F I N A L   F A N T A S Y   T A C T I C  
                       A D V A N C E
             T E A M   S T R A T E G Y / C O M B O S 
  

Copyright (c) 2003 Chaos Lord 242 All rights Reserved

Version 0.1

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Contents 
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1.Version History

2.Words of Advice/Introduction

3.The Combo/strategies

4.Stat Growth Chart

5.Credits

6.Copyright Information



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1.Version History 
-------------------

0.1: my first version of this guide includes a lot 
     Of strategies combo's from the guys ive credited 
     And me so yaaa.



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2. Words of Advice
-------------------
This FAQ was written entirely by me and from the info of
One of the topics at gamefaqs.  
The guys I have credited did a lot for this FAQ so yaaa....
This FAQ may not be hosted anywhere other than...
GAMEFAQS.COM!!! ONLY GAMEFAQS!!!! ONLY GAMEFAQS!!!!
Nothing may be taken from this FAQ; no one shall host this FAQ on there
Site and claim it as their own this is called PLAIGARISM!!!! And
Will not be tolerated this will not go without notice and will
Be severely punished.

This FAQ was made by posts of one of the topics on final fantasy
Tactics advance from the guys I have credited so thank them too...



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3.The Strategy/Combo's
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This is my personal idea for Marche:

First of all Marche starts of at level 3 so.

Main Character Marche 

Class soldier from levels 3-5:
Marche should'nt be a soldier for too long as soldiers have bad stat
Growth, Level Marche up from levels 3-5 as a soldier making sure you
Learn two or more action abilities.

Class Thief from levels 5-7:
The thief has got better all round stat growth than a soldier so Level
Marche from levels 5-7 as a thief and make sure you master two or more
Action abilities and if you can learn Counter, steal weapon 
Steal ability these are reccomended as a thief.

Class Ninja from levels 7-10:
Ninja's are awesome in stat growth so their very well balanced and a 
Good Attack bonus and also this is the only class that can master 
DoubleSwords!!! Lucky Marche can learn it anyhow...
Level Marche as a Ninja from levels 7-10 and master Doubleswords if
Possible.

Class Fighter from levels 10-12:
As a Fighter Marche will get overall bonus Strength and will become
An even Awesomer Melee fighter Try to master as much as abilities as
You can steal ability comes very handy anyhow...
Level him up two levels as a fighter and learn A LOT!! Of abilities.

Class Paladin from levels 12-13:
As a paladin your main purpose is too learn as much as abilities as
Possible (Holy sword, saint cross)=Reccomeded cover, defense etc etc.

Now your Marche will have an overall awesome stat growth chart plus 
Awesome abilities.

Outcomes from before:

Fighter/Paladin=my favorite good abilities awesome overall stats
Ninja/Paladin=Good speed and evade will develop, good Paladin skills

These are my reccomended outcomes now for the chart:

Fighter/Paladin

A-action   / a-action    / Reaction   / Support        / Combo
Rush       /  Nurse      / Counter    / Doubleswords!! / Ninja Combo
Wild Swing /  Defense    / Strikeback /                / Fight Combo
Beatdown   /  Cover      /            /                /
Blitz      /  Subdue     /            /                /
Air Render /  Drop Weapon/            /                /
Far Fist   /  Parley     /            /                / 
Air Blast  /  Saint Cross/            /                /
Backdraft  /  Holy Blade /            /                /
                      
That's my table of reccomendations for MARCHE!!

                  
--------------            
SOLDIER

The soldier is a melee unit that doesn't focus in either 
offensive or defensive strength. 
They have very nice growth in all the stats you 
look for in a melee unit except speed, which they aren't 
too terrible in. 
Soldiers are built to take hits and deal damage with relative ease. 
Having the highest HP growth for the Human race 
gives them great durability and above average yet balanced growth 
in ATK and DEF allows them to become versatile warriors. 
If you are unsure whether you want your melee Human to be 
a paladin or fighter (maybe both?) I would highly suggest 
leveling as a soldier as they give you great growth in 3 of 
the 4 most important stats for melee units (HP, ATK, DEF, and SPD).

Jobs Required: None
Jobs Given: 
Fighter (2 Mastered Action Abilities)
Paladin (2 Mastered Action Abilities)

Action Abilities

-First Aid-
MP Usage: 0
Range: Self-only
Learned From: Shortsword
AP Required: 100
Effects: Heals HP and cures status
Notes: First Aid is only useful if you have no healer around to 
Alleviate status ailments.

-Powerbreak- 
MP Usage: 0 
Range: Dependant on weapon 
Learned From: Barong 
AP Required: 200 
Effects: Lowers target's attack power value
Notes: Useful against melee attackers to reduce their effectiveness

-Mindbreak- 
MP Usage: 0 
Range: Dependant on weapon 
Learned From: Buster Sword 
AP Required: 200 
Effects: Lowers target's magic power value
Notes: Useful against magical attackers to reduce their effectiveness

-Magicbreak- 
MP Usage: 0 
Range: Dependant on weapon
Learned From: Ancient Sword 
AP Required: 200 
Effects: Reduces target's MP
Notes: Not as useful as Mindbreak IMO but it can still stop that 
sage from killing a few units with another Giga Flare

-Speedbreak- 
MP Usage: 0 
Range: Dependant on weapon 
Learned From: Silver Sword 
AP Required: 200 
Effects: Lowers target's speed value
Notes: Very useful against fast and slow enemies alike, 
make the fast, slow and the slow, slower.

-Mug- 
MP Usage: 0 
Range: Dependant on weapon 
Learned From: Diamond Sword 
AP Required: 300 
Effects: Damages and steals gil
Notes: Useful only to avoid the Forbidden: Fight law as it 
steals only small amounts of gil and gil becomes plentiful 
later in the game.

-Provoke- 
MP Usage: 0 
Range: 1 panel 
Learned From: Blood Sword 
AP Required: 300 
Effects: Causes 'Berserk' status in target
Notes: Nice to use against mages to force them to go melee or 
against enemies when the Forbidden: Fight or Forbidden: <weapon> 
laws are in play to send enemies to jail.

-Sensor- 
MP Usage: 0 
Range: 4 panels 
Learned From: Burglar Sword 
AP Required: 300 
Effects: Detects target's hidden equipment
Notes: It's pretty much standard procedure to sense an enemy with 
the Item command or Alchemy skill equipped instead of wasting time 
trying to steal weapons that aren't there.

Reaction Abilities

- None -

Support Abilities

-Monkey Grip- 
MP Usage: 0
Range: N/A 
Learned From: Vigilante 
AP Required: 300 
Effects: Hold 2-handed swords in 1-hand
Notes: Useful only in you plan on using Great swords or 
any other 2-handed weapons. It frees up an equipment slot for a 
shield only if the class can naturally use a shield.

-Shieldbearer- 
MP Usage: 0
Range: N/A
Learned From: Bronze/Opal Shield 
AP Required: 300 
Effects: Can equip a shield regardless of current job
Notes: I don't see this being useful too often as equipping 
extra accessories is usually more efficient than using a shield.

Combo Ability

-Combat Combo- 
MP Usage: 0 
Range to initiate: Dependent on weapon 
Range to join-in: 1 panel away from the target of the initial combo 
Learned From: Mythril Sword 
AP Required: 100 
Description: Soldier/Warrior combo
Notes: Combos do more damage if the combo equipped is the same 
as your current job class


Strategies for Soldiers:
Soldiers are suited for all-around combat. With that said 
their skill set is fairly lacking, no heavy hitting or 
ranged attacks with one minor healing skill that only affects 
the soldier. 
The stat growth for soldiers is what you should be looking for. 
I suggest going for levels in soldier for melee humans but 
not actually using the soldier skill set. 
I do like the fact that can can break parameters but as a 
melee attacker they should be more focused on doing damage 
than helping allies. 
If you like the soldier skills I would suggest using them with a 
long range primary job so you can break stats from a distance.

Suggested Soldier Combos:
Hunter/Soldier - Like I stated above you should use soldier 
skills as a secondary and not a primary. 
The hunter will compensate for the soldier's shortcomings with 
ranged attacks and the heavy hitting Ultima Shot. 
Hunting is always nice, as is Sidewinder. 
As you can probably see I'm not as big a fan of soldier skills as 
I am a fan of soldier growth. 
I recommend a 20/30 split between hunter and soldier levels.

----------
BLUE MAGE

Blue Mages are a little unorthodox in the way they use magic. 
Instead of studying to learn spells they absorb the knowledge 
of enemy attacks simply by being the victim of the attack. 
Not all enemy skills are learnable however. Blue Mages give 
the best all-around stat growth of any Human job class. 
They can become just about anything: powerful casters, strong 
attackers, support characters, healers, you name it. 
The only thing they lack is speed (but it still isn't as bad as 
soldier, fighter, or paladin speed). 
They also have the coolest looking generic sprite IMO. 
If you want to raise an all-around Human, or any non-speed 
based Human unit Blue Mage is the way to go. 


Jobs Required:
Black Mage (1 Mastered Action Ability) 
White Mage (1 Mastered Action Ability)

Jobs Given: None

Reaction Abilities

-Damage > MP- 
MP Usage: 0 
Range: Self
Learned From: Judo Uniform 
AP Required: 300 
Effects: Converts HP damage into MP damage
Notes: As a Blue Mage or any spell caster it may not be such 
a great idea. But for a melee unit it works great to prevent 
1 attack worth of damage every turn.

Support Abilities

-Immunity- 
MP Usage: 0
Range: N/A 
Learned From: Survival Vest 
AP Required: 300 
Effects: Immunity to some status effects
Notes: Don't use it when trying to learn Blue Magic that causes 
status ailments, other than that it can be used to replace some 
accessories

-Learning- 
MP Usage: 0
Range: N/A
Learned From: Blue Saber 
AP Required: 400 
Effects: Allows you to learn Blue Magic spells from monsters
Notes: If you want to be a Blue Mage then you have to have this.

Combo Ability

-Blue Combo- 
MP Usage: 0 
Range to initiate: Dependent on weapon 
Range to join-in: 4 or less panels away from the target of the 
initial combo 
Learned From: Mythril Saber 
AP Required: 100 
Description: Blue Mage combo
Notes: Combos do more damage if the combo equipped is the same as 
your current job class.



Action Abilities

-Goblin Punch- 
MP Usage: 8 
Range: 1 panel
Monster Learned From: Goblin 
Effects: Variable Damage
Notes: Not a very useful skill...

-Magic Hammer- 
MP Usage: 8 
Range: 3 panels
Monster Learned From: Red Cap 
Effects: Damages target's MP
Notes: Good to use against enemy mages to stop the bigger 
spells from being cast.

-Acid- 
MP Usage: 12 
Range: 3 panels
Monster Learned From: Jelly, Flan, Cream 
Effects: Causes a random status ailment
Notes: It does have better range than Bad Breath but it's also 
less effective and too...random

-Blowup- 
MP Usage: 2 
Range: All adjacent units
Monster Learned From: Bomb, Grenade 
Effects: Deals high damage at the cost of the caster's own life 
Notes: Very useful when paired with auto-life

-Mighty Guard-
MP Usage: 8
Range: 1 panel
Monster Learned From: Icedrake
Effects: Raises target's defense and magic resistance
Notes: A nice ability to use for your weaker allies to keep them 
alive longer

-Guard Off-
MP Usage: 10
Range: 1 panel
Monster Learned From: Firewyrm
Effects: Lowers target's defense and magic resistance
Notes: Good to use on heavily defended enemies.

-Dragon Force-
MP Usage: 12
Range: 1 panel
Monster Learned From: Thundrake
Effects: Raises all target's stats
Notes: An excellent ability and it's cheap to cast

-Night-
MP Usage: 24
Range: All units
Monster Learned From: Lilith
Effects: Causes 'sleep' status in all units
Notes: If used in conjunction with sleep preventing items your 
Team will stay wide-awake while the enemy sleeps.

-Twister-
MP Usage: 20
Range: 3 panels
Monster Learned From: Lamia
Effects: Halves target's HP
Notes: Area effect Demi!

-LV 3 Def-Less-
MP Usage: 12
Range: 3 panels
Monster Learned From: Antlion
Effects: Lowers target's defense and magic resistance if LV is a 
Multiple of 3 (3, 6, 9, 12, etc.)
Notes: I just use Guard Off...

-Poison Claw-
MP Usage: 8
Range: 1 panel
Monster Learned From: Red Panther
Effects: Causes damage and 'poison' status
Notes: Good to bypass Forbidden: Fight

-Hastebreak-
MP Usage: 12
Range: 1 panel
Monster Learned From: Coeurl
Effects: Causes 'stop' on a hasted target, 'slow' to targets 
Without haste
Notes: Great to use against hasted targets obviously 

-Bad Breath-
MP Usage: 20
Range: 1 panel
Monster Learned From: Malboro, Big Malboro
Effects: Causes multiple status aliments
Notes: If no status ailments are banned then let loose and 
Cripple any foe in your path

-Stare-
MP Usage: 12
Range: 1 panel, will only work if used on a unit that is facing you
Monster Learned From: Floateye
Effects: Causes 'confuse' status
Notes: I prefer Bad Breath to any of the other status causing spells

-Roulette-
MP Usage: 20
Range: All units
Monster Learned From: Ahriman
Effects: KOs a random unit, ally or enemy
Notes: Since you must survive the attack to learn it you must 
Have auto-life on the learner.

-Drain Touch-
MP Usage: 10
Range: 1 panel
Monster Learned From: Zombie
Effects: Drains HP from target to restore the caster's HP
Notes: It's not too bad

-LV? S-Flare-
MP Usage: 30
Range: All enemies
Monster Learned From: Vampire
Effects: Damages all foes whose level has the same ones digit as 
The caster
Notes: It is usually hard to find multiple targets

-White Wind-
MP Usage: 12
Range: 3 panels
Monster Learned From: Sprite
Effects: Heals target's HP by an amount equal to the caster's 
Current HP
Notes: An excellent healing spell when you have 40%-100% of 
Your HP left

-Angel Whisper-
MP Usage: 24
Range: 3 panels
Monster Learned From: Titania
Effects: Heals target's HP and bestows 'auto-life'
Notes: Healing and auto-life. Good stuff

-Matra Magic-
MP Usage: 24
Range: 3
Monster Learned From: Toughskin
Effects: Switches the target's current HP and MP values
Notes: Great when used against melee units who typically have 
High HP and low MP 

Strategies for Blue Mages:
Since the Blue Mage is an all-around powerhouse I suggest much 
Leveling as a Blue Mage. If you can manage it, take the full 50 
Levels of Blue Mage. 
The Blue Magic skill set is very flexible and can be a great 
Addition to just about any human. 
At level 50 I would suggest you change to another class since 
Blue Mages don't get the use of armor and the like.

Suggested Blue Mage Combos:
Paladin/Blue Mage - My favorite combo. 
50 levels of Blue Mage will give you nice even stats and 
Blue Magic will complement Paladin skills nicely. 
Starting off each battle with Dragon Force and Angel Whisper 
Will make your Paladin/Blue Mage nearly invincible, 
And since Paladins get all the trendy armor you can make very 
Good use of the buffed out defense to withstand anything. 
When you are all buffed out unleash holy hell on anything in your 
Path with Holy Blade.

Hunter/Blue Mage - I have seen this combo before so I decided to list 
It despite the fact that I don't think they go together well. 
Most Blue Magic spells require you to be at close range and most 
Hunter skills make use of his range. 
They kinda clash huh? It can be useful even if only for 
Buffing spells, but it can be made more useful if you stick to 
Hunter attacks when you are at a distance and switch to Blue Mage 
Support when the baddies get too close. 
I think 15/35 Hunter/Blue Mage would be nice to give you some 
Needed speed and strong stats.

Black Mage/Blue Mage - I think Nu Mou is more suited for magical 
Jobs but the Black Mage/Blue Mage can provide strong magical attacks, 
Magic support, and healing. 
Black Mage growth for humans leaves something to be desired so 
I again suggest either 50 levels of Blue Mage, or if you need an 
All out caster: 30 levels of Illusionist, 15 Blue Mage, 
And 5 Ninja (speed). 
Illusionist levels will give great MP, magic attack, and magic 
Resistance. 
Blue Mage levels will also give nice magic attack and magic 
Resistance, less MP yet still enough to keep your MP climbing. 
You will gain extra HP and speed as well. 
The 5 levels of Ninja will give you at least 10 more speed which 
Illusionists lack. 
Black Magic will give you elemental magic damage and Blue Magic will 
Give you makeshift Time Magic, and White Magic making a nice 
Well-rounded mage

Fighter/Blue Mage - Since fighters have the most offensive 
Prowess of the humans and Blue Magic requires you to be at close 
Range, chances are you will be spending most of your time in the fray.
50 levels of Blue Mage will be required to gain enough MP to regularly
Use Blue Magic. 
If you won't use much Blue Magic or plan on using Half MP then 
You can sacrifice levels of Blue Mage for Fighter attack power. 
This combo is just as good as the Paladin/Blue Mage. 
Instead of concentrating on support and defense you can buff yourself 
At the start of a battle, attack when close to enemies, 
Heal yourself and allies when needed and and at a range you can deal 
Damage or support with things like Twister. 
If you want to be more Fighter than Blue Mage or plan on using 
Half MP I would go with Fighter/Blue Mage in one of the following 
Level ratios: 20/30 (Balanced, but more physical), 
30/20 (Physical with some MP for support), 
Or 40/10 (Very physical with enough MP to get out a few spells).


This is a great move i learned wayyy back in tactics ogre.
Take 2 dragoons both with bonecrusher, then position one of the 
Dragoons on either the lest or right side of an enemy and have 
Him attack, then when it's the other dragoons turn, take him 
And position him on the other side of the enemy. 
Then have him attack the dragoon. 
It will go through the enemy and hit your dragoon then 
The dragoon will counter it with boncrusher hitting 
Both the dragoon and the enemy. Does some nice damage overall.

And of course the aura/meltdown combo is good too (defender)

Mantra magic rules against enemys with low mp, you could get it 
Low with rasp then do mantra magic great combo. 
Note: mantra magic wont work if theres no mp. 

O and always remember to equip your summoner with a black robe 
Youll see why when you cast ANY spell.


----------

Lemme take a futile stab at this...


Paladin

Jobs Required: Soldier A-Ability x 2
Jobs Given/Unlocked/Whatever: None

Stats
Move >> 3~~~~~~~~~~HP >> 7 (60%)
Jump >> 2~~~~~~~~~~MP >> 2 (20%)
Evade >> 35~~~~~~~~~SPD >> 0 (80%)
ATK >> 8 (30%~~~~~~MAG >> 7 (20%)
DEF >> 9 (20%~~~~~~RES >> 8 (90%)

Thanks to K1n90Fp0rTu9aL for making this info free for use.

The Paladin is a melee unit that focuses mainly on defensive strength.
They have good stat frowth in the Def. and Magic Df. areas. 
This makes them good for being "tanks," which take damage for allies, 
Raise their own defensive stats, and dish out some damage. 
A problem with the Paladin is that they do not have the greatest Speed.
They also do not have very good Move or Evade. 
However, your Paladin shouldn't take much damage because they 
Have such good defense. 
The Paladin's abilities are good, ranging from dealing mega Holy 
Damage to healing nearby allies' HP.

ACTION ABILITIES 

Nurse
MP Cost: None
Range: Self and all sides (not diagonal)
Learned from: Defender (Knight Sword)
AP Cost: 100
Description: Heals own and surrounding allies' HP. Also heals status 
Alignments.
Rekawamo's Thought: Good for healing when the enemy has inflicted 
Multiple characters with a status alignment.

Defense
MP Cost: None
Range: Self
Learned From: Lionheart (Knight Sword)
AP Cost: 200 
Description: Raises both Physical and Magical Defense for one turn.
Rekawamo's Thoughts: It's good when you can't quite reach an enemy 
And you want to do SOMETHING (caps).

Cover
MP Cost: None
Range: 4
Learned From: Save The Queen (Knight Sword)
AP Cost: 200
Description: Take damage for one ally once.
Rekawamo's Thoughts: Good if used on weak characters such as Mages, 
Because you will take damage instead of them.

Subdue
MP Cost: None
Range: 1
Learned From: Ancient Sword (Great Sword)
AP Cost: 200
Description: Hod backs and do minimal damage
Rekawamo's Thoughts: Good for weakining a monster you will capture.

Drop Weapon
MP Cost: None
Range: 1
Learned From: Ragnarok (Knight Sword)
AP Cost: 200
Description: Return enemy's equipped weapon back to THEIR stock. 
<You will not aquire the enemy's weapon! >
Rekawamo's Thoughts: Good when the enemy has high HP, and a 
Good weapon. 
Just use Drop weapon, and the enemy is rendered almost useles 
UNLESS they have "draw weapon."

Parley
MP Cost: None
Range: 1
Learned From: Barong (Great Sword)
AP Cost: 200
Description: Makes taget leave battle. Not sure if target has to 
be in crit condition.
Rekawamo's Thoughts: Really, I haven't tried this yet, 
Will explain more later.

Saint Cross
MP Cost: 24
Range: All Sides
Learned From: Arch Sword (Knight Sword)
AP Cost: 200
Description: Deals Holy damage to everyone surrounding user 
(Even allies).
Rekawamo's Thoughts: For me, this attack hasn't really dealt much 
Damage, but if you're surrounded, use it. I prefer Holy Blade.

Holy Blade
MP Cost: 32
Range: 1
Learned From: Excalibur (Knight Sword)
Description: Deals Holy damage
Rekawamo's Thoughts: This is a great move. 
I double-sworded the Excalibur (which boosts Holy moves) 
And Holy Blade does around 350 damage at level 30.

REACTION ABILITIES

Reflex
MP Cost: None
Range: ----
Learned From: Genji Armor
Description: Blocks incoming "fight" action.
Rekawamo's Thoughts: Great to have. Now only action and reaction 
Skills will hit and they won't do very much at all.

SUPPORT ABILITIES

Weapon Defense +
MP Cost: None
Range: ----
Learned From: Diamond Armor
Description: Raises Weapon Defense to lower incoming physical damage
Rekawamo's Thoughs: Great. It lowers the already-low damage your 
Paladin is recieving from physical attacks.

COMBOS

Knight Combo
MP Cost: None
Range: 1
Description: Never-miss combo attack, uses all JP.
Rekawamo's Thoughts: Just another Combo move

----------

Fighter

Stat Growth
Move--->> 4
Jump--->> 2
Evade-->> 45
HP----->> 7 (40%)
MP----->> 1 (40%)
ATK---->> 9 (20%)
DEF---->> 8 (10%)
MAG---->> 5 (60%)
RES---->> 6 (90%)
SPD---->> 1 (10%)

Some say the best defense is a good offense. Simply put, 
The fighter is all about melee combat. 
Fighters focus primarily on attack power, and less on defense and HP.
The stat growth of the fighter is essentially that of a soldier, 
But more geared for offensive combat. 
Fighters can take hits when necessary but would rather his target 
Be dead long before it gets the chance to attack. 
If you need an offensive human powerhouse look no further.

Jobs Required: Soldier (2 Mastered Action Abilities)
Jobs Given: None

Action Abilities

-Rush-
MP Usage: 0
Range: Dependant on weapon
Learned From: Sweep Blade
AP Required: 100
Effects: Damages target and pushes them back one panel.
Notes: Knocking an opponent off a ledge too high for them will 
Cause extra 

Damage.

-Wild Swing-
MP Usage: 0
Range: All adjacent units
Learned From: Ogun Blade
AP Required: 200
Effects: Damage to all surrounding units
Notes: I find this only useful when you are actually surrounded. 
If you aren't surrounded and want to deal some area damage just use Far
Fist

-Beat Down-
MP Usage: 0
Range: Dependant on weapon
Learned From: Shadow Blade
AP Required: 200
Effects: Deals large damage with a low hit rate
Notes: Excellent when used on a sleeping/stopped target, 
100% hit rate for big damage...yummy

-Blitz-
MP Usage: 0
Range: Dependant on weapon
Learned From: Sun Blade
AP Required: 200
Effects: Deals low damage with a high hit rate
Notes: The perfect move for finishing off low HP enemies. 
Also useful for situations in which you 

Have to attack from the front.

-Air Render-
MP Usage: 0
Range: 3 panels
Learned From: Atmos Blade
AP Required: 200
Effects: Long range damage
Notes: If you are not using double sword then this will usually 
Give you more bang for your buck than a normal attack. 
Even with double sword this is still nice if only for its range

-Far Fist-
MP Usage: 0
Range: 4 panels
Learned From: Kwigon Blade
AP Required: 200
Effects: Long range area-effect damage
Notes: Superior to Air Render in most regards

-Air Blast-
MP Usage: 0
Range: T-Shape in front of user
Learned From: Air Blade
AP Required: 300
Effects: T-Shaped area damage
Notes: I don't find many uses for this when you already have Far Fist.


-Backdraft-
MP Usage: 0
Range: 1 panel
Learned From: Flametongue
AP Required: 300
Effects: Fire-elemental damage, damages self as well
Notes: It's useful for enemies weak to fire

Reaction Abilities

-Bonecrusher-
MP Usage: 0
Range: Dependant on weapon
Learned From: Ninja Gear
AP Required: 300
Effects: Counter-attacks for 1.5 times normal damage
Notes: Only activates when successfully hit by the fight command or 
Action abilities

-Strike Back-
MP Usage: 0
Range: Dependant on weapon
Learned From: Wygar
AP Required: 300
Effects: Stops damage and counter-attacks
Notes: Will only work against the fight command!

Support Abilities

-Doublehand- 
MP Usage: 0
Range: N/A 
Learned From: Venus Blade 
AP Required: 300 
Effects: Holds 1-handed weapons in two hands, raising weapon 
Attack power
Notes: Useful when you don't have double sword or when you want more 
Attack power without using an equipment slot on another weapon/shield

Combo Ability

-Fight Combo- 
MP Usage: 0 
Range to initiate: Dependent on weapon 
Range to join-in: 1 panel away from the target of the initial combo 
Learned From: Mythril Blade 
AP Required: 100 
Description: Fighter combo
Notes: Combos do more damage if the combo equipped is the same as 
your current job class

Strategies for Fighters:
If you want to raise a human for melee fighting 
(Which you probably will want since only humans learn double sword) 
You will want some extra power behind your attacks. 
I suggest all melee humans take at least 15 levels of fighter to
Gain lots of physical power. 

Suggested Fighter Combos:
Paladin/Fighter - If you want the two extremes of melee combat a 
Paladin/Fighter is a great choice. 
You gain excellent offensive and defensive strength as well as HP. 
But you will suffer in speed. 
But that is nothing a few levels of Ninja can't fix. 
The skill sets complement each other well: Fighter for range and 
Non-elemental attacks. 
Paladin for healing and removal of status, heavy hitting holy attacks,
And aiding allies. 
I suggest a 20/20 split for Paladin/Fighter in levels with 10 levels 
For ninja speed.

Fighter/Ninja - I wouldn't suggest keeping the ninja skill set 
As ninja skills generally stink on a fighter. 
I suggest 30-35 levels of fighter and 15-20 levels of ninja. 
This will give you a speedy killing machine for plowing through 
Enemies.

Fighter/Hunter - Far Fist and Sonic Boom will overlap but the 
Majority of the hunter skills will turn your already lethal fighter 
In a super lethal animal butcher. 
A hunter is faster than a fighter so this will raise speed to a 
Nice level. 
Sidewinder will give you devastating attacks against animals,
Advice can help other melee units, Aim: Vitals will let you toy with 
Your enemies, and Hunting will give you loads of JP. 
And of course what better way to complement the fighter's 
Impressive strength than Ultima Shot? 
It carries a hefty MP price but you should have enough for at 
Least 1 per battle. 
I would go 35/15 Fighter/Hunter level-wise since the hunter is 
Less combat inclined than a fighter.

-----------

WHITE MAGE

The White Mage excells in healing abilities. 
From healing all health to casting auto revive to reviving dead units 
Boosting both defenses, 
The White Mage can do good stuff to just about everybody. 
However, the White Mage does not have any offensive spells, 
So master the White Mage abilities and move on to offensive stuff is 
My suggestion. Okay, I lied. 
When faced with a phalanx of enemy undead, the White Mage's healing 
Spells can go on the offensive and damage those zombies. 
White Mages are almost a necesity at the beginning of the game, 
But their usefulness wears down as better classes can heal AND 
Damage (sage, elementalist, summoner, etc)

STATS

Human White Mage

Move >> 3````````````HP >> 6 (10%)
Jump >> 2````````````MP >> 4 (80%)
Evade >> 40``````````SPD >> 1 (20%)
ATK >> 6 (20%)`````MAG >> 8 (40%)
DEF >> 7 (30%)`````RES >> 8 (20%)

Viera White Mage

Move >> 3`````````````HP >> 6 (20%)
Jump >> 2`````````````MP >> 4 (80%)
Evade >> 40```````````SPD >> 1 (20%)
ATK >> 6 (20%)``````MAG >> 8 (80%)
DEF >> 7 (20%)``````RES >> 7 (60%)

Nu Mou White Mage

Move >> 3`````````````HP >> 5 (80%)
Jump >> 2`````````````MP >> 5 (60%)
Evade >> 40```````````SPD >> 1 (20%)
ATK >> 5 (70%)``````MAG >> 8 (80%)
DEF >> 7 (30)```````RES >> 8 (40%)

The Nu Mou of Viera White Mage would probably be the best White 
Mages because Humans are more physically inclined. 


-----------------

Thief

Stat Growth - Human
Move--->> 4
Jump--->> 3
Evade-->> 65
HP----->> 6 (60%)
MP----->> 1 (10%)
ATK---->> 7 (60%)
DEF---->> 7 (60%)
MAG---->> 7 (60%)
RES---->> 6 (40%)
SPD---->> 1 (80%)

Stat Growth - Moogle
Move--->> 4
Jump--->> 3
Evade-->> 70
HP----->> 6 (??%)
MP----->> 2 (??%)
ATK---->> 7 (??%)
DEF---->> 8 (??%)
MAG---->> 6 (??%)
RES---->> 7 (??%)
SPD---->> 2 (??%)

What RPG is complete without a thief? Thieves in FFTA are able to 
Loot more (and more easily) than their FFTA counterparts. 
With the addition of Steal: Ability a fresh recruit is able to enter 
One battle and walk out with access to every job available to that 
Race. 
It's crazy how insanely cheap Steal: Ability is. 
I can't stress it enough...steal ability is one of the best skills 
In the game. 
No more time huddling in the corner because you don't want inferior
Stat growth from an inferior job, just steal your way into your 
Desired profession! Speaking of inferior stat growth I would not 
Take levels in thief at all for a human. 
Moogles on the other hand benefit greatly from their great speed 
Growth, especially those moogles who plan on becoming support 
Characters such as Juggler, Gunner, or Time Mage.

Jobs Required (both races): None
Jobs Given (Human): Ninja (2 Mastered Action Abilities)
Jobs Given (Moogle): 
Juggler (2 Mastered Action Abilities)
Gadgeteer (2 Mastered Action Abilities)

Reaction Abilities

-Counter-
MP Usage: 0
Range: Dependant on weapon
Learned From: Brigandine
AP Required: 300
Effects: Counter-attacks for normal damage
Notes: Activates when attacked by an normal attack or an offensive 
Action ability. 
Even if that attack misses, you will still counter if you have enough 
Range

Support Abilities

-Maintenance- 
MP Usage: 0
Range: N/A 
Learned From: Adaman Vest 
AP Required: 300 
Effects: Users equipped items cannot be stolen (or broken?)
Notes: Really only useful against thieves and snipers. 
The AI is usually too dumb to do such things...it'd rather attack 
Your double-sword wielding, strike-backing fighter than do something 
Smart

Combo Ability

-Thief Combo- 
MP Usage: 0 
Range to initiate: Dependent on weapon 
Range to join-in: 2 panels away from the target of the initial combo 
Learned From: Mythril Knife 
AP Required: 100 
Description: Thieves' combo
Notes: Combos do more damage if the combo equipped is the same as 
Your current job class

Strategies for Thieves:
I wouldn't suggest taking up thievery as a primary or secondary 
Skill set for moogles or humans. Rather, 
Just keep it on-hand in case you need to "borrow something without 
Asking and with no intent to return". 
But if you really want a trickster on your team I'll give you the 
Best (IMO) combos for thieves of each race.

Suggested Thief Combos:
Ninja/Thief (Human) - What were you expecting? Awesome ninja speed 
Will allow you to relieve people of their equipment faster and let
You eliminate threats to your thieving by rendering foes immobile and 
Disabled. Go with 50 levels of ninja.

Juggler/Thief (Moogle) - Thieves are a better choice for moogles than 
Humans as moogles will gain ninja-like speed as a thief. 
An excellent addition to your criminal skills is the juggler skill set.
With Concentrate, Ring will be the key to easy 100% care-free theft, 
100% even for abilities! I would go a full 50 levels of thief for 
Pure speed or 40/10 Thief/Mog Knight to work on some HP, Atk, and Def.

Action Abilities

-Steal: Armor-
MP Usage: 0
Range: 1 Panel
Learned From: Rondell Dagger
AP Required: 300
Effects: Steals target's equipped armor
Notes: Stealing a foe's armor will lower their defense and resistance

-Steal: Shield-
MP Usage: 0
Range: 1 Panel
Learned From: Scramasax
AP Required: 200
Effects: Steals target's equipped shield
Notes: Stealing a foe's shield will lower their defense and resistance 
Also

-Steal: Access. -
MP Usage: 0
Range: 1 Panel
Learned From: Jambiya
AP Required: 300
Effects: Steals target's equipped accessory
Notes: You CANNOT steal boots/shoes with this ability

-Steal: Helm-
MP Usage: 0
Range: 1 Panel
Learned From: Kard
AP Required: 300
Effects: Steals target's equipped helmet
Notes: Stealing a foe's helmet will lower their defense and resistance

-Steal: Weapon-
MP Usage: 0
Range: 1 Panel
Learned From: Sword Breaker
AP Required: 300
Effects: Steals target's equipped weapon
Notes: Ah, the Steal Weapon paradox. To learn Steal Weapon you need 
To steal the Steal Weapon ability so you can steal the Sword Breaker
To learn Steal Weapon...Nice job Square...Of course this isn't the 
Only way to get one but it is probably the fastest

-Steal: Gil-
MP Usage: 0
Range: 1 Panel
Learned From: Jack Knife
AP Required: 100
Effects: Steals target's gil
Notes: Early on some extra gil can come in handy but it usually 
Gives such little amounts it isn't worth it. 

-Steal: EXP-
MP Usage: 0
Range: 1 Panel
Learned From: Khukri
AP Required: 100
Effects: Steals target's experience points
Notes: You cannot steal exp from someone with 0 exp

-Steal: JP-
MP Usage: 0
Range: 1 Panel
Learned From: Orichalum
AP Required: 200
Effects: Steals target's Judge Points
Notes: Enemies usually won't have many, if any JPs to steal

-Steal: Ability-
MP Usage: 0
Range: 1 Panel
Learned From: Cinquedea
AP Required: 300
Effects: Steals a random learnable action ability from the target
Notes: Why they didn't make this a 999 AP ability I don't know. 
Anyway, you can only steal abilities you can learn yourself. 
You don't need to have a certain job opened up to steal abilities 
For it, you need only have that job available to your race. 
Remember that you can only steal action abilities

-----------

Summoner

Move >> 3 HP >> 5 
Jump >> 2 MP >> 6 
Evade >> 30 SPD >> 0
ATK >> 6 MAG >> 10
DEF >> 6 RES >> 8

The good thing about summoners is that summons have a very wide range.
Unlike Black Magic abilities, it can target more squares than just 
The adjacent ones. 
Now, basically what a summoner can do is... summon things. 
Here are the different things that a summoner can learn to summon:

Ifrit: If you don't know who Ifrit is, then this must be your first 
Final Fantasy game. 
When you summon Ifrit, he does decent fire damage. 
Ifrit costs 18 MP to summon, and can be learned with 200 AP if you 
Have the Guard Staff equiped. 
I would recommend having your summoner learn either Ifrit or 
Shiva first. 
Teach whichever you didn't learn first, third.

Shiva: When Shiva is summoned, Shiva does decent ice damage. 
Shiva costs 18 MP to summon, and can be learned if you gain 200 AP
With the Snake Staff equipped. 
I would recommend having your summoner learn either Shiva or 
Ifrit first. 
Teach whichever you didn't learn first third.

Ramuh: Ramuh is the lightning summon. When summoned, he deals decent 
Lightning damage. 
Ramuh costs 18 MP to summon, and can be learned of you earn 200 AP 
With the Judge Staff equipped.
I would recommend learning Ramuh fourth.

Kirin: Kirin is a very useful summon. 
I would highly recommend that he be the first thing you summon, 
You should summon him while your entire team is close together. 
The reason is this: If all your teammates are fairly close together, 
Kirin will cast auto-regen on all of them. Auto-regen is very useful,
At the begining of the characters turn, he gains life. 
Kirin costs 24 MP to summon, and can be learned if you earn 200 AP 
With the Cure Staff equipped. 
I would VERY highly recommend that you learn Kirin second 
(So you can also deal damage with your summoner).

Unicorn: Unicorn is a healing summon. When you summon Unicorn, 
It will heal and cure status ailments for all those in range. 
I believe that it also deals undead units damage. Unicorn is one of 
The weaker summons, but can still be very useful. 
Unicorn costs 12 MP to summon, and can be learned by earning 200 AP 
With the Pure Staff equipped. I would recommend that you learn Unicorn
Fifth, but If you don't have a good white mage, maybe you should learn
It sooner, because it's a great deal (MP wise).

Carbuncle: Carbuncle is in my opinion the worst summon. 
Carbuncle casts reflect on every one in range. 
If you want to use Carbuncle, use him on the first turn, while your 
Whole party is together. 
You should NOT use him if you need to use white magic a lot. 
I would only recommend using him if you are up against many spell 
Casters, which happens very rarely, or if a good deal of your team 
Mates know reflex. 
Or, if you have no spell casters, you could use him on the enemy 
Units to prevent them from getting healed. Carbuncle costs 12 MP to 
Cast, and can be learned by earning 300 AP with the Garnet Staff 
Equipped. 
I would recommend learning Carbuncle only when you have nothing else 
To learn.

Madeen: Madeen is the holy damage summon. When summoned, 
Madeen does high holy damage. 
Madeen is the best of the damage dealing summons. 
Madeen also deals very heavy damage to undead. 
Madeen costs 36 MP to summon, and can be learned by gaining 
300 AP with the Cheer Staff equipped. 
I would recommend dropping what ever you are learning and 
Learn Madeen whenever you get the Cheer Staff.

Phoenix: Phoenix is the summon which revives. 
Phoenix will revive all KO'd units (I believe it may only be KO'd allies,
But I'm not sure) 
Within the range when summoned. 
Phoenix is highly useful if a large number of your people have 
Been KO'd. 
Phoenix costs 24 MP to cast, and can be learned by earning 300 AP 
With the Nirvana Staff equipped. 
I would suggest doing the same thign with Phoenix as Madeen, with 
Madeen having preference.

Reflex: The summoner's best possible reaction in my opinion. 
It avoids all regular attacks. 
If you get a time mage to cast reflect, or have it cast Carbuncle, 
You have one hard to hit summoner. 
If not, it adds one less ting to worry about. Reflex can be learned 
If you earn 300 AP with the Mirage Vest while you are a Fencer.

Absorb MP: Absorb MP is a fairly good reaction. It absorbs the MP 
Used to cast spells against the summoner.
It's good to refill your MP if it's depleated, and it might be a 
Good ideas to switch from reflex if you have a lot of enemy spell 
Casters to deal with. 
To learn Absorn MP, earn 300 AP with the Lordly Robe equipped as an 
Elementalist. 
It might be a good idea to learn this while a elementalist, even if 
It delays your advancement to summoner.

The summoner can also learn a few support abilities 
(As a summoner or as the previous classes) They are:

Shield Bearer: WORTHLESS! Shield Bearer makes it so you can use a 
Shield, even as a summoner. Don't bother!!! It can be learned by 
Earning 300 AP as a Fencer with the bronze shield equipped.

Turbo MP: If you are not using your summoner for white magic, earn 
300 AP with White Robe equipped as a white mage. 
It doubles the MP cost of everything, but raises the damage and hit %.

Half MP: Now this is a good idea if and only if you are planning to 
Keep your summoner as a white mage. It does just what it says: all 
Things that cost MP, the MP cost are halved. To learn it,
Equip the light robe and earn 300 AP.

The combo is unimportant for summoners. 

Characters:

1 Paladin (main character)
Secondary Blue magic 
Must have 
Weapon defense +
Defense

5 Assassins 
Secondary Sniper

Must have
Concentrate
Ambush
Breathe stop
Ultimate shear

Everything else is in your own opinion and with equipment base. 
Paladin should wear the best defensive equipment you can offer.

Reason: This is a team for first time dueling versus your friend. 
This is for a pure element of surprise and almost always an instant 
Win.

How to operate: At the beginning of the battle all of the assassin's 
Will ambush while your paladin (main character) will run as far away 
And constantly use defense. The assassins will go and breathe stop 5 
Character's then the final one you can either ultimate shear or breath
Stop him/her. 
You must sneak behind each of them and use breath stop. 
Concentrate has to be on for this to be used to the fullest. 
This will only work for the first time because after that they will 
Put on immune to instant death and you will have to put two people per 
Person and use ultimate shear. 
It will still work this way but will be more of a challenge. 
The paladin is just for survival. 

---------

Hunter

Stat Growth
Move--->> 4
Jump--->> 2
Evade-->> 55
HP----->> 6 (80%)
MP----->> 3 (10%)
ATK---->> 8 (70%)
DEF---->> 6 (90%)
MAG---->> 6 (90%)
RES---->> 8 (40%)
SPD---->> 1 (70%)

Hunters are like super archers with less focus on support and more 
On long-range damage. More specifically they are designed to 
Eliminate any threat from animals, and how can you argue with moves 
Like Addle and Sidewinder? 
Aside from that hunters are also the easiest class solo with. 
Once you get the Human totema (No spoilers) it's simply a matter 
Of summoning it then going around using Hunting on whatever survived 
To regain you're 10 JP. 
As far as stats go they only really lack weapon defense, 
And because of this they make a good class for a paladin to take a 
Few levels in.

Jobs Required: Archer (2 Mastered Action Abilities)
Jobs Given: None

Reaction Abilities

-Auto-Regen-
MP Usage: 0
Range: Self
Learned From: Gaia Gear
AP Required: 300
Effects: Bestows 'Regen' status when attacked
Notes: Regen restores roughly 10% of your max HP every turn. 
I don't find this very useful when you could easily have Counter or 
Bonecrusher. 
I suppose you can use it if you feel you get KO'ed too often, 
But seeing as you are a hunter I don't see why would be

Support Abilities

-Weapon Atk+- 
MP Usage: 0
Range: N/A 
Learned From: Nike Bow 
AP Required: 300 
Effects: Raises your weapon attack power
Notes: A nice skill for the Hunter to have since Double Sword, 
And Doublehand has no effect when using bows since they are 
2-handed weapons. I would definitely use this ability on a hunter 
Unless they are too MP reliant, then I could see using Half MP instead

Combo Ability

-Hunt Combo- 
MP Usage: 0 
Range to initiate: Dependent on weapon 
Range to join-in: 4 panels away from the target of the initial combo 
Learned From: Mythril Shot 
AP Required: 100 
Description: Hunter combo
Notes: Combos do more damage if the combo equipped is the same as your
Current job class

Strategies for Hunters:
Hunters are sort of like a cross between a thief, blue mage, and a 
Fighter. 
They get nice weapon attack power, MP, HP, and speed, 
But low defense; which is fine since they shouldn't be near the 
Battles anyway. Hunter skills are best used at a range so I wouldn't 
Recommend the hunter skill set as a secondary to anything. 
Instead use either a supportive skill set (like blue magic) or another
Skill set that can be used at a range (like aim or battle tech) to 
Complement the hunter.

Suggested Hunter Combos:
Hunter/Archer - The human answer to the ever-popular moogle combo of 
Gunner/Mog Knight. 
It can deal heavy damage with it's own Ultima and inflict status at 
Long range just as well as a Gunner/Mog Knight but they also have a 
Variety of other skills which IMO makes them superior to the 
Gunner/Mog Knight. 
Burial will end any trouble with the undead. 
Faster will nullify any reaction ability an enemy has. 
Boost can be used to add extra damage to any non-animal. 
And Take Aim will ensure a high hit rate to finish off low HP enemies. 
I would take 20 levels of hunter, 5 paladins, and 25 fighters, 
For great speed, awesome strength, and a little added defense.

Hunter/Soldier - This is one time I would suggest the use of the 
Soldier skill set. 
I think the soldier skill set would fit more on an archer to make a 
Very nice support character but it also fits on a hunter. 
You will have long-range stat breaks and mugging. 
Provoke won't be of much use but First Aid can be used if you get 
Immobilized or Blinded.


Action Abilities

-Sonic Boom-
MP Usage: 0
Range: 4 panels
Learned From: Cranequin
AP Required: 200
Effects: Long-range damage
Notes: The equivalent to the fighter's Far Fist, Sonic Boom delivers 
Area damage based on your weapon's attack

-Oust-
MP Usage: 0
Range: Dependant on weapon
Learned From: Windslash Bow
AP Required: 200
Effects: Convinces target monster to leave the battlefield
Notes: It's like the paladin's Parley only less useful because animals
Usually don't travel around with healers and won't need to be ousted 
When you could kill them

-Advice-
MP Usage: 0
Range: 1 panel
Learned From: Twin Bow
AP Required: 100
Effects: Raises the critical hit ratio of the target
Notes: It's a shame it cannot be used on you, but it is nice to 
Give some advice to nearby double sword wielding paladin with some 
Strong Knightswords and let them dish out the pain

-Aim: Vitals-
MP Usage: 0
Range: Dependant on weapon
Learned From: Fey Bow
AP Required: 300
Effects: Causes a random status ailment in the target
Notes: I wouldn't chance it if there were any banned status laws in 
Effect because you may just get lucky and hit with that status

-Hunting-
MP Usage: 0
Range: Dependant on weapon
Learned From: Hunt Bow
AP Required: 300
Effects: Kills yield extra JP
Notes: Any target killed with this ability will give you 10 JP 
Instead of 1. This means you can summon a totema 2, 3, 4 times per 
Battle with one character...that is, if anyone survives them

-Addle-
MP Usage: 0
Range: Dependant on weapon
Learned From: Master Bow
AP Required: 200
Effects: Causes 'Addle' is target monster
Notes: Addling a wyrm or other strong monster will practically 
Cripple them and leave them open to assaults from the rest of your 
Team, very useful if you won't be able to finish them off or if their 
Turn is about to come up

-Ultima Shot-
MP Usage: 60
Range: Dependant on weapon
Learned From: Seventh Heaven
AP Required: 999
Effects: Triple damage
Notes: The pride and joy of the hunter. If you stay as a hunter with 
The right Great-Bow you can get some nice range on this bad boy

-Sidewinder-
MP Usage: 0
Range: Dependant on weapon
Learned From: Hades Bow
AP Required: 300
Effects: Double damage to animals
Notes: This along with Sonic Boom will probably be one of the most 
Used abilities of the hunter skill set. 
Use it whenever you fight animals, as it will be superior to normal 
Attacks in every way 

-Capture-
MP Usage: 0
Range: Dependant on weapon
Learned From: Ranger Bow
AP Required: 200
Effects: Captures the target monster and sends it to the monster bank
Notes: This skill is essential to building a Morpher also remember 
You need this skill to finish all 300 missions, as you need to 
Capture 5 monsters to active the Fiend Run mission


-----------

WHITE MONK

How to Obtain: It's a starting Bangaa Class
Classes Unlocked: Bishop and Templar

Stat Gains

HP-------6 (00%)
MP-------1 (10%)
ATK------8 (10%) 
DEF------7 (50%) 
MAG------8 (30%) 
RES------6 (80%) 
SPD------1 (40%)


Suggested Use

 
My bangaa is templar/white monk. The white monk gives revive, 
Air render and a few others while templar give haste and lifebreak 
And bonecrusher. 
Bonecrusher is a good counter attack and lifebreak does damage equal 
To the amount of HP missing.


3. Dragoon/White Monk: Closest thing you'll ever have to a ranged 
Bangaa. 
Not bad with the physical attacks and can come as a 3rd rate healer.

 
People always insult the Bangaa...and don't like my Bishop/White Monk, 
Saying their is'nt enough raw power behind it. 
I'm not going for complete and raw power with this guy, 
I want the FLEXIBILITY. He can revive, heal an area, cure status 
Ailments, use magical attacks that arent affected by Color Magic laws, 
And do some good ranged damage.


Bangaa rock! I use mine as a gladiator/ monk. The monk is for air 
Render and far fist, plus revive. 

White monks are good, because they are versitle, with abilities that 
Can revive, cure, and damage from afar. 
Although I wouldn't strongly suggest using one as a main character, 
The whire monk's skills are great. Maybe you should set Monk Tech as 
A secondary.

--------------------
4.Stat Growth Chart
--------------------

Class     WA   WR   MA   MR    S   HP   MP  

Soldier / +9 / +8 / +6 / +7 / +1 / +9 / +1
B. Mage / +7 / +7 / +9 / +9 / +1 / +5 / +4
Thief   / +7 / +7 / +7 / +6 / +1 / +6 / +1
W. Mage / +6 / +7 / +8 / +8 / +1 / +6 / +4
Archer  / +7 / +7 / +6 / +8 / +1 / +7 / +1
Ninja   / +8 / +7 / +8 / +7 / +2 / +6 / +2
Hunter  / +9 / +7 / +6 / +10/ +2 / +6 / +3
Fighter / +9 / +8 / +3 / +7 / +1 / +7 / +1
Paladin / +8 / +9 / +7 / +8 / +0 / +7 / +2
Magician/ +6 / +6 / +9 / +8 / +0 / +5 / +7
BlueMage/+ 8 / +8 / +8 / +9 / +1 / +6 / +3

*Blue mage has best all around stat growth*

Moogles

Class     WD   WR   MA   MR   S    HP   MP

Thief    / +7 / +8 / +6 / +7 / +1 / +5 / +2
B. Mage  / +5 / +7 / +8 / +9 / +1 / +5 / +4
AnmlTrnr / +7 / +8 / +7 / +8 / +1 / +7 / +2
Gunner   / +7 / +9 / +6 / +8 / +2 / +7 / +1
TimeMage / +5 / +7 / +9 / +9 / +1 / +5 / +3
Knight   / +7 / +6 / +8 / +9 / +1 / +8 / +1
Juggler  / +8 / +9 / +6 / +6 / +1 / +6 / +1
Gadgetter/ +8 / +9 / +8 / +10/ +0 / +7 / +2

*Gadgetter has best all around stat growth*

Banga

Class     WD    WR   MA   MR S HP MP
  
Warrior  / +9 / +8 / +6 / +6 / +0 / +9 / +2
WhitMonk / +8 / +7 / +8 / +6 / +1 / +6 / +1
Bishop   / +7 / +6 / +8 / +7 / +0 / +6 / +4
DragKngt / +9 / +8 / +5 / +6 / +1 / +8 / +1
GardKngt / +8 / +9 / +6 / +7 / +0 / +8 / +1
TempKngt / +9 / +10/ +9 / +7 / +1 / +9 / +3
Gladiatr / +9 / +8 / +5 / +6 / +1 / +8 / +2

*Temple Knight Has best all around stat growth* 

Viera

Class     WA   WR   MA   MR   S    HP   MP

W. Mage / +6 / +7 / +8 / +7 / +1 / +6 / +4
Archer  / +8 / +6 / +7 / +7 / +1 / +7 / +1
Fencer  / +8 / +8 / +8 / +7 / +1 / +8 / +1
Chaneler/ +8 / +7 / +8 / +7 / +1 / +6 / +4
Red Mage/ +8 / +7 / +8 / +7 / +1 / +6 / +2
Summoner/ +6 / +6 / +10/ +8 / +0 / +5 / +6
Sniper  / +9 / +7 / +8 / +7 / +2 / +6 / +2
Assassin/ +9 / +7 / +9 / +7 / +2 / +5 / +6

*Fencer and Assassin has best all around stat growth*

N'mou

Class      WA   WR   MA   MR    S   HP   MP

W. Mage  / +4 / +7 / +9 / +8 / +1 / +6 / +5
ShaShift / +7 / +8 / +7 / +9 / +2 / +6 / +2
Sage     / +9 / +7 / +10/ +8 / +1 / +8 / +8
B. Mage  / +6 / +7 / +10/ +10/ +1 / +5 / +5
Mon Tame / +9 / +9 / +6 / +8 / +2 / +8 / +2
Magician / +5 / +6 / +9 / +8 / +0 / +5 / +7
Alchemst / +5 / +6 / +9 / +9 / +0 / +6 / +8

*Shape Shifter has best all around stat growth*

-----------------------------------------------------------------------
----------
6.Credits
----------

The Honours and Credits should go to:

SSJ4Vegeta35

Viper spit

Rekawamo

Ucancallmedanny

Roqueskateboarder

Whiteshadow1288

Honours to SSJ4Vegeta35 for playing a big part of this FAQ he submitted
Tons of work and some others did a lot aswell.

Sorry if i did'nt mention anyone if i did'nt just post it on the topic 
So that sums it up...


-----------------------------------------------------------------------
------------------------
7.Copyright Information
------------------------

This FAQ belongs to Chaos Lord 242 may not be reproduced in anyway
Copied claimed as their own if this happens they will be severly 
Punished and will not be tolerated.

This Faq may only be hosted at www.Gamefaqs.com.

Copyright (c) Chaos Lord 242 All Rights Reserved  

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Copyright (c) Chaos Lord 242 All Rights Reserved!!!!!!!!