Final Fantasy Tactics Squire Guide & Review

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Squire 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 Squire Class.

Squire
Final Fantasy Tactics (FFT)

final fantasy tactics squire class guide

Final Fantasy Tactics Squire Quick FAQ

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

Squire has no requirements to unlock.

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

It takes 1,670 total JP to master the Squire class.

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

Squire has below average stat growths across the board, including weak physical attack growth.

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

Squire gains the Focus skill, which lets it accumulate attack power and gain JP, as well as a few basic skills, like increasing movement range and throwing weak projectiles.

Stat Growths – Final Fantasy Tactics Squire

(Lower is better)
HP: 11 MP: 15 SPD: 100 PA: 60 MA: 50

You wouldn’t expect the starter class to have good stat growths and… it doesn’t. The HP growth isn’t terrible, but you should get out of this class as quickly as possible because its PA growth is abysmal and it will severely impact your character’s effectiveness if you level up too much in this class.

Moveset: Fundaments – Final Fantasy Tactics Squire

Ability NameJP Cost
Focus300
Rush80
Stone90
Salve150

Let’s be straight up with it. Every skill here is terrible except Focus, which is exceptional and integral to every grinding strategy in the game. Not only is its intended effect useful (adds +1 to PA, stacking infinitely), its real use is to generate tons of JP. Focus grants JP every time it’s used, so you can just kill every enemy except one, disable it in any number of ways, then have your characters just Focus repeatedly until you hit your JP target for the fight.

Reaction Abilities – Final Fantasy Tactics Squire

Ability NameJP Cost
Counter Tackle180

Counter Tackle is adequate when you have absolutely no other Reaction Abilities whatsoever, but aside from that, it’s not good. You should replace it as quickly as possible with a skill that’s good.

Support Abilities – Final Fantasy Tactics Squire

Ability NameJP Cost
Equip Axes170
Beastmaster200
Defend50
JP Boost250

Equip Axes is bad. Beastmaster is pretty useless. Defend is not good. JP Boost should be your go-to support ability until you’ve earned a support ability that you really want. You’ll use JP Boost most of the time.

Movement Abilities – Final Fantasy Tactics Squire

Ability NameJP Cost
Move +1200

Move +1 is actually very useful. You’ll use it on every character until you get Move +2, Teleport, or another skill that’s good. It’s a decent slot-filler until you get something better.

Final Fantasy Tactics Squire Overall Assessment

Squire is the starter class, so of course it’s not going to be the best class in the game. You should get out of it fairly quickly, but as a starter class it’s very good and offers some basic skills that are useful for a long time. On most characters you should definitely stay in Squire long enough to learn Focus, JP Boost and Move +1. Beyond that, nothing is worthwhile, but you’ll get a lot of mileage out of those 3 skills.

That about covers it for the Final Fantasy Tactics Squire 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 MageTime MageMystic Summoner OratorBard Dancer – Arithmetician Mime Onion Knight