Final Fantasy Tactics Archer Guide & Review

final fantasy tactics

Archer is one of the classes in Final Fantasy Tactics (FFT). There are a ton of classes in FFT and it can be overwhelming trying to figure out which is the right one. Which skills and abilities are good? Which classes are good? This guide will tell you everything you need to know about the Final Fantasy Tactics Archer Class.

Archer
Final Fantasy Tactics (FFT)

final fantasy tactics archer class guide

Final Fantasy Tactics Archer Quick FAQ

How do you unlock the Archer class in Final Fantasy Tactics?

Archer requires Squire level 2 to unlock.

How much total JP does it take to master the Archer class in Final Fantasy Tactics?

It takes 5,600 total JP to master the Archer class.

What kind of stat growths does the Archer class offer in Final Fantasy Tactics?

Archer gets below average stat growths in most categories, but does get slightly above average attack growth.

What kind of skills does the Archer class learn in Final Fantasy Tactics?

The Archer class learns how to charge up its physical attacks, taking longer to strike but inflicting higher damage.

Stat Growths – Final Fantasy Tactics Archer

(Lower is better)
HP: 11 MP: 16 SPD: 100 PA: 45 MA: 50

Archer is not a good class for growths. Its PA isn’t terrible and neither is its HP, but there’s nothing notable about Archer’s growths. It’s not a class you’ll see any kind of advantage for gaining a lot of levels in.

Moveset: Aim – Final Fantasy Tactics Archer

Ability NameJP Cost
Aim +1100
Aim +2150
Aim +3200
Aim +4250
Aim +5300
Aim +7400
Aim +10700
Aim +201200

Aim is in contention for the worst moveset in the game. For just 1200 JP, you can gimp your character’s defense for 10 turns in exchange for an attack that will never hit. Yeah, it’s bad. Every level of Aim skill is worse than the last, requiring your character to wait longer and longer for diminishing returns on increased damage.

Reaction Abilities – Final Fantasy Tactics Archer

Ability NameJP Cost
Adrenaline Rush900
Archer’s Bane450

Adrenaline Rush is actually a decent reaction ability. It’s one of only two worthwhile things in the entire Archer kit. Because Speed makes such a difference (especially when stacked), passively increasing speed is fairly noticeable. It’s not the best reaction ability, but it is a pretty good one. Since you have to level in Archer to unlock several classes, you may want to save up your JP for Adrenaline Rush.

Support Abilities – Final Fantasy Tactics Archer

Ability NameJP Cost
Equip Crossbows350
Concentrate400

Equip Crossbows allows a character to equip Crossbows which are, in general, inferior to both bows and guns. So, not a terribly useful skill. Concentrate increases a character’s accuracy which is marginally useful.

Movement Abilities – Final Fantasy Tactics Archer

Ability NameJP Cost
Jump +1200

Like most of Archer’s skills, Jump +1 is not a good skill. You’ll have the much more useful Move +1 from the Squire class already, making this skill outclassed before it ever becomes available. If height is a concern for you, Jump +1 is not the solution – Teleport innately grants Jump +infinity (it totally ignores height).

Final Fantasy Tactics Archer Overall Assessment

Archers are arguably the worst class in the game. They’re useful only insofar as they’re needed to unlock Thief and Ninja, much more useful classes overall. It is somewhat useful to have a ranged character very early in the game, but not useful enough to justify investing any time into the Archer class.

That about covers it for the Final Fantasy Tactics Archer Class. Be sure to check out the Games Section for more content like this and click here for more game guides related to FFT.

Final Fantasy Tactics Class Guides:
Squire – Chemist – Knight Archer Thief – Monk – Geomancer Dragoon – Ninja – Samurai Dark KnightWhite MageBlack Mage Time MageMystic Summoner OratorBard Dancer – Arithmetician Mime Onion Knight

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