Abilities: Support
Final Fantasy Tactics support abilities range from skills that allow your characters to equip weapons and powers from other job classes to bonuses that improve their accuracy, shorten their charge times, and halve the required MP for spells. There’s a lot of abilities to choose from, and most of the time you will find yourself flipping coins to decide among the more helpful ones!
The Final Fantasy Tactics support abilities you will find on this page are broken down into their names, descriptions, JP costs, job requirements, and ratings. You can also find a downloadable icon beside each ability name.
Ability Name | Description | JP | Job | Rating |
Equip Axe | Allows the character to equip an Axe, regardless of Job Classes. | 170 | Squire | |
Monster Skill | The character can target friendly monsters within a range of three panels, helping them acquire new abilities. If you’re fond of using monsters in battle, this skill is very helpful. | 200 | Squire | |
Defend | Character defends and prepares for an attack. Activated by choosing the command Defend on the Action menu. | 50 | Squire | |
Gained JP Up | Increases the amount of JP earned in battle. A must-have for the beginning and middle stages of a character’s development! | 250 | Squire | |
Throw Item | Makes a character able to throw items over an extended range, even if he or she’s not a Chemist. | 350 | Chemist | |
Maintenance | Makes equipped items immune to break techniques. Another must-have, especially when the character possesses powerful and/or rare items. | 250 | Chemist | |
Equip Change | Allows the character to change equipment, even in battle. Activated by selecting the action command Equip Change. | 0 | Chemist | |
Equip Armor | Allows the character to equip heavy armor, regardless of Job Class. Excellent if you’re fond of magic users or warriors, such as the Monk and Ninja, who can’t wear armor. | 500 | Knight | |
Equip Shield | Allows the character to equip a shield, regardless of Job Class. | 250 | Knight | |
Equip Sword | Allows the character to equip a sword, regardless of Job Class. Great for characters, such as Agrias and Orlandu, when training in a Job Class that doesn’t allow them to equip a sword and use their special sword skills. | 400 | Knight | |
Equip Crossbow | Allows the character to equip a Crossbow, regardless of job. | 350 | Archer | |
Concentrate | Makes the enemy unable to evade the character’s attacks. If the enemy is within a targeted panel, the attack is sure to succeed. A must-have for all Job Classes! | 400 | Archer | |
Martial Arts | Character gains the bare-handed fighting strength of a Monk, regardless of Job Class. | 200 | Monk | |
Magic Defend Up | Lessens damage caused by enemy magic attacks. | 400 | Priest | |
Magic Attack Up | Increases the damage a character’s magic attacks will inflict. | 400 | Wizard | |
Short Charge | Increases a character’s CT speed, halving the time it takes him or her to cast spells, and so on. A must-have for the magically inclined. | 800 | Time Mage | |
Half of MP | Halves the MP used when casting a spell. Especially useful for the characters who cast a lot of expensive magic spells. | 900 | Summoner | |
Secret Hunt | This ability allows you to “poach” the pells of monsters you’ve killed. Once poached, you can take them to fur shops where they’ll be made into items This is the only way to procure some of the game’s rarer items, such as perfume and ribbons. | 200 | Thief | |
Equip Gun | Allows the character to equip a gun regardless of Job Class. Useful, especially once you’ve picked up one of the most powerful spell guns. | 750 | Mediator | |
Train | When an enemy reaches terminal status, the character can persuade it to become an ally. | 450 | Mediator | |
Monster Talk | Allows a character to speak with monsters, even if he or she’s not a Mediator. | 100 | Mediator | |
Defense Up | Lessens damage incurred from physical attacks by half. | 400 | Oracle | |
Attack Up | Increases damage a character’s physical attacks cause. | 400 | Geomancer | |
Equip Spear | Allows the character to equip a spear regardless of job. | 400 | Lancer | |
Equip Knife | Allows the character to equip a knife, regardless of job. | 400 | Samurai | |
Two Hands | Allows the character to hold his/her weapon with both hands, increasing its attack power. | 900 | Samurai | |
Two Swords | The character can use a weapon in each hand, even if he/she’s not a Ninja. Double attacks increase the amount of damage possible. Definitely a must-have! | 900 | Ninja | |
Gained Exp Up | Increases the Experience Points a character earns, by 1.5. This is good for increasing the character’s experience levels. | 350 | Calculator |