70 HP 202-216, MP 46-49, PA 13, MA 7, SP 10
Level 99 HP 275-293, MP 61-65, PA 17, MA 9, SP 11
Female
Level 1 HP 28-30, MP 9-10, PA 4, MA 4, SP 6
Level 35 HP 107-115, MP 29-31, PA 7, MA 6, SP 8
Level 70 HP 189-202, MP 49-52, PA 11, MA 9, SP 10
Level 99 HP 256-275, MP 65-70, PA 13, MA 11, SP 11
Poor guys. Archers have some of the best equipment options in the game, but they are hurt badly by the Charge skillset (near useless) and the lack of good Bows in this format. Like Knights, you need to have some good secondary options in mind for these fellows. One thing that hurts them--tournament or not--is the weapon choice. Do you go with funky crossbows and shields or Long Bows for range? Crossbows probably do more damage in this format, but Bows are more convenient.
What does Archer have over other classes? It can equip shields and has a built in ranged attack. It can drop shields and get an even better ranged attack. So naturally, you want to make use of that range. Unfortunately, a lot of characters can do this better. Guns have built-in 100% accuracy, and a high PA unit (Knight, Lancer...) with Equip Crossbow can pull those off better. So what does the Archer have over THOSE? It can use clothes and hats, and can therefore gain a Speed advantage over heavy fighters while still potentially using shields.
Thus, the archer finds itself in the weird position of being a utility/fighter unit. It doesn't do either one well on its own, so you have to improvise with abilities and equipment. Sadly, it will probably always underperform next to Geomancers in the tournaments. Consider it carefully before using one.
<u>Priest</u>
Innate: White Magic
Equip: Barefists, Staves*, Hats, Clothes, Robes
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Male
Level 1 HP 24-25, MP 16-18, PA 4, MA 4, SP 6
Level 35 HP 98-104, MP 68-73, PA 7, MA 7, SP 8
Level 70 HP 174-186, MP 122-130, PA 10, MA 10, SP 11
Level 99 HP 237-253, MP 166-178, PA 13, MA 12, SP 13
Female*
Level 1 HP 22-24, MP 18-19, PA 3, MA 5, SP 6
Level 35 HP 91-98, MP 73-78, PA 6, MA 9, SP 8
Level 70 HP 162-174, MP 130-139, PA 8, MA 12, SP 11
Level 99 HP 221-237, MP 178-190, PA 10, MA 16, SP 13
While White Mages are usually relegated to healing in Final Fantasy games, Priests actually are better off as pure support units or even offensive forces. In other words, Priests are a nice carrier class. You can stick lots of abilities on them and watch them work out well. The White Magic skillset also contains some great spells like Holy, Protect, Shell, Raise, Raise2, and Esuna. Note that out of those, only Holy requires a high MA level.
Interestingly, should you choose to use a Male Priest (which is surprisingly not always a bad idea) you might notice they have the same PA and MA values at level 35. This means that FISTS can actually be good weapons on these guys. Furthermore, Jump makes a pretty good secondary ability. I wouldn't go using a Priest as a tank or anything, but they do have above-average physical offense that can surprise your foes.
Now, Priests are not the best Mage class in the game by any means. They simple don't have the same levels of MA and spell options that Wizards, Summoners, Oracles and Time Mages do. Nonetheless, they make good all-around additions to any team. You just have to put some thought into what abilities and equipment go on them.
<u>Wizard</u>
Innate: Black Magic
Equip: Barefists, Rods*, Hats, Clothes, Robes
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Male
Level 1 HP 22-24, MP 16-18, PA 3, MA 6, SP 6
Level 35 HP 81-86, MP 73-79, PA 4, MA 10, SP 8
Level 70 HP 141-151, MP 132-142, PA 6, MA 14, SP 10
Level 99 HP 192-204, MP 181-194, PA 7, MA 17, SP 11
Female*
Level 1 HP 21-22, MP 18-19, PA 2, MA 7, SP 6
Level 35 HP 75-81, MP 79-84, PA 3, MA 12, SP 8
Level 70 HP 132-141, MP 142-151, PA 5, MA 17, SP 10
Level 99 HP 179-192, MP 194-207, PA 6, MA 21, SP 11
They have the highest MA score in the game. That's enough to get you started thinking about how to use them. The Black Magic Skillset, while it has some powerful stuff, is not as versatile as Summon Magic or White Magic, and cannot shut enemies down like Time Magic or Yin-Yang Magic. Thus, if you choose to use a Wizard, it is vital that you make use of that MA stat.
Fortunately, this is easy to do. Black Magic itself is a decent enough damage option, but Wizards are better at using magic than any other class too, so you can give them Draw Out, Elemental, White Magic (for Holy), Summon Magic, or even Sing.
Since Wizards don't really have any other good options that casting spells, your equipment for them should focus on either raising that damage or keeping the mage alive. If you fear charge times making you vulnerable, consider not teaching your Wizard any Black Magic and just sticking Draw Out or Elemental on her. The only true disadvantage this class has is that Black Magic is its primary skillset.
<u>Monk</u>
Innate: Punch Art, Martial Arts
Equip: Barefists*, Clothes
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Male*
Level 1 HP 40-43, MP 11-12, PA 6, MA 3, SP 6
Level 35 HP 178-190, MP 38-41, PA 10, MA 5, SP 8
Level 70 HP 319-341, MP 66-71, PA 15, MA 7, SP 11
Level 99 HP 437-466, MP 89-96, PA 19, MA 9, SP 13
Female
Level 1 HP 37-40, MP 12-12, PA 5, MA 4, SP 6
Level 35 HP 166-178, MP 41-43, PA 8, MA 6, SP 8
Level 70 HP 298-319, MP 71-75, PA 12, MA 9, SP 11
Level 99 HP 408-437, MP 96-102, PA 15, MA 11, SP 13
Monks are an awesome class with one big fat weakness: they can't equip anything but clothes. The lack of hats actually hurts more than you might think, as it means no Twist Headband or Thief Hat, which would have made them ridiculously strong. The bright side is that Monks still rock without hats. Innate Martial Arts doesn't just give them the best weapon option in the game; it also means you can toss on something like Two Swords or Concentrate to make those punches even more sickening. Also, Punch Art is a great skillset with long range moves, healing, and even a revive skill.
You might feel tempted to give them an ability like Equip Armor to improve their HP, but that is not necessary, as they have very high base HP. Earth Clothes, while they are weaker than Power Sleeves and Black Costumes, can turn your Monk into an incredible long-range unit, while Power Sleeves will just make them do tons of damage. It's up to you how you want to equip them; think about what the Monk's function is in your team.
So let's get to what you need to watch out for with Monks. Naturally, it's a result of their bad equipment options. Monks have horrible protection options against status effects. You get an accessory and that's it--your clothes slot is probably taken up by Earth Clothes or Power Sleeve, right? And I'll bet you'd love to equip a Bracer or 108 Gems to make them more powerful, too. If you're planning on keeping your Monk weak against status, it needs to have backup that can cure them. You might be sorry if you don't provide it.
<u>Thief</u>
Innate: Steal
Equip: Barefists*, Knives*, Hats, Clothes
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Male
Level 1 HP 27-28, MP 7-7, PA 5, MA 2, SP 6
Level 35 HP 103-110, MP 21-22, PA 8, MA 3, SP 9
Level 70 HP 182-194, MP 35-37, PA 11, MA 5, SP 11
Level 99 HP 247-264, MP 47-50, PA 14, MA 7, SP 13
Female
Level 1 HP 25-27, MP 7-8, PA 4, MA 3, SP 6
Level 35 HP 96-103, MP 22-24, PA 6, MA 5, SP 9
Level 70 HP 170-182, MP 37-40, PA 9, MA 7, SP 11
Level 99 HP 231-247, MP 50-54, PA 11, MA 8, SP 13
Using a Thief in this format is risky business. Yes, they have good speed. Yes, Steal Heart is a fun ability to play with. Sadly, Ninjas beat them in the speed department (not to mention damage), which means Ninjas are better at both of those things and Magic to boot. And the Steal:Equipment abilities depend more on PA than Speed, so a Monk or Ninja will be better with them.
(Moogle aside: They actually depend only on Speed and not on PA at all, but Martial Arts gives them a boost, so Monks and Ninjas are still better. For best results, try it on a Ninja with Martial Arts.)
What are they good for? Not too much, but you can improvise. First thing of note is that, depending on your equipment, barefist might be the better damage option than Knives. However, you might be better off trying to inflict statuses. Thieves DO have an HP advantage over Ninjas, for what it's worth. So if you need a pure support unit to run Items and have high evasion, Thief isn't too shabby of a choice. I'd still go with a Ninja, but that's me.
I hate to say it, but Thief is just a really poor option for this format. They do have some nice uses in the actual game, but those don't carry over too well here.
<u>Oracle</u>
Innate: Yin-Yang Magic
Equip: Barefist, Staves, Rods, Sticks*, Hats, Clothes, Robes*
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Male
Level 1 HP 22-24, MP 15-16, PA 2, MA 4, SP 6
Level 35 HP 81-86, MP 63-67, PA 3, MA 7, SP 8
Level 70 HP 141-151, MP 112-120, PA 5, MA 11, SP 10
Level 99 HP 192-204, MP 152-163, PA 6, MA 14, SP 11
Female*
Level 1 HP 21-22, MP 16-17, PA 2, MA 6, SP 6
Level 35 HP 75-81, MP 67-72, PA 3, MA 10, SP 8
Level 70 HP 132-141, MP 120-128, PA 4, MA 14, SP 10
Level 99 HP 179-192, MP 163-174, PA 5, MA 17, SP 11
Odds are, if you have only played FFT a few times you have mocked the Oracle class at some point. Stop this. Oracles are easily one of the best mage classes this game has to offer, even if their uses are not apparent at first glance. They have an excellent physical attack (Sticks), the best anti-magic skills in the game (Silence Song, Berserk, Doubt Faith, I am forgetting something probably), and plenty of fun spells that can cripple the opposition (Petrify, Paralyze, Sleep, etc).
The main reason to use Oracles over other mage classes is the ability to equip sticks, which only Calculators can copy. (And Calculators are without a doubt the worst class in this format) This makes a huge difference, especially since the AI is harebrained enough to send mages into hordes of enemies sometimes. Yin-Yang Magic can be used on any class effectively, but Oracles just make the best fit. You can equip them with a Wizard Robe for more stick damage or a Light Robe for more MP. Choose between Flash Hat and Thief Hat for MA or Speed while you're at at it.
The only real drawback to using an Oracle is that their spells can be luck-dependent, especially when fighting low Faith units. You can try giving them Pray Faith, but the AI might not figure out that it needs to use that.
(Moogle aside: In my experience, the AI uses it a little TOO often.) Still, if your opponent has any mages at all an Oracle can shut them down.
<u>Time Mage</u>
Innate: Time Magic
Equip: Barefist, Staves*, Hats, Clothes, Robes*
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Male
Level 1 HP 22-24, MP 16-18, PA 2, MA 5, SP 6
Level 35 HP 81-86, MP 68-73, PA 3, MA 8, SP 8
Level 70 HP 141-151, MP 122-130, PA 5, MA 12, SP 10
Level 99 HP 192-204, MP 166-178, PA 6, MA 15, SP 11
Female
Level 1 HP 21-22, MP 18-19, PA 2, MA 6, SP 6
Level 35 HP 75-81, MP 73-78, PA 3, MA 10, SP 8
Level 70 HP 132-141, MP 130-139, PA 4, MA 15, SP 10
Level 99 HP 179-192, MP 178-190, PA 4, MA 18, SP 11
Time Mages are almost strictly support units. They're a pretty great class, but since we're in a flexible format they tend to be overshadowed by the other mages or fighters with Time Magic secondary. This is not to say that Time Mages are a bad choice for your team. You can't deny the helpfulness of Haste, Quick, Slow, Meteor, Don't Move and other important spells.
Unfortunately, the only mage class Time Mages have a statistical advantage over is Summoners (Speed, HP, and PA). Wizards, Oracles and Priests all outperform them (except Priests have a bit less MA). Making things worse, Time Mages can't even use sticks, decent barefists or rods, so they are more limited than the other mages.
All in all, they end up just being an average class. You probably won't want to use one unless you're doing some kind of all-mage team or have a plan with that secondary skill slot.
<u>Geomancer</u>
Innate: Elemental
Equip: Barefists, Swords*, Axes, Shields, Hats, Clothes, Robes
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Male
Level 1 HP 33-35, MP 13-14, PA 5, MA 4, SP 6
Level 35 HP 135-144, MP 50-54, PA 9, MA 7, SP 8
Level 70 HP 240-256, MP 89-96, PA 13, MA 9, SP 10
Level 99 HP 327-348, MP 121-130, PA 17, MA 12, SP 11
Female
Level 1 HP 30-33, MP 14-15, PA 4, MA 5, SP 6
Level 35 HP 126-135, MP 54-58, PA 7, MA 8, SP 8
Level 70 HP 224-240, MP 96-102, PA 11, MA 12, SP 10
Level 99 HP 305-327, MP 130-139, PA 13, MA 15, SP 11
Geomancers are among the most versatile classes in the game, and are very often the ideal carrier class. They sport good levels of MA and PA and excellent equipment options, not to mention Elemental, which is one of the best skillsets in the game (Free, crazy range, AOE targeting, statuses, boostable damage). In fact, Geos are so tweakable that you can find uses for both Males and Females.
Most of the time, you will want to have swords for the MA+2, Ice elemental attack, or status effects. Fists are often a viable option too. It's hard to find much wrong with this class because it can carry just about any ability and use it well. Your equipment should just serve to meet your needs. Raising both PA and MA will make Elemental more powerful, so you don't really have to worry too much about it. Female Geos tend to be better with Elemental while Males hit harder--the choice is yours.
The only real weakness Geos have is that they are not the -best- at anything. Ninjas do more physical damage, Wizards do more magical damage, Knights and Lancers make better tanks, etc. But if you need a versatile unit and can't decide what to pick, they are never a bad option.
<u>Lancer</u>
Innate: Jump
Equip: Barefists, Spears*, Shields, Helmets, Armor, Robes
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Male*
Level 1 HP 36-38, MP 7-7, PA 6, MA 2, SP 6
Level 35 HP 147-157, MP 21-23, PA 10, MA 3, SP 8
Level 70 HP 261-279, MP 37-39, PA 16, MA 4, SP 10
Level 99 HP 356-380, MP 49-53, PA 20, MA 5, SP 11
Female
Level 1 HP 33-36, MP 7-8, PA 4, MA 2, SP 6
Level 35 HP 137-147, MP 23-25, PA 8, MA 4, SP 8
Level 70 HP 244-261, MP 39-42, PA 12, MA 5, SP 10
Level 99 HP 332-356, MP 53-57, PA 16, MA 7, SP 11
Lancers are an excellent physical class. Don't be too worried about the low Speed--going second makes it easier for Lancers to hit with Jump. This class does mounds of damage from 8 panels away, and it's pretty safe from counterattacks should your opponent be using those. Also, since they are in the air a lot, you don't have to worry about setting them up too much. Lancers are probably the most independent unit in FFT.
And that's their weakness. Lancers tend to spend entire battles doing their own thing and leaving the rest of the team to operate on its own. They are a very one-dimensional class. If you don't need a long-range fighter that doesn't do much else, you don't need a Lancer. Their equipment options are pitiful, so the only flexibility you really have is with abilities. This does not make Lancers a bad class (they rock, try 'em) but they are pretty vanilla.
<u>Mediator</u>
Innate: Talk Skill, Monster Talk
Equip: Barefists, Knives, Guns*, Hats, Clothes*, Robes
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Male
Level 1 HP 24-25, MP 9-10, PA 3, MA 3, SP 6
Level 35 HP 92-98, MP 27-29, PA 6, MA 5, SP 8
Level 70 HP 162-172, MP 45-48, PA 8, MA 7, SP 10
Level 99 HP 220-234, MP 60-64, PA 10, MA 8, SP 11
Female
Level 1 HP 22-24, MP 10-11, PA 3, MA 3, SP 6
Level 35 HP 85-92, MP 29-31, PA 4, MA 6, SP 8
Level 70 HP 151-162, MP 48-51, PA 6, MA 8, SP 10
Level 99 HP 205-220, MP 64-68, PA 8, MA 10, SP 11
Like Thieves, Mediators fall in to the category of classes that are useful in the game itself, but don't shine in the AI tournaments. Yeah, they can equip guns, but so can Chemists, and Chemists have innate Throw Item. Mediators are stuck with crappy offense and a luck-based skillset that has questionable value anyway. If you want to abuse Talk Skill, it's usually better to do so with a class carrying the ability instead.
(Moogle aside: Like Yin-Yang Magic and Time Magic, Talk Skill is technically boosted by MA... but the boost is negligible. Unlike those skillsets, Talk Skill doesn't care about Faith, which is great.)
Just looking at their options, all Mediators actually have over Chemists is the ability to equip Robes. So technically, Mediators make a pretty good support magic class (Time Magic, Yin-Yang Magic) since they can achieve higher MP than a Chemist. If you want to use one in this format, I would capitalize on that.
<u>Summoner</u>
Innate: Summon Magic
Equip: Barefists, Staves, Rods*, Hats, Clothes, Robes*
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Male
Level 1 HP 21-22, MP 17-18, PA 2, MA 5, SP 5
Level 35 HP 72-76, MP 83-89, PA 3, MA 8, SP 7
Level 70 HP 124-132, MP 151-162, PA 4, MA 11, SP 9
Level 99 HP 168-179, MP 208-222, PA 5, MA 14, SP 10
Female*
Level 1 HP 19-21, MP 18-20, PA 2, MA 6, SP 5
Level 35 HP 67-72, MP 89-95, PA 2, MA 10, SP 7
Level 70 HP 116-124, MP 162-173, PA 3, MA 14, SP 9
Level 99 HP 156-168, MP 222-237, PA 4, MA 18, SP 10
Summoners are not as great as you might expect. Yes, Summon Magic is an excellent skillset. Yes, Summoners have lower speed, meaning they can get the second turn and pull off a fast summon in some cases. That's all they have going for them in this format. Wizards have higher MA, while Time Mages and Oracles have the same MA, better Speed, and better vital stats.
Still, a Summoner can be worth using, if only because Summon Magic is such a great thing to have, and using a Summoner gives you an extra slot for other abilities. This is the advantage you will want to exploit. (I would also try and make use of the Summoner's lower Speed)
Keep in mind that Summon Magic can be used both for offense and defense. It might be wise to consider turning off the abilities you do not wish for the AI to choose, and personally I would always turn off the higher-level Summons unless you have Short Charge and a way of restoring MP.
<u>Dancer</u>
Innate: Dance
Equip: Barefists*, Knives, Carpets*, Hats, Clothes
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Female-only
Level 1 HP 16-18, MP 7-8, PA 4, MA 4, SP 6
Level 35 HP 43-47, MP 19-20, PA 7, MA 7, SP 8
Level 70 HP 72-77, MP 32-34, PA 10, MA 11, SP 10
Level 99 HP 95-102, MP 42-45, PA 12, MA 13, SP 11
Dancers are another one of those classes that has a good ability and is not the best at using it. In order to make Dance good, you need to be able to stay alive and run away, so it's much better to stick Dance on a unit that can do those things. Because the AI really, really likes to Dance, be very careful about which abilities you choose to have your Dancer using in battle. Wiznaibus is brutal in the game, but can be too slow of an offense in AI tournies. Since Nameless Dance is usually banned, you won't be able to cheese enemies out with it either.
Probably the worst thing about using a Dancer is their horrible survivability. One or two hits are pretty much guaranteed to kill the ladies. The only advantage they have over other classes is the ability to equip Carpets, which have high weapon evade. Sadly, this does not help very much when they are always dropping evasion to Dance. Don't blame the Dancer herself--blame Squaresoft for not thinking this class through too well.
(Moogle aside: Dancers do pretty well with fists, too, but Carpets have a two-tile range.)
<u>Bard</u>
Innate: Sing
Equip: Barefists, Harps*, Hats, Clothes
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Male-only
Level 1 HP 16-17, MP 7-7, PA 1, MA 4, SP 6
Level 35 HP 43-46, MP 18-19, PA 2, MA 7, SP 8
Level 70 HP 70-75, MP 30-32, PA 2, MA 10, SP 10
Level 99 HP 93-99, MP 39-42, PA 3, MA 13, SP 11
Bards are actually better than Dancers in AI mode because they can use Harps. The Bloody String has the very nice effect of draining HP when it hits. But like Dancers, they suffer from being pretty bad at using their own skills. Sing works much better on either a tank or a unit with high MA, depending on which songs you choose to use. I would explain more about them, but their stats are seriously so bad that I can't figure out any logical reason to use one over another class.
(Moogle aside: Bloody Strings are seriously the game's best weapon. Too bad you need a Bard to use them.)
That said, Bards are great fun to use as a joke. Pluck that Harp, baby.
<u>Ninja</u>
Innate: Throw, Two Swords
Equip: Barefists*, Knives, Ninja Swords, Hats, Clothes
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Male*
Level 1 HP 21-22, MP 7-7, PA 6, MA 3, SP 7
Level 35 HP 75-80, MP 24-25, PA 10, MA 5, SP 10
Level 70 HP 132-141, MP 41-44, PA 15, MA 7, SP 13
Level 99 HP 179-191, MP 56-60, PA 19, MA 8, SP 15
Female
Level 1 HP 19-21, MP 7-8, PA 4, MA 3, SP 7
Level 35 HP 70-75, MP 25-27, PA 8, MA 6, SP 10
Level 70 HP 123-132, MP 44-47, PA 12, MA 8, SP 13
Level 99 HP 167-179, MP 60-64, PA 15, MA 10, SP 15
Ninjas dominate. That's about all there is to it. They have the best natural physical attack you are going to get, and they don't even need any weapons to be awesome. Throw on Martial Arts to make it even more sickening. Their equipment options supplement this strategy perfectly. Two hits also means they get an extra Battle Skill turn, and opens up mean combos with stuff like Concentrate and Equip (Weapon). Oh, and they have the highest Speed in the game, if you didn't realize that. As if that weren't enough, Ninjas get Throw, which is a very powerful action ability. You can increase its range by raising your Move, if you so choose.
The only weakness Ninjas have is low HP, and since they like rushing in, this can be problematic. Make sure you always have a back-up plan when running Ninjas. With any luck, though, they won't need it.
One last word, about Ninja Swords. You don't want to equip them if you are aiming to maximize damage, but Spell Edges add Don't Act, so that's always a possibility. If you fear losing Brave, it might be wise to use Ninja Swords too, but that's a rare occurrence generally.
<u>Samurai</u>
Innate: Draw Out
Equip: Barefists, Katanas*, Helmets, Armor, Robes*
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Male
Level 1 HP 22-24, MP 10-11, PA 6, MA 3, SP 6
Level 35 HP 81-86, MP 34-36, PA 11, MA 6, SP 8
Level 70 HP 141-151, MP 58-63, PA 15, MA 8, SP 10
Level 99 HP 192-204, MP 79-84, PA 19, MA 10, SP 11
Female*
Level 1 HP 21-22, MP 11-12, PA 5, MA 4, SP 6
Level 35 HP 75-81, MP 36-39, PA 8, MA 7, SP 8
Level 70 HP 132-141, MP 63-67, PA 12, MA 10, SP 10
Level 99 HP 179-192, MP 84-90, PA 15, MA 13, SP 11
Samurai. They look cool, man. And they suck. It's terrible, cause they just look so cool! But really, they have bad Speed, bad MA (necessary for their Draw Out skill) and disappointing PA. Draw Out is a great option for other classes like Wizards, any other Mage, or Geomancers. "But JSH! Samurai can get higher HP!" That doesn't matter too much when Samurai can't actually -do- anything.
If you plan on using a Samurai in an AI tourney, I recommend picking a Female so that Draw Out isn't completely pathetic. Since Draw Out is generally a midrange/defensive ability, you won't need to attack physically too much anyway. In fact, it might be good to equip them with a Bag to raise MA instead of a Katana.
In short, Samurai would be a great class if they could actually use their skills well. Since they can't, they just learn some good abilities and should stay on the sidelines.
<u>Calculator</u>
Innate: Math Skill
Equip: Barefists, Dictionaries, Sticks*, Hats, Clothes, Robes
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Male
Level 1 HP 19-20, MP 11-12, PA 2, MA 2, SP 3
Level 35 HP 63-67, MP 45-49, PA 3, MA 4, SP 4
Level 70 HP 109-116, MP 81-87, PA 4, MA 6, SP 5
Level 99 HP 146-156, MP 110-118, PA 5, MA 8, SP 5
Female
Level 1 HP 18-19, MP 12-12, PA 2, MA 3, SP 3
Level 35 HP 59-63, MP 49-52, PA 2, MA 5, SP 4
Level 70 HP 101-109, MP 87-93, PA 3, MA 8, SP 5
Level 99 HP 137-146, MP 118-126, PA 4, MA 10, SP 5
Lol Calcs. Even if they could use Math Skill, you'd be better off with literally any other class equipping it. Just take a look at their Speed level and cry.
<u>Mime</u>
Innate: Mimic, Martial Arts, Concentrate
Equip: Barefists*
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Male
Level 1 HP 42-44, MP 7-7, PA 6, MA 4, SP 7
Level 35 HP 246-262, MP 14-15, PA 11, MA 8, SP 9
Level 70 HP 456-486, MP 22-24, PA 17, MA 12, SP 12
Level 99 HP 630-672, MP 29-31, PA 22, MA 15, SP 14
Female
Level 1 HP 39-42, MP 7-8, PA 4, MA 5, SP 7
Level 35 HP 229-246, MP 15-16, PA 9, MA 10, SP 9
Level 70 HP 425-456, MP 24-25, PA 13, MA 15, SP 12
Level 99 HP 588-630, MP 31-33, PA 17, MA 19, SP 14
Mimes are a risky option, but they can pay off big time. Just in case you don't understand what Mimes can do, I'll summarize it.
1. Mimes are one of the strongest physical fighting classes in the game. They can't use weapons, but they have innate Martial Arts and Concentrate (also excellent stats), so they will enjoy waltzing up and punching enemies. You want this to happen because...
2. Mimes will mimic any non-Mime, non-Special character, non-Monster action. If your Dancer uses Slow Dance, Mime will do it right afterward. If your Ninja throws a Slasher, the Mime will throw it in the exact same direction the Ninja did. If your Chemist uses an X-Potion on itself, the Mime will feed itself an X-Potion. Keep in mind Mimes do not charge spells, so if your Summoner calls Bahamut, your Mime will do it instantly.
3. Mimes can't equip anything, so they are vulnerable to all status effects and have bad evasion.
In a nutshell, the advantage is that you can pile on damage really fast with these guys. The disadvantages are that they are unreliable sometimes and can hurt your allies on accident. Do experiment with Mimes, but try and have classes with abilities it would be useful to copy. Examples are Item, Punch Art, Elemental, Summon Magic, Dance, Sing, and Draw Out.
(Moogle aside: Best stats in the game at higher levels.)