A recurring system in the final Fantasy franchise, the job system allows players to equip new abilities centered around a specific way of fighting. While this system was a fundamental element of Final Fantasy initially, it will be used as a way to better know your role when fighting in battles. Be it a healer, attacker, or magic user, there is something for everyone! But don't feel obliged to use the jobs if you feel they don't suit your needs. Each class brings with it, a set of 5 unique or familiar abilities and 1 unique skill command to be used at the player's expense. Just keep in mind that ach job is given one special drawback.

  • All Jobs require 10 AP to equip



A powerful attacker. Soldiers have one main focus; Deal as much physical damage as possible. Their magic pool is virtually non existent, but man, can they make a hit! With heavy combos and a persistent spirit, the soldier never backs down!

  • (✔) Did not sacrifice Path of the Warrior
  • (✔) Own 5 Physical Skill commands
  • (✔) Reach 20 Base Strength
  • (✔) Own the "Brave Warrior" accessory.
Ability Description
Valor Increase all party member's strength by 10%
Combo Plus+ Increases maximum ground combo by 2. (Combo required, Boosts combos by 60%)
Warrior's Spirit Upon fainting, all party members' attack increases by 10% for the rest of the match.
Quick Offense Cooldowns for Physical Skill Commands are decreased by 1.
MP Lock Cannot use anything that requires MP to use.
Skill Power CG Cooldown Element Description
Cross-Slash 250% 25% 4 Turns None A skill that slices the target in a cross-cut pattern. Deals 5 hits! Has a 50% chance of dealing a critical hit!

Black MageEdit


Master of the dark arts, Black Mages excel at spellcasting. Their high magic makes them the perfect magic users, but they are only offensive. So no light, healing, or defensive magic! But it's a small price when this handy class allows you to cast spell after spell of magical onslaught.

  • (✔) Did not sacrifice Path of the Mystic
  • (✔) Obtain Fire, Blizzard, Thunder, and Gravity Magic
  • (✔) Reach 20 Base Magic
  • (✔) Own the "Mystic Chain" accessory.
Ability Description
Spell Upgrade Increase the power level of basic spells by 50%
Fast Magic Magic command cooldowns are decreased by 1.
Status Plus All affliction damage is doubled.
MP Haste+ Restore 0.10 MP for every 1 HP lost.
Curse of the Black Mage Cannot cast magic that fails to deal offensive non-light based damage. Cannot perform physical skill commands.
Skill MP Power CG Cooldown Element Description
Osmose 2 200% 15% 7 Turns Darkness Drain enemy health and add it to your MP gauge. (0.05 per 1 HP drained)

White MageEdit


Divine caster of light. No party is complete without a healer, and the White Mage class will suit all your needs in keeping your allies alive and healthy. An excellent beginner class for the player with that has yet to excel in any offensive battle styles. Healing and protection is their prime directive, so be sure to equip the Cure spell when using this divine healer.

  • (✔) Did not sacrifice Path of the Guardian
  • (✔) Obtain the Cura Spell
  • (✔) Reach 5 Base MP and 10 Base Resistance or Defense
  • (✔) Own the "Ray of Light" accessory.
Ability Description
Cure Boost The amount of health restored by Cure Magic increases by 20%
Life Giver The cure spell is upgraded to heal all allies. CURE MUST BE EQUIPPED.
Divine Caress Use a turn to cure a status ailment. Whatever status effect is cured, the player gains Resistance towards it for that battle.
Brightest Light All light based offensive magic is increased by 50%
Duty of the White Mage Cannot cast any magic that deals offensive, non-light based damage. Cannot use Physical Skill Commands
Skill MP Power CG Cooldown Element Description
Reflect 2 0% 10% None Space Cancels Magic Damage on an ally for 3 turns. Deflects projectile-based magic.



Disciplined master of hand to hand combat. The Monk class excels in close quarters martial arts and has a fair amount of power and health. But being a monk means fighting without the use of weapons. Meaning no keyblade, no magic, and no attacks requiring a keyblade! The Monk's best skill is to rapidly fill the command gauge.

  • (✔) Did not sacrifice Path of the Guardian or Path of the Warrior
  • (✔) Obtain the Reluctancy Skill Command
  • (✔) Reach 40 Base HP and 15 Base Strength
  • (✔) Own the "Energy Bangle" accessory.
Ability Description
Focus Increases ground and aerial combo by 1 (50%) and doubles the CG gained from combos
Bare Hands Cannot equip keyblades or perform magical skill commands or spells
Brace The player automatically guards after attacking with any combo. GUARD ability must be equipped.
Mantra Increases all Party members max HP by 10%
Invigorate Start the battle with 100% CG
Skill Power CG Cooldown Element Description
Dolphin Blow 200% 50% 6 Turns Water A powerful uppercut that deals ten consecutive hits.



Stealth and evasion specialist. Ninjas hit hard and fast. While they may not have many special abilities, their speed allows them to evade the enemies powerful blows. An extra keyblade and illusion skills allows for a bit of extra firepower, giving the ninja an extra edge over more powerful opponents.

  • (✔) Did not sacrifice Path of the Hunter
  • (✔) Obtain the Stopra Spell
  • (✔) Reach 20 Base Speed
  • (✔) Own the "Speed Chain" accessory.
Ability Description
Synch Blade Able to wield two keyblades
Reload Boost Cooldowns for skill commands are reduced by 1 turn.
Magical Lock Cannot perform magical skill commands or spells
Smokescreen Enemy accuracy decreases by 20% against the Player
First Strike The player is given a 1 in 3 chance to gain an extra turn to start with at the beginning of each cycle.
Skill Power CG Cooldown Element Description
Ninja Vanish 0% 10% 7 Turns Darkness Disappear from the enemy's radar. Guaranteed evasion of a single attack.



The Ranger knows how to keep distance. Being further away from their opponent allows this class to specialize in firing multiple projectiles with the cost of never approaching the opposing force directly. A very "ranged" class for both the physical and magical offender, Ranger excels at dealing many hits in exchange for more CG.

  • (✔) Did not sacrifice Path of the Hunter or Path of the Mystic
  • (✔) Use the Fire spell 10 times in boss battles
  • (✔) Obtain a long ranged skill command
  • (✔) Reach 15 Base Strength, Speed, and Magic
Ability Description
Mage Gunner The Magic power of projectile based Magic is increased by 100%
Rapid Fire Shoots out 3 energy shots from the tip of the keyblade. Replaces combo.
(40% STR each shot)
Extended Clip Adds an energy shot to Rapid Fire for every 15th level. (40% STR each shot)
Barrage Combo Finisher. The player fires a final flurry of 5 shots. (20% MAG each shot)
Grounded Cannot perform attacks that require melee or close range.
Skill Power CG Cooldown Element Description

50% each

25% 3 Turns Wind The player throws the Keyblade at an enemy, after which it loops around, striking additional nearby enemies (5 hits)



The Bard is a remarkable class in it's ability to help the party, by granting them power through song. This class focuses on singling out a fellow player's strength, and amplifying it to suit the battle's needs. The Bard can only play songs, and the song's effect will continue until the bard is attacked or stops playing.

  • (✔) Sang 30 Musical Missions
  • (✔) Sang in 10 Group Musical Missions with People
  • (✔) Sang 5 Monthly Exclusive Musical Missions
  • (✔) Sang 5 Duet Musical Missions
  • (✔) Sang 10 Solo Musical Missions
Ability Description
Conductor At the Price of 1 MP, the Bard can cast one of the following spells on a player.
Fortissimo: AOE attacks from a player are centered to 1 target for 1 turn
Pianissimo: Single target attacks are made to attack all enemies for 1 turn
Orchestrate Add 1 MP to a song, and it will effect all allies/enemies
Troubadour Can't attack, use Magic, or use Skill Commands. Can only play songs.
Song MP Power CG Cooldown Element Description
Duet 1 N/A N/A 5 Turns None Your Strength and Magic are added to one ally for their next turn.
Call to Battle 1 N/A N/A 5 Turns None The Bard plays an inspiring tune pump a players up. Strength and Magic go up by 5% (+5% for every turn after)
Life's Anthem 2 N/A N/A 5 Turns None Plays a melody to continuously restore an ally's HP. Heals 10 Health each turn (+5 HP for every turn after)
Nightingale 2 N/A N/A 6 Turns None Recharge any player's skill command instantly.



The Summoner never fights alone. With an arsenal of magical creatures by their side, the summoner can always find a summon that suits the battle's needs. Every summoner is also equipped with six elemental golems for when things get really tricky. When in doubt, remember that your friends are your power!

  • (✔) Defeat Mizrabel
  • (✔) Own 3 or more Summons
  • (✔) Reach a friendship level of 60 or higher
  • (✔) Reach 30 Base Magic and 5 base MP
Ability Description
Cheer Extend Controlled and Auto summons by 1 cycles.
Moogle Jax At the beginning of each cycle, crafts a new item for the summoner.
Elemental Siphon Receive 1MP for every elemental attack a summon does.
Friends are Power The Player has no limit on the number of summons on a field.
Pacifist Cannot perform skill commands, spells, or attacks.
Summon MP Description
Elemental Golem 3 The player is able to summon a specific Golem to the field for 3 cycles.
  • Firagolem lets loose a Firaga spell every cycle.
  • Blizzagolem lets loose a Blizzaga spell every cycle.
  • Thundagolem lets loose a Thundaga spell every cycle.
  • Aerogolem increases any player's defense by 25% each turn for 1 cycle.
  • Minegolem acts as a protective shield to the player with 100 HP.
  • Balloongolem heals 15 HP to any player and cures a status each turn.

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