-Final Fantasy Tactics Advanced Race Game Guide
-V4.01 (6/02/07)
-By KIRBIX

DISCLAIMER:
This is property of KIRBIX (Sean D'Hoostelaere). This may be not be
reproduced under any circumstances except for personal, private use. It may not
be placed on any web site or otherwise distributed publicly without advance
written permission. Use of this guide on any other web site or as a part of any
public display is strictly prohibited, and a violation of copyright.
In plain English, this means that it is against the law for you to copy this
guide. If you want to print it out so that you don't have to go back and forth
from your computer, that's fine, but I do not permit its use anywhere on the
web or for it to be used for anything profitable.

Table of Contents
===============================================================================

I.     Version History
II.    Why would you choose a race game?
III.   How to read this guide
IV.    The Human race
   A)     Stats
   B)     Team Choice and Strategy
V.     The Viera race
   A)     Stats
   B)     Team Choice and Strategy
VI.    The Bangaa race
   A)     Stats
   B)     Team Choice and Strategy
VII.   The Nu Mou race
   A)     Stats
   B)     Team Choice and Strategy
VIII.  The Moogle race
   A)     Stats
   B)     Team Choice and Strategy
IX.     Contact me
X.    Credits

I.                VERSION HISTORY
==============================================================================
1.0- First version!

2.0- Added in the Nu Mou section, and fixed a few minor bugs.

3.0- Took the stat growth from 2 guides and splurged them together for a more
     accurate reading. I've finally finished the moogle guide w/ marche.
     I NEED SOME NON-MARCHE GUIDES.
4.0- The moogle guide, well.... It was terrible. It needed work, so I redid it.
4.01(6/07)- Housekeeping

II.            WHY WOULD YOU CHOOSE A RACE GAME?
===============================================================================

First off, what IS a race game? A race game is what it sounds like- a play
through of Final Fantasy Tactics Advanced using only 1 race. In the first
version, I will have human, bangaa, and viera strategies, and with Marche. I
say with Marche, and that is the version that you will be reading. If I receive
submissions of strategies for each race WITHOUT Marche, I'll gladly take them.
This is the first version, so there is plenty of room to fix and improve.

Now, why would you choose a race game? The answer is simple enough- a
challenge. The NoSphereGrid challenge of Final Fantasy X, the level 1 Ozma
challenge of Final Fantasy IX, the no materia challenge of Final Fantasy VII...
these are all game challenges that people try. I have never found the level 1
challenges to be very interesting, but things like no materia have always
fascinated me, because there are often built-in loopholes that seem to be put
into the game for the sole purpose of presenting the challenge. There are most
certainly loopholes for a challenge in this game. The game is meant to allow
you to use however many of a race as you want. So I figure, why not use 1 race?

III. HOW TO READ THIS GUIDE
===============================================================================
I will be discussing each race rather thoroughly. I will include the stats of
every job. I cannot guarantee the reliability of the stats, as they are not from
my experience. However, I've received assurances that the ones that I'm adding
are the correct ones. Afterwards, I will compare and contrast the jobs, and
ultimately, give some team suggestions.

IV. THE HUMAN RACE
===============================================================================

Obviously, we'll start with the human race. Humans have the widest arsenal of
jobs, have some of the best jobs (hunter, ninja, and paladin), and most of all,
Marche is a human. However, the drawback is that it's much less of a challenge
to go all human than any other race. There aren't any gaps in the human jobs,
so you don't have to reformulate your strategy based on your strengths and
weaknesses.

If you just want my team suggestion, press ctrl+F and type in
"FINAL THOUGHTS FOR THE HUMAN TEAM" without the quotations.

IVA. STATS
===============================================================================

=====================
=SOLDIER Stat Growth=
=====================
Movement: 3     Defense: 8-9
Jump: 2         HP: 8-9
Evade: 50       MP: 1
Speed: 1        Magic Power: 6-7
Attack: 8-9     Magic Resistance: 7


=====================
=PALADIN Stat Growth=
=====================
Movement: 3     Defense: 9
Jump: 2         HP: 7-8
Evade: 35       MP: 2
Speed: 0-1      Magic Power: 7
Attack: 8       Magic Resistance: 9


=====================
=FIGHTER Stat Growth=
=====================
Movement: 4     Defense: 8
Jump: 2         HP: 7
Evade: 45       MP: 1
Speed: 1-2      Magic Power: 5-6
Attack: 9-10    Magic Resistance: 6-7


===================
=THIEF Stat Growth=
===================
Movement: 4     Defense: 7-8
Jump: 3         HP: 6-7
Evade: 65       MP: 1
Speed: 1-2      Magic Power: 7-8
Attack: 7-8     Magic Resistance: 6


===================
=NINJA Stat Growth=
===================
Movement: 4     Defense: 7
Jump: 3         HP: 5-6
Evade: 60       MP: 2
Speed: 2        Magic Power: 8
Attack: 7-8     Magic Resistance: 7-8


====================
=ARCHER Stat Growth=
====================
Movement: 4     Defense: 7
Jump: 2         HP: 7
Evade: 50       MP: 1
Speed: 1        Magic Power: 6
Attack: 7       Magic Resistance: 8


====================
=HUNTER Stat Growth=
====================
Movement: 4     Defense: 6-7
Jump: 2         HP: 6-7
Evade: 55       MP: 3
Speed: 1-2      Magic Power: 6-7
Attack: 8-9     Magic Resistance: 8


========================
=WHITE MAGE Stat Growth=
========================
Movement: 3     Defense: 6-7
Jump: 2         HP: 7
Evade: 40       MP: 4-5
Speed: 1-2      Magic Power: 8
Attack: 6       Magic Resistance: 8


========================
=BLACK MAGE Stat Growth=
========================
Movement: 3     Defense: 6-7
Jump: 2         HP: 5-6
Evade: 35       MP: 4
Speed: 1        Magic Power: 8-9
Attack: 6       Magic Resistance: 3-4


=========================
=ILLUSIONIST Stat Growth=
=========================
Movement: 3     Defense: 6-7
Jump: 2         HP: 5
Evade: 30       MP: 7
Speed: 0-1      Magic Power: 9
Attack: 6       Magic Resistance: 8


=======================
=BLUE MAGE Stat Growth=
=======================
Movement: 4     Defense: 8-9
Jump: 2         HP: 6-7
Evade: 55       MP: 3-4
Speed: 1        Magic Power: 8
Attack: 8       Magic Resistance: 9


IVB. Team Choice
==============================================================================
OK, now that I have all of the boring statistics out of the way, it's time
to decide what's good and bad about these jobs, and then I'll give my choice.

First off, the basic structure usually is thus-

Strong melee fighter
Strong melee fighter
Ranged fighter
Offensive mage
Defensive mage
Something with thief abilities

Now, there are 2 things to look at when melding a perfect character-
stats and abilities. Hence, those are the 2 things I gave above.
The perfectionists pick 2 or 3 jobs that suit their stat ideas,
and don't use the job with the perfect abilities until they're level 50.
However, that doesn't do much good in the storyline battles, so
I'm going to compare stats as if you were to only use that job.

Strong melee fighter #1
========================
You should have a swordsman who has high attack, high defense, and high HP.
Everything else should come second. In other words, you should have one
character who acts as a tank. Tanks run up to the front lines and plow
through the opposition. It nicely counterbalances your offensive mage
and ranged fighter.

The 3 best choices for a tank are soldier, paladin, and fighter.
Soldiers receive 8 attack, 8 defense, and 8 HP per level, with a high
chance of getting 9 attack and defense. Paladins receive 8 attack, 9 defense,
and 7 HP per level, with low chance of raising them. Fighters receive 9 attack,
8 defense, and 7 HP per level, with low chance of raising them.

If you should choose soldier, you'll have a great tank. 7 magic defense per
level, and an average of 9 attack AND defense per level. However, you'll want
a backup job, such as hunter or fighter, that has abilities that do damage
and cost no MP. Soldier on it's own has no good attacks besides the standard
attack function, so when you're up against a person with reflex or strikeback,
you need a backup attack. Sonic Boom is the popular choice, but far fist
and air render work fine, too.

If you choose Paladin, you won't have as much HP or attack, but you'll have
9 defense and 8 magic defense, meaning that with the right armor
(materia armor comes to mind), you'll be nearly invincible. Not to mention that
holyblade does double the damage of a physical attack for 32 MP (although it
is a holy  attack, and some of the toughest enemies are immune to holy).
Because of the lack of range, you could equip blue magic as a backup, or
hunter, as I mentioned above.

If you choose fighter, your specialty will be moving in faster
(having more movement than soldier and paladin), and taking them out quickly.
However, the defense growth isn't as high as paladin, and HP isn't on par with
soldier, so while fighter can quickly move in and kill an opponent, you can 
die quickly when pinned. Luckily, this is where rush and wild swing come in.
Rush pushes an opponent back, letting you escape the opposite way,
and wild swing can do grievous amounts of damage if you're surrounded by 4
enemies. Fighter has a well-rounded arsenal of abilities, so any physical
backup ability will do (perhaps paladin for the powerful holyblade).

As for an R-ability, the most popular choices are reflex, counter, strikeback,
and bonecrusher.

Now, reflex and strikeback defeat the purpose of the tank, because they only
react to the attack function. Besides, the point of a tank is to take a hit
and keep on coming, so having an ability that lets you take a hit and fight
back is designed for tanks.
Now, counter reacts even if the person misses, but bonecrusher, while only
reacting when you're hit, is 1.5x as powerful. They're pretty much on par with
each other, but I always use bonecrusher.

S-abilities are narrowed down to 2-  weapon atk+, and doublesword. You decide
which you like, but I always go with doublesword (it's nice to learn abilities
at double speed)

OVERVIEW OF MELEE FIGHTER #1/ THE TANK

The 3 best choices are:

Soldier/Hunter
Paladin/Blue Mage OR Paladin/Hunter
Fighter/Blue Mage OR Fighter/Paladin OR Fighter/Hunter

MY CHOICE- Fighter/Blue mage

Strong melee fighter #2
========================
Now that we have our tank, we need another melee fighter. Well,
the fact is that you basically need another tank. However, I recommend
having this one focus more on having high Magic Def, and so paladin takes
the limelight. Of course, If you prefer something else, go right ahead.
I'm sure 2 fighter tanks work great.

Ranged fighter
===============
So far, we've got 2 tanks to wipe out the enemy up close. Now, we need a fighter
with a bow.

We've got 2 choices- The Archer and The Hunter. The archer has darkness, charm,
disable, and immobilize. The hunter has capture, ultima, an extra damage attack
to monsters, and sonic boom. In other words, one can attack, and the other one 
uses status effects. If you want charm, you should use an archer. Otherwise, 
stick with hunter. As for the backup ability, paladin comes up once again. 
If you haven't figured it out yet, paladin is ALWAYS a good choice.

As for the R-ability, I'd go with strikeback or counter. If you chose archer as 
your ranger, he has low HP and defense, so you should use strikeback. Hunter 
should use counter.

The S-ability of choice is obvious- go with concentrate. Ultima with 95%
accuracy is just unfair.

MY CHOICES THUS FAR:

Fighter/Blue mage
Paladin/Hunter
Hunter/Paladin

NEXT, THE MAGIC JOBS
=========================================================================
There are 2 mages that you need- an offensive mage and a defensive mage.
I'll start with the offensive mage.

Offensive mage
===============
The choices for an offensive mage are the black mage and the illusionist.

The illusionist gains 9 magic attack, 7 MP and 8 magic defense per level.
The black mage gains 8 magic attack, 4 MP, and 9 magic defense per level.

The Illusionist has better spell growth, so that's my choice. However, you may
want to consider black magic as a backup job, because illusionists tend to be
inaccurate and have spells that cost very high amounts of MP. I recommend an
illusionist/black mage. Some people prefer white magic backup, but I only use 2
healers (my blue mage and white mage).

R-ability of choice? Return Magic is the best black mage choice.

Go with Half MP for your S-ability. Up until you get to the higher levels (35+),
at which point, you should switch to Turbo MP. for 64 MP (nothing to your
illusionist) you can do 80+ damage to all. Not bad, is it?

MY CHOICE- Illusionist/Black mage

Defensive mage
===============

Sadly, there is no time mage option for the human, so the only defensive magic
is the white mage.

Now, white mage gets 8 magic attack, 4 MP, and 4 magic defense. Therefore, it
is inferior to the illusionist. However, consider their speed. 0-1 for the
illusionist, and 1-2 for a white mage. That means that if you level up as a
white mage, you'll be able to heal nearly twice as often. This is the factor
that makes white mage a better primary job for your healer- it's the fastest
magical job, and you'll thank yourself over and over when your white mage saves
your ass simply because he was fast.

However, this doesn't mean he shouldn't have a backup magic job. Which one you
use is up to you, but I chose black mage.

Give your white mage the reflex R-ability. You'll want the white mage to
deflect as much as possible, because you wont have extraordinary physical stats.

Turbo MP as your S-ability.

MY CHOICE- White Mage/Black Mage


LASTLY, YOU NEED A JOB WITH THIEF AS THE SECOND JOB
====================================================

Thief is an essential addition to any team, because you can't get some
of the best equipment unless you steal.

Now, the most important aspect of a thief is speed. You'll find yourself
sorely annoyed if you enter a battle where 3 or 4 people have weapons and armor
that you'd like, and your thief is the slowest person. Not only does it take
much too long, but it gives the enemy a chance to slaughter you.

Therefore, you'll want your thief to be the fastest job possible- a ninja.

I know, Ninjas have horrible abilities, but it's so fast that it really is
worth it. Besides, wood veil can come in handy against melee fighters.

Give your ninja the counter ability that they learned while as a thief.
Unless your ninja gets lots of action, in which case you might consider
last haste.

Since the ninja learns doublesword, you might as well use it.

SO, FINAL THOUGHTS FOR THE HUMAN TEAM
======================================

We've looked at 2 tanks, a ranger, an offensive mage, a defensive mage,
and a ninja. As for my final team-

Fighter/Blue mage with counter and weapon atk+
Paladin/Hunter with bonecrusher and double sword
Hunter/Paladin with counter and concentrate
Illusionist/Black Mage with return magic and turbo MP
White Mage/Black Mage with reflex and magic pow+
Ninja/Thief with counter and double sword

STRATEGY
=========
Strategy is simple- send the tanks to the frontlines to distract the enemy
and wreak utter destruction on the enemy. Your hunter can pick off enemies
with sonicboom and holyblade and you illusionist can either weaken all of
your opponents, or more likely, kill them off. Of course, white mage heals
or attacks if no one needs healing, and the ninja robs the enemy blind.

V. THE VIERA RACE
============================================================================

Viera are considered the be the easiest non-human race to use, because there
is a pretty even distribution of statistics. In other words, because they have
a strong mage (summoner) and a strong attacker (assassin), it's easier than the
bangaas, nu mous, and moogles. The lack of choice in jobs from hereon out makes
selection must simpler than it was with humans, but again, if you just want
my pick for a team, press ctrl+F and type in "FINAL THOUGHTS FOR THE VIERA TEAM"
without the quotation marks.

VA. STATS
=============================================================================

====================
=ARCHER Stat Growth=
====================
Movement: 4     Defense: 6-7
Jump: 2         HP: 7
Evade: 50       MP: 1-2
Speed: 1-2      Magic Power: 7
Attack: 8       Magic Resistance: 7-8


====================
=FENCER Stat Growth=
====================
Movement: 4     Defense: 8
Jump: 2         HP: 7-8
Evade: 60       MP: 1
Speed: 1-2      Magic Power: 7-8
Attack: 8-9     Magic Resistance: 6-7


======================
=ASSASSIN Stat Growth=
======================
Movement: 4     Defense: 6-7
Jump: 4         HP: 5
Evade: 65       MP: 5-6
Speed: 2-3      Magic Power: 9
Attack: 8-9     Magic Resistance: 7


====================
=SNIPER Stat Growth=
====================
Movement: 3     Defense: 7
Jump: 2         HP: 6-7
Evade: 40       MP: 3-4
Speed: 1        Magic Power: 8
Attack: 9-10    Magic Resistance: 8


========================
=WHITE MAGE Stat Growth=
========================
Movement: 3     Defense: 7
Jump: 2         HP: 6
Evade: 40       MP: 4
Speed: 1-2      Magic Power: 8-9
Attack: 6       Magic Resistance: 7-8


==========================
=ELEMENTALIST Stat Growth=
==========================
Movement: 4     Defense: 6-7
Jump: 2         HP: 7
Evade: 60       MP: 4-5
Speed: 2        Magic Power: 9
Attack: 8       Magic Resistance: 7-8


======================
=RED MAGE Stat Growth=
======================
Movement: 4     Defense: 7-8
Jump: 2         HP: 6-7
Evade: 50       MP: 2-3
Speed: 1-2      Magic Power: 8-9
Attack: 8       Magic Resistance: 7-8


======================
=SUMMONER Stat Growth=
======================
Movement: 3     Defense: 6
Jump: 2         HP: 5-6
Evade: 30       MP: 6-7
Speed: 0-1      Magic Power: 10-11
Attack: 6-7     Magic Resistance: 8-9


VB. TEAM CHOICE
===============================================================================
As I mentioned, Viera have a much smaller choice of jobs available, so this
will go much faster.

First off, a simple (and boring) way to go about winning this is to go with
an all assasin team. Assasins are the ultimate jobset if they know death and
ultima. With gastra and marduk bows, they're better than a gunner. If you want,
you can EASILY win with this team. :yawn: I think that's boring, so I have other
strategies below:

MARCHE
========
First off, we must decide what to do with Marche. The obvious choice to me
seems to be making him a ninja/thief. As I said earlier, it's a great thief
job combo, and you don't have the thief as an option for the Vieras.

Now, for the viera themselves- My strategy encompasses EVERY job that you can
use.

The same strategy with the humans applies to the viera, only with 1 tweak-

A strong melee fighter
2 ranged fighters
An offensive mage
A defensive mage
Marche

Strong Melee fighter
=====================
The viera only has 1 melee job- the fencer. Now, the fencer isn't designed to be
a tank, so while it can take a few hits, your white mage may be spending a lot
of time healing this character. The important part about this character is to
divert the attention of the enemy so your mage and rangers can pick them off
from afar.
However, if you're interested in elementalist, level up as an elementalist long
enough to get 60-65 MP, and switch back to fencer. Fencer has much better
physical stats, but the elementalist has good abilities that require high MP.

Reflex is the only good physical R-ability that the viera has.

Concentrate is a good one for the S-ability. Being able to always hit with fire
whip can come in handy.

Ranged Fighter #1
==================
There is only 1 choice for a ranger when you're a viera- the assassin. With a
marduk bow or gastra bow (7 range) and ultima masher, and the fact that the
assassin gets the first move, your assassin can make quick work of even the
toughest enemies. The assassin is the closest thing that FFTA has to a perfect
character, with excellent stat growth all around. That, and the ability to use
the best status effects, and more importantly, the MP to use them.
Now, the Second ability I leave up to you. If you want Sniper, you'll have
poison+damage, ranged doom, and doom archer. If you choose archer, you'll
have charm, darkness, immobilize and disable.

Give your ranger either reflex or return fire. I give reflex to all my viera,
but it's up to you.

Concentrate again. Ultima with 95% accuracy. Can we say "ultima ultima?"

Ranged Fighter #2
==================
The same goes for this ranged fighter, only this time, choose the other
backup ability.

Offensive Mage
===============
The offensive mage for the Viera is the summoner. With extremely high magic
attack, the summoner is the perfect choice. However, there is one drawback-
low speed. Luckily, you'll find I took care of that later on. As for the backup
ability, the most powerful thing to use is the red mage. Doublecasting of Madeen
is like Ultima with enormous range.

Give her reflex for an R-ability, because if she gets hit more than twice,
chances are she'll go down.

With Half MP as the S-ability, a doublecast Madeen is only 36 MP!

Defensive Mage
===============
The defensive mage is once again the white mage. However, her backup ability,
believe it or not, should be the summoner. I know, most people think "when you
have unicorn and phoenix, isn't it better to just have another summoner/
red mage?" As you may have figured out by now, I put high emphasis into speed.
1 speed can determine if you'll have a turn before you die, or before your
entire team dies. Therefore, since white mage has 1-2 speed vs. the 0-1
speed of the summoner, I use white mage. It may seem like it isn't much, but
again, speed means everything in this game.

Reflex, for the same reasons as summoner, is the R-ability.

If you want the Half MP, that's fine, but magic pow+ is probably the best choice
(turbo MP makes it tough to use summons, though it increases accuracy.)

FINAL THOUGHTS FOR THE VIERA TEAM
==============================================================================

Marche- Ninja/Thief, counter, double sword
Melee fighter- fencer/elementalist or elementalist/fencer, reflex, concentrate
Ranged fighter #1- Assassin/sniper, reflex, concentrate
Ranged fighter #2- Assassin/archer, reflex, concentrate
Offensive mage- summoner/red mage, reflex, half MP
Defensive mage- white mage/summoner, reflex, magic pow+

STRATEGY FOR THE VIERA TEAM
============================
Strategy is simple- have your fencer in the front keeping the enemies 
distracted. Send in your assassins (especially the assassin/sniper who can 
use conceal) run up and use death and petrification. That, or use ultima 
from a distance. If you need it, a doublecast of Madeen will usually end 
the fight. Lastly, have your white mage heal, or summon if no one needs 
healing, and have marche steal whatever you need. This is basically the 
same strategy as human, but with more emphasis in backline fighting.

VI. THE BANGAA RACE
================================================================================
Bangaa are the attacking race. Therefore, there is a difference in the way
they fight. You'll have 2 magicians and 3 tanks. Your magicians double as
healers, but you'll find that with a bangaa team, you usually wipe out the
enemy in 2 turns. I found the Bangaa to be a really fun race to use.
If you want my team suggestion, you know the drill. Just type in
"FINAL THOUGHTS FOR BANGAA TEAM"

VIA. STATS
================================================================================

=====================
=WARRIOR Stat Growth=
=====================
Movement: 4     Defense: 8-9
Jump: 2         HP: 9-10
Evade: 50       MP: 2
Speed: 0-1      Magic Power: 6
Attack: 9       Magic Resistance: 6-7


=====================
=DRAGOON Stat Growth=
=====================
Movement: 3     Defense: 8
Jump: 3         HP: 8
Evade: 40       MP: 1
Speed: 1-2      Magic Power: 5-6
Attack: 10      Magic Resistance: 6


======================
=DEFENDER Stat Growth=
======================
Movement: 3     Defense: 9-10
Jump: 3         HP: 8-9
Evade: 35       MP: 1-2
Speed: 0-1      Magic Power: 6
Attack: 8-9     Magic Resistance: 7


=======================
=GLADIATOR Stat Growth=
=======================
Movement: 3     Defense: 8-9
Jump: 2         HP: 8-9
Evade: 50       MP: 2-3
Speed: 1        Magic Power: 6
Attack: 10      Magic Resistance: 6-7


========================
=WHITE MONK Stat Growth=
========================
Movement: 4     Defense: 7-8
Jump: 2         HP: 6
Evade: 60       MP: 1-2
Speed: 1-2      Magic Power: 8-9
Attack: 8-9     Magic Resistance: 6-7


=====================
=TEMPLAR Stat Growth=
=====================
Movement: 3     Defense: 10
Jump: 2         HP: 7-8
Evade: 60       MP: 3
Speed: 0-1      Magic Power: 8-9
Attack: 8       Magic Resistance: 7-8


====================
=BISHOP Stat Growth=
====================
Movement: 3     Defense: 6
Jump: 2         HP: 6
Evade: 30       MP: 4-5
Speed: 1-2      Magic Power: 8-9
Attack: 7-8     Magic Resistance: 7-8


VIB. TEAM CHOICE AND STRATEGY
==============================================================================
As I said earlier, the Bangaa team is far different from Human and Viera.
The strategy for a Bangaa team is

Marche
3 strong melee fighters
2 mages who are both offensive and defensive

Well, this doesn't leave us much option, so it will be brief.

Marche should once again be a ninja, for reasons that you can find in the
Viera section.

3 Tanks
========

The best tank in Final Fantasy Tactics Advanced is the Templar. With it's high
attack, high HP, high magic defense, and extremely high defense (highest of
anyone in the game), there's no doubt that you'll want a templar as your tank.
However, the dragoon is faster, has the highest attack in the game, and
has HP with lower defenses. Gladiator is much better than the dragoon, but it
doesn't have any ranged attack and uses a sword instead of a spear

Therefore, you'll need 3 of any combination of templar, gladiator and dragoon.
I find that the best tank is the templar, and I love spears, so I used 2 templar
and a dragoon.

Now, the more important thing is the backup job. If it could wield a spear,
gladiator would be a great job. Ultima, beatdown, backdraft... all great
abilities. Of course! The simple answer is to make the gladiator your backup
ability. However, a templar/defender is also an extremely good combo to 
consider. Use aura for auto-life, do massive damage with meltdown, get revived, 
and use lifebreak to finish off the enemy.
Thus, I used a Templar/defender, Templar/gladiator, and Dragoon/gladiator.

There is only 1 R-ability that you should consider- bonecrusher. The bangaa
is a perfect candidate for bonecrusher with the innately high attack and HP.
However, the templar/defender does far better with dragonheart, allowing
you to gain auto-life without wasting a turn.

The only S-ability that does your tank any good is weapon atk+, so get
weapon atk+

2 Mages
========
Mages are a bit different than usual. Your bangaa mages will both be a
bishop/white monk, so that you can have cura and raise. HOWEVER, bishop has
the best MP growth, but nothing else. SO, since your S-ability will be Half MP,
once you get 100 or so MP, switch back to White Monk. White Monks are fast
and powerful, and as I said, you wont be using healing all that much anyway.

As for your R-ability, make use of the reflex ability, because bishop and
white monks don't have exceptional HP growth or defense.


FINAL THOUGHTS FOR THE BANGAA TEAM
==============================================================================

Marche- Ninja/thief, counter, double sword
Tank #1- Templar/defender, dragon heart, weapon atk+
Tank #2- Templar/gladiator, bonecrusher, weapon atk+
Tank #3- Dragoon/gladiator, bonecrusher, weapon atk+
Mage #1- Bishop/white monk (at 100 MP, switch to white monk/bishop), reflex,
half MP
Mage #2- same as mage #1

STRATEGY
=============================================================================
Bangaas are slow, so keep your 2 mages ready to heal at all times. In some
battles, you may find a character dead before your first attack. That aside
though, send your 3 tanks after 1 enemy, and if the enemy survives, I'll be
very impressed. Even the toughest enemies such as the final boss won't stand
up to these 3. Two of your tanks will have ultima, and 1 of them will have
meltdown, and all 3 of them use spears. Again, keep your mages at ready to
heal, and otherwise kill with holy and the monk techs. Marche once again needs
to steal where he's needed. He'll also be lightning quick compared to your
bangaa, so you may find that he'll come in handy for finishing off the
tougher enemies.


VII. NU MOU RACE
=============================================================================
The Nu Mou are the polar opposite of the Bangaa. With high magical stats and low
physical stats, you'll find yourself running quite a bit. That, or healing a 
lot.
I shouldn't have to tell you, but type in "FINAL THOUGHT FOR THE NU MOU TEAM"
to get my suggestion.

VIIA. STATS
==============================================================================

=========================
=BEASTMASTER Stat Growth=
=========================
Movement: 4     Defense: 8-9
Jump: 2         HP: 7-8
Evade: 55       MP: 2
Speed: 1        Magic Power: 6-7
Attack: 8-9     Magic Resistance: 8-9


=====================
=MORPHER Stat Growth=
=====================
Movement: 3     Defense: 8
Jump: 2         HP: 6-7
Evade: 30       MP: 3
Speed: 1-2      Magic Power: 7-8
Attack: 6       Magic Resistance: 8


========================
=WHITE MAGE Stat Growth=
========================
Movement: 3     Defense: 7
Jump: 2         HP: 6
Evade: 40       MP: 5-6
Speed: 1        Magic Power: 9
Attack: 5-6     Magic Resistance: 8


========================
=BLACK MAGE Stat Growth=
========================
Movement: 3     Defense: 7
Jump: 2         HP: 5
Evade: 35       MP: 4
Speed: 1        Magic Power: 9
Attack: 6       Magic Resistance: 10


=========================
=ILLUSIONIST Stat Growth=
=========================
Movement: 3     Defense: 6
Jump: 2         HP: 5
Evade: 30       MP: 7-8
Speed: 0-1      Magic Power: 9-10
Attack: 5-6     Magic Resistance: 8-9


=======================
=TIME MAGE Stat Growth=
=======================
Movement: 3     Defense: 7
Jump: 2         HP: 5
Evade: 30       MP: 3-4
Speed: 1        Magic Power: 10
Attack: 5       Magic Resistance: 9


=======================
=ALCHEMIST Stat Growth=
=======================
Movement: 3     Defense: 6
Jump: 2         HP: 6
Evade: 30       MP: 8
Speed: 1        Magic Power: 9
Attack: 6       Magic Resistance: 9-10


==================
=SAGE Stat Growth=
==================
Movement: 4     Defense: 7-8
Jump: 2         HP: 7
Evade: 40       MP: 8-9
Speed: 1        Magic Power: 9
Attack: 8-9     Magic Resistance: 7


VIIB. TEAM CHOICE AND STRATEGY
===============================================================================
I have 2 strategies for the Nu Mou. This first one is not all that useful early
on, because you need money, lots and lots of money. The strategy is simple-
capture all 3 flan, a goblin (yes, goblin).
Once you have these, max them out to 999 in each stat. When this is done,
you'll have 3 elemental maniacs and a physical behemoth. Remember that you
can't use attack when you're morphed, and in the case of things that're strong
against magic, this isn't all too good. SO, you have the goblin, which can 
use goblin punch. It's physical damage, and despite what it says, it's damage 
is based on your attack power (meaning that the random damage has to stay 
within about 20% of the damage a normal attack would do.)

Now, before you use the morpher team, or if you dont want to get bored quickly,
I've got another team for your viewing pleasure.

Well, the Nu Mou team is going to be a bit tougher to use. Your enemies are not
going to be trying to keep their distance, so you'll probably have to work on
your maneuvering skills a bit. However, I've managed to keep the nu mou team
slightly balanced.

Melee fighter
2 offensive mages
2 defensive mage
Marche

Melee Fighter
==============
I know what you're thinking "but, the nu mou race doesn't have a melee
character!". This is a common misconception. In reality, there IS a physical
job: the Morpher. While the morpher itself doesn't have all too good physical
stats, it does have the ability to transform into an enemy with 999 attack,
defense, magical attack and magical defense. However, this costs around 650,000
gil, so until you can afford to use the morpher, the beastmaster has some very
good physical stats. In short, use a beastmaster/morpher until you can afford
to max out a monster as a morpher, at which point you switch 'em around.

For an R-ability, use reflex. No reason to take damage if you don't have to and
you can't counter.

Weapon Def+ works best for the S-ability. The goal is to minimize the damage you
take. However, once you have the morpher up front, you should use turbo MP. You
will kick some serious ass with that skill!.

Offensive mage #1
==================
You'll want an illusionist/black mage  that looks exactly like the human one, so
go and get the strategy in the human section.

Offensive mage #2
==================
Alchemist/Sage is the deadliest magician class you can have. With Giga Flare,
Drain, Life, Death, Toad, and Bio, your nu mou will be a force to be reckoned
with. Put alchemist first- better stat growth, and you can use Item.

You'll have plenty of MP, so use Return Magic as your R-ability

Magic Pow+ is the choice here. Turbo MP makes the spells too costly, even with
the high MP growth.

Defensive mage #1 & #2
======================
The 2 defensive jobs are the time mage and the white mage. Therefore, both of
your defensive mages will be time mage/white mage. Time mage has much better
stats, with the highest possible magic in the game. You won't have any attack
spells, but as long as you use stop and haste, you'll always be busy, whether
it's curing, granting life, or speeding up/slowing down everyone. Make use of
Demi- it can do good damage if used right.

Give your defensive mage last haste or last quicken as the R-ability. If you get
into critical, chances are the rest of your party is, too, and needs the help of
your defensive mages.

Turbo MP for sure. Higher accuracy for more MP is definitely a must.

Marche
=======
It's different this time. While you still need a thief, instead of having him
as a ninja, you'll have a hunter/thief. Why? You need capture if you want your
morpher to be of any use to you.

Counter, as always.

Weapon Atk+ or Concentrate this time... probably concentrate.

FINAL THOUGHTS FOR THE NU MOU TEAM
==============================================================================
Marche- Hunter/thief, counter, concentrate
Beastmaster/morpher, reflex, turbo MP
Illusionist/Black Mage, return magic, Half MP
Alchemist/Sage, Return Magic, Magic Pow+
Time Mage/White mage, last haste, Turbo MP
Time Mage/White mage, last quicken, Turbo MP

STRATEGY
===============================================================================
The Beastmaster moves up front to bug the enemy. The alchemist comes up from
behind, killing anyone in his path, while the 2 time mages stop the remainder.
Then, the illusionist attacks, and because the enemies are stopped, it doesn't
miss. Lastly, Marche provides arrow support, captures when you need it, steals
when you need it.


VIII. MOOGLE RACE
==============================================================================
After many MANY suggestions, I've looked over the moogle team, and come up
with a strategy. Moogles are the most difficult to use, as most of the jobs
rely heavily on status effects. However, this also makes them the most fun.
Jugglers and gunners are a blast to use. Now, because I've recieved so many
emails of advice for the moogle team, I'm not going to have a final thoughts
section. Sorry, but no shortcuts here. It'll do you good.

VIIIA. STATS
==============================================================================

===================
=THIEF STAT GROWTH=
===================
Movement: 4     Defense: 8
Jump: 3         HP: 7
Evade: 70       MP: 2
Speed: 2        Magic Power: 7
Attack: 7       Magic Resistance: 7

========================
=MOG KNIGHT STAT GROWTH=
========================
Movement: 3     Defense: 9-10
Jump: 2         HP: 7
Evade: 45       MP: 3
Speed: 1        Magic Power: 7
Attack: 10      Magic Resistance: 8

====================
=GUNNER STAT GROWTH=
====================
Movement: 3     Defense: 9
Jump: 2         HP: 6
Evade: 65       MP: 1
Speed: 1        Magic Power: 5-6
Attack: 7-8     Magic Resistance: 8

=====================
=JUGGLER STAT GROWTH=
=====================
Movement: 4     Defense: 10
Jump: 2         HP: 7
Evade: 40       MP: 1-2
Speed: 1-2      Magic Power: 6-7
Attack: 8       Magic Resistance: 6-7

========================
=BLACK MAGE STAT GROWTH=
========================
Movement: 3     Defense: 8-9
Jump: 2         HP: 5-6
Evade: 35       MP: 5
Speed: 1        Magic Power: 8-9
Attack: 6-7     Magic Resistance: 9-10

=======================
=TIME MAGE STAT GROWTH=
=======================
Movement: 3     Defense: 9-10
Jump: 2         HP: 6
Evade: 30       MP: 3-4
Speed: 1        Magic Power: 9
Attack: 6-7     Magic Resistance: 9-10

=====================
=ANIMIST STAT GROWTH=
=====================
Movement: 4     Defense: 9
Jump: 2         HP: 7
Evade: 55       MP: 2-3
Speed: 1        Magic Power: 7
Attack: 7-8     Magic Resistance: 10

=======================
=GADGETEER STAT GROWTH=
=======================
Movement: 3     Defense: 9-10
Jump: 2         HP: 7
Evade: 50       MP: 2-3
Speed: 1        Magic Power: 7
Attack: 8       Magic Resistance: 9


VIIIB. TEAM CHOICE AND STRATEGY
==============================================================================
Now, as I said, I've gotten LOTS of emails about this one, and apparently the
concensus is this-

5 ranged attackers
Marche

Now, before I start, I am going to quote a couple of people who had unique
ideas, but as for the rest of you, you all agreed, so I'll put your names in
credits. If that bothers you, write me about it.

MARCHE
========
Marche works best as a blue mage/white mage. You really need a healer on the
moogle team, because cuisine doesn't help when A) the enemy dies, and B) your
teammate is out of range for it. Blue mage has great allround mage growth, while
maintaining good physical stats.

Ranged moogle #1
=================

Gunner is THE BEST jobclass for the moogle, hands down. Good attack, but more
importantly, great abilities and PHENOMENAL attack range. With an outsider,
you can hit nearly every enemy without moving. Gunners have the best ability
at their disposal- ranged charm.
For this particular gunner, you'll want stopshot. Once you've stopped an enemy,
attacks no longer miss. You can use this to steal anything they're wearing, or
more importantly, you can steal abilities. I had steal:weapon long before I
got the sword breaker, courtesy of the cinquaeda.

I gave all my gunners counter, for the range.

For him, concentration, so that his stopshot doesn't miss.

Ranged moogle #2-5
====================
Well, the best jobset for the remainder of your moogles is gunner/mogknight.
Ultima with 8 range... That, and charm if you dont have ultima yet.

Best R-ability is counter, of course. 8 panel counter? :stunned silence:

Give them concentrate for 95% ultima.

This strategy is simple, and kicks ass. Attack with 4 ultimas, and if you need 
to, stop the enemy and rob em blind. You can also charm them, which is sometimes
fun.

=============================================================

:whew: now that the LAME! strategy is out of the way (you'd be surprised 
how many people use it), I'm going to give you the strategy that I've decided
upon. 

Marche
1 Ranged attacker
2 Melee fighters
1 Oracle (as in oracles from FFT. If you are confused, read on.)
1 Mage

MARCHE
=======
Marche? He's still a blue mage/white mage, with the same abilities.

RANGED ATTACKER
================
Same as the gunner/thief I mentioned earlier. I found that gunner doesn't have
the growth required for a decent ultima, so I didn't bother with it.

MELEE FIGHTER #1
=================
Mog knight/Juggler

Mog Knight has the only stats worthy of a melee fighter, but doesn't have any 
abilities to back it up. Juggler, on the other hand, has GREAT abilities. For 
me, when in doubt, use the juggler.

Counter is the only thing a non-mage should use, if possible.

None of his attacks require MP, so damage > MP is a sweet deal. As long as only
one person attacks him at any given time (I know, never happens with a tank), 
he's invincible.

:NOTE: if you want to use ultima, switch it for concentrate. I'm not fond of 
ultima, because single race games are supposed to be a challenge, and I feel
like I'm cheating when I use it.

MELEE FIGHTER #2
=================
Mog Knight/Animist

Although juggler is good, it's not good when used too much. Animist is the other
good backup ability, with a little bit of everything at it's disposal. Oddly 
enough, mog knight gets more MP than the animist, so MP shouldn't be an 
obstacle.

Again, go with counter.

Use concentrate. The abilities that the animist uses are much more useful if 
they almost always hit.

ORACLE
=======
Oracles are the status inducing jobclass. They will use Juggler/Animist.
Juggler can stop and charm, enough said.
Animist can heal, do ranged damage, sleep and berserk, among other things.

Now, the MP growth on the juggler is pitiful, so you may find that an 
animist/juggler is best early on. In the end, though, the superior speed of the
juggler will pay off. What good is an oracle that never gets a chance to shine
because it's too slow.

Auto-Regen's pretty much all that you'll find useful.

Concentrate, of course! You want the status effects to hit the enemy!

MAGE
=====
Montblanc is actually useful! I know, most of us killed him off, but there still
hope! 
Montblanc is an innate mage, and the mage jobset that works best is 
Time mage/Black mage. Time mage has better magic attack, and since their speed
is the same, that's all that really matters. 

Auto-Regen, I guess.... not much to give a mage.

Concentrate again, because there's not much else to give him.


STRATEGY
=============================================================================
The melee fighters fight up front, the gunner and mage fight in the back, and 
the oracle either smiles or wreaks havoc with awesome-ness! Marche can heal,
though he may just end up as a third melee fighter because healing is moot.

========================================================

Below are some other strategies to mess around with. They aren't as supremly
simple and powerful, but are more fun.

{Britt K sent in the following}
Moogles have one of the best, if not THE best skill in the game; Smile.
A way to abuse this is to have all your Moogles with Juggler sub-class and
Smile. Then Moogle 1 moves forward and Smiles Moogle 2 who moves and Smiles 3,
who moves and Smiles 4, etc..... Like this you can have your entire Moogle army
moved wherever you please in one turn.
<>

^^ if you ask me, that's a kickass strategy, but it completely omits the gunners
The point of the gunner is that you dont NEED to do that, right?

{KaunArtist sent in the following}
Gadgeteer? Looks like crap, actually isn't. Equip all of your characters with
fortune rings (prevents sleep/doom) then cast black ingot, which will doom
either side, if it hits your team, nothing happens thanks to the ring, if it
hits other team, they die in 3 turns. After you succeed with that, cast
chroma gem to put them to sleep, then wait it out. With 3 or 4
Gadgeteers backed up by a few tanks just in case, you're set.
<>

Another great one, something most people would never think of doing. But again,
it's not the classic gunner strategy.



IX. CONTACT ME
==========================================================================
I'm a normal guy, so I have a busy schedule. Therefore, I will not add in the
race games that don't include marche unless someone submits it. The guide is
now also full of little mistakes, because I completely redid some of the guide,
and things are inaccurate. If you're up to it, I'd love someone to proofread it.

I do like suggestions, so send emails in for all the other races, too.
I'll put your name in my credits. You dont have to be as elaborate as I
am, though it helps.

SO, if you have any suggestions or questions, you can contact me at
kirbix@gmail.com.

If you submit an idea that I like, it will show up in the guide, and your
name will appear in the credits.

X. CREDITS
--------------------------------------------------------------------------------
DarthMarth and AlaskaFox- for allowing me to use their job FAQ. It's a good
guide, check it out.

Sephiroth101- for allowing me to use his stat growth FAQ.

A Spurr, vmmsdark, jmirk, becool64,Kovacs- For providing me with moogle team
advice. In the end, it ended up saying the same thing- use gunner w/ ultima.

Britt K- For the neat trick with smiling your way to the front

KaunArtist- For the neat gadgeteer strategy

CjayC- for allowing my guide to be on Gamefaqs, the most complete gaming site
out there.

Copyright 2004 Sean D'Hoostelaere