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Final Fantasy Tactics - Abilities

These abilities, while representative of the job classes from which they originate, can be set regardless of which job your character is currently training in.

When purchasing skills, it is important to keep in mind that JP is better spent on these types of abilities than on action skills in the job classes in which you do not plan to train your characters. Furthermore, certain reaction, support and movement abilities are must-haves in some situations and liabilities in others. When entering a battle, try to consider not only the different combinations of action abilities available to you, but also how to make the most strategic use of the reaction, support and movement skills at your disposal.

Abilities List Back to Top


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Reaction Abilities Back to Top


There are a wide variety of reaction skills to help defend and protect your characters from enemy attacks. Although their effects vary from defensive saves and counterattacks to last-minute restorative spells, they all have one thing in common: their execution is based partly on luck and partly on experience. Just because an attack is supposed to trigger them does not mean it will all the time.

Name Description Trigger JP Job Origination
Reaction Ability Icon Counter Tackle Counters a physical attack with a Dash attack's body blow. Indispensable in the beginning stages of the game but not in the middle to latter parts. Physical attack 180 Squire
Reaction Ability Icon Auto Potion When the character receives any form of HP damage, he or she uses the lowest-level potion available. This is an effective way to heal your characters without using an AT during the beginning and middle parts of the game, especially when primed with Hi-Potions and X-Potions. However, it can be expensive, because characters equipped with this can—and will—use potions indiscriminately. HP damage 400 Chemist
Reaction Ability Icon Weapon Guard Allows the character to parry an attack with an equipped weapon. The low JP rate makes this a good buy for magic users and warriors alike. Effective against all weapons (including bows and guns). Weapon attack 200 Knight
Reaction Ability Icon Speed Save When the character takes HP damage, it raises his/her Speed by 1. HP damage 800 Archer
Reaction Ability Icon Arrow Guard Increases the character's chances of evading a bow/crossbow attack. This is another good skill for the first half of the game, when enemy bow strikes can be very damaging. Bow/crossbow attack 450 Archer
Reaction Ability Icon HP Restore Restores HP to the character when an attack brings him/her down to critical levels. Critical status 500 Monk
Reaction Ability Icon Counter The character counters an enemy's physical attack with one of his/her own. This is a slightly stronger version of Counter Tackle. Physical attack 300 Monk
Reaction Ability Icon Hamedo Gives the character a chance to attack before being attacked. This is invariably fatal when triggered. However, the enemy character must attack within weapon range for it to be effective. Physical attack 1200 Monk
Reaction Ability Icon Regenerator An attack causes the character to receive Regen status, gradually restoring his/her HP.
Adds: Regen
HP damage 400 Priest
Reaction Ability Icon Counter Magic The character counters with the same magic attack he/she receives. Magic effect 800 Wizard
Reaction Ability Icon Critical Quick The character's AT is elevated to the next position when his/her HP totals fall within critical levels. Critical status 700 Time Mage
Reaction Ability Icon MP Switch The character loses MP instead of HP when attacked. This is good for job classes and action ability combinations that do not make use of MP. HP damage 400 Time Mage
Reaction Ability Icon MP Restore Like HP Restore, an attack that leaves the character in critical condition but causes full restoration of MP. It comes in handy when using Wizards and Summoners, as they use a substantial amount of MP with their magical attacks. Critical status 400 Summoner
Reaction Ability Icon Caution Receiving an enemy's attack causes the character to take up a defensive position that halves all damage. It lasts until the character's next AT.
Adds: Defense
HP damage 200 Thief
Reaction Ability Icon Gilgame Heart The character receives (from the enemy) the same amount of Gil as HP damage incurred. HP damage 200 Thief
Reaction Ability Icon Catch The character can catch and keep items thrown across the battlefield. It is possible to pick up rare items as well. Throw 200 Thief
Reaction Ability Icon Finger Guard The character plugs his/her ears to dodge Talk Skill (word-based) attacks. Word skills 300 Mediator
Reaction Ability Icon Absorb Used MP Restores character's MP by the same amount that the enemy used to cast its spell. MP effect 250 Oracle
Reaction Ability Icon Counter Flood The character counters a physical attack by invoking the appropriate geomancy effect. Geomancy, physical attack 300 Geomancer
Reaction Ability Icon Dragon Spirit When a character receives HP damage, that character casts the Reraise status. Physical attack 560 Lancer
Reaction Ability Icon Meatbone Slash When critical, it allows the character to damage the target in the amount of his/her max HP. Its weakness is that it does not work if the character is defeated before hitting the critical stage. Critical status 200 Samurai
Reaction Ability Icon Blade Grasp Allows the character to evade physical attacks other than bow/crossbow attacks. The higher the character's Brave points, the higher the evasion percentage. Physical attack 700 Samurai
Reaction Ability Icon Sunken State The character hides and becomes invisible once he/she receives HP damage.
Adds: Invisible
HP damage 900 Ninja
Reaction Ability Icon Abandon Raises the character's evade percentage, allowing him/her to dodge attacks more easily. This works with all physical attacks and some magic attacks. Enemy attack 400 Ninja
Reaction Ability Icon Distribute When the character's HP is maxed, he/she shares any excess HP with his/her allies. HP restore 200 Calculator
Reaction Ability Icon Damage Split Damage received is shifted from the character to the enemy unit. HP damage 300 Calculator
Reaction Ability Icon A Save Raises the character's physical attack power when attacked by the enemy. This works best on characters with low attack power. However, because it is part of the Dancer's abilities, it is available only to female characters. HP damage 550 Dancer
Reaction Ability Icon Brave Up This raises the character's Brave level when attacked by the enemy. However, because this is part of the Dancer's abilities, it is available only to female characters. Physical attack 500 Dancer
Reaction Ability Icon MA Save Raises the character's magic attack power when he/she takes HP damage. Because it is among the Bard's skills, it is only available to male characters. HP damage 450 Bard
Reaction Ability Icon Faith (Face) Up Raises the character's Faith level when he/she is hit with a magical spell. This ability has its good and bad points. It raises magical power, but it also makes the character more susceptible to enemy magic. Because it is among the Bard's skills, it is available only to male characters. Magic effect 500 Bard

Support Abilities Back to Top


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 is a lot to choose from, and in almost every case you will be flipping coins to decide among the more helpful ones!

Name Description JP Job Origination
Support Ability Icon Equip Axe Allows the character to equip an axe, regardless of job class. 170 Squire
Support Ability Icon Monster Skill The character can target friendly monsters within a range of three panels, helping them acquire new abilities. If you are fond of using monsters in battle, this skill is very helpful. 200 Squire
Support Ability Icon Defend The character defends and prepares for an attack. Activated by choosing the Defend command on the Action Menu. 50 Squire
Support Ability Icon 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
Support Ability Icon Throw Item Makes a character able to throw items over an extended range, even if he/she is not a Chemist. 350 Chemist
Support Ability Icon Maintenance Makes equipped items immune to break techniques. Another must-have, especially when the character possesses powerful and/or rare items. 250 Chemist
Support Ability Icon Equip Change Allows the character to change equipment, even in battle. Activated by selecting the Equip Change action command. 0 Chemist
Support Ability Icon Equip Armor Allows the character to equip heavy armor, regardless of Job Class. Excellent if you are fond of magic users or warriors, such as the Monk and Ninja, who cannot wear armor. 500 Knight
Support Ability Icon Equip Shield Allows the character to equip a shield, regardless of job class. 250 Knight
Support Ability Icon 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 does not allow them to equip a sword and use their special sword skills. 400 Knight
Support Ability Icon Equip Crossbow Allows the character to equip a crossbow, regardless of job. 350 Archer
Support Ability Icon 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
Support Ability Icon Martial Arts Character gains the bare-handed fighting strength of a Monk, regardless of job class. 200 Monk
Support Ability Icon Magic Defend Up Lessens damage caused by enemy magic attacks. 400 Priest
Support Ability Icon Magic Attack Up Increases the damage a character's magic attacks will inflict. 400 Wizard
Support Ability Icon Short Charge Increases a character's CT speed, halving the time it takes him/her to cast spells, and so on. A must-have for the magically inclined. 800 Time Mage
Support Ability Icon Half of MP Halves the MP used when casting a spell. Especially useful for characters who can a lot of expensive magic spells. 900 Summoner
Support Ability Icon Secret Hunt This ability allows you to "poach" the pelts of monsters you have killed. Once poached, you can take them to fur shops where they will 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
Support Ability Icon Equip Gun Allows the character to equip a gun, regardless of job class. Useful, especially once you have picked up one of the powerful spell guns. 750 Mediator
Support Ability Icon Train When an enemy reaches terminal status, the character can persuade it to become an ally. 450 Mediator
Support Ability Icon Monster Talk Allows a character to speak with monsters, even if he/she is not a Mediator. 100 Mediator
Support Ability Icon Defense Up Lessens damage incurred from physical attacks caused. 400 Oracle
Support Ability Icon Attack Up Increases damage a character's physical attacks caused. 400 Geomancer
Support Ability Icon Equip Spear Allows the character to equip a spear, regardless of job class. 400 Lancer
Support Ability Icon Equip Knife Allows the character to equip a katana, regardless of job class. 400 Samurai
Support Ability Icon Two Hands Allows the character to hold his/her weapon with both hands, increasing its attack power. 900 Samurai
Support Ability Icon Two Swords The character can use a weapon in each hand, even if he/she is not a Ninja. Double attacks increase the amount of damage possible. Definitely a must-have! 900 Ninja
Support Ability Icon Gained Exp Up Increases the experience points a character earns by 1.5. Good for increasing characters' experience levels. 350 Calculator

Movement Abilities Back to Top


Movement abilities do as their names imply. They can up your movement and jump radius, help you find important items as you traverse the battlefield, or simply make your journey a little easier.

Name Description JP Job Origination
Movement Ability Icon Move +1 Increases the character's movement range by one panel. 200 Squire
Movement Ability Icon Move—Find Item Allows the character to find any hidden items on the destination panel. This skill is the only way for characters to find hidden items, making it a must-have. 100 Chemist
Movement Ability Icon Jump +1 Increases a character's jump elevation by one panel. 200 Archer
Movement Ability Icon Move—HP Up Allows the character to recover a small amount of HP as he/she moves around the battlefield. 300 Monk
Movement Ability Icon Teleport Allows the character to move to any space on the battlefield instantly. However, the farther the destination panel, the greater the chance of failure. Take care to stay within a reasonable movement radius. 600 Time Mage
Movement Ability Icon Float Allows the character to float 1 panel above ground. Identical to the effect of Feather Boots. 540 Time Mage
Movement Ability Icon Move +2 Increases the character's movement range by two panels. 520 Thief
Movement Ability Icon Jump +2 Increases a character's jump elevation by two panels. 480 Thief
Movement Ability Icon Any Weather Allows the character to walk over swamps, marshes and poison marshes, regardless of climate. 200 Oracle
Movement Ability Icon Move—MP Up The character recovers MP as he/she moves. It is similar to Move—HP Up. 350 Oracle
Movement Ability Icon Any Ground The character can walk easily over watery terrain such as rivers. 220 Geomancer
Movement Ability Icon Move on Lava Allows the character to move and walk over volcanic terrain. However, only one battle map features molten lava, so this skill is basically useless. 150 Geomancer
Movement Ability Icon Ignore Height Allows the character to jump to any height, regardless of jumping ability. A must-have for battles requiring you to climb to the tops of buildings, and so on. 700 Lancer
Movement Ability Icon Walk on Water Allows the character to walk or stop on the surface of water. 300 Samurai
Movement Ability Icon Move in Water The character can move or stop on water. 420 Ninja
Movement Ability Icon Move—Get Experience The character gains experience points as he/she moves around. 400 Calculator
Movement Ability Icon Move—Get JP The character gains a small amount of job points as he/she moves around. 400 Calculator
Movement Ability Icon Jump +3 Increases the character's jump elevation by 3 panels. It is restricted to female characters. 1000 Dancer
Movement Ability Icon Fly The character can leap over enemies and obstacles while moving. It is good for reaching panels blocked by other units or quirks in the terrain. 1200 Bard/Dancer
Movement Ability Icon Move +3 Increases the character's movement range by 3 panels. It is restricted to male characters. 1000 Bard
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